mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-08 07:05:40 +12:00
clang-format
This commit is contained in:
parent
71582eff6d
commit
29806ff8e5
3 changed files with 257 additions and 266 deletions
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@ -1,102 +1,101 @@
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#pragma once
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#include <filesystem>
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#include <fstream>
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#include <SDL.h>
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#include <glad/gl.h>
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#include <filesystem>
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#include <fstream>
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#include "PICA/gpu.hpp"
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#include "cpu.hpp"
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#include "crypto/aes_engine.hpp"
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#include "io_file.hpp"
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#include "memory.hpp"
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#include "opengl.hpp"
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#include "PICA/gpu.hpp"
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enum class ROMType {
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None, ELF, NCSD
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};
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enum class ROMType { None, ELF, NCSD };
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class Emulator {
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CPU cpu;
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GPU gpu;
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Memory memory;
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Kernel kernel;
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Crypto::AESEngine aesEngine;
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CPU cpu;
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GPU gpu;
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Memory memory;
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Kernel kernel;
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Crypto::AESEngine aesEngine;
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SDL_Window* window;
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SDL_GLContext glContext;
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SDL_GameController* gameController;
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int gameControllerID;
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SDL_Window* window;
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SDL_GLContext glContext;
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SDL_GameController* gameController;
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int gameControllerID;
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// Variables to keep track of whether the user is controlling the 3DS analog stick with their keyboard
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// This is done so when a gamepad is connected, we won't automatically override the 3DS analog stick settings with the gamepad's state
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// And so the user can still use the keyboard to control the analog
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// Variables to keep track of whether the user is controlling the 3DS analog stick with their keyboard
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// This is done so when a gamepad is connected, we won't automatically override the 3DS analog stick settings with the gamepad's state
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// And so the user can still use the keyboard to control the analog
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bool keyboardAnalogX = false;
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bool keyboardAnalogY = false;
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static constexpr u32 width = 400;
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static constexpr u32 height = 240 * 2; // * 2 because 2 screens
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ROMType romType = ROMType::None;
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bool running = true;
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static constexpr u32 width = 400;
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static constexpr u32 height = 240 * 2; // * 2 because 2 screens
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ROMType romType = ROMType::None;
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bool running = true;
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// Keep the handle for the ROM here to reload when necessary and to prevent deleting it
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// This is currently only used for ELFs, NCSDs use the IOFile API instead
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std::ifstream loadedELF;
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NCSD loadedNCSD;
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// Keep the handle for the ROM here to reload when necessary and to prevent deleting it
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// This is currently only used for ELFs, NCSDs use the IOFile API instead
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std::ifstream loadedELF;
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NCSD loadedNCSD;
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public:
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Emulator() : kernel(cpu, memory, gpu), cpu(memory, kernel), gpu(memory), memory(cpu.getTicksRef()) {
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) < 0) {
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Helpers::panic("Failed to initialize SDL2");
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}
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public:
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Emulator() : kernel(cpu, memory, gpu), cpu(memory, kernel), gpu(memory), memory(cpu.getTicksRef()) {
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) < 0) {
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Helpers::panic("Failed to initialize SDL2");
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}
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// Make SDL use consistent positional button mapping
