Merge pull request #50 from nadiaholmquist/feature/basic-controller-input

Add basic controller input using the SDL2 GameController API
This commit is contained in:
wheremyfoodat 2023-06-28 02:56:24 +03:00 committed by GitHub
commit 6dde41f7c3
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4 changed files with 338 additions and 228 deletions

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@ -1,20 +1,19 @@
#pragma once
#include <filesystem>
#include <fstream>
#include <SDL.h>
#include <glad/gl.h>
#include <filesystem>
#include <fstream>
#include "PICA/gpu.hpp"
#include "cpu.hpp"
#include "crypto/aes_engine.hpp"
#include "io_file.hpp"
#include "memory.hpp"
#include "opengl.hpp"
#include "PICA/gpu.hpp"
enum class ROMType {
None, ELF, NCSD
};
enum class ROMType { None, ELF, NCSD };
class Emulator {
CPU cpu;
@ -25,6 +24,14 @@ class Emulator {
SDL_Window* window;
SDL_GLContext glContext;
SDL_GameController* gameController;
int gameControllerID;
// Variables to keep track of whether the user is controlling the 3DS analog stick with their keyboard
// This is done so when a gamepad is connected, we won't automatically override the 3DS analog stick settings with the gamepad's state
// And so the user can still use the keyboard to control the analog
bool keyboardAnalogX = false;
bool keyboardAnalogY = false;
static constexpr u32 width = 400;
static constexpr u32 height = 240 * 2; // * 2 because 2 screens
@ -42,6 +49,12 @@ public:
Helpers::panic("Failed to initialize SDL2");
}
// Make SDL use consistent positional button mapping
SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
if (SDL_Init(SDL_INIT_GAMECONTROLLER) < 0) {
Helpers::warn("Failed to initialize SDL2 GameController: %s", SDL_GetError());
}
// Request OpenGL 4.1 Core (Max available on MacOS)
// MacOS gets mad if we don't explicitly demand a core profile
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
@ -54,7 +67,6 @@ public:
}
glContext = SDL_GL_CreateContext(window);
if (glContext == nullptr) {
Helpers::panic("OpenGL context creation failed: %s", SDL_GetError());
}
@ -63,6 +75,15 @@ public:
Helpers::panic("OpenGL init failed: %s", SDL_GetError());
}
if (SDL_WasInit(SDL_INIT_GAMECONTROLLER)) {
gameController = SDL_GameControllerOpen(0);
if (gameController != nullptr) {
SDL_Joystick* stick = SDL_GameControllerGetJoystick(gameController);
gameControllerID = SDL_JoystickInstanceID(stick);
}
}
reset();
}

View file

@ -1,6 +1,7 @@
#pragma once
#include <array>
#include <optional>
#include "helpers.hpp"
#include "kernel_types.hpp"
#include "logger.hpp"
@ -87,6 +88,9 @@ public:
void pressKey(u32 mask) { newButtons |= mask; }
void releaseKey(u32 mask) { newButtons &= ~mask; }
s16 getCirclepadX() { return circlePadX; }
s16 getCirclepadY() { return circlePadY; }
void setCirclepadX(s16 x) {
circlePadX = x;

View file

@ -90,8 +90,10 @@ class ServiceManager {
// Input function wrappers
void pressKey(u32 key) { hid.pressKey(key); }
void releaseKey(u32 key) { hid.releaseKey(key); }
void setCirclepadX(u16 x) { hid.setCirclepadX(x); }
void setCirclepadY(u16 y) { hid.setCirclepadY(y); }
s16 getCirclepadX() { return hid.getCirclepadX(); }
s16 getCirclepadY() { return hid.getCirclepadY(); }
void setCirclepadX(s16 x) { hid.setCirclepadX(x); }
void setCirclepadY(s16 y) { hid.setCirclepadY(y); }
void updateInputs(u64 currentTimestamp) { hid.updateInputs(currentTimestamp); }
void setTouchScreenPress(u16 x, u16 y) { hid.setTouchScreenPress(x, y); }
void releaseTouchScreen() { hid.releaseTouchScreen(); }

