Don't force users to load rom from terminal or by dragging and dropping onto executable file. Instead, open a blank window and use SDL's drag&drop feature

This commit is contained in:
SimoneN64 2023-07-10 20:48:13 +02:00 committed by wheremyfoodat
parent 008f0bfb84
commit 6ce861624d
5 changed files with 179 additions and 149 deletions

View file

@ -47,7 +47,7 @@ class Emulator {
static constexpr u32 width = 400;
static constexpr u32 height = 240 * 2; // * 2 because 2 screens
ROMType romType = ROMType::None;
bool running = true;
bool running = true, romLoaded = false;
#ifdef PANDA3DS_ENABLE_HTTP_SERVER
HttpServer httpServer;
@ -64,6 +64,7 @@ class Emulator {
Emulator();
~Emulator();
void stop();
void step();
void render();
void reset();

View file

@ -22,6 +22,7 @@ enum class GPUInterrupt : u8 {
class Kernel;
class GPUService {
bool registerInterruptRelayQueueBeenHere = false;
Handle handle = KernelHandles::GPU;
Memory& mem;
GPU& gpu;

View file

@ -34,6 +34,7 @@ void GPUService::reset() {
privilegedProcess = 0xFFFFFFFF; // Set the privileged process to an invalid handle
interruptEvent = std::nullopt;
sharedMem = nullptr;
registerInterruptRelayQueueBeenHere = false;
}
void GPUService::handleSyncRequest(u32 messagePointer) {
@ -77,9 +78,8 @@ void GPUService::acquireRight(u32 messagePointer) {
// How does the shared memory handle thing work?
void GPUService::registerInterruptRelayQueue(u32 messagePointer) {
// Detect if this function is called a 2nd time because we'll likely need to impl threads properly for the GSP
static bool beenHere = false;
if (beenHere) Helpers::panic("RegisterInterruptRelayQueue called a second time. Need to implement GSP threads properly");
beenHere = true;
if (registerInterruptRelayQueueBeenHere) Helpers::panic("RegisterInterruptRelayQueue called a second time. Need to implement GSP threads properly");
registerInterruptRelayQueueBeenHere = true;
const u32 flags = mem.read32(messagePointer + 4);
const u32 eventHandle = mem.read32(messagePointer + 12);

View file

@ -59,7 +59,7 @@ Emulator::Emulator() : kernel(cpu, memory, gpu), cpu(memory, kernel), gpu(memory
Emulator::~Emulator() { config.save(std::filesystem::current_path() / "config.toml"); }
void Emulator::reset() {
void Emulator::stop() {
cpu.reset();
gpu.reset();
memory.reset();
@ -69,7 +69,9 @@ void Emulator::reset() {
// Reloading r13 and r15 needs to happen after everything has been reset
// Otherwise resetting the kernel or cpu might nuke them
cpu.setReg(13, VirtualAddrs::StackTop); // Set initial SP
}
void Emulator::reset() {
// If a ROM is active and we reset, reload it. This is necessary to set up stack, executable memory, .data/.rodata/.bss all over again
if (romType != ROMType::None && romPath.has_value()) {
bool success = loadROM(romPath.value());
@ -90,18 +92,18 @@ void Emulator::run() {
httpServer.startHttpServer();
#endif
while (running) {
ServiceManager& srv = kernel.getServiceManager();
if(romLoaded) {
#ifdef PANDA3DS_ENABLE_HTTP_SERVER
pollHttpServer();
#endif
runFrame(); // Run 1 frame of instructions
gpu.display(); // Display graphics
ServiceManager& srv = kernel.getServiceManager();
// Send VBlank interrupts
srv.sendGPUInterrupt(GPUInterrupt::VBlank0);
srv.sendGPUInterrupt(GPUInterrupt::VBlank1);
}
SDL_Event event;
while (SDL_PollEvent(&event)) {
namespace Keys = HID::Keys;
@ -113,6 +115,7 @@ void Emulator::run() {
return;
case SDL_KEYDOWN:
if(romLoaded) {
switch (event.key.keysym.sym) {
case SDLK_l: srv.pressKey(Keys::A); break;
case SDLK_k: srv.pressKey(Keys::B); break;
@ -150,9 +153,11 @@ void Emulator::run() {
case SDLK_RETURN: srv.pressKey(Keys::Start); break;
case SDLK_BACKSPACE: srv.pressKey(Keys::Select); break;
}
}
break;
case SDL_KEYUP:
if(romLoaded) {
switch (event.key.keysym.sym) {
case SDLK_l: srv.releaseKey(Keys::A); break;
case SDLK_k: srv.releaseKey(Keys::B); break;
@ -183,9 +188,11 @@ void Emulator::run() {
case SDLK_RETURN: srv.releaseKey(Keys::Start); break;
case SDLK_BACKSPACE: srv.releaseKey(Keys::Select); break;
}
}
break;
case SDL_MOUSEBUTTONDOWN: {
case SDL_MOUSEBUTTONDOWN:
if(romLoaded) {
if (event.button.button == SDL_BUTTON_LEFT) {
const s32 x = event.button.x;
const s32 y = event.button.y;
@ -203,15 +210,17 @@ void Emulator::run() {
} else if (event.button.button == SDL_BUTTON_RIGHT) {
holdingRightClick = true;
}
break;
}
break;
case SDL_MOUSEBUTTONUP:
if(romLoaded) {
if (event.button.button == SDL_BUTTON_LEFT) {
srv.releaseTouchScreen();
} else if (event.button.button == SDL_BUTTON_RIGHT) {
holdingRightClick = false;
}
}
break;
case SDL_CONTROLLERDEVICEADDED:
@ -230,7 +239,8 @@ void Emulator::run() {
break;
case SDL_CONTROLLERBUTTONUP:
case SDL_CONTROLLERBUTTONDOWN: {
case SDL_CONTROLLERBUTTONDOWN:
if(romLoaded) {
u32 key = 0;
switch (event.cbutton.button) {
@ -256,9 +266,11 @@ void Emulator::run() {
}
}
}
break;
// Detect mouse motion events for gyroscope emulation
case SDL_MOUSEMOTION: {
case SDL_MOUSEMOTION:
if(romLoaded) {
// We use right click to indicate we want to rotate the console. If right click is not held, then this is not a gyroscope rotation
if (!holdingRightClick) break;
@ -272,11 +284,21 @@ void Emulator::run() {
const s32 pitch = motionY > 0 ? 0x7f : -0x7f;
srv.setRoll(roll);
srv.setPitch(pitch);
}
break;
case SDL_DROPFILE: {
char *droppedDir = event.drop.file;
if(droppedDir) {
loadROM(droppedDir);
SDL_free(droppedDir);
}
}
break;
}
}
}
if(romLoaded) {
if (gameController != nullptr) {
const s16 stickX = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTX);
const s16 stickY = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTY);
@ -297,9 +319,10 @@ void Emulator::run() {
srv.setCirclepadY(-(stickY / div));
}
}
srv.updateInputs(cpu.getTicks());
}
// Update inputs in the HID module
srv.updateInputs(cpu.getTicks());
SDL_GL_SwapWindow(window);
}
}
@ -307,6 +330,7 @@ void Emulator::run() {
void Emulator::runFrame() { cpu.runFrame(); }
bool Emulator::loadROM(const std::filesystem::path& path) {
stop();
// 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
@ -346,6 +370,7 @@ bool Emulator::loadROM(const std::filesystem::path& path) {
romType = ROMType::None;
}
romLoaded = success;
return success;
}
@ -390,6 +415,7 @@ bool Emulator::loadELF(std::ifstream& file) {
if (entrypoint.value() & 1) {
Helpers::panic("Misaligned ELF entrypoint. TODO: Check if ELFs can boot in thumb mode");
}
return true;
}

View file

@ -5,11 +5,13 @@ int main (int argc, char *argv[]) {
emu.initGraphicsContext();
auto romPath = std::filesystem::current_path() / (argc > 1 ? argv[1] : "teapot.elf");
if(argc > 1) {
auto romPath = std::filesystem::current_path() / argv[1];
if (!emu.loadROM(romPath)) {
// For some reason just .c_str() doesn't show the proper path
Helpers::panic("Failed to load ROM file: %s", romPath.string().c_str());
}
}
emu.run();
}