mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-08 23:25:40 +12:00
Bonk frontend changes
This commit is contained in:
parent
6ce861624d
commit
de2751fb5c
5 changed files with 149 additions and 140 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 width = 400;
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static constexpr u32 height = 240 * 2; // * 2 because 2 screens
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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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ROMType romType = ROMType::None;
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bool running = true, romLoaded = false;
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bool running = true;
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#ifdef PANDA3DS_ENABLE_HTTP_SERVER
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#ifdef PANDA3DS_ENABLE_HTTP_SERVER
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HttpServer httpServer;
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HttpServer httpServer;
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@ -64,7 +64,6 @@ class Emulator {
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Emulator();
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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 step();
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void render();
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void render();
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void reset();
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void reset();
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@ -22,7 +22,6 @@ enum class GPUInterrupt : u8 {
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class Kernel;
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class Kernel;
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class GPUService {
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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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Handle handle = KernelHandles::GPU;
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Memory& mem;
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Memory& mem;
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GPU& gpu;
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GPU& gpu;
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@ -35,6 +34,9 @@ class GPUService {
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u32 privilegedProcess;
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u32 privilegedProcess;
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std::optional<Handle> interruptEvent;
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std::optional<Handle> interruptEvent;
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// Number of threads registers via RegisterInterruptRelayQueue
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u32 gspThreadCount = 0;
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MAKE_LOG_FUNCTION(log, gspGPULogger)
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MAKE_LOG_FUNCTION(log, gspGPULogger)
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void processCommandBuffer();
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void processCommandBuffer();
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@ -33,8 +33,8 @@ namespace GXCommands {
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void GPUService::reset() {
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void GPUService::reset() {
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privilegedProcess = 0xFFFFFFFF; // Set the privileged process to an invalid handle
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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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interruptEvent = std::nullopt;
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gspThreadCount = 0;
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sharedMem = nullptr;
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sharedMem = nullptr;
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registerInterruptRelayQueueBeenHere = false;
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}
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}
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void GPUService::handleSyncRequest(u32 messagePointer) {
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void GPUService::handleSyncRequest(u32 messagePointer) {
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@ -78,8 +78,10 @@ void GPUService::acquireRight(u32 messagePointer) {
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// How does the shared memory handle thing work?
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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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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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// 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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if (registerInterruptRelayQueueBeenHere) Helpers::panic("RegisterInterruptRelayQueue called a second time. Need to implement GSP threads properly");
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if (gspThreadCount >= 1) {
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registerInterruptRelayQueueBeenHere = true;
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Helpers::panic("RegisterInterruptRelayQueue called a second time. Need to implement GSP threads properly");
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}
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gspThreadCount += 1;
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const u32 flags = mem.read32(messagePointer + 4);
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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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const u32 eventHandle = mem.read32(messagePointer + 12);
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270
src/emulator.cpp
270
src/emulator.cpp
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@ -53,13 +53,12 @@ Emulator::Emulator() : kernel(cpu, memory, gpu), cpu(memory, kernel), gpu(memory
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}
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}
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config.load(std::filesystem::current_path() / "config.toml");
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config.load(std::filesystem::current_path() / "config.toml");
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reset();
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reset();
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}
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}
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Emulator::~Emulator() { config.save(std::filesystem::current_path() / "config.toml"); }
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Emulator::~Emulator() { config.save(std::filesystem::current_path() / "config.toml"); }
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void Emulator::stop() {
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void Emulator::reset() {
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cpu.reset();
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cpu.reset();
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gpu.reset();
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gpu.reset();
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memory.reset();
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memory.reset();
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@ -69,9 +68,7 @@ void Emulator::stop() {
