all repos — mgba @ e6377f2e6a8902a780f8caa4d40e1768963eb12d

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