75 lines
2.6 KiB
C++
75 lines
2.6 KiB
C++
// This file is part of Necroware's GamePort adapter firmware.
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// Copyright (C) 2021 Necroware
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#pragma once
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#include "AnalogJoystick.h"
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#include "Joystick.h"
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class CHF16CombatStick : public Joystick {
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public:
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const Description &getDescription() const override {
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// CH F16 Combat Stick from 1995
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static const Description description{"CH F16 Combat Stick", 3, 10, 1};
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return description;
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}
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const State &getState() const override {
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return m_state;
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}
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bool init() override {
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return true;
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}
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bool update() override {
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const auto decodeHat = [](byte code) -> byte {
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// Same as CH Flight Stick Pro. But the F16 stick has 4 positions on the hat only.
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// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
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static constexpr byte table[16] = {0, 0, 0, 7, 0, 0, 0, 5, 0, 0, 0, 3, 0, 0, 0, 1};
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return (code < sizeof(table)) ? table[code] : 0u;
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};
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const auto decodeButtons = [](byte code) -> uint16_t {
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// Map to 10 buttons: 5 real ones, one hat with 4 positions. Thus we need uint16 instead of byte
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// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
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static constexpr uint16_t table[16] = {0, 1, 8, 0, 4, 32, 256, 0, 16, 2, 128, 0, 512, 0, 64, 0};
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static constexpr auto tableSize = sizeof(table) / sizeof(table[0]);
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return (code < tableSize) ? table[code] : 0u;
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};
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// The 4th axis (index 2) is ignored, because there is a big jitter
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// and it reacts on movement of the other axes too. So you can not
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// assign the axes to a function in your game.
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m_state.axes[0] = m_joystick.getAxis(0);
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m_state.axes[1] = m_joystick.getAxis(1);
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m_state.axes[2] = m_joystick.getAxis(3); // Throttle
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const auto code = m_joystick.getButtons();
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m_state.hat = decodeHat(code);
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m_state.buttons = decodeButtons(code);
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log("Code %d : %d , A2 %d", code, m_state.buttons, m_state.axes[2] );
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return true;
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}
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private:
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AnalogJoystick m_joystick;
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State m_state;
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};
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