View file

@ -16,10 +16,7 @@ void Emulator::reset() {
}
void Emulator::step() {}
void Emulator::render() {
}
void Emulator::render() {}
void Emulator::run() {
while (running) {
@ -42,6 +39,7 @@ void Emulator::run() {
printf("Bye :(\n");
running = false;
return;
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_l: srv.pressKey(Keys::A); break;
@ -57,15 +55,31 @@ void Emulator::run() {
case SDLK_UP: srv.pressKey(Keys::Up); break;
case SDLK_DOWN: srv.pressKey(Keys::Down); break;
case SDLK_w: srv.setCirclepadY(0x9C); break;
case SDLK_a: srv.setCirclepadX(-0x9C); break;
case SDLK_s: srv.setCirclepadY(-0x9C); break;
case SDLK_d: srv.setCirclepadX(0x9C); break;
case SDLK_w:
srv.setCirclepadY(0x9C);
keyboardAnalogY = true;
break;
case SDLK_a:
srv.setCirclepadX(-0x9C);
keyboardAnalogX = true;
break;
case SDLK_s:
srv.setCirclepadY(-0x9C);
keyboardAnalogY = true;
break;
case SDLK_d:
srv.setCirclepadX(0x9C);
keyboardAnalogX = true;
break;
case SDLK_RETURN: srv.pressKey(Keys::Start); break;
case SDLK_BACKSPACE: srv.pressKey(Keys::Select); break;
}
break;
case SDL_KEYUP:
switch (event.key.keysym.sym) {
case SDLK_l: srv.releaseKey(Keys::A); break;
@ -82,10 +96,17 @@ void Emulator::run() {
case SDLK_DOWN: srv.releaseKey(Keys::Down); break;
// Err this is probably not ideal
case SDLK_w: srv.setCirclepadY(0); break;
case SDLK_a: srv.setCirclepadX(0); break;
case SDLK_s: srv.setCirclepadY(0); break;
case SDLK_d: srv.setCirclepadX(0); break;
case SDLK_w:
case SDLK_s:
srv.setCirclepadY(0);
keyboardAnalogY = false;
break;
case SDLK_a:
case SDLK_d:
srv.setCirclepadX(0);
keyboardAnalogX = false;
break;
case SDLK_RETURN: srv.releaseKey(Keys::Start); break;
case SDLK_BACKSPACE: srv.releaseKey(Keys::Select); break;
@ -104,8 +125,7 @@ void Emulator::run() {
u16 y_converted = static_cast<u16>(y) - 240;
srv.setTouchScreenPress(x_converted, y_converted);
}
else {
} else {
srv.releaseTouchScreen();
}
}
@ -117,6 +137,70 @@ void Emulator::run() {
srv.releaseTouchScreen();
}
break;
case SDL_CONTROLLERDEVICEADDED:
if (gameController == nullptr) {
gameController = SDL_GameControllerOpen(event.cdevice.which);
gameControllerID = 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;
constexpr s16 maxValue = 0x9C;
constexpr s16 div = 0x8000 / maxValue;
// Avoid overriding the keyboard's circlepad input
if (abs(stickX) < deadzone && !keyboardAnalogX) {
srv.setCirclepadX(0);
} else {
srv.setCirclepadX(stickX / div);
}
if (abs(stickY) < deadzone && !keyboardAnalogY) {
srv.setCirclepadY(0);
} else {
srv.setCirclepadY(-(stickY / div));
}
}
@ -126,9 +210,7 @@ void Emulator::run() {
}
}
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)
@ -192,8 +274,9 @@ bool Emulator::loadELF(std::ifstream& file) {
loadedELF.seekg(0);
std::optional<u32> entrypoint = memory.loadELF(loadedELF);
if (!entrypoint.has_value())
if (!entrypoint.has_value()) {
return false;
}
cpu.setReg(15, entrypoint.value()); // Set initial PC
if (entrypoint.value() & 1) {