all repos — mgba @ 882cd0dcf6a2d51e785a53e94883c3cd8bb30e0c

mGBA Game Boy Advance Emulator

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

  1/* Copyright (c) 2013-2014 Jeffrey Pfau
  2 *
  3 * This Source Code Form is subject to the terms of the Mozilla Public
  4 * License, v. 2.0. If a copy of the MPL was not distributed with this
  5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
  6#include "sdl-events.h"
  7
  8#include "debugger/debugger.h"
  9#include "gba-io.h"
 10#include "gba-rr.h"
 11#include "gba-serialize.h"
 12#include "gba-video.h"
 13#include "renderers/video-software.h"
 14#include "util/vfs.h"
 15
 16#if SDL_VERSION_ATLEAST(2, 0, 0) && defined(__APPLE__)
 17#define GUI_MOD KMOD_GUI
 18#else
 19#define GUI_MOD KMOD_CTRL
 20#endif
 21
 22static int _openContexts = 0;
 23
 24bool GBASDLInitEvents(struct GBASDLEvents* context) {
 25	if (!_openContexts && SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0) {
 26		return false;
 27	}
 28	++_openContexts;
 29	SDL_JoystickEventState(SDL_ENABLE);
 30	context->joystick = SDL_JoystickOpen(0);
 31#if !SDL_VERSION_ATLEAST(2, 0, 0)
 32	SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
 33#endif
 34	return true;
 35}
 36
 37void GBASDLInitBindings(struct GBAInputMap* inputMap) {
 38#if SDL_VERSION_ATLEAST(2, 0, 0)
 39	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDL_SCANCODE_X, GBA_KEY_A);
 40	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDL_SCANCODE_Z, GBA_KEY_B);
 41	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDL_SCANCODE_A, GBA_KEY_L);
 42	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDL_SCANCODE_S, GBA_KEY_R);
 43	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDL_SCANCODE_RETURN, GBA_KEY_START);
 44	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDL_SCANCODE_BACKSPACE, GBA_KEY_SELECT);
 45	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDL_SCANCODE_UP, GBA_KEY_UP);
 46	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDL_SCANCODE_DOWN, GBA_KEY_DOWN);
 47	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDL_SCANCODE_LEFT, GBA_KEY_LEFT);
 48	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDL_SCANCODE_RIGHT, GBA_KEY_RIGHT);
 49#else
 50	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDLK_x, GBA_KEY_A);
 51	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDLK_z, GBA_KEY_B);
 52	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDLK_a, GBA_KEY_L);
 53	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDLK_s, GBA_KEY_R);
 54	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDLK_RETURN, GBA_KEY_START);
 55	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDLK_BACKSPACE, GBA_KEY_SELECT);
 56	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDLK_UP, GBA_KEY_UP);
 57	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDLK_DOWN, GBA_KEY_DOWN);
 58	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDLK_LEFT, GBA_KEY_LEFT);
 59	GBAInputBindKey(inputMap, SDL_BINDING_KEY, SDLK_RIGHT, GBA_KEY_RIGHT);
 60#endif
 61
 62	GBAInputBindKey(inputMap, SDL_BINDING_BUTTON, 13, GBA_KEY_A);
 63	GBAInputBindKey(inputMap, SDL_BINDING_BUTTON, 14, GBA_KEY_B);
 64	GBAInputBindKey(inputMap, SDL_BINDING_BUTTON, 10, GBA_KEY_L);
 65	GBAInputBindKey(inputMap, SDL_BINDING_BUTTON, 11, GBA_KEY_R);
