Work with SDL as subtree

This commit is contained in:
SimoneN64
2024-09-04 23:11:10 +02:00
parent 7435b8d527
commit 2f466dae11
8 changed files with 78 additions and 87 deletions

View File

@@ -5,11 +5,10 @@ set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
find_package(Qt6 REQUIRED COMPONENTS Core Gui Widgets)
find_package(SDL2 CONFIG REQUIRED)
if(WIN32)
if (WIN32)
add_compile_definitions(NOMINMAX)
endif()
endif ()
include_directories(
.
@@ -36,7 +35,7 @@ include_directories(
../../external/parallel-rdp/parallel-rdp-standalone/vulkan-headers/include
../../external/parallel-rdp/parallel-rdp-standalone/util
../../external/unarr
${SDL2_INCLUDE_DIRS}
../../external/SDL/include
)
option(RAPIDJSON_BUILD_DOC "Build rapidjson documentation." OFF)
@@ -51,6 +50,8 @@ add_subdirectory(../../external/mio mio)
add_subdirectory(../backend backend)
add_subdirectory(../../external/parallel-rdp parallel-rdp)
add_subdirectory(../../external/unarr unarr)
add_subdirectory(../../external/SDL SDL)
set(CMAKE_AUTOMOC ON)
set(CMAKE_AUTORCC ON)
@@ -86,13 +87,13 @@ if (HAS_SSE4_1)
target_compile_options(kaizen-qt PUBLIC -msse3 -msse4.1)
endif ()
if(${CMAKE_BUILD_TYPE} MATCHES Debug)
if (${CMAKE_BUILD_TYPE} MATCHES Debug)
target_compile_definitions(kaizen-qt PUBLIC VULKAN_DEBUG)
#target_compile_options(kaizen-qt PUBLIC -fsanitize=address -fsanitize=undefined)
#target_link_options(kaizen-qt PUBLIC -fsanitize=address -fsanitize=undefined)
endif()
endif ()
target_link_libraries(kaizen-qt PUBLIC Qt6::Core Qt6::Gui Qt6::Widgets discord-rpc fmt mio nlohmann_json parallel-rdp backend)
target_link_libraries(kaizen-qt PUBLIC SDL3::SDL3 SDL3::SDL3-static Qt6::Core Qt6::Gui Qt6::Widgets discord-rpc fmt mio nlohmann_json parallel-rdp backend)
target_compile_definitions(kaizen-qt PUBLIC SDL_MAIN_HANDLED)
file(COPY ../../resources/ DESTINATION ${PROJECT_BINARY_DIR}/resources/)