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// Reloading r13 and r15 needs to happen after everything has been 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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// 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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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 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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if (romType != ROMType::None && romPath.has_value()) {
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bool success = loadROM(romPath.value());
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bool success = loadROM(romPath.value());
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@ -91,9 +88,11 @@ void Emulator::run() {
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#ifdef PANDA3DS_ENABLE_HTTP_SERVER
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#ifdef PANDA3DS_ENABLE_HTTP_SERVER
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httpServer.startHttpServer();
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httpServer.startHttpServer();
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#endif
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#endif
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while (running) {
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while (running) {
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ServiceManager& srv = kernel.getServiceManager();
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ServiceManager& srv = kernel.getServiceManager();
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if(romLoaded) {
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if (romType != ROMType::None) {
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#ifdef PANDA3DS_ENABLE_HTTP_SERVER
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#ifdef PANDA3DS_ENABLE_HTTP_SERVER
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pollHttpServer();
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pollHttpServer();
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#endif
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#endif
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@ -104,6 +103,7 @@ void Emulator::run() {
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srv.sendGPUInterrupt(GPUInterrupt::VBlank0);
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srv.sendGPUInterrupt(GPUInterrupt::VBlank0);
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srv.sendGPUInterrupt(GPUInterrupt::VBlank1);
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srv.sendGPUInterrupt(GPUInterrupt::VBlank1);
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}
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}
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SDL_Event event;
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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while (SDL_PollEvent(&event)) {
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namespace Keys = HID::Keys;
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namespace Keys = HID::Keys;
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@ -115,111 +115,112 @@ void Emulator::run() {
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return;
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return;
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case SDL_KEYDOWN:
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case SDL_KEYDOWN:
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if(romLoaded) {
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if (romType == ROMType::None) break;
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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_q: srv.pressKey(Keys::L); break;
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switch (event.key.keysym.sym) {
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case SDLK_p: srv.pressKey(Keys::R); break;
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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_q: srv.pressKey(Keys::L); break;
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case SDLK_LEFT: srv.pressKey(Keys::Left); break;
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case SDLK_p: srv.pressKey(Keys::R); 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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case SDLK_RIGHT: srv.pressKey(Keys::Right); break;
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srv.setCirclepadY(0x9C);
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case SDLK_LEFT: srv.pressKey(Keys::Left); break;
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keyboardAnalogY = true;
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case SDLK_UP: srv.pressKey(Keys::Up); break;
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break;
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case SDLK_DOWN: srv.pressKey(Keys::Down); break;
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case SDLK_a:
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case SDLK_w:
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srv.setCirclepadX(-0x9C);
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srv.setCirclepadY(0x9C);
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keyboardAnalogX = true;
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keyboardAnalogY = true;
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break;
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break;
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case SDLK_s:
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case SDLK_a:
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srv.setCirclepadY(-0x9C);
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srv.setCirclepadX(-0x9C);
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keyboardAnalogY = true;
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keyboardAnalogX = true;
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break;
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break;
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case SDLK_d:
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case SDLK_s:
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srv.setCirclepadX(0x9C);
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srv.setCirclepadY(-0x9C);
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keyboardAnalogX = true;
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keyboardAnalogY = true;
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break;
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break;
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case SDLK_RETURN: srv.pressKey(Keys::Start); break;
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case SDLK_d:
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case SDLK_BACKSPACE: srv.pressKey(Keys::Select); break;
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srv.setCirclepadX(0x9C);
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}
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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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}
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break;
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break;
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case SDL_KEYUP:
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case SDL_KEYUP:
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if(romLoaded) {
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if (romType == ROMType::None) break;
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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_q: srv.releaseKey(Keys::L); break;