 66	GBAInputBindKey(inputMap, SDL_BINDING_BUTTON, 3, GBA_KEY_START);
 67	GBAInputBindKey(inputMap, SDL_BINDING_BUTTON, 0, GBA_KEY_SELECT);
 68	GBAInputBindKey(inputMap, SDL_BINDING_BUTTON, 4, GBA_KEY_UP);
 69	GBAInputBindKey(inputMap, SDL_BINDING_BUTTON, 6, GBA_KEY_DOWN);
 70	GBAInputBindKey(inputMap, SDL_BINDING_BUTTON, 7, GBA_KEY_LEFT);
 71	GBAInputBindKey(inputMap, SDL_BINDING_BUTTON, 5, GBA_KEY_RIGHT);
 72}
 73
 74void GBASDLEventsLoadConfig(struct GBASDLEvents* context, const struct Configuration* config) {
 75	GBAInputMapLoad(context->bindings, SDL_BINDING_KEY, config);
 76	GBAInputMapLoad(context->bindings, SDL_BINDING_BUTTON, config);
 77}
 78
 79void GBASDLDeinitEvents(struct GBASDLEvents* context) {
 80	SDL_JoystickClose(context->joystick);
 81
 82	--_openContexts;
 83	if (!_openContexts) {
 84		SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
 85	}
 86}
 87
 88static void _pauseAfterFrame(struct GBAThread* context) {
 89	context->frameCallback = 0;
 90	GBAThreadPauseFromThread(context);
 91}
 92
 93static void _GBASDLHandleKeypress(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_KeyboardEvent* event) {
 94	enum GBAKey key = GBA_KEY_NONE;
 95	if (!event->keysym.mod) {
 96#if SDL_VERSION_ATLEAST(2, 0, 0)
 97		key = GBAInputMapKey(sdlContext->bindings, SDL_BINDING_KEY, event->keysym.scancode);
 98#else
 99		key = GBAInputMapKey(sdlContext->bindings, SDL_BINDING_KEY, event->keysym.sym);
100#endif
101	}
102	if (key != GBA_KEY_NONE) {
103		if (event->type == SDL_KEYDOWN) {
104			context->activeKeys |= 1 << key;
105		} else {
106			context->activeKeys &= ~(1 << key);
107		}
108		return;
109	}
110	switch (event->keysym.sym) {
111	case SDLK_F11:
112		if (event->type == SDL_KEYDOWN && context->debugger) {
113			ARMDebuggerEnter(context->debugger, DEBUGGER_ENTER_MANUAL);
114		}
115		return;
116#ifdef USE_PNG
117	case SDLK_F12:
118		if (event->type == SDL_KEYDOWN) {
119			GBAThreadInterrupt(context);
120			GBAThreadTakeScreenshot(context);
121			GBAThreadContinue(context);
122		}
123		return;
124#endif
125	case SDLK_TAB:
126		context->sync.audioWait = event->type != SDL_KEYDOWN;
127		return;
128	case SDLK_BACKSLASH:
129		if (event->type == SDL_KEYDOWN) {
130			GBAThreadPause(context);
131			context->frameCallback = _pauseAfterFrame;
132			GBAThreadUnpause(context);
133		}
134		return;
135	case SDLK_LEFTBRACKET:
136		GBAThreadInterrupt(context);
137		GBARewind(context, 10);
138		GBAThreadContinue(context);
139		return;
140	case SDLK_ESCAPE:
141		GBAThreadInterrupt(context);
142		if (context->gba->rr) {
143			GBARRStopPlaying(context->gba->rr);
144			GBARRStopRecording(context->gba->rr);
145		}
146		GBAThreadContinue(context);
147		return;
148	default:
149		if (event->type == SDL_KEYDOWN) {
150			if ((event->keysym.mod & GUI_MOD) && (event->keysym.mod & GUI_MOD) == event->keysym.mod) {
151				switch (event->keysym.sym) {
152#if SDL_VERSION_ATLEAST(2, 0, 0)
153				case SDLK_f:
154					SDL_SetWindowFullscreen(sdlContext->window, sdlContext->fullscreen ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP);
155					sdlContext->fullscreen = !sdlContext->fullscreen;
156					sdlContext->windowUpdated = 1;
157					break;
158#endif
159				case SDLK_p:
160					GBAThreadTogglePause(context);
161					break;