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SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
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if (SDL_Init(SDL_INIT_GAMECONTROLLER) < 0) {
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Helpers::warn("Failed to initialize SDL2 GameController: %s", SDL_GetError());
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}
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// Make SDL use consistent positional button mapping
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SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
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if (SDL_Init(SDL_INIT_GAMECONTROLLER) < 0) {
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Helpers::warn("Failed to initialize SDL2 GameController: %s", SDL_GetError());
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}
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// Request OpenGL 4.1 Core (Max available on MacOS)
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// MacOS gets mad if we don't explicitly demand a core profile
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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window = SDL_CreateWindow("Alber", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL);
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// Request OpenGL 4.1 Core (Max available on MacOS)
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// MacOS gets mad if we don't explicitly demand a core profile
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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window = SDL_CreateWindow("Alber", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL);
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if (window == nullptr) {
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Helpers::panic("Window creation failed: %s", SDL_GetError());
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}
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if (window == nullptr) {
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Helpers::panic("Window creation failed: %s", SDL_GetError());
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}
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glContext = SDL_GL_CreateContext(window);
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if (glContext == nullptr) {
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Helpers::panic("OpenGL context creation failed: %s", SDL_GetError());
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}
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glContext = SDL_GL_CreateContext(window);
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if (glContext == nullptr) {
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Helpers::panic("OpenGL context creation failed: %s", SDL_GetError());
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}
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if(!gladLoadGL(reinterpret_cast<GLADloadfunc>(SDL_GL_GetProcAddress))) {
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Helpers::panic("OpenGL init failed: %s", SDL_GetError());
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}
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if (!gladLoadGL(reinterpret_cast<GLADloadfunc>(SDL_GL_GetProcAddress))) {
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Helpers::panic("OpenGL init failed: %s", SDL_GetError());
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}
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if (SDL_WasInit(SDL_INIT_GAMECONTROLLER)) {
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gameController = SDL_GameControllerOpen(0);
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if (SDL_WasInit(SDL_INIT_GAMECONTROLLER)) {
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gameController = SDL_GameControllerOpen(0);
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if (gameController != nullptr) {
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SDL_Joystick* stick = SDL_GameControllerGetJoystick(gameController);
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gameControllerID = SDL_JoystickInstanceID(stick);
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}
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}
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if (gameController != nullptr) {
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SDL_Joystick* stick = SDL_GameControllerGetJoystick(gameController);
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gameControllerID = SDL_JoystickInstanceID(stick);
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}
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}
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reset();
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}
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reset();
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}
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void step();
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void render();
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void reset();
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void run();
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void runFrame();
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void step();
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void render();
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void reset();
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void run();
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void runFrame();
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bool loadROM(const std::filesystem::path& path);
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bool loadNCSD(const std::filesystem::path& path);
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bool loadELF(const std::filesystem::path& path);
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bool loadELF(std::ifstream& file);
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void initGraphicsContext() { gpu.initGraphicsContext(); }
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bool loadROM(const std::filesystem::path& path);
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bool loadNCSD(const std::filesystem::path& path);
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bool loadELF(const std::filesystem::path& path);
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bool loadELF(std::ifstream& file);
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void initGraphicsContext() { gpu.initGraphicsContext(); }
