public void JoystickChanged(int playerNo, MachineInput machineInput, bool down)
 {
     switch (machineInput)
     {
     case MachineInput.Left:
     case MachineInput.Right:
     case MachineInput.Up:
     case MachineInput.Down:
     case MachineInput.Fire:
     case MachineInput.Fire2:
         _inputState.RaiseInput(_jackNo, machineInput, down);
         break;
     }
 }
Esempio n. 2
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 public override void ControllerButtonChanged(int controllerNo, MachineInput input, bool down)
 {
     base.ControllerButtonChanged(controllerNo, input, down);
     if (down)
     {
         return;
     }
     switch (input)
     {
     case MachineInput.Start:
     case MachineInput.Fire:
     case MachineInput.Fire2:
         ButtonPlayAtariToday_Clicked(this, new());
         break;
     }
 }
        public override void ControllerButtonChanged(int controllerNo, MachineInput input, bool down)
        {
            base.ControllerButtonChanged(controllerNo, input, down);
            switch (input)
            {
            case MachineInput.Select:
                KeyboardKeyPressed(KeyboardKey.S, down);
                break;

            case MachineInput.Reset:
                KeyboardKeyPressed(KeyboardKey.R, down);
                break;

            case MachineInput.End:
                KeyboardKeyPressed(KeyboardKey.Escape, down);
                break;
            }
        }
        public void JoystickChanged(int playerNo, MachineInput machineInput, bool down)
        {
            switch (machineInput)
            {
            case MachineInput.Fire:
            case MachineInput.Fire2:
                _inputState.RaiseInput(ToPaddlePlayerNo(playerNo), MachineInput.Fire, down);
                break;

            case MachineInput.Left:
                _emulationDirection[playerNo & 1] += down ? -1 : 1;
                break;

            case MachineInput.Right:
                _emulationDirection[playerNo & 1] += down ? 1 : -1;
                break;
            }
        }
        public void JoystickChanged(int playerNo, MachineInput machineInput, bool down)
        {
            switch (machineInput)
            {
            case MachineInput.Fire:
            case MachineInput.Fire2:
            case MachineInput.Up:
                _inputState.RaiseInput(_jackNo, MachineInput.Fire, down);
                break;

            case MachineInput.Left:
                _direction += down ? -1 : 1;
                break;

            case MachineInput.Right:
                _direction += down ? 1 : -1;
                break;
            }
        }
 void RaiseMachineInputFromHud(MachineInput machineInput, bool down)
 {
     _hud_buttonPaused.IsChecked = _gameControl.IsPaused = false;
     _gameControl.RaiseMachineInput(machineInput, down);
 }
Esempio n. 7
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        public void RaiseInput(int playerNo, MachineInput input, bool down)
        {
            if (InputPollCallback != null)
            {
                InputPollCallback();
            }
            switch (input)
            {
            case MachineInput.Fire:
                SetControllerActionState(playerNo, ControllerAction.Trigger, down);
                break;

            case MachineInput.Fire2:
                SetControllerActionState(playerNo, ControllerAction.Trigger2, down);
                break;

            case MachineInput.Left:
                SetControllerActionState(playerNo, ControllerAction.Left, down);
                if (down)
                {
                    SetControllerActionState(playerNo, ControllerAction.Right, false);
                }
                break;

            case MachineInput.Up:
                SetControllerActionState(playerNo, ControllerAction.Up, down);
                if (down)
                {
                    SetControllerActionState(playerNo, ControllerAction.Down, false);
                }
                break;

            case MachineInput.Right:
                SetControllerActionState(playerNo, ControllerAction.Right, down);
                if (down)
                {
                    SetControllerActionState(playerNo, ControllerAction.Left, false);
                }
                break;

            case MachineInput.Down:
                SetControllerActionState(playerNo, ControllerAction.Down, down);
                if (down)
                {
                    SetControllerActionState(playerNo, ControllerAction.Up, false);
                }
                break;

            case MachineInput.NumPad7:
                SetControllerActionState(playerNo, ControllerAction.Keypad7, down);
                break;

            case MachineInput.NumPad8:
                SetControllerActionState(playerNo, ControllerAction.Keypad8, down);
                break;

            case MachineInput.NumPad9:
                SetControllerActionState(playerNo, ControllerAction.Keypad9, down);
                break;

            case MachineInput.NumPad4:
                SetControllerActionState(playerNo, ControllerAction.Keypad4, down);
                break;

            case MachineInput.NumPad5:
                SetControllerActionState(playerNo, ControllerAction.Keypad5, down);
                break;

            case MachineInput.NumPad6:
                SetControllerActionState(playerNo, ControllerAction.Keypad6, down);
                break;

            case MachineInput.NumPad1:
                SetControllerActionState(playerNo, ControllerAction.Keypad1, down);
                break;

            case MachineInput.NumPad2:
                SetControllerActionState(playerNo, ControllerAction.Keypad2, down);
                break;

            case MachineInput.NumPad3:
                SetControllerActionState(playerNo, ControllerAction.Keypad3, down);
                break;

            case MachineInput.NumPadMult:
                SetControllerActionState(playerNo, ControllerAction.KeypadA, down);
                break;

            case MachineInput.NumPad0:
                SetControllerActionState(playerNo, ControllerAction.Keypad0, down);
                break;

            case MachineInput.NumPadHash:
                SetControllerActionState(playerNo, ControllerAction.KeypadP, down);
                break;

            case MachineInput.Driving0:
                SetControllerActionState(playerNo, ControllerAction.Driving0, true);
                SetControllerActionState(playerNo, ControllerAction.Driving1, false);
                SetControllerActionState(playerNo, ControllerAction.Driving2, false);
                SetControllerActionState(playerNo, ControllerAction.Driving3, false);
                break;

            case MachineInput.Driving1:
                SetControllerActionState(playerNo, ControllerAction.Driving0, false);
                SetControllerActionState(playerNo, ControllerAction.Driving1, true);
                SetControllerActionState(playerNo, ControllerAction.Driving2, false);
                SetControllerActionState(playerNo, ControllerAction.Driving3, false);
                break;

            case MachineInput.Driving2:
                SetControllerActionState(playerNo, ControllerAction.Driving0, false);
                SetControllerActionState(playerNo, ControllerAction.Driving1, false);
                SetControllerActionState(playerNo, ControllerAction.Driving2, true);
                SetControllerActionState(playerNo, ControllerAction.Driving3, false);
                break;

            case MachineInput.Driving3:
                SetControllerActionState(playerNo, ControllerAction.Driving0, false);
                SetControllerActionState(playerNo, ControllerAction.Driving1, false);
                SetControllerActionState(playerNo, ControllerAction.Driving2, false);
                SetControllerActionState(playerNo, ControllerAction.Driving3, true);
                break;

            case MachineInput.Reset:
                SetConsoleSwitchState(ConsoleSwitch.GameReset, down);
                break;

            case MachineInput.Select:
                SetConsoleSwitchState(ConsoleSwitch.GameSelect, down);
                break;

            case MachineInput.Color:
                if (down)
                {
                    ToggleConsoleSwitchState(ConsoleSwitch.GameBW);
                }
                break;

            case MachineInput.LeftDifficulty:
                if (down)
                {
                    ToggleConsoleSwitchState(ConsoleSwitch.LeftDifficultyA);
                }
                break;

            case MachineInput.RightDifficulty:
                if (down)
                {
                    ToggleConsoleSwitchState(ConsoleSwitch.RightDifficultyA);
                }
                break;
            }
        }
Esempio n. 8
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 public void DrivingPaddleChanged(int playerNo, MachineInput machineInput)
 {
 }
Esempio n. 9
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 public void ProLineJoystickChanged(int playerNo, MachineInput machineInput, bool down)
 {
 }
Esempio n. 10
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        public void RaiseInput(int playerNo, MachineInput input, bool down)
        {
			if (InputPollCallback != null)
			{
				InputPollCallback();
			}
			switch (input)
            {
                case MachineInput.Fire:
                    SetControllerActionState(playerNo, ControllerAction.Trigger, down);
                    break;
                case MachineInput.Fire2:
                    SetControllerActionState(playerNo, ControllerAction.Trigger2, down);
                    break;
                case MachineInput.Left:
                    SetControllerActionState(playerNo, ControllerAction.Left, down);
                    if (down) SetControllerActionState(playerNo, ControllerAction.Right, false);
                    break;
                case MachineInput.Up:
                    SetControllerActionState(playerNo, ControllerAction.Up, down);
                    if (down) SetControllerActionState(playerNo, ControllerAction.Down, false);
                    break;
                case MachineInput.Right:
                    SetControllerActionState(playerNo, ControllerAction.Right, down);
                    if (down) SetControllerActionState(playerNo, ControllerAction.Left, false);
                    break;
                case MachineInput.Down:
                    SetControllerActionState(playerNo, ControllerAction.Down, down);
                    if (down) SetControllerActionState(playerNo, ControllerAction.Up, false);
                    break;
                case MachineInput.NumPad7:
                    SetControllerActionState(playerNo, ControllerAction.Keypad7, down);
                    break;
                case MachineInput.NumPad8:
                    SetControllerActionState(playerNo, ControllerAction.Keypad8, down);
                    break;
                case MachineInput.NumPad9:
                    SetControllerActionState(playerNo, ControllerAction.Keypad9, down);
                    break;
                case MachineInput.NumPad4:
                    SetControllerActionState(playerNo, ControllerAction.Keypad4, down);
                    break;
                case MachineInput.NumPad5:
                    SetControllerActionState(playerNo, ControllerAction.Keypad5, down);
                    break;
                case MachineInput.NumPad6:
                    SetControllerActionState(playerNo, ControllerAction.Keypad6, down);
                    break;
                case MachineInput.NumPad1:
                    SetControllerActionState(playerNo, ControllerAction.Keypad1, down);
                    break;
                case MachineInput.NumPad2:
                    SetControllerActionState(playerNo, ControllerAction.Keypad2, down);
                    break;
                case MachineInput.NumPad3:
                    SetControllerActionState(playerNo, ControllerAction.Keypad3, down);
                    break;
                case MachineInput.NumPadMult:
                    SetControllerActionState(playerNo, ControllerAction.KeypadA, down);
                    break;
                case MachineInput.NumPad0:
                    SetControllerActionState(playerNo, ControllerAction.Keypad0, down);
                    break;
                case MachineInput.NumPadHash:
                    SetControllerActionState(playerNo, ControllerAction.KeypadP, down);
                    break;
                case MachineInput.Driving0:
                    SetControllerActionState(playerNo, ControllerAction.Driving0, true);
                    SetControllerActionState(playerNo, ControllerAction.Driving1, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving2, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving3, false);
                    break;
                case MachineInput.Driving1:
                    SetControllerActionState(playerNo, ControllerAction.Driving0, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving1, true);
                    SetControllerActionState(playerNo, ControllerAction.Driving2, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving3, false);
                    break;
                case MachineInput.Driving2:
                    SetControllerActionState(playerNo, ControllerAction.Driving0, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving1, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving2, true);
                    SetControllerActionState(playerNo, ControllerAction.Driving3, false);
                    break;
                case MachineInput.Driving3:
                    SetControllerActionState(playerNo, ControllerAction.Driving0, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving1, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving2, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving3, true);
                    break;
                case MachineInput.Reset:
                    SetConsoleSwitchState(ConsoleSwitch.GameReset, down);
                    break;
                case MachineInput.Select:
                    SetConsoleSwitchState(ConsoleSwitch.GameSelect, down);
                    break;
                case MachineInput.Color:
                    if (down) ToggleConsoleSwitchState(ConsoleSwitch.GameBW);
                    break;
                case MachineInput.LeftDifficulty:
                    if (down) ToggleConsoleSwitchState(ConsoleSwitch.LeftDifficultyA);
                    break;
                case MachineInput.RightDifficulty:
                    if (down) ToggleConsoleSwitchState(ConsoleSwitch.RightDifficultyA);
                    break;
            }
        }
 public void DrivingPositionChanged(int controllerNo, MachineInput input)
 {
     _currentPage.DrivingPositionChanged(controllerNo, input);
 }
 public void ControllerButtonChanged(int controllerNo, MachineInput input, bool down)
 {
     _currentPage.ControllerButtonChanged(controllerNo, input, down);
 }
 public void ProLineJoystickChanged(int playerNo, MachineInput machineInput, bool down)
 {
     _inputState.RaiseInput(_jackNo, machineInput, down);
 }
 public void DrivingPaddleChanged(int playerNo, MachineInput machineInput)
 {
     _emulationOff = true;
     _inputState.RaiseInput(_jackNo, machineInput, true);
 }