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#include "renderers/video-software.h"
9#include "util/vfs.h"
10
11#if SDL_VERSION_ATLEAST(2, 0, 0) && defined(__APPLE__)
12#define GUI_MOD KMOD_GUI
13#else
14#define GUI_MOD KMOD_CTRL
15#endif
16
17bool GBASDLInitEvents(struct GBASDLEvents* context) {
18 if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0) {
19 return false;
20 }
21 SDL_JoystickEventState(SDL_ENABLE);
22 context->joystick = SDL_JoystickOpen(0);
23#if !SDL_VERSION_ATLEAST(2, 0, 0)
24 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
25#endif
26
27 GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_z, GBA_KEY_A);
28 GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_x, GBA_KEY_B);
29 GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_a, GBA_KEY_L);
30 GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_s, GBA_KEY_R);
31 GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_RETURN, GBA_KEY_START);
32 GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_BACKSPACE, GBA_KEY_SELECT);
33 GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_UP, GBA_KEY_UP);
34 GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_DOWN, GBA_KEY_DOWN);
35 GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_LEFT, GBA_KEY_LEFT);
36 GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_RIGHT, GBA_KEY_RIGHT);
37
38 GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 13, GBA_KEY_A);
39 GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 14, GBA_KEY_B);
40 GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 10, GBA_KEY_L);
41 GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 11, GBA_KEY_R);
42 GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 3, GBA_KEY_START);
43 GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 0, GBA_KEY_SELECT);
44 GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 4, GBA_KEY_UP);
45 GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 6, GBA_KEY_DOWN);
46 GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 7, GBA_KEY_LEFT);
47 GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 5, GBA_KEY_RIGHT);
48 return true;
49}
50
51void GBASDLDeinitEvents(struct GBASDLEvents* context) {
52 SDL_JoystickClose(context->joystick);
53 SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
54}
55
56static void _pauseAfterFrame(struct GBAThread* context) {
57 context->frameCallback = 0;
58 GBAThreadPauseFromThread(context);
59}
60
61static void _GBASDLHandleKeypress(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_KeyboardEvent* event) {
62 enum GBAKey key = GBA_KEY_NONE;
63 if (!event->keysym.mod) {
64 key = GBAInputMapKey(&context->inputMap, SDL_BINDING_KEY, event->keysym.sym);
65 }
66 if (key != GBA_KEY_NONE) {
67 if (event->type == SDL_KEYDOWN) {
68 context->activeKeys |= 1 << key;
69 } else {
70 context->activeKeys &= ~(1 << key);
71 }
72 return;
73 }
74 switch (event->keysym.sym) {
75 case SDLK_F11:
76 if (event->type == SDL_KEYDOWN && context->debugger) {
77 ARMDebuggerEnter(context->debugger, DEBUGGER_ENTER_MANUAL);
78 }
79 return;
80 case SDLK_F12:
81 if (event->type == SDL_KEYDOWN) {
82 GBAThreadInterrupt(context);
83 GBAThreadTakeScreenshot(context);
84 GBAThreadContinue(context);
85 }
86 return;
87 case SDLK_TAB:
88 context->sync.audioWait = event->type != SDL_KEYDOWN;
89 return;
90 case SDLK_BACKSLASH:
91 if (event->type == SDL_KEYDOWN) {
92 GBAThreadPause(context);
93 context->frameCallback = _pauseAfterFrame;
94 GBAThreadUnpause(context);
95 }
96 return;
97 case SDLK_LEFTBRACKET:
98 GBAThreadInterrupt(context);
99 GBARewind(context, 10);
100 GBAThreadContinue(context);
101 return;
102 case SDLK_ESCAPE:
103 GBAThreadInterrupt(context);
104 if (context->gba->rr) {
105 GBARRStopPlaying(context->gba->rr);
106 GBARRStopRecording(context->gba->rr);
107 }
108 GBAThreadContinue(context);
109 return;
110 default:
111 if (event->type == SDL_KEYDOWN) {
112 if ((event->keysym.mod & GUI_MOD) && (event->keysym.mod & GUI_MOD) == event->keysym.mod) {
113 switch (event->keysym.sym) {
114#if SDL_VERSION_ATLEAST(2, 0, 0)
115 case SDLK_f:
116 SDL_SetWindowFullscreen(sdlContext->window, sdlContext->fullscreen ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP);