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};
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void pressKey(u32 mask) { newButtons |= mask; }
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void releaseKey(u32 mask) { newButtons &= ~mask; }
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s16 getCirclepadX() {
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return circlePadX;
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}
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s16 getCirclepadY() {
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return circlePadY;
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}
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s16 getCirclepadX() { return circlePadX; }
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s16 getCirclepadY() { return circlePadY; }
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void setCirclepadX(s16 x) {
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circlePadX = x;
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373
src/emulator.cpp
373
src/emulator.cpp
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#include "emulator.hpp"
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void Emulator::reset() {
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cpu.reset();
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gpu.reset();
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memory.reset();
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// Kernel must be reset last because it depends on CPU/Memory state
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kernel.reset();
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cpu.reset();
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gpu.reset();
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memory.reset();
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// Kernel must be reset last because it depends on CPU/Memory state
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kernel.reset();
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// Reloading r13 and r15 needs to happen after everything has been reset
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// Otherwise resetting the kernel or cpu might nuke them
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cpu.setReg(13, VirtualAddrs::StackTop); // Set initial SP
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if (romType == ROMType::ELF) { // Reload ELF if we're using one
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loadELF(loadedELF);
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}
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// Reloading r13 and r15 needs to happen after everything has been reset
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// Otherwise resetting the kernel or cpu might nuke them
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cpu.setReg(13, VirtualAddrs::StackTop); // Set initial SP
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if (romType == ROMType::ELF) { // Reload ELF if we're using one
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loadELF(loadedELF);
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}
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}
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void Emulator::step() {}
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void Emulator::render() {
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}
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void Emulator::render() {}
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void Emulator::run() {
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while (running) {
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gpu.getGraphicsContext(); // Give the GPU a rendering context
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runFrame(); // Run 1 frame of instructions
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gpu.display(); // Display graphics
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while (running) {
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gpu.getGraphicsContext(); // Give the GPU a rendering context
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runFrame(); // Run 1 frame of instructions
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gpu.display(); // Display graphics
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ServiceManager& srv = kernel.getServiceManager();
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ServiceManager& srv = kernel.getServiceManager();
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// Send VBlank interrupts
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srv.sendGPUInterrupt(GPUInterrupt::VBlank0);
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srv.sendGPUInterrupt(GPUInterrupt::VBlank1);
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// Send VBlank interrupts
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srv.sendGPUInterrupt(GPUInterrupt::VBlank0);
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srv.sendGPUInterrupt(GPUInterrupt::VBlank1);
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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namespace Keys = HID::Keys;
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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namespace Keys = HID::Keys;
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switch (event.type) {
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case SDL_QUIT:
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printf("Bye :(\n");
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running = false;
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return;
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case SDL_KEYDOWN:
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switch (event.key.keysym.sym) {
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case SDLK_l: srv.pressKey(Keys::A); break;
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case SDLK_k: srv.pressKey(Keys::B); break;
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case SDLK_o: srv.pressKey(Keys::X); break;
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case SDLK_i: srv.pressKey(Keys::Y); break;
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switch (event.type) {
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case SDL_QUIT:
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printf("Bye :(\n");
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running = false;
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return;
