all repos — mgba @ 25f5520b0b59a5235dae0c9c476baa9e2753269f

mGBA Game Boy Advance Emulator

src/platform/sdl/sdl-events.c (view raw)

  1#include "sdl-events.h"
  2
  3#include "debugger/debugger.h"
  4#include "gba-io.h"
  5#include "gba-rr.h"
  6#include "gba-serialize.h"
  7#include "gba-video.h"
  8#include "renderers/video-software.h"
  9#include "util/vfs.h"
 10
 11#if SDL_VERSION_ATLEAST(2, 0, 0) && defined(__APPLE__)
 12#define GUI_MOD KMOD_GUI
 13#else
 14#define GUI_MOD KMOD_CTRL
 15#endif
 16
 17bool GBASDLInitEvents(struct GBASDLEvents* context) {
 18	if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0) {
 19		return false;
 20	}
 21	SDL_JoystickEventState(SDL_ENABLE);
 22	context->joystick = SDL_JoystickOpen(0);
 23#if !SDL_VERSION_ATLEAST(2, 0, 0)
 24	SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
 25#endif
 26
 27#if SDL_VERSION_ATLEAST(2, 0, 0)
 28	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDL_SCANCODE_X, GBA_KEY_A);
 29	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDL_SCANCODE_Z, GBA_KEY_B);
 30	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDL_SCANCODE_A, GBA_KEY_L);
 31	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDL_SCANCODE_S, GBA_KEY_R);
 32	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDL_SCANCODE_RETURN, GBA_KEY_START);
 33	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDL_SCANCODE_BACKSPACE, GBA_KEY_SELECT);
 34	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDL_SCANCODE_UP, GBA_KEY_UP);
 35	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDL_SCANCODE_DOWN, GBA_KEY_DOWN);
 36	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDL_SCANCODE_LEFT, GBA_KEY_LEFT);
 37	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDL_SCANCODE_RIGHT, GBA_KEY_RIGHT);
 38#else
 39	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_x, GBA_KEY_A);
 40	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_z, GBA_KEY_B);
 41	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_a, GBA_KEY_L);
 42	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_s, GBA_KEY_R);
 43	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_RETURN, GBA_KEY_START);
 44	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_BACKSPACE, GBA_KEY_SELECT);
 45	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_UP, GBA_KEY_UP);
 46	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_DOWN, GBA_KEY_DOWN);
 47	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_LEFT, GBA_KEY_LEFT);
 48	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_RIGHT, GBA_KEY_RIGHT);
 49#endif
 50
 51	GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 13, GBA_KEY_A);
 52	GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 14, GBA_KEY_B);
 53	GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 10, GBA_KEY_L);
 54	GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 11, GBA_KEY_R);
 55	GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 3, GBA_KEY_START);
 56	GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 0, GBA_KEY_SELECT);
 57	GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 4, GBA_KEY_UP);
 58	GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 6, GBA_KEY_DOWN);
 59	GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 7, GBA_KEY_LEFT);
 60	GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 5, GBA_KEY_RIGHT);
 61
 62	return true;
 63}
 64
 65void GBASDLEventsLoadConfig(struct GBASDLEvents* context, const struct Configuration* config) {
