1 //============================================================================
2 //
3 //   SSSS    tt          lll  lll
4 //  SS  SS   tt           ll   ll
5 //  SS     tttttt  eeee   ll   ll   aaaa
6 //   SSSS    tt   ee  ee  ll   ll      aa
7 //      SS   tt   eeeeee  ll   ll   aaaaa  --  "An Atari 2600 VCS Emulator"
8 //  SS  SS   tt   ee      ll   ll  aa  aa
9 //   SSSS     ttt  eeeee llll llll  aaaaa
10 //
11 // Copyright (c) 1995-2021 by Bradford W. Mott, Stephen Anthony
12 // and the Stella Team
13 //
14 // See the file "License.txt" for information on usage and redistribution of
15 // this file, and for a DISCLAIMER OF ALL WARRANTIES.
16 //============================================================================
17 
18 #include <cmath>
19 
20 #include "Event.hxx"
21 #include "Paddles.hxx"
22 
23 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Paddles(Jack jack,const Event & event,const System & system,bool swappaddle,bool swapaxis,bool swapdir,bool altmap)24 Paddles::Paddles(Jack jack, const Event& event, const System& system,
25                  bool swappaddle, bool swapaxis, bool swapdir, bool altmap)
26   : Controller(jack, event, system, Controller::Type::Paddles)
27 {
28   // We must start with a physical valid resistance (e.g. 0);
29   // see commit 38b452e1a047a0dca38c5bcce7c271d40f76736e for more information
30   setPin(AnalogPin::Five, AnalogReadout::connectToVcc());
31   setPin(AnalogPin::Nine, AnalogReadout::connectToVcc());
32 
33   // The following logic reflects that mapping paddles to different
34   // devices can be extremely complex
35   // As well, while many paddle games have horizontal movement of
36   // objects (which maps nicely to horizontal movement of the joystick
37   // or mouse), others have vertical movement
38   // This vertical handling is taken care of by swapping the axes
39   // On the other hand, some games treat paddle resistance differently,
40   // (ie, increasing resistance can move an object right instead of left)
41   // This is taken care of by swapping the direction of movement
42   // Arrgh, did I mention that paddles are complex ...
43 
44   // As much as possible, precompute which events we care about for
45   // a given port; this will speed up processing in update()
46 
47   // Consider whether this is the left or right port
48   if(myJack == Jack::Left)
49   {
50     if(!altmap)
51     {
52       // First paddle is left A, second is left B
53       myAAxisValue = Event::LeftPaddleAAnalog;
54       myBAxisValue = Event::LeftPaddleBAnalog;
55       myLeftAFireEvent = Event::LeftPaddleAFire;
56       myLeftBFireEvent = Event::LeftPaddleBFire;
57 
58       // These can be affected by changes in axis orientation
59       myLeftADecEvent = Event::LeftPaddleADecrease;
60       myLeftAIncEvent = Event::LeftPaddleAIncrease;
61       myLeftBDecEvent = Event::LeftPaddleBDecrease;
62       myLeftBIncEvent = Event::LeftPaddleBIncrease;
63     }
64     else
65     {
66       // First paddle is QT 3A, second is QT 3B (fire buttons only)
67       myLeftAFireEvent = Event::QTPaddle3AFire;
68       myLeftBFireEvent = Event::QTPaddle3BFire;
69 
70       myAAxisValue = myBAxisValue =
71         myLeftADecEvent = myLeftAIncEvent =
72         myLeftBDecEvent = myLeftBIncEvent = Event::NoType;
73     }
74   }
75   else    // Jack is right port
76   {
77     if(!altmap)
78     {
79       // First paddle is right A, second is right B
80       myAAxisValue = Event::RightPaddleAAnalog;
