mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-05 22:55:41 +13:00
* Add renderdoc API support * FIx renderdoc include directory * Fix RenderDoc linking * Fix Renderdoc linking (again) * Maybe fix renderdoc
396 lines
No EOL
12 KiB
C++
396 lines
No EOL
12 KiB
C++
#include "panda_sdl/frontend_sdl.hpp"
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#include <glad/gl.h>
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#include "renderdoc.hpp"
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#include "sdl_sensors.hpp"
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#include "version.hpp"
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FrontendSDL::FrontendSDL() : keyboardMappings(InputMappings::defaultKeyboardMappings()) {
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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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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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setupControllerSensors(gameController);
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}
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const EmulatorConfig& config = emu.getConfig();
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// We need OpenGL for software rendering or for OpenGL if it's enabled
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bool needOpenGL = config.rendererType == RendererType::Software;
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#ifdef PANDA3DS_ENABLE_OPENGL
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needOpenGL = needOpenGL || (config.rendererType == RendererType::OpenGL);
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#endif
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const char* windowTitle = config.appVersionOnWindow ? ("Alber v" PANDA3DS_VERSION) : "Alber";
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if (config.printAppVersion) {
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printf("Welcome to Panda3DS v%s!\n", PANDA3DS_VERSION);
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}
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if (needOpenGL) {
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// Demand 3.3 core for software renderer, or 4.1 core for OpenGL renderer (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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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, config.rendererType == RendererType::Software ? 3 : 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, config.rendererType == RendererType::Software ? 3 : 1);
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window = SDL_CreateWindow(windowTitle, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 400, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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if (window == nullptr) {
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Helpers::panic("Window creation failed: %s", SDL_GetError());
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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 (!gladLoadGLLoader(reinterpret_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
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Helpers::panic("OpenGL init failed");
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}
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SDL_GL_SetSwapInterval(config.vsyncEnabled ? 1 : 0);
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}
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#ifdef PANDA3DS_ENABLE_VULKAN
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if (config.rendererType == RendererType::Vulkan) {
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window = SDL_CreateWindow(windowTitle, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 400, 480, SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE);
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if (window == nullptr) {
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Helpers::warn("Window creation failed: %s", SDL_GetError());
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}
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}
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#endif
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emu.initGraphicsContext(window);
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}
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bool FrontendSDL::loadROM(const std::filesystem::path& path) { return emu.loadROM(path); }
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void FrontendSDL::run() {
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programRunning = true;
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keyboardAnalogX = false;
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keyboardAnalogY = false;
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holdingRightClick = false;
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while (programRunning) {
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#ifdef PANDA3DS_ENABLE_HTTP_SERVER
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httpServer.processActions();
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#endif
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emu.runFrame();
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HIDService& hid = emu.getServiceManager().getHID();
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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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switch (event.type) {
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case SDL_QUIT:
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printf("Bye :(\n");
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programRunning = false;
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return;
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case SDL_KEYDOWN: {
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if (emu.romType == ROMType::None) break;
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u32 key = getMapping(event.key.keysym.sym);
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if (key != HID::Keys::Null) {
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switch (key) {
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case HID::Keys::CirclePadRight:
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hid.setCirclepadX(0x9C);
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keyboardAnalogX = true;
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break;
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case HID::Keys::CirclePadLeft:
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hid.setCirclepadX(-0x9C);
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keyboardAnalogX = true;
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break;
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case HID::Keys::CirclePadUp:
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hid.setCirclepadY(0x9C);
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keyboardAnalogY = true;
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break;
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case HID::Keys::CirclePadDown:
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hid.setCirclepadY(-0x9C);
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keyboardAnalogY = true;
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break;
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default: hid.pressKey(key); break;
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}
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} else {
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switch (event.key.keysym.sym) {
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// Use the F4 button as a hot-key to pause or resume the emulator
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// We can't use the audio play/pause buttons because it's annoying
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case SDLK_F4: {
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emu.togglePause();
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break;
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}
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// Use F5 as a reset button
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case SDLK_F5: {
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emu.reset(Emulator::ReloadOption::Reload);
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break;
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}
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case SDLK_F11: {
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if constexpr (Renderdoc::isSupported()) {
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Renderdoc::triggerCapture();
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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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break;
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}
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case SDL_KEYUP: {
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if (emu.romType == ROMType::None) break;
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u32 key = getMapping(event.key.keysym.sym);
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if (key != HID::Keys::Null) {
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switch (key) {
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// Err this is probably not ideal
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case HID::Keys::CirclePadRight:
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case HID::Keys::CirclePadLeft:
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hid.setCirclepadX(0);
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keyboardAnalogX = false;
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break;
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case HID::Keys::CirclePadUp:
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case HID::Keys::CirclePadDown:
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hid.setCirclepadY(0);
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keyboardAnalogY = false;
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break;
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default: hid.releaseKey(key); break;
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}
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}
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break;
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}
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case SDL_MOUSEBUTTONDOWN:
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if (emu.romType == ROMType::None) break;
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if (event.button.button == SDL_BUTTON_LEFT) {
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if (windowWidth == 0 || windowHeight == 0) [[unlikely]] {
