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 struct GBAAxis description = { GBA_KEY_RIGHT, GBA_KEY_LEFT, 0x4000, -0x4000 };
74 GBAInputBindAxis(inputMap, SDL_BINDING_BUTTON, 0, &description);
75 description = (struct GBAAxis) { GBA_KEY_DOWN, GBA_KEY_UP, 0x4000, -0x4000 };
76 GBAInputBindAxis(inputMap, SDL_BINDING_BUTTON, 1, &description);
77}
78
79void GBASDLEventsLoadConfig(struct GBASDLEvents* context, const struct Configuration* config) {
80 GBAInputMapLoad(context->bindings, SDL_BINDING_KEY, config);
81 GBAInputMapLoad(context->bindings, SDL_BINDING_BUTTON, config);
82}
83
84void GBASDLDeinitEvents(struct GBASDLEvents* context) {
85 SDL_JoystickClose(context->joystick);
86
87 --_openContexts;
88 if (!_openContexts) {
89 SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
90 }
91}
92
93static void _pauseAfterFrame(struct GBAThread* context) {
94 context->frameCallback = 0;
95 GBAThreadPauseFromThread(context);
96}
97
98static void _GBASDLHandleKeypress(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_KeyboardEvent* event) {
99 enum GBAKey key = GBA_KEY_NONE;
100 if (!event->keysym.mod) {
101#if SDL_VERSION_ATLEAST(2, 0, 0)
102 key = GBAInputMapKey(sdlContext->bindings, SDL_BINDING_KEY, event->keysym.scancode);
103#else
104 key = GBAInputMapKey(sdlContext->bindings, SDL_BINDING_KEY, event->keysym.sym);
105#endif
106 }
107 if (key != GBA_KEY_NONE) {
108 if (event->type == SDL_KEYDOWN) {
109 context->activeKeys |= 1 << key;
110 } else {
111 context->activeKeys &= ~(1 << key);
112 }
113 return;
114 }
115 switch (event->keysym.sym) {
116 case SDLK_F11:
117 if (event->type == SDL_KEYDOWN && context->debugger) {
118 ARMDebuggerEnter(context->debugger, DEBUGGER_ENTER_MANUAL);
119 }
120 return;
121#ifdef USE_PNG
122 case SDLK_F12:
123 if (event->type == SDL_KEYDOWN) {
124 GBAThreadInterrupt(context);
125 GBAThreadTakeScreenshot(context);
126 GBAThreadContinue(context);
127 }
128 return;
129#endif
130 case SDLK_TAB:
131 context->sync.audioWait = event->type != SDL_KEYDOWN;
132 return;
133 case SDLK_BACKSLASH:
134 if (event->type == SDL_KEYDOWN) {
135 GBAThreadPause(context);
136 context->frameCallback = _pauseAfterFrame;
137 GBAThreadUnpause(context);
138 }
139 return;
140 case SDLK_LEFTBRACKET:
141 GBAThreadInterrupt(context);
142 GBARewind(context, 10);
143 GBAThreadContinue(context);
144 return;
145 case SDLK_ESCAPE:
146 GBAThreadInterrupt(context);
147 if (context->gba->rr) {
148 GBARRStopPlaying(context->gba->rr);
149 GBARRStopRecording(context->gba->rr);
150 }
151 GBAThreadContinue(context);
152 return;
153 default:
154 if (event->type == SDL_KEYDOWN) {
155 if ((event->keysym.mod & GUI_MOD) && (event->keysym.mod & GUI_MOD) == event->keysym.mod) {
156 switch (event->keysym.sym) {
157#if SDL_VERSION_ATLEAST(2, 0, 0)
158 case SDLK_f:
159 SDL_SetWindowFullscreen(sdlContext->window, sdlContext->fullscreen ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP);
160 sdlContext->fullscreen = !sdlContext->fullscreen;
161 sdlContext->windowUpdated = 1;
162 break;
163#endif
164 case SDLK_p:
165 GBAThreadTogglePause(context);
166 break;
167 case SDLK_n:
168 GBAThreadPause(context);
169 context->frameCallback = _pauseAfterFrame;
170 GBAThreadUnpause(context);
171 break;
172 case SDLK_r:
173 GBAThreadReset(context);
174 break;
175 case SDLK_t:
176 if (context->stateDir) {
177 GBAThreadInterrupt(context);
178 GBARRContextCreate(context->gba);
179 if (!GBARRIsRecording(context->gba->rr)) {
180 GBARRStopPlaying(context->gba->rr);
181 GBARRInitStream(context->gba->rr, context->stateDir);
182 GBARRReinitStream(context->gba->rr, INIT_EX_NIHILO);
183 GBARRStartRecording(context->gba->rr);
184 GBARRSaveState(context->gba);
185 }
186 GBAThreadContinue(context);
187 }
188 break;
189 case SDLK_y:
190 if (context->stateDir) {
191 GBAThreadInterrupt(context);
192 GBARRContextCreate(context->gba);
193 GBARRStopRecording(context->gba->rr);
194 GBARRInitStream(context->gba->rr, context->stateDir);
195 GBARRStartPlaying(context->gba->rr, false);
196 GBARRLoadState(context->gba);
197 GBAThreadContinue(context);
198 }
199 break;
200 default:
201 break;
202 }
203 }
204 if (event->keysym.mod & KMOD_SHIFT) {
205 switch (event->keysym.sym) {
206 case SDLK_F1:
207 case SDLK_F2:
208 case SDLK_F3:
209 case SDLK_F4:
210 case SDLK_F5:
211 case SDLK_F6:
212 case SDLK_F7:
213 case SDLK_F8:
214 case SDLK_F9:
215 GBAThreadInterrupt(context);
216 GBASaveState(context->gba, context->stateDir, event->keysym.sym - SDLK_F1 + 1, true);
217 GBAThreadContinue(context);
218 break;
219 default:
220 break;
221 }
222 } else {
223 switch (event->keysym.sym) {
224 case SDLK_F1:
225 case SDLK_F2:
226 case SDLK_F3:
227 case SDLK_F4:
228 case SDLK_F5:
229 case SDLK_F6:
230 case SDLK_F7:
231 case SDLK_F8:
232 case SDLK_F9:
233 GBAThreadInterrupt(context);
234 GBALoadState(context->gba, context->stateDir, event->keysym.sym - SDLK_F1 + 1);
235 GBAThreadContinue(context);
236 break;
237 default:
238 break;
239 }
240 }
241 }
242 return;
243 }
244}
245
246static void _GBASDLHandleJoyButton(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_JoyButtonEvent* event) {
247 enum GBAKey key = 0;
248 key = GBAInputMapKey(sdlContext->bindings, SDL_BINDING_BUTTON, event->button);
249 if (key == GBA_KEY_NONE) {
250 return;
251 }
252
253 if (event->type == SDL_JOYBUTTONDOWN) {
254 context->activeKeys |= 1 << key;
255 } else {
256 context->activeKeys &= ~(1 << key);
257 }
258}
259
260static void _GBASDLHandleJoyHat(struct GBAThread* context, const struct SDL_JoyHatEvent* event) {
261 enum GBAKey key = 0;
262
263 if (event->value & SDL_HAT_UP) {
264 key |= 1 << GBA_KEY_UP;
265 }
266 if (event->value & SDL_HAT_LEFT) {
267 key |= 1 << GBA_KEY_LEFT;
268 }
269 if (event->value & SDL_HAT_DOWN) {
270 key |= 1 << GBA_KEY_DOWN;
271 }
272 if (event->value & SDL_HAT_RIGHT) {
273 key |= 1 << GBA_KEY_RIGHT;
274 }
275
276 context->activeKeys &= ~((1 << GBA_KEY_UP) | (1 << GBA_KEY_LEFT) | (1 << GBA_KEY_DOWN) | (1 << GBA_KEY_RIGHT));
277 context->activeKeys |= key;
278}
279
280static void _GBASDLHandleJoyAxis(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_JoyAxisEvent* event) {
281 int keys = context->activeKeys;
282
283 keys = GBAInputClearAxis(sdlContext->bindings, SDL_BINDING_BUTTON, event->axis, keys);
284 enum GBAKey key = GBAInputMapAxis(sdlContext->bindings, SDL_BINDING_BUTTON, event->axis, event->value);
285 if (key != GBA_KEY_NONE) {
286 keys |= 1 << key;
287 }
288
289 context->activeKeys = keys;
290}
291
292#if SDL_VERSION_ATLEAST(2, 0, 0)
293static void _GBASDLHandleWindowEvent(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_WindowEvent* event) {
294 UNUSED(context);
295 switch (event->event) {
296 case SDL_WINDOWEVENT_SIZE_CHANGED:
297 sdlContext->windowUpdated = 1;
298 break;
299 }
300}
301#endif
302
303void GBASDLHandleEvent(struct GBAThread* context, struct GBASDLEvents* sdlContext, const union SDL_Event* event) {
304 switch (event->type) {
305 case SDL_QUIT:
306 GBAThreadEnd(context);
307 break;
308#if SDL_VERSION_ATLEAST(2, 0, 0)
309 case SDL_WINDOWEVENT:
310 _GBASDLHandleWindowEvent(context, sdlContext, &event->window);
311 break;
312#endif
313 case SDL_KEYDOWN:
314 case SDL_KEYUP:
315 _GBASDLHandleKeypress(context, sdlContext, &event->key);
316 break;
317 case SDL_JOYBUTTONDOWN:
318 case SDL_JOYBUTTONUP:
319 _GBASDLHandleJoyButton(context, sdlContext, &event->jbutton);
320 break;
321 case SDL_JOYHATMOTION:
322 _GBASDLHandleJoyHat(context, &event->jhat);
323 break;
324 case SDL_JOYAXISMOTION:
325 _GBASDLHandleJoyAxis(context, sdlContext, &event->jaxis);
326 break;
327 }
328}