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
9#if SDL_VERSION_ATLEAST(2, 0, 0) && defined(__APPLE__)
10#define GUI_MOD KMOD_GUI
11#else
12#define GUI_MOD KMOD_CTRL
13#endif
14
15bool GBASDLInitEvents(struct GBASDLEvents* context) {
16 if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0) {
17 return false;
18 }
19 SDL_JoystickEventState(SDL_ENABLE);
20 context->joystick = SDL_JoystickOpen(0);
21#if !SDL_VERSION_ATLEAST(2, 0, 0)
22 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
23#endif
24 return true;
25}
26
27void GBASDLDeinitEvents(struct GBASDLEvents* context) {
28 SDL_JoystickClose(context->joystick);
29 SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
30}
31
32enum GBAKey GBASDLMapButtonToKey(int button) {
33 // Sorry, hardcoded to my gamepad for now
34 switch (button) {
35 case 2:
36 return GBA_KEY_A;
37 case 1:
38 return GBA_KEY_B;
39 case 6:
40 return GBA_KEY_L;
41 case 7:
42 return GBA_KEY_R;
43 case 8:
44 return GBA_KEY_START;
45 case 9:
46 return GBA_KEY_SELECT;
47 default:
48 return GBA_KEY_NONE;
49 }
50}
51
52static void _pauseAfterFrame(struct GBAThread* context) {
53 context->frameCallback = 0;
54 GBAThreadPause(context);
55}
56
57static void _GBASDLHandleKeypress(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_KeyboardEvent* event) {
58 enum GBAKey key = 0;
59 switch (event->keysym.sym) {
60 case SDLK_z:
61 key = GBA_KEY_A;
62 break;
63 case SDLK_x:
64 key = GBA_KEY_B;
65 break;
66 case SDLK_a:
67 key = GBA_KEY_L;
68 break;
69 case SDLK_s:
70 key = GBA_KEY_R;
71 break;
72 case SDLK_RETURN:
73 key = GBA_KEY_START;
74 break;
75 case SDLK_BACKSPACE:
76 key = GBA_KEY_SELECT;
77 break;
78 case SDLK_UP:
79 key = GBA_KEY_UP;
80 break;
81 case SDLK_DOWN:
82 key = GBA_KEY_DOWN;
83 break;
84 case SDLK_LEFT:
85 key = GBA_KEY_LEFT;
86 break;
87 case SDLK_RIGHT:
88 key = GBA_KEY_RIGHT;
89 break;
90 case SDLK_F11:
91 if (event->type == SDL_KEYDOWN && context->debugger) {
92 ARMDebuggerEnter(context->debugger, DEBUGGER_ENTER_MANUAL);
93 }
94 return;
95 case SDLK_TAB:
96 context->sync.audioWait = event->type != SDL_KEYDOWN;
97 return;
98 case SDLK_LEFTBRACKET:
99 GBAThreadInterrupt(context);
100 GBARewind(context, 10);
101 GBAThreadContinue(context);
102 return;
103 case SDLK_ESCAPE:
104 GBAThreadInterrupt(context);
105 GBARRStopPlaying(context->gba);
106 GBARRStopRecording(context->gba);
107 GBAThreadContinue(context);
108 return;
109 default:
110 if (event->type == SDL_KEYDOWN) {
111 if (event->keysym.mod & GUI_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 default:
132 break;
133 }
134 }
135 if (event->keysym.mod & KMOD_SHIFT) {
136 switch (event->keysym.sym) {
137 case SDLK_F1:
138 case SDLK_F2:
139 case SDLK_F3:
140 case SDLK_F4:
141 case SDLK_F5:
142 case SDLK_F6:
143 case SDLK_F7:
144 case SDLK_F8:
145 case SDLK_F9:
146 case SDLK_F10:
147 GBAThreadInterrupt(context);
148 GBASaveState(context->gba, event->keysym.sym - SDLK_F1);
149 GBAThreadContinue(context);
150 break;
151 case SDLK_t:
152 if (context->stateDir) {
153 GBAThreadInterrupt(context);
154 GBARRStopPlaying(context->gba);
155 GBARRSave(context->gba->rr, context->stateDir);
156 GBAThreadContinue(context);
157 }
158 break;
159 case SDLK_y:
160 if (context->stateDir) {
161 GBAThreadReset(context);
162 GBAThreadInterrupt(context);
163 GBARRStopRecording(context->gba);
164 GBARRContextDestroy(context->gba);
