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@@ -5,15 +5,11 @@
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#include <ImGuiImpl/GUI.hpp>
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#include <resources/gamecontrollerdb.h>
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bool HandleInput(void *userdata, SDL_Event *event);
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bool QueryDevices(void *userdata, SDL_Event *event);
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KaizenGui::KaizenGui() noexcept : window("Kaizen", 800, 600), core(std::make_shared<n64::Core>()), vulkanWidget(core, window.getHandle()), emuThread(core, fpsCounter, vulkanWidget, settingsWindow) {
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gui::Initialize(core->parallel.wsi, window.getHandle());
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SDL_InitSubSystem(SDL_INIT_GAMEPAD);
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SDL_AddGamepadMapping(gamecontrollerdb_str);
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SDL_AddEventWatch(HandleInput, this);
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SDL_AddEventWatch(QueryDevices, this);
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actionPause.setFunc([&]() {
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if(ImGui::IsItemClicked()) {
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@@ -43,8 +39,11 @@ KaizenGui::KaizenGui() noexcept : window("Kaizen", 800, 600), core(std::make_sha
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});
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statusBar.setFunc([&]() {
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/* TODO: for when I'll separate the GUI and the Core in two threads again
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ImGui::Text("GUI FPS: %.2f, Emulation FPS: %s", ImGui::GetIO().Framerate,
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fmt::format(fpsCounter > 0 ? fmt::runtime("{0:.2f}") : fmt::runtime("{1}"), fpsCounter, "Not playing").c_str());
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*/
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ImGui::Text("FPS: %.2f", ImGui::GetIO().Framerate);
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});
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menuBar.addMenu({"File",
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@@ -91,51 +90,40 @@ KaizenGui::KaizenGui() noexcept : window("Kaizen", 800, 600), core(std::make_sha
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KaizenGui::~KaizenGui() {
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gui::Cleanup();
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SDL_RemoveEventWatch(HandleInput, this);
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SDL_RemoveEventWatch(QueryDevices, this);
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SDL_Quit();
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}
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bool QueryDevices(void *userdata, SDL_Event *event) {
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auto _this = (KaizenGui*)userdata;
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switch (event->type) {
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void KaizenGui::QueryDevices(SDL_Event event) {
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switch (event.type) {
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case SDL_EVENT_GAMEPAD_ADDED:
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{
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const auto index = event->gdevice.which;
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const auto index = event.gdevice.which;
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auto gamepad = SDL_OpenGamepad(index);
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gamepad = SDL_OpenGamepad(index);
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Util::info("Found controller!");
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const auto serial = SDL_GetGamepadSerial(gamepad);
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const auto name = SDL_GetGamepadName(gamepad);
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const auto path = SDL_GetGamepadPath(gamepad);
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_this->gamepad = gamepad;
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}
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return true;
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break;
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case SDL_EVENT_GAMEPAD_REMOVED:
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SDL_CloseGamepad(_this->gamepad);
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return true;
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default:
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return false;
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SDL_CloseGamepad(gamepad);
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break;
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default: break;
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}
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}
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bool HandleInput(void *userdata, SDL_Event *event) {
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auto _this = (KaizenGui*)userdata;
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n64::PIF &pif = _this->core->cpu->GetMem().mmio.si.pif;
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switch(event->type) {
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void KaizenGui::HandleInput(SDL_Event event) {
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n64::PIF &pif = core->cpu->GetMem().mmio.si.pif;
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switch(event.type) {
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case SDL_EVENT_GAMEPAD_AXIS_MOTION:
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if(!_this->gamepad)
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return false;
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if(!gamepad)
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break;
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{
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_this->core->pause = true;
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pif.UpdateButton(0, n64::Controller::Key::Z, SDL_GetGamepadAxis(_this->gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER) == SDL_JOYSTICK_AXIS_MAX);
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pif.UpdateButton(0, n64::Controller::Key::CUp, SDL_GetGamepadAxis(_this->gamepad, SDL_GAMEPAD_AXIS_RIGHTY) <= -127);
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pif.UpdateButton(0, n64::Controller::Key::CDown, SDL_GetGamepadAxis(_this->gamepad, SDL_GAMEPAD_AXIS_RIGHTY) >= 127);
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pif.UpdateButton(0, n64::Controller::Key::CLeft, SDL_GetGamepadAxis(_this->gamepad, SDL_GAMEPAD_AXIS_RIGHTX) <= -127);
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pif.UpdateButton(0, n64::Controller::Key::CRight, SDL_GetGamepadAxis(_this->gamepad, SDL_GAMEPAD_AXIS_RIGHTX) >= 127);
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pif.UpdateButton(0, n64::Controller::Key::Z, SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER) == SDL_JOYSTICK_AXIS_MAX);
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pif.UpdateButton(0, n64::Controller::Key::CUp, SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTY) <= -127);
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pif.UpdateButton(0, n64::Controller::Key::CDown, SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTY) >= 127);
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pif.UpdateButton(0, n64::Controller::Key::CLeft, SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTX) <= -127);
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pif.UpdateButton(0, n64::Controller::Key::CRight, SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTX) >= 127);
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float xclamped = SDL_GetGamepadAxis(_this->gamepad, SDL_GAMEPAD_AXIS_LEFTX);
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float xclamped = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTX);
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if (xclamped < 0) {