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break;
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}
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// Go from window positions to [0, 400) for x and [0, 480) for y
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const s32 x = (s32)std::round(event.button.x * 400.f / windowWidth);
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const s32 y = (s32)std::round(event.button.y * 480.f / windowHeight);
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// Check if touch falls in the touch screen area
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if (y >= 240 && y <= 480 && x >= 40 && x < 40 + 320) {
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// Convert to 3DS coordinates
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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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hid.setTouchScreenPress(x_converted, y_converted);
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} else {
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hid.releaseTouchScreen();
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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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break;
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case SDL_MOUSEBUTTONUP:
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if (emu.romType == ROMType::None) break;
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if (event.button.button == SDL_BUTTON_LEFT) {
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hid.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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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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setupControllerSensors(gameController);
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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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if (emu.romType == ROMType::None) break;
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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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hid.pressKey(key);
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} else {
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hid.releaseKey(key);
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}
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}
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break;
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}
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// Detect mouse motion events for gyroscope emulation
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case SDL_MOUSEMOTION: {
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if (emu.romType == ROMType::None) break;
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// Handle "dragging" across the touchscreen
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if (hid.isTouchScreenPressed()) {
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if (windowWidth == 0 || windowHeight == 0) [[unlikely]] {
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break;
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}
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// Go from window positions to [0, 400) for x and [0, 480) for y
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const s32 x = (s32)std::round(event.motion.x * 400.f / windowWidth);
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const s32 y = (s32)std::round(event.motion.y * 480.f / windowHeight);
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// Check if touch falls in the touch screen area and register the new touch screen position
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if (y >= 240 && y <= 480 && x >= 40 && x < 40 + 320) {
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// Convert to 3DS coordinates
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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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hid.setTouchScreenPress(x_converted, y_converted);
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}
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}
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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) {
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// Relative motion since last mouse motion event
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const s32 motionX = event.motion.xrel;
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const s32 motionY = event.motion.yrel;
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// The gyroscope involves lots of weird math I don't want to bother with atm
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// So up until then, we will set the gyroscope euler angles to fixed values based on the direction of the relative motion
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const s32 roll = motionX > 0 ? 0x7f : -0x7f;
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const s32 pitch = motionY > 0 ? 0x7f : -0x7f;
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hid.setRoll(roll);
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hid.setPitch(pitch);
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}
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break;
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}
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case SDL_CONTROLLERSENSORUPDATE: {
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if (event.csensor.sensor == SDL_SENSOR_GYRO) {
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auto rotation = Sensors::SDL::convertRotation({
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event.csensor.data[0],
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event.csensor.data[1],
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event.csensor.data[2],
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});
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hid.setPitch(s16(rotation.x));
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hid.setRoll(s16(rotation.y));
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hid.setYaw(s16(rotation.z));
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} else if (event.csensor.sensor == SDL_SENSOR_ACCEL) {
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auto accel = Sensors::SDL::convertAcceleration(event.csensor.data);
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hid.setAccel(accel.x, accel.y, accel.z);
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}
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break;
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}
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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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const std::filesystem::path path(droppedDir);
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if (path.extension() == ".amiibo") {
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emu.loadAmiibo(path);
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} else if (path.extension() == ".lua") {
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emu.getLua().loadFile(droppedDir);
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} else {
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loadROM(path);
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}
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SDL_free(droppedDir);
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}
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break;
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}
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case SDL_WINDOWEVENT: {
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auto type = event.window.event;
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if (type == SDL_WINDOWEVENT_RESIZED) {
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windowWidth = event.window.data1;
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windowHeight = event.window.data2;
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emu.setOutputSize(windowWidth, windowHeight);
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}
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}
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}
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}
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// Update controller analog sticks and HID service
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if (emu.romType != ROMType::None) {
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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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hid.setCirclepadX(0);
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} else {
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hid.setCirclepadX(stickX / div);
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}
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if (abs(stickY) < deadzone && !keyboardAnalogY) {
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hid.setCirclepadY(0);
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} else {
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hid.setCirclepadY(-(stickY / div));
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}
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}
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hid.updateInputs(emu.getTicks());
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}
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// TODO: Should this be uncommented?
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// kernel.evalReschedule();
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SDL_GL_SwapWindow(window);
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}
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}
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void FrontendSDL::setupControllerSensors(SDL_GameController* controller) {
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bool haveGyro = SDL_GameControllerHasSensor(controller, SDL_SENSOR_GYRO) == SDL_TRUE;
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bool haveAccelerometer = SDL_GameControllerHasSensor(controller, SDL_SENSOR_ACCEL) == SDL_TRUE;
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if (haveGyro) {
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SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_GYRO, SDL_TRUE);
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}
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if (haveAccelerometer) {
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SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_ACCEL, SDL_TRUE);
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}
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} |