// hello_libpad example // // We're using libpad this time. // You can use the classic controller, analog, wheel, gun buttons or mouse // // Schnappy - 12/2020 // // Based on : ../psyq/addons/scea/CNTRL/PAD.C // // Controller demo // Written by Mike Fulton // Last Modified 6:25pm, 11/15/96 // Copyright (c) 1996 Sony Computer Entertainment America #include #include #include #include #include #include #define VMODE 0 // Video Mode : 0 : NTSC, 1: PAL #define SCREENXRES 320 #define SCREENYRES 240 #define CENTERX SCREENXRES/2 #define CENTERY SCREENYRES/2 #define MARGINX 32 // margins for text display #define MARGINY 32 #define FONTSIZE 8 * 7 // Text Field Height #define OTLEN 8 // Ordering Table Length DISPENV disp[2]; // Double buffered DISPENV and DRAWENV DRAWENV draw[2]; u_long ot[2][OTLEN]; // double ordering table of length 8 * 32 = 256 bits / 32 bytes char primbuff[2][32768] = {1}; // double primitive buffer of length 32768 * 8 = 262.144 bits / 32,768 Kbytes char *nextpri = primbuff[0]; // pointer to the next primitive in primbuff. Initially, points to the first bit of primbuff[0] short db = 0; // index of which buffer is used, values 0, 1 // Pad stuff // Structure for RAW hardware-based light gun position values typedef struct { unsigned short v_count; // Y-axis (vertical scan counter) unsigned short h_count; // H-axis (horizontal pixel clock value) } Gun_Position; // Structure for storing processed controller data typedef struct { int xpos, ypos; // Stored position for sprite(s) int xpos2, ypos2; // controlled by this controller. unsigned char status; // These 8 values are obtained unsigned char type; // directly from the controller unsigned char button1; // buffer we installed with InitPAD. unsigned char button2; unsigned char analog0; unsigned char analog1; unsigned char analog2; unsigned char analog3; } Controller_Data; // All-purpose controller data buffer typedef struct { unsigned char pad[34]; // 8-bytes w/o Multi-Tap, 34-bytes w/Multi-Tap } Controller_Buffer; Controller_Buffer controllers[2]; // Buffers for reading controllers Controller_Data theControllers[8]; // Processed controller data void init(void) { ResetGraph(0); SetDefDispEnv(&disp[0], 0, 0, SCREENXRES, SCREENYRES); SetDefDispEnv(&disp[1], 0, SCREENYRES, SCREENXRES, SCREENYRES); SetDefDrawEnv(&draw[0], 0, SCREENYRES, SCREENXRES, SCREENYRES); SetDefDrawEnv(&draw[1], 0, 0, SCREENXRES, SCREENYRES); if (VMODE) { SetVideoMode(MODE_PAL); disp[0].screen.y += 8; disp[1].screen.y += 8; } SetDispMask(1); // Display on screen setRGB0(&draw[0], 50, 50, 50); setRGB0(&draw[1], 50, 50, 50); draw[0].isbg = 1; draw[1].isbg = 1; PutDispEnv(&disp[db]); PutDrawEnv(&draw[db]); FntLoad(960, 0); FntOpen(MARGINX, SCREENYRES - MARGINY - FONTSIZE, SCREENXRES - MARGINX * 2, FONTSIZE, 0, 280 ); } void display(void) { DrawSync(0); VSync(0); PutDispEnv(&disp[db]); PutDrawEnv(&draw[db]); DrawOTag(ot[db] + OTLEN - 1); db = !db; nextpri = primbuff[db]; } void get_digital_direction( Controller_Data *c, int buttondata ) // get analog stick values { int i; i = ~(buttondata); if( i & 0x80 ) c->xpos -= 1; if( i & 0x20 ) c->xpos += 1; if( i & 0x40 ) c->ypos += 1; if( i & 0x10 ) c->ypos -= 1; } void read_controller( Controller_Data *c, unsigned char *buf, int port ) // get the raw values from controller { register int mouse_x, mouse_y, x; register Gun_Position *g; c->status = buf[0]; // Copy over raw controller data c->type = buf[1]; c->button1 = buf[2]; c->button2 = buf[3]; c->analog0 = buf[4]; c->analog1 = buf[5]; c->analog2 = buf[6]; c->analog3 = buf[7]; if( buf[0] == 0xff ) // If controller returns BAD status then bail on it. { c->type = 0; return; } // Look at the controller type code & process controller data as indicated switch( c->type ) { case 0x12: // Sony Mouse mouse_x = buf[4]; mouse_y = buf[5]; if( mouse_x & 0x80 ) mouse_x |= 0xffffff80; if( mouse_y & 0x80 ) mouse_y |= 0xffffff80; c->xpos += mouse_x; c->ypos += mouse_y; break; case 0x23: // Namco negCon // Steering wheel // Sankyo Pachinko controler get_digital_direction( c, buf[2] ); break; case 0x53: // Analog 2-stick get_digital_direction( c, buf[2] ); break; case 0x41: // Standard Sony PAD controller get_digital_direction( c, buf[2] ); break; default: // If don't know what it is, treat it like standard controller get_digital_direction( c, buf[2] ); break; } } int main(void) { TILE * PADL; // Tile primitives TILE * TRIGGERL; TILE * PADR; TILE * TRIGGERR; TILE * START, * SELECT; init(); InitPAD(controllers[0].pad, 34, controllers[1].pad, 34); StartPAD(); while (1) { read_controller( &theControllers[0], &controllers[0].pad[0], 0 ); // Read controllers read_controller( &theControllers[1], &controllers[1].pad[0], 1 ); ClearOTagR(ot[db], OTLEN); // D-cross PADL = (TILE *)nextpri; setTile(PADL); setRGB0(PADL, 80, 180, 255); setXY0(PADL, CENTERX - 80, CENTERY); setWH(PADL, 24, 24); addPrim(ot[db], PADL); nextpri += sizeof(TILE); // L1+L2 TRIGGERL = (TILE *)nextpri; setTile(TRIGGERL); setRGB0(TRIGGERL, 255, 0, 0); setXY0(TRIGGERL, CENTERX - 80, CENTERY - 80); setWH(TRIGGERL, 24, 24); addPrim(ot[db], TRIGGERL); nextpri += sizeof(TILE); // /\, X, O, [] PADR = (TILE *)nextpri; setTile(PADR); setRGB0(PADR, 0, 255, 0); setXY0(PADR, CENTERX + 50, CENTERY); setWH(PADR, 24, 24); addPrim(ot[db], PADR); nextpri += sizeof(TILE); // R1+R2 TRIGGERR = (TILE *)nextpri; setTile(TRIGGERR); setRGB0(TRIGGERR, 255, 0, 255); setXY0(TRIGGERR, CENTERX + 50, CENTERY -80); setWH(TRIGGERR, 24, 24); addPrim(ot[db], TRIGGERR); nextpri += sizeof(TILE); // START + SELECT START = (TILE *)nextpri; setTile(START); setRGB0(START, 240, 240, 240); setXY0(START, CENTERX - 16, CENTERY - 36); setWH(START, 24, 24); addPrim(ot[db], START); nextpri += sizeof(TILE); // D-pad switch(theControllers[0].button1){ case 0xDF: // Right PADL->x0 = CENTERX - 64; break; case 0x7F: // Left PADL->x0 = CENTERX - 96; break; case 0xEF: // Up PADL->y0 = CENTERY - 16; break; case 0xBF: // Down PADL->y0 = CENTERY + 16; break; // Start & Select case 0xF7: START->w = 32; START->h = 32;START->x0 -= 4;START->y0 -= 4; // START break; case 0xFE: // SELECT START->r0 = 0; break; // Dualshock L3 + R3 case 0xFD: // L3 TRIGGERL->w += 10; TRIGGERL->h += 10; break; case 0xFB: //R3 TRIGGERR->w += 10; TRIGGERR->h += 10; break; } // Buttons switch(theControllers[0].button2){ case 0xDF: // ⭘ PADR->x0 = CENTERX + 66; break; case 0x7F: // ⬜ PADR->x0 = CENTERX + 34; break; case 0xEF: // △ PADR->y0 = CENTERY - 16; break; case 0xBF: // ╳ PADR->y0 = CENTERY + 16; break; // Shoulder buttons case 0xFB: // L1 TRIGGERL->y0 = CENTERY - 64; break; case 0xFE: // L2 TRIGGERL->y0 = CENTERY - 96; break; case 0xF7: // R1 TRIGGERR->y0 = CENTERY - 96; break; case 0xFD: // R2 TRIGGERR->y0 = CENTERY - 64; break; // Mouse buttons case 0xF4: // Mouse Left click PADL->w += 10; PADL->h += 10; break; case 0xF8: // Mouse Right click PADL->w -= 10; PADL->h -= 10; break; } FntPrint("Hello 2 pads!\n\n"); FntPrint( "Pad 1 : %02x\nButtons:%02x %02x, Stick:%02x %02x %02x %02x\n", theControllers[0].type, // Controller type : 00 == none, 41 == standard, 73 == analog/dualshock, 12 == mouse, 23 == steering wheel, 63 == gun, 53 == analog joystick theControllers[0].button1, // theControllers[0].button2, theControllers[0].analog0, theControllers[0].analog1, theControllers[0].analog2, theControllers[0].analog3 ); FntPrint( "Pad 2 : %02x\nButtons:%02x %02x, Stick:%02x %02x %02x %02x\n", theControllers[1].type, // Controller type : 00 == none, 41 == standard, 73 == analog/dualshock, 12 == mouse, 23 == steering wheel, 63 == gun, 53 == analog joystick theControllers[1].button1, // theControllers[1].button2, theControllers[1].analog0, // R3 horizontal theControllers[1].analog1, // R3 vertical theControllers[1].analog2, // L3 horizontal theControllers[1].analog3 ); // L3 vertical FntFlush(-1); display(); } return 0; }