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AmigActive 10
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AACD 10.iso
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inptport.h
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C/C++ Source or Header
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2000-04-24
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12KB
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338 lines
#ifndef INPTPORT_H
#define INPTPORT_H
#include "memory.h"
#include "input.h"
/* input ports handling */
/* Don't confuse this with the I/O ports in memory.h. This is used to handle game */
/* inputs (joystick, coin slots, etc). Typically, you will read them using */
/* input_port_[n]_r(), which you will associate to the appropriate memory */
/* address or I/O port. */
/***************************************************************************/
struct InputPortTiny
{
UINT16 mask; /* bits affected */
UINT16 default_value; /* default value for the bits affected */
/* you can also use one of the IP_ACTIVE defines below */
UINT32 type; /* see defines below */
const char *name; /* name to display */
};
struct InputPort
{
UINT16 mask; /* bits affected */
UINT16 default_value; /* default value for the bits affected */
/* you can also use one of the IP_ACTIVE defines below */
UINT32 type; /* see defines below */
const char *name; /* name to display */
InputSeq seq; /* input sequence affecting the input bits */
#ifdef MESS
UINT32 arg; /* extra argument needed in some cases */
UINT16 min, max; /* for analog controls */
#endif
};
#define IP_ACTIVE_HIGH 0x0000
#define IP_ACTIVE_LOW 0xffff
enum { IPT_END=1,IPT_PORT,
/* use IPT_JOYSTICK for panels where the player has one single joystick */
IPT_JOYSTICK_UP, IPT_JOYSTICK_DOWN, IPT_JOYSTICK_LEFT, IPT_JOYSTICK_RIGHT,
/* use IPT_JOYSTICKLEFT and IPT_JOYSTICKRIGHT for dual joystick panels */
IPT_JOYSTICKRIGHT_UP, IPT_JOYSTICKRIGHT_DOWN, IPT_JOYSTICKRIGHT_LEFT, IPT_JOYSTICKRIGHT_RIGHT,
IPT_JOYSTICKLEFT_UP, IPT_JOYSTICKLEFT_DOWN, IPT_JOYSTICKLEFT_LEFT, IPT_JOYSTICKLEFT_RIGHT,
IPT_BUTTON1, IPT_BUTTON2, IPT_BUTTON3, IPT_BUTTON4, /* action buttons */
IPT_BUTTON5, IPT_BUTTON6, IPT_BUTTON7, IPT_BUTTON8, IPT_BUTTON9,
/* analog inputs */
/* the "arg" field contains the default sensitivity expressed as a percentage */
/* (100 = default, 50 = half, 200 = twice) */
IPT_ANALOG_START,
IPT_PADDLE, IPT_PADDLE_V,
IPT_DIAL, IPT_DIAL_V,
IPT_TRACKBALL_X, IPT_TRACKBALL_Y,
IPT_AD_STICK_X, IPT_AD_STICK_Y,
IPT_PEDAL,
IPT_ANALOG_END,
IPT_START1, IPT_START2, IPT_START3, IPT_START4, /* start buttons */
IPT_COIN1, IPT_COIN2, IPT_COIN3, IPT_COIN4, /* coin slots */
IPT_SERVICE1, IPT_SERVICE2, IPT_SERVICE3, IPT_SERVICE4, /* service coin */
IPT_SERVICE, IPT_TILT,
IPT_DIPSWITCH_NAME, IPT_DIPSWITCH_SETTING,
/* Many games poll an input bit to check for vertical blanks instead of using */
/* interrupts. This special value allows you to handle that. If you set one of the */
/* input bits to this, the bit will be inverted while a vertical blank is happening. */
IPT_VBLANK,
IPT_UNKNOWN,
IPT_EXTENSION, /* this is an extension on the previous InputPort, not a real inputport. */
/* It is used to store additional parameters for analog inputs */
/* the following are special codes for user interface handling - not to be used by drivers! */
IPT_UI_CONFIGURE,
IPT_UI_ON_SCREEN_DISPLAY,
IPT_UI_PAUSE,
IPT_UI_RESET_MACHINE,
IPT_UI_SHOW_GFX,
IPT_UI_FRAMESKIP_DEC,
IPT_UI_FRAMESKIP_INC,
IPT_UI_THROTTLE,
IPT_UI_SHOW_FPS,
IPT_UI_SNAPSHOT,
IPT_UI_TOGGLE_CHEAT,
IPT_UI_UP,
IPT_UI_DOWN,
IPT_UI_LEFT,
IPT_UI_RIGHT,
IPT_UI_SELECT,
IPT_UI_CANCEL,
IPT_UI_PAN_UP, IPT_UI_PAN_DOWN, IPT_UI_PAN_LEFT, IPT_UI_PAN_RIGHT,
IPT_UI_SHOW_PROFILER,
IPT_UI_SHOW_COLORS,