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case SDLK_q: srv.pressKey(Keys::L); break;
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case SDLK_p: srv.pressKey(Keys::R); break;
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case SDL_KEYDOWN:
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switch (event.key.keysym.sym) {
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case SDLK_l: srv.pressKey(Keys::A); break;
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case SDLK_k: srv.pressKey(Keys::B); break;
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case SDLK_o: srv.pressKey(Keys::X); break;
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case SDLK_i: srv.pressKey(Keys::Y); break;
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case SDLK_RIGHT: srv.pressKey(Keys::Right); break;
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case SDLK_LEFT: srv.pressKey(Keys::Left); break;
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case SDLK_UP: srv.pressKey(Keys::Up); break;
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case SDLK_DOWN: srv.pressKey(Keys::Down); break;
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case SDLK_q: srv.pressKey(Keys::L); break;
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case SDLK_p: srv.pressKey(Keys::R); break;
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case SDLK_w:
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case SDLK_RIGHT: srv.pressKey(Keys::Right); break;
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case SDLK_LEFT: srv.pressKey(Keys::Left); break;
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case SDLK_UP: srv.pressKey(Keys::Up); break;
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case SDLK_DOWN: srv.pressKey(Keys::Down); break;
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case SDLK_w:
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srv.setCirclepadY(0x9C);
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keyboardAnalogY = true;
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break;
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keyboardAnalogX = true;
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break;
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case SDLK_RETURN: srv.pressKey(Keys::Start); break;
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case SDLK_BACKSPACE: srv.pressKey(Keys::Select); break;
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}
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break;
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case SDL_KEYUP:
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switch (event.key.keysym.sym) {
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case SDLK_l: srv.releaseKey(Keys::A); break;
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case SDLK_k: srv.releaseKey(Keys::B); break;
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case SDLK_o: srv.releaseKey(Keys::X); break;
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case SDLK_i: srv.releaseKey(Keys::Y); break;
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case SDLK_RETURN: srv.pressKey(Keys::Start); break;
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case SDLK_BACKSPACE: srv.pressKey(Keys::Select); break;
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}
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break;
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case SDLK_q: srv.releaseKey(Keys::L); break;
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case SDLK_p: srv.releaseKey(Keys::R); break;
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case SDL_KEYUP:
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switch (event.key.keysym.sym) {
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case SDLK_l: srv.releaseKey(Keys::A); break;
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case SDLK_k: srv.releaseKey(Keys::B); break;
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case SDLK_o: srv.releaseKey(Keys::X); break;
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case SDLK_i: srv.releaseKey(Keys::Y); break;
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case SDLK_RIGHT: srv.releaseKey(Keys::Right); break;
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case SDLK_LEFT: srv.releaseKey(Keys::Left); break;
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case SDLK_UP: srv.releaseKey(Keys::Up); break;
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case SDLK_DOWN: srv.releaseKey(Keys::Down); break;
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case SDLK_q: srv.releaseKey(Keys::L); break;
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case SDLK_p: srv.releaseKey(Keys::R); break;
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// Err this is probably not ideal
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case SDLK_RIGHT: srv.releaseKey(Keys::Right); break;
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case SDLK_LEFT: srv.releaseKey(Keys::Left); break;
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case SDLK_UP: srv.releaseKey(Keys::Up); break;
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case SDLK_DOWN: srv.releaseKey(Keys::Down); break;
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// Err this is probably not ideal
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case SDLK_w:
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case SDLK_s:
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srv.setCirclepadY(0);
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keyboardAnalogX = false;
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break;
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case SDLK_RETURN: srv.releaseKey(Keys::Start); break;
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case SDLK_BACKSPACE: srv.releaseKey(Keys::Select); break;
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}
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break;
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case SDL_MOUSEBUTTONDOWN: {
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if (event.button.button == SDL_BUTTON_LEFT) {
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const s32 x = event.button.x;
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const s32 y = event.button.y;
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// Check if touch falls in the touch screen area
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if (y >= 240 && y <= 480 && x >= 40 && x < 40 + 320) {
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// Convert to 3DS coordinates