81       myBAxisValue = Event::RightPaddleBAnalog;
82       myLeftAFireEvent = Event::RightPaddleAFire;
83       myLeftBFireEvent = Event::RightPaddleBFire;
84 
85       // These can be affected by changes in axis orientation
86       myLeftADecEvent = Event::RightPaddleADecrease;
87       myLeftAIncEvent = Event::RightPaddleAIncrease;
88       myLeftBDecEvent = Event::RightPaddleBDecrease;
89       myLeftBIncEvent = Event::RightPaddleBIncrease;
90     }
91     else
92     {
93       // First paddle is QT 4A, second is QT 4B (fire buttons only)
94       myLeftAFireEvent = Event::QTPaddle4AFire;
95       myLeftBFireEvent = Event::QTPaddle4BFire;
96 
97       myAAxisValue = myBAxisValue =
98         myLeftADecEvent = myLeftAIncEvent =
99         myLeftBDecEvent = myLeftBIncEvent = Event::NoType;
100     }
101   }
102 
103   // Some games swap the paddles
104   if(swappaddle)
105   {
106     // First paddle is right A|B, second is left A|B
107     swapEvents(myAAxisValue, myBAxisValue);
108     swapEvents(myLeftAFireEvent, myLeftBFireEvent);
109     swapEvents(myLeftADecEvent, myLeftBDecEvent);
110     swapEvents(myLeftAIncEvent, myLeftBIncEvent);
111   }
112 
113   // Direction of movement can be swapped
114   // That is, moving in a certain direction on an axis can
115   // result in either increasing or decreasing paddle movement
116   if(swapdir)
117   {
118     swapEvents(myLeftADecEvent, myLeftAIncEvent);
119     swapEvents(myLeftBDecEvent, myLeftBIncEvent);
120   }
121 
122   // The following are independent of whether or not the port
123   // is left or right
124   MOUSE_SENSITIVITY = swapdir ? -abs(MOUSE_SENSITIVITY) :
125                                  abs(MOUSE_SENSITIVITY);
126   if(!swapaxis)
127   {
128     myAxisMouseMotion = Event::MouseAxisXMove;
129     myAxisDigitalZero = 0;
130     myAxisDigitalOne  = 1;
131   }
132   else
133   {
134     myAxisMouseMotion = Event::MouseAxisYMove;
135     myAxisDigitalZero = 1;
136     myAxisDigitalOne  = 0;
137   }
138 
139   // Digital pins 1, 2 and 6 are not connected
140   setPin(DigitalPin::One, true);
141   setPin(DigitalPin::Two, true);
142   setPin(DigitalPin::Six, true);
143 }
144 
145 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
swapEvents(Event::Type & event1,Event::Type & event2)146 void Paddles::swapEvents(Event::Type& event1, Event::Type& event2)
147 {
148   Event::Type swappedEvent;
149 
150   swappedEvent = event1;
151   event1 = event2;
152   event2 = swappedEvent;
153 }
154 
155 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
update()156 void Paddles::update()
157 {
158   setPin(DigitalPin::Three, true);
159   setPin(DigitalPin::Four, true);
160 
161   // Digital events (from keyboard or joystick hats & buttons)
162   bool firePressedA = myEvent.get(myLeftAFireEvent) != 0;
163   bool firePressedB = myEvent.get(myLeftBFireEvent) != 0;
164 
165   // Paddle movement is a very difficult thing to accurately emulate,
166   // since it originally came from an analog device that had very
167   // peculiar behaviour
168   // Compounding the problem is the fact that we'd like to emulate
169   // movement with 'digital' data (like from a keyboard or a digital
170   // joystick axis), but also from a mouse (relative values)
171   // and Stelladaptor-like devices (absolute analog values clamped to
172   // a certain range)
173   // And to top it all off, we don't want one devices input to conflict
174   // with the others ...
