Refactor so parallel-rdp is in charge of polling inputs and not the EmuThread

This commit is contained in:
SimoneN64
2024-09-25 22:09:44 +02:00
parent 56b9d69861
commit 2744de8d3e
14 changed files with 174 additions and 151 deletions

View File

@@ -1,7 +1,9 @@
#include <Core.hpp>
#include <KaizenQt.hpp>
#include <RenderWidget.hpp>
#include <SDL3/SDL_events.h>
RenderWidget::RenderWidget() : QWidget(nullptr) {
RenderWidget::RenderWidget(const std::shared_ptr<n64::Core> &core) : QWidget(nullptr) {
setAttribute(Qt::WA_NativeWindow);
setAttribute(Qt::WA_PaintOnScreen);
if (GetOSCompositorCategory() == CompositorCategory::Wayland) {
@@ -22,6 +24,76 @@ RenderWidget::RenderWidget() : QWidget(nullptr) {
windowHandle()->setVulkanInstance(&qtVkInstanceFactory->handle);
windowHandle()->create();
wsiPlatform = std::make_shared<QtWSIPlatform>(windowHandle());
wsiPlatform = std::make_shared<QtWSIPlatform>(core, windowHandle());
windowInfo = std::make_shared<QtParallelRdpWindowInfo>(windowHandle());
}
void QtWSIPlatform::poll_input() {
SDL_Event e;
while (SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_EVENT_GAMEPAD_ADDED:
{
const auto index = e.gdevice.which;
gamepad = SDL_OpenGamepad(index);
Util::info("Found controller!");
const auto serial = SDL_GetGamepadSerial(gamepad);
const auto name = SDL_GetGamepadName(gamepad);
const auto path = SDL_GetGamepadPath(gamepad);
Util::info("\tName: {}", name ? name : "Not available");
Util::info("\tSerial: {}", serial ? serial : "Not available");
Util::info("\tPath: {}", path ? path : "Not available");
gamepadConnected = true;
}
break;
case SDL_EVENT_GAMEPAD_REMOVED:
{
gamepadConnected = false;
SDL_CloseGamepad(gamepad);
}
break;
default:
break;
}
}
if (gamepadConnected) {
n64::PIF &pif = core->cpu->GetMem().mmio.si.pif;
pif.UpdateButton(0, n64::Controller::Key::A, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH));
pif.UpdateButton(0, n64::Controller::Key::B, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_WEST));
pif.UpdateButton(0, n64::Controller::Key::Z,
SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER) == SDL_JOYSTICK_AXIS_MAX);
pif.UpdateButton(0, n64::Controller::Key::Start, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_START));
pif.UpdateButton(0, n64::Controller::Key::DUp, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_DPAD_UP));
pif.UpdateButton(0, n64::Controller::Key::DDown, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_DPAD_DOWN));
pif.UpdateButton(0, n64::Controller::Key::DLeft, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_DPAD_LEFT));
pif.UpdateButton(0, n64::Controller::Key::DRight, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_DPAD_RIGHT));
pif.UpdateButton(0, n64::Controller::Key::LT, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER));
pif.UpdateButton(0, n64::Controller::Key::RT, SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER));
pif.UpdateButton(0, n64::Controller::Key::CUp, SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTY) <= -127);
pif.UpdateButton(0, n64::Controller::Key::CDown, SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTY) >= 127);
pif.UpdateButton(0, n64::Controller::Key::CLeft, SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTX) <= -127);
pif.UpdateButton(0, n64::Controller::Key::CRight, SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTX) >= 127);
float xclamped = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTX);
if (xclamped < 0) {
xclamped /= float(std::abs(SDL_JOYSTICK_AXIS_MAX));
} else {
xclamped /= SDL_JOYSTICK_AXIS_MAX;
}
xclamped *= 86;
float yclamped = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTY);
if (yclamped < 0) {
yclamped /= float(std::abs(SDL_JOYSTICK_AXIS_MIN));
} else {
yclamped /= SDL_JOYSTICK_AXIS_MAX;
}
yclamped *= 86;
pif.UpdateAxis(0, n64::Controller::Axis::Y, -yclamped);
pif.UpdateAxis(0, n64::Controller::Axis::X, xclamped);
}
}