all repos — mgba @ 9c92a29b28d1f81224ba28d5fc83a9481eccd5eb

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				case SDLK_t:
171					if (context->stateDir) {
172						GBAThreadInterrupt(context);
173						GBARRContextCreate(context->gba);
174						if (!GBARRIsRecording(context->gba->rr)) {
175							GBARRStopPlaying(context->gba->rr);
176							GBARRInitStream(context->gba->rr, context->stateDir);
177							GBARRReinitStream(context->gba->rr, INIT_EX_NIHILO);
178							GBARRStartRecording(context->gba->rr);
179							GBARRSaveState(context->gba);
180						}
181						GBAThreadContinue(context);
182					}
183					break;
184				case SDLK_y:
185					if (context->stateDir) {
186						GBAThreadInterrupt(context);
187						GBARRContextCreate(context->gba);
188						GBARRStopRecording(context->gba->rr);
189						GBARRInitStream(context->gba->rr, context->stateDir);
190						GBARRStartPlaying(context->gba->rr, false);
191						GBARRLoadState(context->gba);
192						GBAThreadContinue(context);
193					}
194					break;
195				default:
196					break;
197				}
198			}
199			if (event->keysym.mod & KMOD_SHIFT) {
200				switch (event->keysym.sym) {
201				case SDLK_F1:
202				case SDLK_F2:
203				case SDLK_F3:
204				case SDLK_F4:
205				case SDLK_F5:
206				case SDLK_F6:
207				case SDLK_F7:
208				case SDLK_F8:
209				case SDLK_F9:
210					GBAThreadInterrupt(context);
211					GBASaveState(context->gba, context->stateDir, event->keysym.sym - SDLK_F1 + 1, true);
212					GBAThreadContinue(context);
213					break;
214				default:
215					break;
216				}
217			} else {
218				switch (event->keysym.sym) {
219				case SDLK_F1:
220				case SDLK_F2:
221				case SDLK_F3:
222				case SDLK_F4:
223				case SDLK_F5:
224				case SDLK_F6:
225				case SDLK_F7:
226				case SDLK_F8:
227				case SDLK_F9:
228					GBAThreadInterrupt(context);
229					GBALoadState(context->gba, context->stateDir, event->keysym.sym - SDLK_F1 + 1);
230					GBAThreadContinue(context);
231					break;
232				default:
233					break;
234				}
235			}
236		}
237		return;
238	}
239}
240
241static void _GBASDLHandleJoyButton(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_JoyButtonEvent* event) {
242	enum GBAKey key = 0;
243	key = GBAInputMapKey(sdlContext->bindings, SDL_BINDING_BUTTON, event->button);
244	if (key == GBA_KEY_NONE) {
245		return;
246	}
247
248	if (event->type == SDL_JOYBUTTONDOWN) {
249		context->activeKeys |= 1 << key;
250	} else {
251		context->activeKeys &= ~(1 << key);
252	}
253}
254
255static void _GBASDLHandleJoyHat(struct GBAThread* context, const struct SDL_JoyHatEvent* event) {
256	enum GBAKey key = 0;
257
258	if (event->value & SDL_HAT_UP) {
259		key |= 1 << GBA_KEY_UP;
260	}
261	if (event->value & SDL_HAT_LEFT) {
262		key |= 1 << GBA_KEY_LEFT;
263	}
264	if (event->value & SDL_HAT_DOWN) {
265		key |= 1 << GBA_KEY_DOWN;
266	}
267	if (event->value & SDL_HAT_RIGHT) {
268		key |= 1 << GBA_KEY_RIGHT;
269	}
270
271	context->activeKeys &= ~((1 << GBA_KEY_UP) | (1 << GBA_KEY_LEFT) | (1 << GBA_KEY_DOWN) | (1 << GBA_KEY_RIGHT));
272	context->activeKeys |= key;
273}
274
275#if SDL_VERSION_ATLEAST(2, 0, 0)
276static void _GBASDLHandleWindowEvent(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_WindowEvent* event) {
277	UNUSED(context);
278	switch (event->event) {
279	case SDL_WINDOWEVENT_SIZE_CHANGED:
280		sdlContext->windowUpdated = 1;
281		break;
282	}
283}
284#endif
285
286void GBASDLHandleEvent(struct GBAThread* context, struct GBASDLEvents* sdlContext, const union SDL_Event* event) {
287	switch (event->type) {
288	case SDL_QUIT:
289		GBAThreadEnd(context);
290		break;
291#if SDL_VERSION_ATLEAST(2, 0, 0)
292	case SDL_WINDOWEVENT:
293		_GBASDLHandleWindowEvent(context, sdlContext, &event->window);
294		break;
295#endif
296	case SDL_KEYDOWN:
297	case SDL_KEYUP:
298		_GBASDLHandleKeypress(context, sdlContext, &event->key);
299		break;
300	case SDL_JOYBUTTONDOWN:
301	case SDL_JOYBUTTONUP:
302		_GBASDLHandleJoyButton(context, sdlContext, &event->jbutton);
303		break;
304	case SDL_JOYHATMOTION:
305		_GBASDLHandleJoyHat(context, &event->jhat);
306	}
307}