 66	GBAInputMapLoad(context->bindings, SDL_BINDING_KEY, config);
 67	GBAInputMapLoad(context->bindings, SDL_BINDING_BUTTON, config);
 68}
 69
 70void GBASDLDeinitEvents(struct GBASDLEvents* context) {
 71	SDL_JoystickClose(context->joystick);
 72	SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
 73}
 74
 75static void _pauseAfterFrame(struct GBAThread* context) {
 76	context->frameCallback = 0;
 77	GBAThreadPauseFromThread(context);
 78}
 79
 80static void _GBASDLHandleKeypress(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_KeyboardEvent* event) {
 81	enum GBAKey key = GBA_KEY_NONE;
 82	if (!event->keysym.mod) {
 83#if SDL_VERSION_ATLEAST(2, 0, 0)
 84		key = GBAInputMapKey(&context->inputMap, SDL_BINDING_KEY, event->keysym.scancode);
 85#else
 86		key = GBAInputMapKey(&context->inputMap, SDL_BINDING_KEY, event->keysym.sym);
 87#endif
 88	}
 89	if (key != GBA_KEY_NONE) {
 90		if (event->type == SDL_KEYDOWN) {
 91			context->activeKeys |= 1 << key;
 92		} else {
 93			context->activeKeys &= ~(1 << key);
 94		}
 95		return;
 96	}
 97	switch (event->keysym.sym) {
 98	case SDLK_F11:
 99		if (event->type == SDL_KEYDOWN && context->debugger) {
100			ARMDebuggerEnter(context->debugger, DEBUGGER_ENTER_MANUAL);
101		}
102		return;
103#ifdef USE_PNG
104	case SDLK_F12:
105		if (event->type == SDL_KEYDOWN) {
106			GBAThreadInterrupt(context);
107			GBAThreadTakeScreenshot(context);
108			GBAThreadContinue(context);
109		}
110		return;
111#endif
112	case SDLK_TAB:
113		context->sync.audioWait = event->type != SDL_KEYDOWN;
114		return;
115	case SDLK_BACKSLASH:
116		if (event->type == SDL_KEYDOWN) {
117			GBAThreadPause(context);
118			context->frameCallback = _pauseAfterFrame;
119			GBAThreadUnpause(context);
120		}
121		return;
122	case SDLK_LEFTBRACKET:
123		GBAThreadInterrupt(context);
124		GBARewind(context, 10);
125		GBAThreadContinue(context);
126		return;
127	case SDLK_ESCAPE:
128		GBAThreadInterrupt(context);
129		if (context->gba->rr) {
130			GBARRStopPlaying(context->gba->rr);
131			GBARRStopRecording(context->gba->rr);
132		}
133		GBAThreadContinue(context);
134		return;
135	default:
136		if (event->type == SDL_KEYDOWN) {
137			if ((event->keysym.mod & GUI_MOD) && (event->keysym.mod & GUI_MOD) == event->keysym.mod) {
138				switch (event->keysym.sym) {
139#if SDL_VERSION_ATLEAST(2, 0, 0)
140				case SDLK_f:
141					SDL_SetWindowFullscreen(sdlContext->window, sdlContext->fullscreen ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP);
142					sdlContext->fullscreen = !sdlContext->fullscreen;
143					sdlContext->windowUpdated = 1;
144					break;
145#endif
146				case SDLK_p:
147					GBAThreadTogglePause(context);
148					break;
149				case SDLK_n:
150					GBAThreadPause(context);
151					context->frameCallback = _pauseAfterFrame;
152					GBAThreadUnpause(context);
153					break;
154				case SDLK_r:
155					GBAThreadReset(context);
156					break;
157				case SDLK_t:
158					if (context->stateDir) {
159						GBAThreadInterrupt(context);
160						GBARRContextCreate(context->gba);
161						if (!GBARRIsRecording(context->gba->rr)) {
162							GBARRStopPlaying(context->gba->rr);
163							GBARRInitStream(context->gba->rr, context->stateDir);
164							GBARRReinitStream(context->gba->rr, INIT_EX_NIHILO);
165							GBARRStartRecording(context->gba->rr);
166							GBARRSaveState(context->gba);
167						}
168						GBAThreadContinue(context);
169					}
170					break;