175 
176   if(!updateAnalogAxes())
177   {
178     updateMouse(firePressedA, firePressedB);
179     updateDigitalAxes();
180 
181     // Only change state if the charge has actually changed
182     if(myCharge[1] != myLastCharge[1])
183     {
184       setPin(AnalogPin::Five, AnalogReadout::connectToVcc(MAX_RESISTANCE * (myCharge[1] / double(TRIGMAX))));
185       myLastCharge[1] = myCharge[1];
186     }
187     if(myCharge[0] != myLastCharge[0])
188     {
189       setPin(AnalogPin::Nine, AnalogReadout::connectToVcc(MAX_RESISTANCE * (myCharge[0] / double(TRIGMAX))));
190       myLastCharge[0] = myCharge[0];
191     }
192   }
193 
194   setPin(DigitalPin::Four, !getAutoFireState(firePressedA));
195   setPin(DigitalPin::Three, !getAutoFireStateP1(firePressedB));
196 }
197 
getReadOut(int lastAxis,int & newAxis,int center)198 AnalogReadout::Connection Paddles::getReadOut(int lastAxis, int& newAxis, int center)
199 {
200   const float range = ANALOG_RANGE - analogDeadZone() * 2;
201 
202   // dead zone, ignore changes inside the dead zone
203   if(newAxis > analogDeadZone())
204     newAxis -= analogDeadZone();
205   else if(newAxis < -analogDeadZone())
206     newAxis += analogDeadZone();
207   else
208     newAxis = 0; // treat any dead zone value as zero
209 
210   static constexpr std::array<float, MAX_DEJITTER - MIN_DEJITTER + 1> bFac = {
211     // higher values mean more dejitter strength
212     0.f, // off
213     0.50f, 0.59f, 0.67f, 0.74f, 0.80f,
214     0.85f, 0.89f, 0.92f, 0.94f, 0.95f
215   };
216   static constexpr std::array<float, MAX_DEJITTER - MIN_DEJITTER + 1> dFac = {
217     // lower values mean more dejitter strength
218     1.f, // off
219     1.0f / 181, 1.0f / 256, 1.0f / 362, 1.0f / 512, 1.0f / 724,
220     1.0f / 1024, 1.0f / 1448, 1.0f / 2048, 1.0f / 2896, 1.0f / 4096
221   };
222   const float baseFactor = bFac[DEJITTER_BASE];
223   const float diffFactor = dFac[DEJITTER_DIFF];
224 
225   // dejitter, suppress small changes only
226   float dejitter = powf(baseFactor, std::abs(newAxis - lastAxis) * diffFactor);
227   int newVal = newAxis * (1 - dejitter) + lastAxis * dejitter;
228 
229   // only use new dejittered value for larger differences
230   if(abs(newVal - newAxis) > 10)
231     newAxis = newVal;
232 
233   // apply linearity
234   float linearVal = newAxis / (range / 2); // scale to -1.0..+1.0
235 
236   if(newAxis >= 0)
237     linearVal = powf(std::abs(linearVal), LINEARITY);
238   else
239     linearVal = -powf(std::abs(linearVal), LINEARITY);
240 
241   newAxis = linearVal * (range / 2); // scale back to ANALOG_RANGE
242 
243   // scale axis to range including dead zone
244   const Int32 scaledAxis = newAxis * ANALOG_RANGE / range;
245 
246   // scale result
247   return AnalogReadout::connectToVcc(MAX_RESISTANCE *
248         BSPF::clamp((ANALOG_MAX_VALUE - (scaledAxis * SENSITIVITY + center)) /
249         float(ANALOG_RANGE), 0.F, 1.F));
250 }
251 
252 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
updateAnalogAxes()253 bool Paddles::updateAnalogAxes()
254 {
255   // Analog axis events from Stelladaptor-like devices,
256   // (which includes analog USB controllers)
257   // These devices generate data in the range -32768 to 32767,
258   // so we have to scale appropriately
259   // Since these events are generated and stored indefinitely,
260   // we only process the first one we see (when it differs from
261   // previous values by a pre-defined amount)
262   // Otherwise, it would always override input from digital and mouse
263 
264 
265   int sa_xaxis = myEvent.get(myAAxisValue);
266   int sa_yaxis = myEvent.get(myBAxisValue);
267   bool sa_changed = false;
268 
269   if(abs(myLastAxisX - sa_xaxis) > 10)
270   {
271     setPin(AnalogPin::Nine, getReadOut(myLastAxisX, sa_xaxis, XCENTER));
272     sa_changed = true;
273   }
274 
275   if(abs(myLastAxisY - sa_yaxis) > 10)
276   {
277     setPin(AnalogPin::Five, getReadOut(myLastAxisY, sa_yaxis, YCENTER));
278     sa_changed = true;
279   }
280   myLastAxisX = sa_xaxis;
281   myLastAxisY = sa_yaxis;
282 