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switch (event.key.keysym.sym) {
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case SDLK_p: srv.releaseKey(Keys::R); break;
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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_q: srv.releaseKey(Keys::L); break;
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case SDLK_LEFT: srv.releaseKey(Keys::Left); break;
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case SDLK_p: srv.releaseKey(Keys::R); 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_RIGHT: srv.releaseKey(Keys::Right); break;
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case SDLK_w:
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case SDLK_LEFT: srv.releaseKey(Keys::Left); break;
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case SDLK_s:
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case SDLK_UP: srv.releaseKey(Keys::Up); break;
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srv.setCirclepadY(0);
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case SDLK_DOWN: srv.releaseKey(Keys::Down); break;
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keyboardAnalogY = false;
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break;
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case SDLK_a:
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// Err this is probably not ideal
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case SDLK_d:
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case SDLK_w:
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srv.setCirclepadX(0);
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case SDLK_s:
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keyboardAnalogX = false;
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srv.setCirclepadY(0);
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break;
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keyboardAnalogY = false;
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break;
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case SDLK_RETURN: srv.releaseKey(Keys::Start); break;
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case SDLK_a:
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case SDLK_BACKSPACE: srv.releaseKey(Keys::Select); break;
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case SDLK_d:
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}
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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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}
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}
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break;
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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 (romType == ROMType::None) break;
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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 (event.button.button == SDL_BUTTON_LEFT) {
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if (y >= 240 && y <= 480 && x >= 40 && x < 40 + 320) {
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const s32 x = event.button.x;
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// Convert to 3DS coordinates
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const s32 y = event.button.y;
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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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// Check if touch falls in the touch screen area
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} else {
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if (y >= 240 && y <= 480 && x >= 40 && x < 40 + 320) {
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srv.releaseTouchScreen();
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// Convert to 3DS coordinates
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}
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u16 x_converted = static_cast<u16>(x) - 40;
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} else if (event.button.button == SDL_BUTTON_RIGHT) {
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u16 y_converted = static_cast<u16>(y) - 240;
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holdingRightClick = true;
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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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}
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}
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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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}
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break;
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break;
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case SDL_MOUSEBUTTONUP:
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case SDL_MOUSEBUTTONUP:
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if(romLoaded) {
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if (romType == ROMType::None) break;
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if (event.button.button == SDL_BUTTON_LEFT) {
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srv.releaseTouchScreen();
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if (event.button.button == SDL_BUTTON_LEFT) {
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} else if (event.button.button == SDL_BUTTON_RIGHT) {
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srv.releaseTouchScreen();
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holdingRightClick = false;
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} else if (event.button.button == SDL_BUTTON_RIGHT) {
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}
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holdingRightClick = false;
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}
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}
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break;
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break;
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@ -239,66 +240,67 @@ void Emulator::run() {
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break;
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break;
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case SDL_CONTROLLERBUTTONUP:
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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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if (romType == ROMType::None) break;
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u32 key = 0;
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u32 key = 0;
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switch (event.cbutton.button) {
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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_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_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_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_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_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_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_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_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_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_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_BACK: key = Keys::Select; break;
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case SDL_CONTROLLER_BUTTON_START: key = Keys::Start; break;
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case SDL_CONTROLLER_BUTTON_START: key = Keys::Start; break;
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}