162				case SDLK_n:
163					GBAThreadPause(context);
164					context->frameCallback = _pauseAfterFrame;
165					GBAThreadUnpause(context);
166					break;
167				case SDLK_r:
168					GBAThreadReset(context);
169					break;
170				default:
171					break;
172				}
173			}
174			if (event->keysym.mod & KMOD_SHIFT) {
175				switch (event->keysym.sym) {
176				case SDLK_F1:
177				case SDLK_F2:
178				case SDLK_F3:
179				case SDLK_F4:
180				case SDLK_F5:
181				case SDLK_F6:
182				case SDLK_F7:
183				case SDLK_F8:
184				case SDLK_F9:
185					GBAThreadInterrupt(context);
186					GBASaveState(context->gba, context->stateDir, event->keysym.sym - SDLK_F1 + 1, true);
187					GBAThreadContinue(context);
188					break;
189				default:
190					break;
191				}
192			} else {
193				switch (event->keysym.sym) {
194				case SDLK_F1:
195				case SDLK_F2:
196				case SDLK_F3:
197				case SDLK_F4:
198				case SDLK_F5:
199				case SDLK_F6:
200				case SDLK_F7:
201				case SDLK_F8:
202				case SDLK_F9:
203					GBAThreadInterrupt(context);
204					GBALoadState(context->gba, context->stateDir, event->keysym.sym - SDLK_F1 + 1);
205					GBAThreadContinue(context);
206					break;
207				default:
208					break;
209				}
210			}
211		}
212		return;
213	}
214}
215
216static void _GBASDLHandleJoyButton(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_JoyButtonEvent* event) {
217	enum GBAKey key = 0;
218	key = GBAInputMapKey(sdlContext->bindings, SDL_BINDING_BUTTON, event->button);
219	if (key == GBA_KEY_NONE) {
220		return;
221	}
222
223	if (event->type == SDL_JOYBUTTONDOWN) {
224		context->activeKeys |= 1 << key;
225	} else {
226		context->activeKeys &= ~(1 << key);
227	}
228}
229
230static void _GBASDLHandleJoyHat(struct GBAThread* context, const struct SDL_JoyHatEvent* event) {
231	enum GBAKey key = 0;
232
233	if (event->value & SDL_HAT_UP) {
234		key |= 1 << GBA_KEY_UP;
235	}
236	if (event->value & SDL_HAT_LEFT) {
237		key |= 1 << GBA_KEY_LEFT;
238	}
239	if (event->value & SDL_HAT_DOWN) {
240		key |= 1 << GBA_KEY_DOWN;
241	}
242	if (event->value & SDL_HAT_RIGHT) {
243		key |= 1 << GBA_KEY_RIGHT;
244	}
245
246	context->activeKeys &= ~((1 << GBA_KEY_UP) | (1 << GBA_KEY_LEFT) | (1 << GBA_KEY_DOWN) | (1 << GBA_KEY_RIGHT));
247	context->activeKeys |= key;
248}
249
250#if SDL_VERSION_ATLEAST(2, 0, 0)
251static void _GBASDLHandleWindowEvent(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_WindowEvent* event) {
252	UNUSED(context);
253	switch (event->event) {
254	case SDL_WINDOWEVENT_SIZE_CHANGED:
255		sdlContext->windowUpdated = 1;
256		break;
257	}
258}
259#endif
260
261void GBASDLHandleEvent(struct GBAThread* context, struct GBASDLEvents* sdlContext, const union SDL_Event* event) {
262	switch (event->type) {
263	case SDL_QUIT:
264		GBAThreadEnd(context);
265		break;
266#if SDL_VERSION_ATLEAST(2, 0, 0)
267	case SDL_WINDOWEVENT:
268		_GBASDLHandleWindowEvent(context, sdlContext, &event->window);
269		break;
270#endif
271	case SDL_KEYDOWN:
272	case SDL_KEYUP:
273		_GBASDLHandleKeypress(context, sdlContext, &event->key);
274		break;
275	case SDL_JOYBUTTONDOWN:
276	case SDL_JOYBUTTONUP:
277		_GBASDLHandleJoyButton(context, sdlContext, &event->jbutton);
278		break;
279	case SDL_JOYHATMOTION:
280		_GBASDLHandleJoyHat(context, &event->jhat);
281	}
282}