1 // JoyProcess (c)2016-2021 dink & iq_132
2 #include "burnint.h"
3 #include "joyprocess.h"
4 
5 // Digital Processing
ProcessJoystick(UINT8 * input,INT8 playernum,INT8 up_bit,INT8 down_bit,INT8 left_bit,INT8 right_bit,UINT8 flags)6 void ProcessJoystick(UINT8 *input, INT8 playernum, INT8 up_bit, INT8 down_bit, INT8 left_bit, INT8 right_bit, UINT8 flags)
7 { // limitations: 4 players max., processes 8-bit inputs only!
8 	static INT32 fourway[4]      = { 0, 0, 0, 0 }; // 4-way buffer
9 	static UINT8 DrvInputPrev[4] = { 0, 0, 0, 0 }; // 4-way buffer
10 
11 	if (flags & INPUT_ISACTIVELOW) {
12 		*input ^= 0xff;
13 	}
14 
15 	UINT8 ud = (1 << up_bit) | (1 << down_bit);
16 	UINT8 rl = (1 << right_bit) | (1 << left_bit);
17 
18 	UINT8 udrlmask = ud | rl; // bitmask to process
19 	UINT8 othermask = udrlmask ^ 0xff; // bitmask to preserve (invert of udrlmask)
20 
21 	if (flags & INPUT_4WAY) {
22 		playernum &= 3; // just incase.
23 		if(*input != DrvInputPrev[playernum]) {
24 			fourway[playernum] = *input & udrlmask;
25 
26 			if((fourway[playernum] & rl) && (fourway[playernum] & ud))
27 				fourway[playernum] ^= (fourway[playernum] & (DrvInputPrev[playernum] & udrlmask));
28 
29 			if((fourway[playernum] & rl) && (fourway[playernum] & ud))
30 				fourway[playernum] &= ud | ud; // diagonals aren't allowed w/INPUT_4WAY
31 		}
32 
33 		DrvInputPrev[playernum] = *input;
34 
35 		*input = fourway[playernum] | (DrvInputPrev[playernum] & othermask); // add back the unprocessed/other bits
36 	}
37 
38 	if (flags & INPUT_CLEAROPPOSITES) {
39 		if ((*input & rl) == rl) {
40 			*input &= ~rl;
41 		}
42 		if ((*input & ud) == ud) {
43 			*input &= ~ud;
44 		}
45 	}
46 
47 	if (flags & INPUT_MAKEACTIVELOW || flags & INPUT_ISACTIVELOW) {
48 		*input ^= 0xff;
49 	}
50 }
51 
CompileInput(UINT8 ** input,void * output,INT32 num,INT32 bits,UINT32 * init)52 void CompileInput(UINT8 **input, void *output, INT32 num, INT32 bits, UINT32 *init)
53 {
54 	for (INT32 j = 0; j < num; j++) {
55 		if (bits > 16) ((UINT32*)output)[j] = init[j];
56 		if (bits > 8 && bits < 17) ((UINT16*)output)[j] = init[j];
57 		if (bits < 9) ((UINT8*)output)[j] = init[j];
58 
59 		for (INT32 i = 0; i < bits; i++) {
60 			if (bits > 16) ((UINT32*)output)[j] ^= (input[j][i] & 1) << i;
61 			if (bits > 8 && bits < 17) ((UINT16*)output)[j] ^= (input[j][i] & 1) << i;
62 			if (bits < 9) ((UINT8*)output)[j] ^= (input[j][i] & 1) << i;
63 		}
64 	}
65 }
66 
67 // Analog Processing
AnalogDeadZone(INT16 anaval)68 INT16 AnalogDeadZone(INT16 anaval)
69 {
70 	INT32 negative = (anaval < 0);
71 
72 	anaval = abs(anaval);
73 
74 	// < 160 is usually "noise" with modern gamepad thumbsticks
75 	// (mouse movements are usually above 200)
76 	if (anaval < 160) {
77 		anaval = 0;
78 	} else {
79 		anaval -= 160;
80 	}
81 
82 	return (negative) ? -anaval : anaval;
83 }
84 
scalerange(UINT32 x,UINT32 in_min,UINT32 in_max,UINT32 out_min,UINT32 out_max)85 UINT32 scalerange(UINT32 x, UINT32 in_min, UINT32 in_max, UINT32 out_min, UINT32 out_max) {
86 	return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
87 }
88 
ProcessAnalog(INT16 anaval,INT32 reversed,INT32 flags,UINT8 scalemin,UINT8 scalemax)89 UINT8 ProcessAnalog(INT16 anaval, INT32 reversed, INT32 flags, UINT8 scalemin, UINT8 scalemax)
90 {
91 	return ProcessAnalog(anaval, reversed, flags, scalemin, scalemax, 0x80);
92 }
93 
ProcessAnalog(INT16 anaval,INT32 reversed,INT32 flags,UINT8 scalemin,UINT8 scalemax,UINT8 centerval)94 UINT8 ProcessAnalog(INT16 anaval, INT32 reversed, INT32 flags, UINT8 scalemin, UINT8 scalemax, UINT8 centerval)
95 {
96     UINT8 linear_min = 0, linear_max = 0;
97 
98     if (flags & INPUT_MIGHTBEDIGITAL && (UINT16)anaval == 0xffff) {
99 		anaval = 0x3ff; // digital button mapped here & pressed.
100 	}
101     if (flags & INPUT_LINEAR) {
102         anaval = abs(anaval);
103         linear_min = scalemin;
104         linear_max = scalemax;
105         scalemin = 0x00;
106         scalemax = 0xff;
107     }
108 
109 	INT32 DeadZone = (flags & INPUT_DEADZONE) ? 10 : 0;
110 	INT16 Temp = (reversed) ? (centerval - (anaval / 16)) : (centerval + (anaval / 16));  // - for reversed, + for normal
111 
112 	if (flags & INPUT_DEADZONE) { // deadzones
113 		if (flags & INPUT_LINEAR) {
114 			if (Temp < DeadZone) Temp = 0;
115 			DeadZone = 0; // this is all the DZ handling INPUT_LINEAR needs
116 		} else {
117 			// 0x7f is center, 0x3f right, 0xbf left.  0x7f +-10 is noise.
118 			if (!(Temp < centerval-DeadZone || Temp > centerval+DeadZone)) {
119 				Temp = centerval; // we hit a dead-zone, return mid-range
120 			} else {
121 				// so we don't jump between 0x7f (center) and next value after deadzone
122 				if (Temp < centerval-DeadZone) {
123 					Temp += DeadZone;
124 				} else if (Temp > centerval+DeadZone) {
125 					Temp -= DeadZone;
126 				}
127 			}
128 		}
129     }
130 
131 	if (Temp < 0x40 + DeadZone) Temp = 0x40 + DeadZone; // clamping for happy scalerange()
132 	if (Temp > 0xbf - DeadZone) Temp = 0xbf - DeadZone;
133 
134 	Temp = scalerange(Temp, 0x40 + DeadZone, 0xbf - DeadZone, scalemin, scalemax);
135 
136 	if (flags & INPUT_LINEAR) {
137 		if (!reversed) Temp -= centerval;
138 		Temp = scalerange(Temp, 0, centerval, linear_min, linear_max);
139 		if (Temp > linear_max - 4) Temp = linear_max; // some inputs stop a little short of full-on
140 	}
141 
142 	return Temp;
143 }
144