View File

@@ -1,5 +1,5 @@
#include <EmuThread.hpp>
#include <SDL2/SDL.h>
#include <SDL3/SDL.h>
EmuThread::EmuThread(const std::shared_ptr<QtInstanceFactory> &instance_,
const std::shared_ptr<Vulkan::WSIPlatform> &wsiPlatform_,
@@ -8,10 +8,10 @@ EmuThread::EmuThread(const std::shared_ptr<QtInstanceFactory> &instance_,
[[noreturn]] void EmuThread::run() noexcept {
parallel.Init(instance, wsiPlatform, windowInfo, core.cpu->GetMem().GetRDRAMPtr());
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
SDL_InitSubSystem(SDL_INIT_GAMEPAD);
bool controllerConnected = false;
if (SDL_GameControllerAddMappingsFromFile("resources/gamecontrollerdb.txt") < 0) {
if (SDL_AddGamepadMappingsFromFile("resources/gamecontrollerdb.txt") < 0) {
Util::warn("[SDL] Could not load game controller DB");
}
@@ -19,24 +19,24 @@ EmuThread::EmuThread(const std::shared_ptr<QtInstanceFactory> &instance_,
SDL_Event e;
while (SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_CONTROLLERDEVICEADDED:
case SDL_EVENT_GAMEPAD_ADDED:
{
const int index = e.cdevice.which;
controller = SDL_GameControllerOpen(index);
const int index = e.gdevice.which;
controller = SDL_OpenGamepad(index);
Util::info("Found controller!");
auto serial = SDL_GameControllerGetSerial(controller);
auto name = SDL_GameControllerName(controller);
auto path = SDL_GameControllerPath(controller);
auto serial = SDL_GetGamepadSerial(controller);
auto name = SDL_GetGamepadName(controller);
auto path = SDL_GetGamepadPath(controller);
Util::info("\tName: {}", name ? name : "Not available");
Util::info("\tSerial: {}", serial ? serial : "Not available");
Util::info("\tPath: {}", path ? path : "Not available");
controllerConnected = true;
}
break;
case SDL_CONTROLLERDEVICEREMOVED:
case SDL_EVENT_GAMEPAD_REMOVED:
{
controllerConnected = false;
SDL_GameControllerClose(controller);
SDL_CloseGamepad(controller);
}
break;
}
@@ -59,43 +59,34 @@ EmuThread::EmuThread(const std::shared_ptr<QtInstanceFactory> &instance_,
if (controllerConnected) {
n64::PIF &pif = core.cpu->GetMem().mmio.si.pif;
pif.UpdateButton(0, n64::Controller::Key::A, SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_A));
pif.UpdateButton(0, n64::Controller::Key::B, SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_X));
pif.UpdateButton(0, n64::Controller::Key::A, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_SOUTH));
pif.UpdateButton(0, n64::Controller::Key::B, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_WEST));
pif.UpdateButton(0, n64::Controller::Key::Z,
SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_TRIGGERLEFT) == SDL_JOYSTICK_AXIS_MAX);
pif.UpdateButton(0, n64::Controller::Key::Start,
SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_START));
pif.UpdateButton(0, n64::Controller::Key::DUp,
SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_DPAD_UP));
pif.UpdateButton(0, n64::Controller::Key::DDown,
SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_DPAD_DOWN));
pif.UpdateButton(0, n64::Controller::Key::DLeft,
SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_DPAD_LEFT));
SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_LEFT_TRIGGER) == SDL_JOYSTICK_AXIS_MAX);
pif.UpdateButton(0, n64::Controller::Key::Start, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_START));
pif.UpdateButton(0, n64::Controller::Key::DUp, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_DPAD_UP));
pif.UpdateButton(0, n64::Controller::Key::DDown, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_DPAD_DOWN));
pif.UpdateButton(0, n64::Controller::Key::DLeft, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_DPAD_LEFT));
pif.UpdateButton(0, n64::Controller::Key::DRight,
SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_DPAD_RIGHT));
pif.UpdateButton(0, n64::Controller::Key::LT,
SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_LEFTSHOULDER));
SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_DPAD_RIGHT));
pif.UpdateButton(0, n64::Controller::Key::LT, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER));
pif.UpdateButton(0, n64::Controller::Key::RT,
SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER));
pif.UpdateButton(0, n64::Controller::Key::CUp,
SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY) <= -127);
pif.UpdateButton(0, n64::Controller::Key::CDown,
SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY) >= 127);
pif.UpdateButton(0, n64::Controller::Key::CLeft,
SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX) <= -127);
pif.UpdateButton(0, n64::Controller::Key::CRight,
SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX) >= 127);
SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER));
pif.UpdateButton(0, n64::Controller::Key::CUp, SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_RIGHTY) <= -127);
pif.UpdateButton(0, n64::Controller::Key::CDown, SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_RIGHTY) >= 127);
pif.UpdateButton(0, n64::Controller::Key::CLeft, SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_RIGHTX) <= -127);
pif.UpdateButton(0, n64::Controller::Key::CRight, SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_RIGHTX) >= 127);
float xclamped = SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_LEFTX);
float xclamped = SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_LEFTX);
if (xclamped < 0) {
xclamped /= float(std::abs(SDL_JOYSTICK_AXIS_MIN));
xclamped /= float(std::abs(SDL_JOYSTICK_AXIS_MAX));
} else {
xclamped /= SDL_JOYSTICK_AXIS_MAX;
}
xclamped *= 86;
float yclamped = SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_LEFTY);
float yclamped = SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_LEFTY);
if (yclamped < 0) {
yclamped /= float(std::abs(SDL_JOYSTICK_AXIS_MIN));
} else {

View File

@@ -3,7 +3,7 @@
#include <Discord.hpp>
#include <QThread>
#include <RenderWidget.hpp>
#include <SDL2/SDL_gamecontroller.h>
#include <SDL3/SDL_gamepad.h>
#include <SettingsWindow.hpp>
#include <memory>
@@ -20,7 +20,7 @@ public:
[[noreturn]] void run() noexcept override;
SDL_GameController *controller = nullptr;
SDL_Gamepad *controller = nullptr;
ParallelRDP parallel;
n64::Core core;
SettingsWindow &settings;