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xclamped /= float(std::abs(SDL_JOYSTICK_AXIS_MAX));
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} else {
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@@ -144,7 +132,7 @@ bool HandleInput(void *userdata, SDL_Event *event) {
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xclamped *= 86;
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float yclamped = SDL_GetGamepadAxis(_this->gamepad, SDL_GAMEPAD_AXIS_LEFTY);
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float yclamped = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTY);
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if (yclamped < 0) {
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yclamped /= float(std::abs(SDL_JOYSTICK_AXIS_MIN));
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} else {
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@@ -155,32 +143,28 @@ bool HandleInput(void *userdata, SDL_Event *event) {
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pif.UpdateAxis(0, n64::Controller::Axis::Y, -yclamped);
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pif.UpdateAxis(0, n64::Controller::Axis::X, xclamped);
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_this->core->pause = false;
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}
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return true;
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break;
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
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if(!_this->gamepad)
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return false;
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{
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_this->core->pause = true;
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pif.UpdateButton(0, n64::Controller::Key::A, SDL_GetGamepadButton(_this->gamepad, SDL_GAMEPAD_BUTTON_SOUTH));
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pif.UpdateButton(0, n64::Controller::Key::B, SDL_GetGamepadButton(_this->gamepad, SDL_GAMEPAD_BUTTON_WEST));
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pif.UpdateButton(0, n64::Controller::Key::Start, SDL_GetGamepadButton(_this->gamepad, SDL_GAMEPAD_BUTTON_START));
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pif.UpdateButton(0, n64::Controller::Key::DUp, SDL_GetGamepadButton(_this->gamepad, SDL_GAMEPAD_BUTTON_DPAD_UP));
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pif.UpdateButton(0, n64::Controller::Key::DDown, SDL_GetGamepadButton(_this->gamepad, SDL_GAMEPAD_BUTTON_DPAD_DOWN));
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pif.UpdateButton(0, n64::Controller::Key::DLeft, SDL_GetGamepadButton(_this->gamepad, SDL_GAMEPAD_BUTTON_DPAD_LEFT));
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pif.UpdateButton(0, n64::Controller::Key::DRight, SDL_GetGamepadButton(_this->gamepad, SDL_GAMEPAD_BUTTON_DPAD_RIGHT));
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pif.UpdateButton(0, n64::Controller::Key::LT, SDL_GetGamepadButton(_this->gamepad, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER));
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pif.UpdateButton(0, n64::Controller::Key::RT, SDL_GetGamepadButton(_this->gamepad, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER));
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_this->core->pause = false;
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}
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return true;
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case SDL_EVENT_GAMEPAD_BUTTON_UP:
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if(!gamepad)
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break;
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pif.UpdateButton(0, n64::Controller::Key::A, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH));
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pif.UpdateButton(0, n64::Controller::Key::B, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_WEST));
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pif.UpdateButton(0, n64::Controller::Key::Start, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_START));
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pif.UpdateButton(0, n64::Controller::Key::DUp, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_DPAD_UP));
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pif.UpdateButton(0, n64::Controller::Key::DDown, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_DPAD_DOWN));
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pif.UpdateButton(0, n64::Controller::Key::DLeft, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_DPAD_LEFT));
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pif.UpdateButton(0, n64::Controller::Key::DRight, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_DPAD_RIGHT));
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pif.UpdateButton(0, n64::Controller::Key::LT, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER));
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pif.UpdateButton(0, n64::Controller::Key::RT, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER));
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break;
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case SDL_EVENT_KEY_DOWN:
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case SDL_EVENT_KEY_UP:
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if(_this->gamepad)
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return false;
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if(gamepad)
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break;
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{
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_this->core->pause = true;
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auto keys = SDL_GetKeyboardState(nullptr);
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pif.UpdateButton(0, n64::Controller::Key::Z, keys[SDL_SCANCODE_Z]);
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pif.UpdateButton(0, n64::Controller::Key::CUp, keys[SDL_SCANCODE_HOME]);
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@@ -198,10 +182,9 @@ bool HandleInput(void *userdata, SDL_Event *event) {
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pif.UpdateButton(0, n64::Controller::Key::RT, keys[SDL_SCANCODE_S]);
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pif.UpdateAxis(0, n64::Controller::Axis::Y, keys[SDL_SCANCODE_UP] ? 86 : keys[SDL_SCANCODE_DOWN] ? -86 : 0);
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pif.UpdateAxis(0, n64::Controller::Axis::X, keys[SDL_SCANCODE_LEFT] ? -86 : keys[SDL_SCANCODE_RIGHT] ? 86 : 0);
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_this->core->pause = false;
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}
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return true;
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default: return false;
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break;
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default: break;
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}
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}
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@@ -217,7 +200,7 @@ void KaizenGui::RenderUI() {
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ImGui::RenderPlatformWindowsDefault();
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}
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if(!core->pause) {
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if(!core->pause && core->romLoaded) {
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core->parallel.UpdateScreen(*core.get());
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return;
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}
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@@ -245,6 +228,8 @@ void KaizenGui::run() {
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emuThread.Stop();
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break;
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}
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QueryDevices(e);
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HandleInput(e);
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}
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emuThread.run();
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