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u16 x_converted = static_cast<u16>(x) - 40;
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u16 y_converted = static_cast<u16>(y) - 240;
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srv.setTouchScreenPress(x_converted, y_converted);
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}
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else {
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srv.releaseTouchScreen();
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}
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}
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break;
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}
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case SDL_MOUSEBUTTONUP:
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if (event.button.button == SDL_BUTTON_LEFT) {
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srv.releaseTouchScreen();
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}
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break;
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case SDL_CONTROLLERDEVICEADDED:
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if (gameController == nullptr) {
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gameController = SDL_GameControllerOpen(event.cdevice.which);
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}
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break;
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case SDL_CONTROLLERDEVICEREMOVED:
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if (event.cdevice.which == gameControllerID) {
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SDL_GameControllerClose(gameController);
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gameController = nullptr;
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gameControllerID = 0;
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}
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case SDLK_RETURN: srv.releaseKey(Keys::Start); break;
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case SDLK_BACKSPACE: srv.releaseKey(Keys::Select); break;
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}
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break;
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case SDL_CONTROLLERBUTTONUP:
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case SDL_CONTROLLERBUTTONDOWN: {
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u32 key = 0;
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case SDL_MOUSEBUTTONDOWN: {
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if (event.button.button == SDL_BUTTON_LEFT) {
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const s32 x = event.button.x;
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const s32 y = event.button.y;
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switch (event.cbutton.button) {
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case SDL_CONTROLLER_BUTTON_A: key = Keys::B; break;
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case SDL_CONTROLLER_BUTTON_B: key = Keys::A; break;
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case SDL_CONTROLLER_BUTTON_X: key = Keys::Y; break;
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case SDL_CONTROLLER_BUTTON_Y: key = Keys::X; break;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: key = Keys::L; break;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: key = Keys::R; break;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: key = Keys::Left; break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: key = Keys::Right; break;
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case SDL_CONTROLLER_BUTTON_DPAD_UP: key = Keys::Up; break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: key = Keys::Down; break;
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case SDL_CONTROLLER_BUTTON_BACK: key = Keys::Select; break;
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case SDL_CONTROLLER_BUTTON_START: key = Keys::Start; break;
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}
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// Check if touch falls in the touch screen area
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if (y >= 240 && y <= 480 && x >= 40 && x < 40 + 320) {
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// Convert to 3DS coordinates
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u16 x_converted = static_cast<u16>(x) - 40;
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u16 y_converted = static_cast<u16>(y) - 240;
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if (key != 0) {
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if (event.cbutton.state == SDL_PRESSED) {
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srv.pressKey(key);
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} else {
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srv.releaseKey(key);
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}
|
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}
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}
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}
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}
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srv.setTouchScreenPress(x_converted, y_converted);
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} else {
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srv.releaseTouchScreen();
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}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if (gameController != nullptr) {
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
if (event.button.button == SDL_BUTTON_LEFT) {
|
||||
srv.releaseTouchScreen();
|
||||
}
|
||||
break;
|
||||
|
||||
case SDL_CONTROLLERDEVICEADDED:
|
||||
if (gameController == nullptr) {
|
||||
gameController = SDL_GameControllerOpen(event.cdevice.which);
|
||||
}
|
||||
break;
|
||||
|
||||
case SDL_CONTROLLERDEVICEREMOVED:
|
||||
if (event.cdevice.which == gameControllerID) {
|
||||
SDL_GameControllerClose(gameController);
|
||||
gameController = nullptr;
|
||||
gameControllerID = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case SDL_CONTROLLERBUTTONUP:
|
||||
case SDL_CONTROLLERBUTTONDOWN: {
|
||||
u32 key = 0;
|
||||
|
||||
switch (event.cbutton.button) {
|
||||
case SDL_CONTROLLER_BUTTON_A: key = Keys::B; break;
|
||||
case SDL_CONTROLLER_BUTTON_B: key = Keys::A; break;
|
||||
case SDL_CONTROLLER_BUTTON_X: key = Keys::Y; break;
|
||||