283   return sa_changed;
284 }
285 
286 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
updateMouse(bool & firePressedA,bool & firePressedB)287 void Paddles::updateMouse(bool& firePressedA, bool& firePressedB)
288 {
289   // Mouse motion events give relative movement
290   // That is, they're only relevant if they're non-zero
291   if(myMPaddleID > -1)
292   {
293     // We're in auto mode, where a single axis is used for one paddle only
294     myCharge[myMPaddleID] = BSPF::clamp(myCharge[myMPaddleID] -
295                                         (myEvent.get(myAxisMouseMotion) * MOUSE_SENSITIVITY),
296                                         TRIGMIN, TRIGRANGE);
297 
298     if(myMPaddleID == 0)
299       firePressedA = firePressedA
300         || myEvent.get(Event::MouseButtonLeftValue)
301         || myEvent.get(Event::MouseButtonRightValue);
302     else
303       firePressedB = firePressedB
304         || myEvent.get(Event::MouseButtonLeftValue)
305         || myEvent.get(Event::MouseButtonRightValue);
306   }
307   else
308   {
309     // Test for 'untied' mouse axis mode, where each axis is potentially
310     // mapped to a separate paddle
311     if(myMPaddleIDX > -1)
312     {
313       myCharge[myMPaddleIDX] = BSPF::clamp(myCharge[myMPaddleIDX] -
314                                            (myEvent.get(Event::MouseAxisXMove) * MOUSE_SENSITIVITY),
315                                            TRIGMIN, TRIGRANGE);
316       if(myMPaddleIDX == 0)
317         firePressedA = firePressedA
318           || myEvent.get(Event::MouseButtonLeftValue);
319       else
320         firePressedB = firePressedB
321           || myEvent.get(Event::MouseButtonLeftValue);
322     }
323     if(myMPaddleIDY > -1)
324     {
325       myCharge[myMPaddleIDY] = BSPF::clamp(myCharge[myMPaddleIDY] -
326                                            (myEvent.get(Event::MouseAxisYMove) * MOUSE_SENSITIVITY),
327                                            TRIGMIN, TRIGRANGE);
328       if(myMPaddleIDY == 0)
329         firePressedA = firePressedA
330           || myEvent.get(Event::MouseButtonRightValue);
331       else
332         firePressedB = firePressedB
333           || myEvent.get(Event::MouseButtonRightValue);
334     }
335   }
336 }
337 
338 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
updateDigitalAxes()339 void Paddles::updateDigitalAxes()
340 {
341   // Finally, consider digital input, where movement happens
342   // until a digital event is released
343   if(myKeyRepeatA)
344   {
345     myPaddleRepeatA++;
346     if(myPaddleRepeatA > DIGITAL_SENSITIVITY)
347       myPaddleRepeatA = DIGITAL_DISTANCE;
348   }
349   if(myKeyRepeatB)
350   {
351     myPaddleRepeatB++;
352     if(myPaddleRepeatB > DIGITAL_SENSITIVITY)
353       myPaddleRepeatB = DIGITAL_DISTANCE;
354   }
355 
356   myKeyRepeatA = false;
357   myKeyRepeatB = false;
358 
359   if(myEvent.get(myLeftADecEvent))
360   {
361     myKeyRepeatA = true;
362     if(myCharge[myAxisDigitalZero] > myPaddleRepeatA)
363       myCharge[myAxisDigitalZero] -= myPaddleRepeatA;
364   }
365   if(myEvent.get(myLeftAIncEvent))
366   {
367     myKeyRepeatA = true;
368     if((myCharge[myAxisDigitalZero] + myPaddleRepeatA) < TRIGRANGE)
369       myCharge[myAxisDigitalZero] += myPaddleRepeatA;
370   }
371   if(myEvent.get(myLeftBDecEvent))
372   {
373     myKeyRepeatB = true;
374     if(myCharge[myAxisDigitalOne] > myPaddleRepeatB)
375       myCharge[myAxisDigitalOne] -= myPaddleRepeatB;
376   }
377   if(myEvent.get(myLeftBIncEvent))
378   {
379     myKeyRepeatB = true;
380     if((myCharge[myAxisDigitalOne] + myPaddleRepeatB) < TRIGRANGE)
381       myCharge[myAxisDigitalOne] += myPaddleRepeatB;
382   }
383 }
384 
385 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
setMouseControl(Controller::Type xtype,int xid,Controller::Type ytype,int yid)386 bool Paddles::setMouseControl(
387     Controller::Type xtype, int xid, Controller::Type ytype, int yid)
388 {
389   // In 'automatic' mode, both axes on the mouse map to a single paddle,
