mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-08 15:15:40 +12:00
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:
parent
008f0bfb84
commit
6ce861624d
5 changed files with 179 additions and 149 deletions
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@ -47,7 +47,7 @@ class Emulator {
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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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bool running = true, romLoaded = false;
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#ifdef PANDA3DS_ENABLE_HTTP_SERVER
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HttpServer httpServer;
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@ -64,6 +64,7 @@ class Emulator {
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Emulator();
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~Emulator();
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void stop();
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void step();
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void render();
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void reset();
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@ -22,6 +22,7 @@ enum class GPUInterrupt : u8 {
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class Kernel;
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class GPUService {
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bool registerInterruptRelayQueueBeenHere = false;
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Handle handle = KernelHandles::GPU;
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Memory& mem;
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GPU& gpu;
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@ -34,6 +34,7 @@ void GPUService::reset() {
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privilegedProcess = 0xFFFFFFFF; // Set the privileged process to an invalid handle
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interruptEvent = std::nullopt;
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sharedMem = nullptr;
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registerInterruptRelayQueueBeenHere = false;
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}
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void GPUService::handleSyncRequest(u32 messagePointer) {
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@ -77,9 +78,8 @@ void GPUService::acquireRight(u32 messagePointer) {
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// How does the shared memory handle thing work?
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void GPUService::registerInterruptRelayQueue(u32 messagePointer) {
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// Detect if this function is called a 2nd time because we'll likely need to impl threads properly for the GSP
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static bool beenHere = false;
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if (beenHere) Helpers::panic("RegisterInterruptRelayQueue called a second time. Need to implement GSP threads properly");
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beenHere = true;
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if (registerInterruptRelayQueueBeenHere) Helpers::panic("RegisterInterruptRelayQueue called a second time. Need to implement GSP threads properly");
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registerInterruptRelayQueueBeenHere = true;
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const u32 flags = mem.read32(messagePointer + 4);
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const u32 eventHandle = mem.read32(messagePointer + 12);
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@ -59,7 +59,7 @@ Emulator::Emulator() : kernel(cpu, memory, gpu), cpu(memory, kernel), gpu(memory
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Emulator::~Emulator() { config.save(std::filesystem::current_path() / "config.toml"); }
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void Emulator::reset() {
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void Emulator::stop() {
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cpu.reset();
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gpu.reset();
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memory.reset();
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@ -69,7 +69,9 @@ void Emulator::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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}
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void Emulator::reset() {
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// 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
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if (romType != ROMType::None && romPath.has_value()) {
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bool success = loadROM(romPath.value());
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@ -90,18 +92,18 @@ void Emulator::run() {
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httpServer.startHttpServer();
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#endif
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while (running) {
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ServiceManager& srv = kernel.getServiceManager();
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if(romLoaded) {
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#ifdef PANDA3DS_ENABLE_HTTP_SERVER
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pollHttpServer();
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#endif
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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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// Send VBlank interrupts
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srv.sendGPUInterrupt(GPUInterrupt::VBlank0);
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srv.sendGPUInterrupt(GPUInterrupt::VBlank1);
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}
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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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@ -113,6 +115,7 @@ void Emulator::run() {
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return;
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case SDL_KEYDOWN:
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if(romLoaded) {
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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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@ -150,9 +153,11 @@ void Emulator::run() {
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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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}
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break;
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case SDL_KEYUP:
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if(romLoaded) {
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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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@ -183,9 +188,11 @@ void Emulator::run() {
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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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}
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break;
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case SDL_MOUSEBUTTONDOWN: {
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case SDL_MOUSEBUTTONDOWN:
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if(romLoaded) {
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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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@ -203,15 +210,17 @@ void Emulator::run() {
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} else if (event.button.button == SDL_BUTTON_RIGHT) {
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holdingRightClick = true;
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}
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break;
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}
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break;
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case SDL_MOUSEBUTTONUP:
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if(romLoaded) {
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if (event.button.button == SDL_BUTTON_LEFT) {
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srv.releaseTouchScreen();
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} else if (event.button.button == SDL_BUTTON_RIGHT) {
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holdingRightClick = false;
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}
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}
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break;
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case SDL_CONTROLLERDEVICEADDED:
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@ -230,7 +239,8 @@ void Emulator::run() {
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break;
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case SDL_CONTROLLERBUTTONUP:
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case SDL_CONTROLLERBUTTONDOWN: {
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case SDL_CONTROLLERBUTTONDOWN:
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if(romLoaded) {
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u32 key = 0;
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switch (event.cbutton.button) {
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@ -256,9 +266,11 @@ void Emulator::run() {
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}
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}
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}
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break;
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// Detect mouse motion events for gyroscope emulation
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case SDL_MOUSEMOTION: {
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case SDL_MOUSEMOTION:
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if(romLoaded) {
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// 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
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if (!holdingRightClick) break;
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@ -272,11 +284,21 @@ void Emulator::run() {
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const s32 pitch = motionY > 0 ? 0x7f : -0x7f;
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srv.setRoll(roll);
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srv.setPitch(pitch);
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}
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break;
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case SDL_DROPFILE: {
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char *droppedDir = event.drop.file;
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if(droppedDir) {
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loadROM(droppedDir);
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SDL_free(droppedDir);
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}
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}
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break;
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}
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}
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}
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if(romLoaded) {
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if (gameController != nullptr) {
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const s16 stickX = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTX);
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const s16 stickY = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTY);
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@ -297,9 +319,10 @@ void Emulator::run() {
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srv.setCirclepadY(-(stickY / div));
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}
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}
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srv.updateInputs(cpu.getTicks());
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}
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// Update inputs in the HID module
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srv.updateInputs(cpu.getTicks());
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SDL_GL_SwapWindow(window);
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}
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}
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@ -307,6 +330,7 @@ void Emulator::run() {
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void Emulator::runFrame() { cpu.runFrame(); }
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bool Emulator::loadROM(const std::filesystem::path& path) {
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stop();
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// Get path for saving files (AppData on Windows, /home/user/.local/share/ApplcationName on Linux, etc)
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// 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
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// %APPDATA%/Alber/PenguinDemo/SaveData on Windows, and so on. We do this because games save data in their own filesystem on the cart
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@ -346,6 +370,7 @@ bool Emulator::loadROM(const std::filesystem::path& path) {
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romType = ROMType::None;
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}
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romLoaded = success;
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return success;
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}
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@ -390,6 +415,7 @@ bool Emulator::loadELF(std::ifstream& file) {
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if (entrypoint.value() & 1) {
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Helpers::panic("Misaligned ELF entrypoint. TODO: Check if ELFs can boot in thumb mode");
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}
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return true;
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}
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@ -5,11 +5,13 @@ int main (int argc, char *argv[]) {
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emu.initGraphicsContext();
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auto romPath = std::filesystem::current_path() / (argc > 1 ? argv[1] : "teapot.elf");
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if(argc > 1) {
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auto romPath = std::filesystem::current_path() / argv[1];
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if (!emu.loadROM(romPath)) {
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// For some reason just .c_str() doesn't show the proper path
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Helpers::panic("Failed to load ROM file: %s", romPath.string().c_str());
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}
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}
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emu.run();
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}
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