mirror of
https://github.com/wheremyfoodat/Panda3DS.git
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Merge pull request #50 from nadiaholmquist/feature/basic-controller-input
Add basic controller input using the SDL2 GameController API
This commit is contained in:
commit
6dde41f7c3
4 changed files with 338 additions and 228 deletions
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@ -1,20 +1,19 @@
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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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@ -25,6 +24,14 @@ class Emulator {
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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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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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@ -36,12 +43,18 @@ class Emulator {
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std::ifstream loadedELF;
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NCSD loadedNCSD;
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public:
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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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// 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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@ -54,15 +67,23 @@ public:
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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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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 (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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@ -1,6 +1,7 @@
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#pragma once
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#include <array>
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#include <optional>
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#include "helpers.hpp"
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#include "kernel_types.hpp"
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#include "logger.hpp"
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@ -79,7 +80,7 @@ class HIDService {
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*(T*)&sharedMem[offset] = value;
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}
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public:
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public:
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HIDService(Memory& mem, Kernel& kernel) : mem(mem), kernel(kernel) {}
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void reset();
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void handleSyncRequest(u32 messagePointer);
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@ -87,6 +88,9 @@ public:
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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() { 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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@ -90,8 +90,10 @@ class ServiceManager {
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// Input function wrappers
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void pressKey(u32 key) { hid.pressKey(key); }
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void releaseKey(u32 key) { hid.releaseKey(key); }
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void setCirclepadX(u16 x) { hid.setCirclepadX(x); }
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void setCirclepadY(u16 y) { hid.setCirclepadY(y); }
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s16 getCirclepadX() { return hid.getCirclepadX(); }
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s16 getCirclepadY() { return hid.getCirclepadY(); }
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void setCirclepadX(s16 x) { hid.setCirclepadX(x); }
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void setCirclepadY(s16 y) { hid.setCirclepadY(y); }
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void updateInputs(u64 currentTimestamp) { hid.updateInputs(currentTimestamp); }
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void setTouchScreenPress(u16 x, u16 y) { hid.setTouchScreenPress(x, y); }
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void releaseTouchScreen() { hid.releaseTouchScreen(); }
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119
src/emulator.cpp
119
src/emulator.cpp
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@ -16,10 +16,7 @@ void Emulator::reset() {
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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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@ -42,6 +39,7 @@ void Emulator::run() {
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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_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: srv.setCirclepadY(0x9C); break;
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case SDLK_a: srv.setCirclepadX(-0x9C); break;
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case SDLK_s: srv.setCirclepadY(-0x9C); break;
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case SDLK_d: srv.setCirclepadX(0x9C); 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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case SDLK_a:
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srv.setCirclepadX(-0x9C);
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keyboardAnalogX = true;
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break;
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case SDLK_s:
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srv.setCirclepadY(-0x9C);
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keyboardAnalogY = true;
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break;
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case SDLK_d:
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srv.setCirclepadX(0x9C);
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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_DOWN: srv.releaseKey(Keys::Down); break;
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// Err this is probably not ideal
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case SDLK_w: srv.setCirclepadY(0); break;
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case SDLK_a: srv.setCirclepadX(0); break;
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case SDLK_s: srv.setCirclepadY(0); break;
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case SDLK_d: srv.setCirclepadX(0); break;
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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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keyboardAnalogY = false;
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break;
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case SDLK_a:
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case SDLK_d:
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srv.setCirclepadX(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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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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} else {
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srv.releaseTouchScreen();
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}
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}
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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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gameControllerID = 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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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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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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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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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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constexpr s16 deadzone = 3276;
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constexpr s16 maxValue = 0x9C;
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constexpr s16 div = 0x8000 / maxValue;
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// Avoid overriding the keyboard's circlepad input
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if (abs(stickX) < deadzone && !keyboardAnalogX) {
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srv.setCirclepadX(0);
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} else {
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srv.setCirclepadX(stickX / div);
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}
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if (abs(stickY) < deadzone && !keyboardAnalogY) {
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srv.setCirclepadY(0);
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} else {
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srv.setCirclepadY(-(stickY / div));
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}
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}
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}
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}
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void Emulator::runFrame() {
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cpu.runFrame();
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}
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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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// Get path for saving files (AppData on Windows, /home/user/.local/share/ApplcationName on Linux, etc)
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loadedELF.seekg(0);
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std::optional<u32> entrypoint = memory.loadELF(loadedELF);
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if (!entrypoint.has_value())
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if (!entrypoint.has_value()) {
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return false;
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}
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cpu.setReg(15, entrypoint.value()); // Set initial PC
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if (entrypoint.value() & 1) {
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