390   // and the paddle axis and direction settings are taken into account
391   // This overrides any other mode
392   if(xtype == Controller::Type::Paddles && ytype == Controller::Type::Paddles && xid == yid)
393   {
394     myMPaddleID = ((myJack == Jack::Left && (xid == 0 || xid == 1)) ||
395                    (myJack == Jack::Right && (xid == 2 || xid == 3))
396                   ) ? xid & 0x01 : -1;
397     myMPaddleIDX = myMPaddleIDY = -1;
398   }
399   else
400   {
401     // The following is somewhat complex, but we need to pre-process as much
402     // as possible, so that ::update() can run quickly
403     myMPaddleID = -1;
404     if(myJack == Jack::Left)
405     {
406       if(xtype == Controller::Type::Paddles)
407         myMPaddleIDX = (xid == 0 || xid == 1) ? xid & 0x01 : -1;
408       if(ytype == Controller::Type::Paddles)
409         myMPaddleIDY = (yid == 0 || yid == 1) ? yid & 0x01 : -1;
410     }
411     else if(myJack == Jack::Right)
412     {
413       if(xtype == Controller::Type::Paddles)
414         myMPaddleIDX = (xid == 2 || xid == 3) ? xid & 0x01 : -1;
415       if(ytype == Controller::Type::Paddles)
416         myMPaddleIDY = (yid == 2 || yid == 3) ? yid & 0x01 : -1;
417     }
418   }
419 
420   return true;
421 }
422 
423 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
setAnalogXCenter(int xcenter)424 void Paddles::setAnalogXCenter(int xcenter)
425 {
426   // convert into ~5 pixel steps
427   XCENTER = BSPF::clamp(xcenter, MIN_ANALOG_CENTER, MAX_ANALOG_CENTER) * 860;
428 }
429 
430 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
setAnalogYCenter(int ycenter)431 void Paddles::setAnalogYCenter(int ycenter)
432 {
433   // convert into ~5 pixel steps
434   YCENTER = BSPF::clamp(ycenter, MIN_ANALOG_CENTER, MAX_ANALOG_CENTER) * 860;
435 }
436 
437 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
setAnalogSensitivity(int sensitivity)438 float Paddles::setAnalogSensitivity(int sensitivity)
439 {
440   return SENSITIVITY = analogSensitivityValue(sensitivity);
441 }
442 
443 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
analogSensitivityValue(int sensitivity)444 float Paddles::analogSensitivityValue(int sensitivity)
445 {
446   // BASE_ANALOG_SENSE * (1.1 ^ 20) = 1.0
447   return BASE_ANALOG_SENSE * std::pow(1.1F,
448     static_cast<float>(BSPF::clamp(sensitivity, MIN_ANALOG_SENSE, MAX_ANALOG_SENSE)));
449 }
450 
451 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
setAnalogLinearity(int linearity)452 void Paddles::setAnalogLinearity(int linearity)
453 {
454   LINEARITY = 100.f / BSPF::clamp(linearity, MIN_ANALOG_LINEARITY, MAX_ANALOG_LINEARITY);
455 }
456 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
setDejitterBase(int strength)457 void Paddles::setDejitterBase(int strength)
458 {
459   DEJITTER_BASE = BSPF::clamp(strength, MIN_DEJITTER, MAX_DEJITTER);
460 }
461 
462 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
setDejitterDiff(int strength)463 void Paddles::setDejitterDiff(int strength)
464 {
465   DEJITTER_DIFF = BSPF::clamp(strength, MIN_DEJITTER, MAX_DEJITTER);
466 }
467 
468 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
setDigitalSensitivity(int sensitivity)469 void Paddles::setDigitalSensitivity(int sensitivity)
470 {
471   DIGITAL_SENSITIVITY = BSPF::clamp(sensitivity, MIN_DIGITAL_SENSE, MAX_DIGITAL_SENSE);
472   DIGITAL_DISTANCE = 20 + (DIGITAL_SENSITIVITY << 3);
473 }
474 
475 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
setDigitalPaddleRange(int range)476 void Paddles::setDigitalPaddleRange(int range)
477 {
478   range = BSPF::clamp(range, MIN_MOUSE_RANGE, MAX_MOUSE_RANGE);
479   TRIGRANGE = int(TRIGMAX * (range / 100.0));
480 }
481 
482 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
483 int Paddles::XCENTER = 0;
484 int Paddles::YCENTER = 0;
485 float Paddles::SENSITIVITY = 1.0;
486 float Paddles::LINEARITY = 1.0;
487 int Paddles::DEJITTER_BASE = 0;
488 int Paddles::DEJITTER_DIFF = 0;
489 int Paddles::TRIGRANGE = Paddles::TRIGMAX;
490 
491 int Paddles::DIGITAL_SENSITIVITY = -1;
492 int Paddles::DIGITAL_DISTANCE = -1;
493