171				case SDLK_y:
172					if (context->stateDir) {
173						GBAThreadInterrupt(context);
174						GBARRContextCreate(context->gba);
175						GBARRStopRecording(context->gba->rr);
176						GBARRInitStream(context->gba->rr, context->stateDir);
177						GBARRStartPlaying(context->gba->rr, false);
178						GBARRLoadState(context->gba);
179						GBAThreadContinue(context);
180					}
181					break;
182				default:
183					break;
184				}
185			}
186			if (event->keysym.mod & KMOD_SHIFT) {
187				switch (event->keysym.sym) {
188				case SDLK_F1:
189				case SDLK_F2:
190				case SDLK_F3:
191				case SDLK_F4:
192				case SDLK_F5:
193				case SDLK_F6:
194				case SDLK_F7:
195				case SDLK_F8:
196				case SDLK_F9:
197					GBAThreadInterrupt(context);
198					GBASaveState(context->gba, context->stateDir, event->keysym.sym - SDLK_F1 + 1, true);
199					GBAThreadContinue(context);
200					break;
201				default:
202					break;
203				}
204			} else {
205				switch (event->keysym.sym) {
206				case SDLK_F1:
207				case SDLK_F2:
208				case SDLK_F3:
209				case SDLK_F4:
210				case SDLK_F5:
211				case SDLK_F6:
212				case SDLK_F7:
213				case SDLK_F8:
214				case SDLK_F9:
215					GBAThreadInterrupt(context);
216					GBALoadState(context->gba, context->stateDir, event->keysym.sym - SDLK_F1 + 1);
217					GBAThreadContinue(context);
218					break;
219				default:
220					break;
221				}
222			}
223		}
224		return;
225	}
226}
227
228static void _GBASDLHandleJoyButton(struct GBAThread* context, const struct SDL_JoyButtonEvent* event) {
229	enum GBAKey key = 0;
230	key = GBAInputMapKey(&context->inputMap, SDL_BINDING_BUTTON, event->button);
231	if (key == GBA_KEY_NONE) {
232		return;
233	}
234
235	if (event->type == SDL_JOYBUTTONDOWN) {
236		context->activeKeys |= 1 << key;
237	} else {
238		context->activeKeys &= ~(1 << key);
239	}
240}
241
242static void _GBASDLHandleJoyHat(struct GBAThread* context, const struct SDL_JoyHatEvent* event) {
243	enum GBAKey key = 0;
244
245	if (event->value & SDL_HAT_UP) {
246		key |= 1 << GBA_KEY_UP;
247	}
248	if (event->value & SDL_HAT_LEFT) {
249		key |= 1 << GBA_KEY_LEFT;
250	}
251	if (event->value & SDL_HAT_DOWN) {
252		key |= 1 << GBA_KEY_DOWN;
253	}
254	if (event->value & SDL_HAT_RIGHT) {
255		key |= 1 << GBA_KEY_RIGHT;
256	}
257
258	context->activeKeys &= ~((1 << GBA_KEY_UP) | (1 << GBA_KEY_LEFT) | (1 << GBA_KEY_DOWN) | (1 << GBA_KEY_RIGHT));
259	context->activeKeys |= key;
260}
261
262#if SDL_VERSION_ATLEAST(2, 0, 0)
263static void _GBASDLHandleWindowEvent(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_WindowEvent* event) {
264	UNUSED(context);
265	switch (event->event) {
266	case SDL_WINDOWEVENT_SIZE_CHANGED:
267		sdlContext->windowUpdated = 1;
268		break;
269	}
270}
271#endif
272
273void GBASDLHandleEvent(struct GBAThread* context, struct GBASDLEvents* sdlContext, const union SDL_Event* event) {
274	switch (event->type) {
275	case SDL_QUIT:
276		GBAThreadEnd(context);
277		break;
278#if SDL_VERSION_ATLEAST(2, 0, 0)
279	case SDL_WINDOWEVENT:
280		_GBASDLHandleWindowEvent(context, sdlContext, &event->window);
281		break;
282#endif
283	case SDL_KEYDOWN:
284	case SDL_KEYUP:
285		_GBASDLHandleKeypress(context, sdlContext, &event->key);
286		break;
287	case SDL_JOYBUTTONDOWN:
288	case SDL_JOYBUTTONUP:
289		_GBASDLHandleJoyButton(context, &event->jbutton);
290		break;
291	case SDL_JOYHATMOTION:
292		_GBASDLHandleJoyHat(context, &event->jhat);
293	}
294}