117 sdlContext->fullscreen = !sdlContext->fullscreen;
118 sdlContext->windowUpdated = 1;
119 break;
120#endif
121 case SDLK_p:
122 GBAThreadTogglePause(context);
123 break;
124 case SDLK_n:
125 GBAThreadPause(context);
126 context->frameCallback = _pauseAfterFrame;
127 GBAThreadUnpause(context);
128 break;
129 case SDLK_r:
130 GBAThreadReset(context);
131 break;
132 case SDLK_t:
133 if (context->stateDir) {
134 GBAThreadInterrupt(context);
135 GBARRContextCreate(context->gba);
136 if (!GBARRIsRecording(context->gba->rr)) {
137 GBARRStopPlaying(context->gba->rr);
138 GBARRInitStream(context->gba->rr, context->stateDir);
139 GBARRReinitStream(context->gba->rr, INIT_EX_NIHILO);
140 GBARRStartRecording(context->gba->rr);
141 GBARRSaveState(context->gba);
142 }
143 GBAThreadContinue(context);
144 }
145 break;
146 case SDLK_y:
147 if (context->stateDir) {
148 GBAThreadInterrupt(context);
149 GBARRContextCreate(context->gba);
150 GBARRStopRecording(context->gba->rr);
151 GBARRInitStream(context->gba->rr, context->stateDir);
152 GBARRStartPlaying(context->gba->rr, false);
153 GBARRLoadState(context->gba);
154 GBAThreadContinue(context);
155 }
156 break;
157 default:
158 break;
159 }
160 }
161 if (event->keysym.mod & KMOD_SHIFT) {
162 switch (event->keysym.sym) {
163 case SDLK_F1:
164 case SDLK_F2:
165 case SDLK_F3:
166 case SDLK_F4:
167 case SDLK_F5:
168 case SDLK_F6:
169 case SDLK_F7:
170 case SDLK_F8:
171 case SDLK_F9:
172 case SDLK_F10:
173 GBAThreadInterrupt(context);
174 GBASaveState(context->gba, context->stateDir, event->keysym.sym - SDLK_F1, true);
175 GBAThreadContinue(context);
176 break;
177 default:
178 break;
179 }
180 } else {
181 switch (event->keysym.sym) {
182 case SDLK_F1:
183 case SDLK_F2:
184 case SDLK_F3:
185 case SDLK_F4:
186 case SDLK_F5:
187 case SDLK_F6:
188 case SDLK_F7:
189 case SDLK_F8:
190 case SDLK_F9:
191 case SDLK_F10:
192 GBAThreadInterrupt(context);
193 GBALoadState(context->gba, context->stateDir, event->keysym.sym - SDLK_F1);
194 GBAThreadContinue(context);
195 break;
196 default:
197 break;
198 }
199 }
200 }
201 return;
202 }
203}
204
205static void _GBASDLHandleJoyButton(struct GBAThread* context, const struct SDL_JoyButtonEvent* event) {
206 enum GBAKey key = 0;
207 key = GBAInputMapKey(&context->inputMap, SDL_BINDING_BUTTON, event->button);
208 if (key == GBA_KEY_NONE) {
209 return;
210 }
211
212 if (event->type == SDL_JOYBUTTONDOWN) {
213 context->activeKeys |= 1 << key;
214 } else {
215 context->activeKeys &= ~(1 << key);
216 }
217}
218
219static void _GBASDLHandleJoyHat(struct GBAThread* context, const struct SDL_JoyHatEvent* event) {
220 enum GBAKey key = 0;
221
222 if (event->value & SDL_HAT_UP) {
223 key |= 1 << GBA_KEY_UP;
224 }
225 if (event->value & SDL_HAT_LEFT) {
226 key |= 1 << GBA_KEY_LEFT;
227 }
228 if (event->value & SDL_HAT_DOWN) {
229 key |= 1 << GBA_KEY_DOWN;
230 }
231 if (event->value & SDL_HAT_RIGHT) {
232 key |= 1 << GBA_KEY_RIGHT;
233 }
234
235 context->activeKeys &= ~((1 << GBA_KEY_UP) | (1 << GBA_KEY_LEFT) | (1 << GBA_KEY_DOWN) | (1 << GBA_KEY_RIGHT));
236 context->activeKeys |= key;
237}
238
239#if SDL_VERSION_ATLEAST(2, 0, 0)
240static void _GBASDLHandleWindowEvent(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_WindowEvent* event) {
241 UNUSED(context);
242 switch (event->event) {
243 case SDL_WINDOWEVENT_SIZE_CHANGED:
244 sdlContext->windowUpdated = 1;
245 break;
246 }
247}
248#endif
249
250void GBASDLHandleEvent(struct GBAThread* context, struct GBASDLEvents* sdlContext, const union SDL_Event* event) {
251 switch (event->type) {
252 case SDL_QUIT:
253 GBAThreadEnd(context);
254 break;
255#if SDL_VERSION_ATLEAST(2, 0, 0)
256 case SDL_WINDOWEVENT:
257 _GBASDLHandleWindowEvent(context, sdlContext, &event->window);
258 break;
259#endif
260 case SDL_KEYDOWN:
261 case SDL_KEYUP:
262 _GBASDLHandleKeypress(context, sdlContext, &event->key);
263 break;
264 case SDL_JOYBUTTONDOWN:
265 case SDL_JOYBUTTONUP:
266 _GBASDLHandleJoyButton(context, &event->jbutton);
267 break;
268 case SDL_JOYHATMOTION:
269 _GBASDLHandleJoyHat(context, &event->jhat);
270 }
271}