165 GBARRContextCreate(context->gba);
166 if (GBARRLoad(context->gba->rr, context->stateDir)) {
167 GBARRStartPlaying(context->gba);
168 }
169 GBAThreadContinue(context);
170 }
171 break;
172 default:
173 break;
174 }
175 } else {
176 switch (event->keysym.sym) {
177 case SDLK_F1:
178 case SDLK_F2:
179 case SDLK_F3:
180 case SDLK_F4:
181 case SDLK_F5:
182 case SDLK_F6:
183 case SDLK_F7:
184 case SDLK_F8:
185 case SDLK_F9:
186 case SDLK_F10:
187 GBAThreadInterrupt(context);
188 GBALoadState(context->gba, event->keysym.sym - SDLK_F1);
189 GBAThreadContinue(context);
190 break;
191 case SDLK_t:
192 GBAThreadReset(context);
193 GBAThreadInterrupt(context);
194 GBARRStopPlaying(context->gba);
195 GBARRStartRecording(context->gba);
196 GBAThreadContinue(context);
197 break;
198 case SDLK_y:
199 GBAThreadReset(context);
200 GBAThreadInterrupt(context);
201 GBARRStopRecording(context->gba);
202 GBARRStartPlaying(context->gba);
203 GBAThreadContinue(context);
204 break;
205 default:
206 break;
207 }
208 }
209 }
210 return;
211 }
212
213 if (event->type == SDL_KEYDOWN) {
214 context->activeKeys |= 1 << key;
215 } else {
216 context->activeKeys &= ~(1 << key);
217 }
218}
219
220static void _GBASDLHandleJoyButton(struct GBAThread* context, const struct SDL_JoyButtonEvent* event) {
221 enum GBAKey key = 0;
222 key = GBASDLMapButtonToKey(event->button);
223 if (key == GBA_KEY_NONE) {
224 return;
225 }
226
227 if (event->type == SDL_JOYBUTTONDOWN) {
228 context->activeKeys |= 1 << key;
229 } else {
230 context->activeKeys &= ~(1 << key);
231 }
232}
233
234static void _GBASDLHandleJoyHat(struct GBAThread* context, const struct SDL_JoyHatEvent* event) {
235 enum GBAKey key = 0;
236
237 if (event->value & SDL_HAT_UP) {
238 key |= 1 << GBA_KEY_UP;
239 }
240 if (event->value & SDL_HAT_LEFT) {
241 key |= 1 << GBA_KEY_LEFT;
242 }
243 if (event->value & SDL_HAT_DOWN) {
244 key |= 1 << GBA_KEY_DOWN;
245 }
246 if (event->value & SDL_HAT_RIGHT) {
247 key |= 1 << GBA_KEY_RIGHT;
248 }
249
250 context->activeKeys &= ~((1 << GBA_KEY_UP) | (1 << GBA_KEY_LEFT) | (1 << GBA_KEY_DOWN) | (1 << GBA_KEY_RIGHT));
251 context->activeKeys |= key;
252}
253
254#if SDL_VERSION_ATLEAST(2, 0, 0)
255static void _GBASDLHandleWindowEvent(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_WindowEvent* event) {
256 UNUSED(context);
257 switch (event->event) {
258 case SDL_WINDOWEVENT_SIZE_CHANGED:
259 sdlContext->windowUpdated = 1;
260 break;
261 }
262}
263#endif
264
265void GBASDLHandleEvent(struct GBAThread* context, struct GBASDLEvents* sdlContext, const union SDL_Event* event) {
266 switch (event->type) {
267 case SDL_QUIT:
268 // FIXME: this isn't thread-safe
269 if (context->debugger) {
270 context->debugger->state = DEBUGGER_EXITING;
271 }
272 MutexLock(&context->stateMutex);
273 context->state = THREAD_EXITING;
274 ConditionWake(&context->stateCond);
275 MutexUnlock(&context->stateMutex);
276 break;
277#if SDL_VERSION_ATLEAST(2, 0, 0)
278 case SDL_WINDOWEVENT:
279 _GBASDLHandleWindowEvent(context, sdlContext, &event->window);
280 break;
281#endif
282 case SDL_KEYDOWN:
283 case SDL_KEYUP:
284 _GBASDLHandleKeypress(context, sdlContext, &event->key);
285 break;
286 case SDL_JOYBUTTONDOWN:
287 case SDL_JOYBUTTONUP:
288 _GBASDLHandleJoyButton(context, &event->jbutton);
289 break;
290 case SDL_JOYHATMOTION:
291 _GBASDLHandleJoyHat(context, &event->jhat);
292 }
293}