IPT_UI_TOGGLE_UI,
__ipt_max
};
#define IPT_UNUSED IPF_UNUSED
#define IPT_SPECIAL IPT_UNUSED /* special meaning handled by custom functions */
#define IPF_MASK 0xffffff00
#define IPF_UNUSED 0x80000000 /* The bit is not used by this game, but is used */
/* by other games running on the same hardware. */
/* This is different from IPT_UNUSED, which marks */
/* bits not connected to anything. */
#define IPF_COCKTAIL IPF_PLAYER2 /* the bit is used in cocktail mode only */
#define IPF_CHEAT 0x40000000 /* Indicates that the input bit is a "cheat" key */
/* (providing invulnerabilty, level advance, and */
/* so on). MAME will not recognize it when the */
/* -nocheat command line option is specified. */
#define IPF_PLAYERMASK 0x00030000 /* use IPF_PLAYERn if more than one person can */
#define IPF_PLAYER1 0 /* play at the same time. The IPT_ should be the same */
#define IPF_PLAYER2 0x00010000 /* for all players (e.g. IPT_BUTTON1 | IPF_PLAYER2) */
#define IPF_PLAYER3 0x00020000 /* IPF_PLAYER1 is the default and can be left out to */
#define IPF_PLAYER4 0x00030000 /* increase readability. */
#define IPF_8WAY 0 /* Joystick modes of operation. 8WAY is the default, */
#define IPF_4WAY 0x00080000 /* it prevents left/right or up/down to be pressed at */
#define IPF_2WAY 0 /* the same time. 4WAY prevents diagonal directions. */
/* 2WAY should be used for joysticks wich move only */
/* on one axis (e.g. Battle Zone) */
#define IPF_IMPULSE 0x00100000 /* When this is set, when the key corrisponding to */
/* the input bit is pressed it will be reported as */
/* pressed for a certain number of video frames and */
/* then released, regardless of the real status of */
/* the key. This is useful e.g. for some coin inputs. */
/* The number of frames the signal should stay active */
/* is specified in the "arg" field. */
#define IPF_TOGGLE 0x00200000 /* When this is set, the key acts as a toggle - press */
/* it once and it goes on, press it again and it goes off. */
/* useful e.g. for sone Test Mode dip switches. */
#define IPF_REVERSE 0x00400000 /* By default, analog inputs like IPT_TRACKBALL increase */
/* when going right/up. This flag inverts them. */
#define IPF_CENTER 0x00800000 /* always preload in->default, autocentering the STICK/TRACKBALL */
#define IPF_CUSTOM_UPDATE 0x01000000 /* normally, analog ports are updated when they are accessed. */
/* When this flag is set, they are never updated automatically, */
/* it is the responsibility of the driver to call */
/* update_analog_port(int port). */
#define IPF_RESETCPU 0x02000000 /* when the key is pressed, reset the first CPU */
/* The "arg" field contains 4 bytes fields */
#define IPF_SENSITIVITY(percent) ((percent & 0xff) << 8)
#define IPF_DELTA(val) ((val & 0xff) << 16)
#define IP_GET_IMPULSE(port) (((port)->type >> 8) & 0xff)
#define IP_GET_SENSITIVITY(port) ((((port)+1)->type >> 8) & 0xff)
#define IP_SET_SENSITIVITY(port,val) ((port)+1)->type = ((port+1)->type & 0xffff00ff)|((val&0xff)<<8)
#define IP_GET_DELTA(port) ((((port)+1)->type >> 16) & 0xff)
#define IP_SET_DELTA(port,val) ((port)+1)->type = ((port+1)->type & 0xff00ffff)|((val&0xff)<<16)
#define IP_GET_MIN(port) (((port)+1)->mask)
#define IP_GET_MAX(port) (((port)+1)->default_value)
#define IP_GET_CODE_OR1(port) ((port)->mask)
#define IP_GET_CODE_OR2(port) ((port)->default_value)
#define IP_NAME_DEFAULT ((const char *)-1)
/* Wrapper for compatibility */
#define IP_KEY_DEFAULT CODE_DEFAULT
#define IP_JOY_DEFAULT CODE_DEFAULT
#define IP_KEY_PREVIOUS CODE_PREVIOUS
#define IP_JOY_PREVIOUS CODE_PREVIOUS
#define IP_KEY_NONE CODE_NONE
#define IP_JOY_NONE CODE_NONE
/* start of table */
#define INPUT_PORTS_START(name) \
static struct InputPortTiny input_ports_##name[] = {
/* end of table */