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}
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if (key != 0) {
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if (key != 0) {
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if (event.cbutton.state == SDL_PRESSED) {
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if (event.cbutton.state == SDL_PRESSED) {
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srv.pressKey(key);
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srv.pressKey(key);
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} else {
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} else {
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srv.releaseKey(key);
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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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break;
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break;
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}
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// Detect mouse motion events for gyroscope emulation
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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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// 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 (romType == ROMType::None || !holdingRightClick) break;
|
||||||
if (!holdingRightClick) break;
|
|
||||||
|
|
||||||
// Relative motion since last mouse motion event
|
// Relative motion since last mouse motion event
|
||||||
const s32 motionX = event.motion.xrel;
|
const s32 motionX = event.motion.xrel;
|
||||||
const s32 motionY = event.motion.yrel;
|
const s32 motionY = event.motion.yrel;
|
||||||
|
|
||||||
// The gyroscope involves lots of weird math I don't want to bother with atm
|
// The gyroscope involves lots of weird math I don't want to bother with atm
|
||||||
// So up until then, we will set the gyroscope euler angles to fixed values based on the direction of the relative motion
|
// So up until then, we will set the gyroscope euler angles to fixed values based on the direction of the relative motion
|
||||||
const s32 roll = motionX > 0 ? 0x7f : -0x7f;
|
const s32 roll = motionX > 0 ? 0x7f : -0x7f;
|
||||||
const s32 pitch = motionY > 0 ? 0x7f : -0x7f;
|
const s32 pitch = motionY > 0 ? 0x7f : -0x7f;
|
||||||
srv.setRoll(roll);
|
srv.setRoll(roll);
|
||||||
srv.setPitch(pitch);
|
srv.setPitch(pitch);
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
case SDL_DROPFILE: {
|
case SDL_DROPFILE: {
|
||||||
char *droppedDir = event.drop.file;
|
char* droppedDir = event.drop.file;
|
||||||
if(droppedDir) {
|
|
||||||
|
if (droppedDir) {
|
||||||
loadROM(droppedDir);
|
loadROM(droppedDir);
|
||||||
SDL_free(droppedDir);
|
SDL_free(droppedDir);
|
||||||
}
|
}
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if(romLoaded) {
|
// Update controller analog sticks and HID service
|
||||||
|
if (romType != ROMType::None) {
|
||||||
if (gameController != nullptr) {
|
if (gameController != nullptr) {
|
||||||
const s16 stickX = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTX);
|
const s16 stickX = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTX);
|
||||||
const s16 stickY = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTY);
|
const s16 stickY = SDL_GameControllerGetAxis(gameController, SDL_CONTROLLER_AXIS_LEFTY);
|
||||||
|
@ -319,6 +321,7 @@ void Emulator::run() {
|
||||||
srv.setCirclepadY(-(stickY / div));
|
srv.setCirclepadY(-(stickY / div));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
srv.updateInputs(cpu.getTicks());
|
srv.updateInputs(cpu.getTicks());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -330,7 +333,11 @@ void Emulator::run() {
|
||||||
void Emulator::runFrame() { cpu.runFrame(); }
|
void Emulator::runFrame() { cpu.runFrame(); }
|
||||||
|
|
||||||
bool Emulator::loadROM(const std::filesystem::path& path) {
|
bool Emulator::loadROM(const std::filesystem::path& path) {
|
||||||
stop();
|
// Reset the emulator if we've already loaded a ROM
|
||||||
|
if (romType != ROMType::None) {
|
||||||
|
reset();
|
||||||
|
}
|
||||||
|
|
||||||
// Get path for saving files (AppData on Windows, /home/user/.local/share/ApplcationName on Linux, etc)
|
// 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
|
// 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
|
// %APPDATA%/Alber/PenguinDemo/SaveData on Windows, and so on. We do this because games save data in their own filesystem on the cart
|
||||||
|
@ -350,7 +357,7 @@ bool Emulator::loadROM(const std::filesystem::path& path) {
|
||||||
|
|
||||||
kernel.initializeFS();
|
kernel.initializeFS();
|
||||||
auto extension = path.extension();
|
auto extension = path.extension();
|
||||||
bool success; // Tracks if we loaded the ROM successfully
|
bool success; // Tracks if we loaded the ROM successfully
|
||||||
|
|
||||||
if (extension == ".elf" || extension == ".axf")
|
if (extension == ".elf" || extension == ".axf")
|
||||||
success = loadELF(path);
|
success = loadELF(path);
|
||||||
|
@ -370,7 +377,6 @@ bool Emulator::loadROM(const std::filesystem::path& path) {
|
||||||
romType = ROMType::None;
|
romType = ROMType::None;
|
||||||
}
|
}
|
||||||
|
|
||||||
romLoaded = success;
|
|
||||||
return success;
|
return success;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -421,21 +427,19 @@ bool Emulator::loadELF(std::ifstream& file) {
|
||||||
|
|
||||||
// Reset our graphics context and initialize the GPU's graphics context
|
// Reset our graphics context and initialize the GPU's graphics context
|
||||||
void Emulator::initGraphicsContext() {
|
void Emulator::initGraphicsContext() {
|
||||||
gl.reset(); // TODO (For when we have multiple backends): Only do this if we are using OpenGL
|
gl.reset(); // TODO (For when we have multiple backends): Only do this if we are using OpenGL
|
||||||
gpu.initGraphicsContext();
|
gpu.initGraphicsContext();
|
||||||
}
|
}
|
||||||
|
|
||||||
#ifdef PANDA3DS_ENABLE_HTTP_SERVER
|
#ifdef PANDA3DS_ENABLE_HTTP_SERVER
|
||||||
void Emulator::pollHttpServer() {
|
void Emulator::pollHttpServer() {
|
||||||
std::scoped_lock lock(httpServer.actionMutex);
|
std::scoped_lock lock(httpServer.actionMutex);
|
||||||
|
|
||||||
ServiceManager& srv = kernel.getServiceManager();
|
ServiceManager& srv = kernel.getServiceManager();
|
||||||
|
|
||||||
if (httpServer.pendingAction) {
|
if (httpServer.pendingAction) {
|
||||||
switch (httpServer.action) {
|
switch (httpServer.action) {
|
||||||
case HttpAction::Screenshot:
|
case HttpAction::Screenshot: gpu.screenshot(HttpServer::httpServerScreenshotPath); break;
|
||||||
gpu.screenshot(HttpServer::httpServerScreenshotPath);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case HttpAction::PressKey:
|
case HttpAction::PressKey:
|
||||||
if (httpServer.pendingKey != 0) {
|
if (httpServer.pendingKey != 0) {
|
||||||
|
|
|
@ -5,12 +5,14 @@ int main (int argc, char *argv[]) {
|
||||||
|
|
||||||
emu.initGraphicsContext();
|
emu.initGraphicsContext();
|
||||||
|
|
||||||
if(argc > 1) {
|
if (argc > 1) {
|
||||||
auto romPath = std::filesystem::current_path() / argv[1];
|
auto romPath = std::filesystem::current_path() / argv[1];
|
||||||
if (!emu.loadROM(romPath)) {
|
if (!emu.loadROM(romPath)) {
|
||||||
// For some reason just .c_str() doesn't show the proper path
|
// For some reason just .c_str() doesn't show the proper path
|
||||||
Helpers::panic("Failed to load ROM file: %s", romPath.string().c_str());
|
Helpers::panic("Failed to load ROM file: %s", romPath.string().c_str());
|
||||||
}
|
}
|
||||||
|
} else {
|
||||||
|
printf("No ROM inserted! Load a ROM by dragging and dropping it into the emulator window!\n");
|
||||||
}
|
}
|
||||||
|
|
||||||
emu.run();
|
emu.run();
|
||||||
|
|
Loading…
Add table
Reference in a new issue