all repos — mgba @ b0662fe76625ba45ebdf5bf387e1673c030fe5b0

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
  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->rr);
106		GBARRStopRecording(context->gba->rr);
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				case SDLK_t:
132					GBAThreadReset(context);
133					GBAThreadInterrupt(context);
134					GBARRContextCreate(context->gba);
135					GBARRSetStream(context->gba->rr, context->stateDir);
136					GBARRStopPlaying(context->gba->rr);
137					GBARRStartRecording(context->gba->rr);
138					GBAThreadContinue(context);
139					break;
140				case SDLK_y:
141					GBAThreadReset(context);
142					GBAThreadInterrupt(context);
143					GBARRContextCreate(context->gba);
144					GBARRSetStream(context->gba->rr, context->stateDir);
145					GBARRStopRecording(context->gba->rr);
146					GBARRStartPlaying(context->gba->rr, event->keysym.mod & KMOD_SHIFT);
147					GBAThreadContinue(context);
148					break;
149				default:
150					break;
151				}
152			}
153			if (event->keysym.mod & KMOD_SHIFT) {
154				switch (event->keysym.sym) {
155				case SDLK_F1:
156				case SDLK_F2:
157				case SDLK_F3:
158				case SDLK_F4:
159				case SDLK_F5:
160				case SDLK_F6:
161				case SDLK_F7:
162				case SDLK_F8:
163				case SDLK_F9:
164				case SDLK_F10:
165					GBAThreadInterrupt(context);
166					GBASaveState(context->gba, event->keysym.sym - SDLK_F1);
167					GBAThreadContinue(context);
168					break;
169				default:
170					break;
171				}
172			} else {
173				switch (event->keysym.sym) {
174				case SDLK_F1:
175				case SDLK_F2:
176				case SDLK_F3:
177				case SDLK_F4:
178				case SDLK_F5:
179				case SDLK_F6:
180				case SDLK_F7:
181				case SDLK_F8:
182				case SDLK_F9:
183				case SDLK_F10:
184					GBAThreadInterrupt(context);
185					GBALoadState(context->gba, event->keysym.sym - SDLK_F1);
186					GBAThreadContinue(context);
187					break;
188				default:
189					break;
190				}
191			}
192		}
193		return;
194	}
195
196	if (event->type == SDL_KEYDOWN) {
197		context->activeKeys |= 1 << key;
198	} else {
199		context->activeKeys &= ~(1 << key);
200	}
201}
202
203static void _GBASDLHandleJoyButton(struct GBAThread* context, const struct SDL_JoyButtonEvent* event) {
204	enum GBAKey key = 0;
205	key = GBASDLMapButtonToKey(event->button);
206	if (key == GBA_KEY_NONE) {
207		return;
208	}
209
210	if (event->type == SDL_JOYBUTTONDOWN) {
211		context->activeKeys |= 1 << key;
212	} else {
213		context->activeKeys &= ~(1 << key);
214	}
215}
216
217static void _GBASDLHandleJoyHat(struct GBAThread* context, const struct SDL_JoyHatEvent* event) {
218	enum GBAKey key = 0;
219
220	if (event->value & SDL_HAT_UP) {
221		key |= 1 << GBA_KEY_UP;
222	}
223	if (event->value & SDL_HAT_LEFT) {
224		key |= 1 << GBA_KEY_LEFT;
225	}
226	if (event->value & SDL_HAT_DOWN) {
227		key |= 1 << GBA_KEY_DOWN;
228	}
229	if (event->value & SDL_HAT_RIGHT) {
230		key |= 1 << GBA_KEY_RIGHT;
231	}
232
233	context->activeKeys &= ~((1 << GBA_KEY_UP) | (1 << GBA_KEY_LEFT) | (1 << GBA_KEY_DOWN) | (1 << GBA_KEY_RIGHT));
234	context->activeKeys |= key;
235}
236
237#if SDL_VERSION_ATLEAST(2, 0, 0)
238static void _GBASDLHandleWindowEvent(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_WindowEvent* event) {
239	UNUSED(context);
240	switch (event->event) {
241	case SDL_WINDOWEVENT_SIZE_CHANGED:
242		sdlContext->windowUpdated = 1;
243		break;
244	}
245}
246#endif
247
248void GBASDLHandleEvent(struct GBAThread* context, struct GBASDLEvents* sdlContext, const union SDL_Event* event) {
249	switch (event->type) {
250	case SDL_QUIT:
251		GBAThreadEnd(context);
252		break;
253#if SDL_VERSION_ATLEAST(2, 0, 0)
254	case SDL_WINDOWEVENT:
255		_GBASDLHandleWindowEvent(context, sdlContext, &event->window);
256		break;
257#endif
258	case SDL_KEYDOWN:
259	case SDL_KEYUP:
260		_GBASDLHandleKeypress(context, sdlContext, &event->key);
261		break;
262	case SDL_JOYBUTTONDOWN:
263	case SDL_JOYBUTTONUP:
264		_GBASDLHandleJoyButton(context, &event->jbutton);
265		break;
266	case SDL_JOYHATMOTION:
267		_GBASDLHandleJoyHat(context, &event->jhat);
268	}
269}