#define INPUT_PORTS_END \
{ 0, 0, IPT_END, 0 } \
};
/* start of a new input port */
#define PORT_START \
{ 0, 0, IPT_PORT, 0 },
/* input bit definition */
#define PORT_BIT(mask,default,type) \
{ mask, default, type, IP_NAME_DEFAULT },
/* impulse input bit definition */
#define PORT_BIT_IMPULSE(mask,default,type,duration) \
{ mask, default, type | IPF_IMPULSE | ((duration & 0xff) << 8), IP_NAME_DEFAULT },
/* key/joy code specification */
#define PORT_CODE(key,joy) \
{ key, joy, IPT_EXTENSION, 0 },
/* input bit definition with extended fields */
#define PORT_BITX(mask,default,type,name,key,joy) \
{ mask, default, type, name }, \
PORT_CODE(key,joy)
/* analog input */
#define PORT_ANALOG(mask,default,type,sensitivity,delta,min,max) \
{ mask, default, type, IP_NAME_DEFAULT }, \
{ min, max, IPT_EXTENSION | IPF_SENSITIVITY(sensitivity) | IPF_DELTA(delta), IP_NAME_DEFAULT },
#define PORT_ANALOGX(mask,default,type,sensitivity,delta,min,max,keydec,keyinc,joydec,joyinc) \
{ mask, default, type, IP_NAME_DEFAULT }, \
{ min, max, IPT_EXTENSION | IPF_SENSITIVITY(sensitivity) | IPF_DELTA(delta), IP_NAME_DEFAULT }, \
PORT_CODE(keydec,joydec) \
PORT_CODE(keyinc,joyinc)
/* dip switch definition */
#define PORT_DIPNAME(mask,default,name) \
{ mask, default, IPT_DIPSWITCH_NAME, name },
#define PORT_DIPSETTING(default,name) \
{ 0, default, IPT_DIPSWITCH_SETTING, name },
#define PORT_SERVICE(mask,default) \
PORT_BITX( mask, mask & default, IPT_DIPSWITCH_NAME | IPF_TOGGLE, DEF_STR( Service_Mode ), KEYCODE_F2, IP_JOY_NONE ) \
PORT_DIPSETTING( mask & default, DEF_STR( Off ) ) \
PORT_DIPSETTING( mask &~default, DEF_STR( On ) )
#define MAX_DEFSTR_LEN 20
extern char ipdn_defaultstrings[][MAX_DEFSTR_LEN];
/* this must match the ipdn_defaultstrings list in inptport.c */
enum {
STR_Off,
STR_On,
STR_No,
STR_Yes,
STR_Lives,
STR_Bonus_Life,
STR_Difficulty,
STR_Demo_Sounds,
STR_Coinage,
STR_Coin_A,
STR_Coin_B,
STR_9C_1C,
STR_8C_1C,
STR_7C_1C,
STR_6C_1C,
STR_5C_1C,
STR_4C_1C,
STR_3C_1C,
STR_8C_3C,
STR_4C_2C,
STR_2C_1C,
STR_5C_3C,
STR_3C_2C,
STR_4C_3C,
STR_4C_4C,
STR_3C_3C,
STR_2C_2C,
STR_1C_1C,
STR_4C_5C,
STR_3C_4C,
STR_2C_3C,
STR_4C_7C,
STR_2C_4C,
STR_1C_2C,
STR_2C_5C,
STR_2C_6C,
STR_1C_3C,
STR_2C_7C,
STR_2C_8C,
STR_1C_4C,
STR_1C_5C,
STR_1C_6C,
STR_1C_7C,
STR_1C_8C,
STR_1C_9C,
STR_Free_Play,
STR_Cabinet,
STR_Upright,
STR_Cocktail,
STR_Flip_Screen,
STR_Service_Mode,
STR_Unused,
STR_Unknown,
STR_TOTAL
};
#define DEF_STR(str_num) (ipdn_defaultstrings[STR_##str_num])
#define MAX_INPUT_PORTS 20
int load_input_port_settings(void);
void save_input_port_settings(void);
const char *input_port_name(const struct InputPort *in);
InputSeq* input_port_type_seq(int type);
InputSeq* input_port_seq(const struct InputPort *in);
struct InputPort* input_port_allocate(const struct InputPortTiny *src);
void input_port_free(struct InputPort* dst);
#ifdef MAME_NET
void set_default_player_controls(int player);
#endif /* MAME_NET */
void update_analog_port(int port);
void update_input_ports(void); /* called by cpuintrf.c - not for external use */
void inputport_vblank_end(void); /* called by cpuintrf.c - not for external use */
int readinputport(int port);
READ_HANDLER( input_port_0_r );
READ_HANDLER( input_port_1_r );
READ_HANDLER( input_port_2_r );
READ_HANDLER( input_port_3_r );
READ_HANDLER( input_port_4_r );
READ_HANDLER( input_port_5_r );
READ_HANDLER( input_port_6_r );
READ_HANDLER( input_port_7_r );
READ_HANDLER( input_port_8_r );
READ_HANDLER( input_port_9_r );
READ_HANDLER( input_port_10_r );
READ_HANDLER( input_port_11_r );
READ_HANDLER( input_port_12_r );
READ_HANDLER( input_port_13_r );
READ_HANDLER( input_port_14_r );
READ_HANDLER( input_port_15_r );
struct ipd
{
UINT32 type;
const char *name;
InputSeq seq;
};
#endif