all repos — mgba @ 9ac58c69968c2d4a166b74f486fd0b8086cdbc55

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
 17#define SDL_BINDING_KEY 0x53444C4B
 18#define SDL_BINDING_BUTTON 0x53444C42
 19
 20bool GBASDLInitEvents(struct GBASDLEvents* context) {
 21	if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0) {
 22		return false;
 23	}
 24	SDL_JoystickEventState(SDL_ENABLE);
 25	context->joystick = SDL_JoystickOpen(0);
 26#if !SDL_VERSION_ATLEAST(2, 0, 0)
 27	SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
 28#endif
 29
 30	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_z, GBA_KEY_A);
 31	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_x, GBA_KEY_B);
 32	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_a, GBA_KEY_L);
 33	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_s, GBA_KEY_R);
 34	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_RETURN, GBA_KEY_START);
 35	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_BACKSPACE, GBA_KEY_SELECT);
 36	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_UP, GBA_KEY_UP);
 37	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_DOWN, GBA_KEY_DOWN);
 38	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_LEFT, GBA_KEY_LEFT);
 39	GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_RIGHT, GBA_KEY_RIGHT);
 40
 41	GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 2, GBA_KEY_A);
 42	GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 1, GBA_KEY_B);
 43	GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 6, GBA_KEY_L);
 44	GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 7, GBA_KEY_R);
 45	GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 8, GBA_KEY_START);
 46	GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 9, GBA_KEY_SELECT);
 47	return true;
 48}
 49
 50void GBASDLDeinitEvents(struct GBASDLEvents* context) {
 51	SDL_JoystickClose(context->joystick);
 52	SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
 53}
 54
 55static void _pauseAfterFrame(struct GBAThread* context) {
 56	context->frameCallback = 0;
 57	GBAThreadPauseFromThread(context);
 58}
 59
 60static void _GBASDLHandleKeypress(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_KeyboardEvent* event) {
 61	enum GBAKey key = GBA_KEY_NONE;
 62	if (!event->keysym.mod) {
 63		key = GBAInputMapKey(&context->inputMap, SDL_BINDING_KEY, event->keysym.sym);
 64	}
 65	if (key != GBA_KEY_NONE) {
 66		if (event->type == SDL_KEYDOWN) {
 67			context->activeKeys |= 1 << key;
 68		} else {
 69			context->activeKeys &= ~(1 << key);
 70		}
 71		return;
 72	}
 73	switch (event->keysym.sym) {
 74	case SDLK_F11:
 75		if (event->type == SDL_KEYDOWN && context->debugger) {
 76			ARMDebuggerEnter(context->debugger, DEBUGGER_ENTER_MANUAL);
 77		}
 78		return;
 79	case SDLK_F12:
 80		if (event->type == SDL_KEYDOWN) {
 81			GBAThreadInterrupt(context);
 82			GBAThreadTakeScreenshot(context);
 83			GBAThreadContinue(context);
 84		}
 85		return;
 86	case SDLK_TAB:
 87		context->sync.audioWait = event->type != SDL_KEYDOWN;
 88		return;
 89	case SDLK_BACKSLASH:
 90		if (event->type == SDL_KEYDOWN) {
 91			GBAThreadPause(context);
 92			context->frameCallback = _pauseAfterFrame;
 93			GBAThreadUnpause(context);
 94		}
 95		return;
 96	case SDLK_LEFTBRACKET:
 97		GBAThreadInterrupt(context);
 98		GBARewind(context, 10);
 99		GBAThreadContinue(context);
100		return;
101	case SDLK_ESCAPE:
102		GBAThreadInterrupt(context);
103		if (context->gba->rr) {
104			GBARRStopPlaying(context->gba->rr);
105			GBARRStopRecording(context->gba->rr);
106		}
107		GBAThreadContinue(context);
108		return;
109	default:
110		if (event->type == SDL_KEYDOWN) {
111			if ((event->keysym.mod & GUI_MOD) && (event->keysym.mod & GUI_MOD) == event->keysym.mod) {
112				switch (event->keysym.sym) {
113#if SDL_VERSION_ATLEAST(2, 0, 0)
114				case SDLK_f:
115					SDL_SetWindowFullscreen(sdlContext->window, sdlContext->fullscreen ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP);
116					sdlContext->fullscreen = !sdlContext->fullscreen;
117					sdlContext->windowUpdated = 1;
118					break;
119#endif
120				case SDLK_p:
121					GBAThreadTogglePause(context);
122					break;
123				case SDLK_n:
124					GBAThreadPause(context);
125					context->frameCallback = _pauseAfterFrame;
126					GBAThreadUnpause(context);
127					break;
128				case SDLK_r:
129					GBAThreadReset(context);
130					break;
131				case SDLK_t:
132					if (context->stateDir) {
133						GBAThreadInterrupt(context);
134						GBARRContextCreate(context->gba);
135						if (!GBARRIsRecording(context->gba->rr)) {
136							GBARRStopPlaying(context->gba->rr);
137							GBARRInitStream(context->gba->rr, context->stateDir);
138							GBARRReinitStream(context->gba->rr, INIT_EX_NIHILO);
139							GBARRStartRecording(context->gba->rr);
140							GBARRSaveState(context->gba);
141						}
142						GBAThreadContinue(context);
143					}
144					break;
145				case SDLK_y:
146					if (context->stateDir) {
147						GBAThreadInterrupt(context);
148						GBARRContextCreate(context->gba);
149						GBARRStopRecording(context->gba->rr);
150						GBARRInitStream(context->gba->rr, context->stateDir);
151						GBARRStartPlaying(context->gba->rr, false);
152						GBARRLoadState(context->gba);
153						GBAThreadContinue(context);
154					}
155					break;
156				default:
157					break;
158				}
159			}
160			if (event->keysym.mod & KMOD_SHIFT) {
161				switch (event->keysym.sym) {
162				case SDLK_F1:
163				case SDLK_F2:
164				case SDLK_F3:
165				case SDLK_F4:
166				case SDLK_F5:
167				case SDLK_F6:
168				case SDLK_F7:
169				case SDLK_F8:
170				case SDLK_F9:
171				case SDLK_F10:
172					GBAThreadInterrupt(context);
173					GBASaveState(context->gba, context->stateDir, event->keysym.sym - SDLK_F1, true);
174					GBAThreadContinue(context);
175					break;
176				default:
177					break;
178				}
179			} else {
180				switch (event->keysym.sym) {
181				case SDLK_F1:
182				case SDLK_F2:
183				case SDLK_F3:
184				case SDLK_F4:
185				case SDLK_F5:
186				case SDLK_F6:
187				case SDLK_F7:
188				case SDLK_F8:
189				case SDLK_F9:
190				case SDLK_F10:
191					GBAThreadInterrupt(context);
192					GBALoadState(context->gba, context->stateDir, event->keysym.sym - SDLK_F1);
193					GBAThreadContinue(context);
194					break;
195				default:
196					break;
197				}
198			}
199		}
200		return;
201	}
202}
203
204static void _GBASDLHandleJoyButton(struct GBAThread* context, const struct SDL_JoyButtonEvent* event) {
205	enum GBAKey key = 0;
206	key = GBAInputMapKey(&context->inputMap, SDL_BINDING_BUTTON, event->button);
207	if (key == GBA_KEY_NONE) {
208		return;
209	}
210
211	if (event->type == SDL_JOYBUTTONDOWN) {
212		context->activeKeys |= 1 << key;
213	} else {
214		context->activeKeys &= ~(1 << key);
215	}
216}
217
218static void _GBASDLHandleJoyHat(struct GBAThread* context, const struct SDL_JoyHatEvent* event) {
219	enum GBAKey key = 0;
220
221	if (event->value & SDL_HAT_UP) {
222		key |= 1 << GBA_KEY_UP;
223	}
224	if (event->value & SDL_HAT_LEFT) {
225		key |= 1 << GBA_KEY_LEFT;
226	}
227	if (event->value & SDL_HAT_DOWN) {
228		key |= 1 << GBA_KEY_DOWN;
229	}
230	if (event->value & SDL_HAT_RIGHT) {
231		key |= 1 << GBA_KEY_RIGHT;
232	}
233
234	context->activeKeys &= ~((1 << GBA_KEY_UP) | (1 << GBA_KEY_LEFT) | (1 << GBA_KEY_DOWN) | (1 << GBA_KEY_RIGHT));
235	context->activeKeys |= key;
236}
237
238#if SDL_VERSION_ATLEAST(2, 0, 0)
239static void _GBASDLHandleWindowEvent(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_WindowEvent* event) {
240	UNUSED(context);
241	switch (event->event) {
242	case SDL_WINDOWEVENT_SIZE_CHANGED:
243		sdlContext->windowUpdated = 1;
244		break;
245	}
246}
247#endif
248
249void GBASDLHandleEvent(struct GBAThread* context, struct GBASDLEvents* sdlContext, const union SDL_Event* event) {
250	switch (event->type) {
251	case SDL_QUIT:
252		GBAThreadEnd(context);
253		break;
254#if SDL_VERSION_ATLEAST(2, 0, 0)
255	case SDL_WINDOWEVENT:
256		_GBASDLHandleWindowEvent(context, sdlContext, &event->window);
257		break;
258#endif
259	case SDL_KEYDOWN:
260	case SDL_KEYUP:
261		_GBASDLHandleKeypress(context, sdlContext, &event->key);
262		break;
263	case SDL_JOYBUTTONDOWN:
264	case SDL_JOYBUTTONUP:
265		_GBASDLHandleJoyButton(context, &event->jbutton);
266		break;
267	case SDL_JOYHATMOTION:
268		_GBASDLHandleJoyHat(context, &event->jhat);
269	}
270}