case SDL_CONTROLLER_BUTTON_Y: key = Keys::X; break;
|
||||
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: key = Keys::L; break;
|
||||
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: key = Keys::R; break;
|
||||
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: key = Keys::Left; break;
|
||||
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: key = Keys::Right; break;
|
||||
case SDL_CONTROLLER_BUTTON_DPAD_UP: key = Keys::Up; break;
|
||||
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: key = Keys::Down; break;
|
||||
case SDL_CONTROLLER_BUTTON_BACK: key = Keys::Select; break;
|
||||
case SDL_CONTROLLER_BUTTON_START: key = Keys::Start; break;
|
||||
}
|
||||
|
||||
if (key != 0) {
|
||||
if (event.cbutton.state == SDL_PRESSED) {
|
||||
srv.pressKey(key);
|
||||
} else {
|
||||
srv.releaseKey(key);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (gameController != nullptr) {
|
||||
const s16 stickX = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTX);
|
||||
const s16 stickY = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTY);
|
||||
constexpr s16 deadzone = 3276;
|
||||
|
@ -205,84 +203,83 @@ void Emulator::run() {
|
|||
}
|
||||
}
|
||||
|
||||
// Update inputs in the HID module
|
||||
srv.updateInputs(cpu.getTicks());
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
// Update inputs in the HID module
|
||||
srv.updateInputs(cpu.getTicks());
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
}
|
||||
|
||||
void Emulator::runFrame() {
|
||||
cpu.runFrame();
|
||||
}
|
||||
void Emulator::runFrame() { cpu.runFrame(); }
|
||||
|
||||
bool Emulator::loadROM(const std::filesystem::path& path) {
|
||||
// Get path for saving files (AppData on Windows, /home/user/.local/share/ApplcationName on Linux, etc)
|
||||
// Inside that path, we be use a game-specific folder as well. Eg if we were loading a ROM called PenguinDemo.3ds, the savedata would be in
|
||||
// %APPDATA%/Alber/PenguinDemo/SaveData on Windows, and so on. We do this because games save data in their own filesystem on the cart
|
||||
char* appData = SDL_GetPrefPath(nullptr, "Alber");
|
||||
const std::filesystem::path appDataPath = std::filesystem::path(appData);
|
||||
const std::filesystem::path dataPath = appDataPath / path.filename().stem();
|
||||
// Get path for saving files (AppData on Windows, /home/user/.local/share/ApplcationName on Linux, etc)
|
||||
// Inside that path, we be use a game-specific folder as well. Eg if we were loading a ROM called PenguinDemo.3ds, the savedata would be in
|
||||
// %APPDATA%/Alber/PenguinDemo/SaveData on Windows, and so on. We do this because games save data in their own filesystem on the cart
|
||||
char* appData = SDL_GetPrefPath(nullptr, "Alber");
|
||||
const std::filesystem::path appDataPath = std::filesystem::path(appData);
|
||||
const std::filesystem::path dataPath = appDataPath / path.filename().stem();
|
||||
const std::filesystem::path aesKeysPath = appDataPath / "sysdata" / "aes_keys.txt";
|
||||
IOFile::setAppDataDir(dataPath);
|
||||
IOFile::setAppDataDir(dataPath);
|
||||
SDL_free(appData);
|
||||
|
||||
// Open the text file containing our AES keys if it exists. We use the std::filesystem::exists overload that takes an error code param to
|
||||
// avoid the call throwing exceptions
|
||||
std::error_code ec;
|
||||
if (std::filesystem::exists(aesKeysPath, ec) && !ec) {
|
||||
aesEngine.loadKeys(aesKeysPath);
|
||||
}
|
||||
// Open the text file containing our AES keys if it exists. We use the std::filesystem::exists overload that takes an error code param to
|
||||
// avoid the call throwing exceptions
|
||||
std::error_code ec;
|
||||
if (std::filesystem::exists(aesKeysPath, ec) && !ec) {
|
||||
aesEngine.loadKeys(aesKeysPath);
|
||||
}
|
||||
|
||||
kernel.initializeFS();
|
||||
auto extension = path.extension();
|
||||
|
||||
if (extension == ".elf" || extension == ".axf")
|
||||
return loadELF(path);
|
||||
else if (extension == ".3ds")
|
||||
return loadNCSD(path);
|
||||
else {
|
||||
printf("Unknown file type\n");
|
||||
return false;
|
||||
}
|
||||
kernel.initializeFS();
|
||||
auto extension = path.extension();
|
||||
|
||||
if (extension == ".elf" || extension == ".axf")
|
||||
return loadELF(path);
|
||||
else if (extension == ".3ds")
|
||||
return loadNCSD(path);
|
||||
else {
|
||||
printf("Unknown file type\n");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool Emulator::loadNCSD(const std::filesystem::path& path) {
|
||||
romType = ROMType::NCSD;
|
||||
std::optional<NCSD> opt = memory.loadNCSD(aesEngine, path);
|
||||
romType = ROMType::NCSD;
|
||||
std::optional<NCSD> opt = memory.loadNCSD(aesEngine, path);
|
||||
|
||||
if (!opt.has_value()) {
|
||||
return false;
|
||||
}
|
||||
if (!opt.has_value()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
loadedNCSD = opt.value();
|
||||
cpu.setReg(15, loadedNCSD.entrypoint);
|
||||
loadedNCSD = opt.value();
|
||||
cpu.setReg(15, loadedNCSD.entrypoint);
|
||||
|
||||
if (loadedNCSD.entrypoint & 1) {
|
||||
Helpers::panic("Misaligned NCSD entrypoint; should this start the CPU in Thumb mode?");
|
||||
}
|
||||
if (loadedNCSD.entrypoint & 1) {
|
||||
Helpers::panic("Misaligned NCSD entrypoint; should this start the CPU in Thumb mode?");
|
||||
}
|
||||
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Emulator::loadELF(const std::filesystem::path& path) {
|
||||
loadedELF.open(path, std::ios_base::binary); // Open ROM in binary mode
|
||||
romType = ROMType::ELF;
|
||||
loadedELF.open(path, std::ios_base::binary); // Open ROM in binary mode
|
||||
romType = ROMType::ELF;
|
||||
|
||||
return loadELF(loadedELF);
|
||||
return loadELF(loadedELF);
|
||||
}
|
||||
|
||||
bool Emulator::loadELF(std::ifstream& file) {
|
||||
// Rewind ifstream
|
||||
loadedELF.clear();
|
||||
loadedELF.seekg(0);
|
||||
// Rewind ifstream
|
||||
loadedELF.clear();
|
||||
loadedELF.seekg(0);
|
||||
|
||||
std::optional<u32> entrypoint = memory.loadELF(loadedELF);
|
||||
if (!entrypoint.has_value())
|
||||
return false;
|
||||
std::optional<u32> entrypoint = memory.loadELF(loadedELF);
|
||||
if (!entrypoint.has_value()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
cpu.setReg(15, entrypoint.value()); // Set initial PC
|
||||
if (entrypoint.value() & 1) {
|
||||
Helpers::panic("Misaligned ELF entrypoint. TODO: Check if ELFs can boot in thumb mode");
|
||||
}
|
||||
return true;
|
||||
cpu.setReg(15, entrypoint.value()); // Set initial PC
|
||||
if (entrypoint.value() & 1) {
|
||||
Helpers::panic("Misaligned ELF entrypoint. TODO: Check if ELFs can boot in thumb mode");
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue