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; } }
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); }
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 DrivingPaddleChanged(int playerNo, MachineInput machineInput) { }
public void ProLineJoystickChanged(int playerNo, MachineInput machineInput, bool down) { }
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); }