remove json lib
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@@ -5,11 +5,13 @@
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#include <ImGuiImpl/GUI.hpp>
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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_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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@@ -87,26 +89,50 @@ 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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case SDL_EVENT_GAMEPAD_ADDED:
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{
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const auto index = event->gdevice.which;
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auto 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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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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}
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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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InputSettings& inputSettings = _this->settingsWindow.inputSettings;
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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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case SDL_EVENT_GAMEPAD_AXIS_MOTION:
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if(!inputSettings.selectedDeviceIsNotKeyboard)
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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::Z, SDL_GetGamepadAxis(inputSettings.gamepads[inputSettings.currentlySelectedDeviceIndex], SDL_GAMEPAD_AXIS_LEFT_TRIGGER) == SDL_JOYSTICK_AXIS_MAX);
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pif.UpdateButton(0, n64::Controller::Key::CUp, SDL_GetGamepadAxis(inputSettings.gamepads[inputSettings.currentlySelectedDeviceIndex], SDL_GAMEPAD_AXIS_RIGHTY) <= -127);
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pif.UpdateButton(0, n64::Controller::Key::CDown, SDL_GetGamepadAxis(inputSettings.gamepads[inputSettings.currentlySelectedDeviceIndex], SDL_GAMEPAD_AXIS_RIGHTY) >= 127);
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pif.UpdateButton(0, n64::Controller::Key::CLeft, SDL_GetGamepadAxis(inputSettings.gamepads[inputSettings.currentlySelectedDeviceIndex], SDL_GAMEPAD_AXIS_RIGHTX) <= -127);
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pif.UpdateButton(0, n64::Controller::Key::CRight, SDL_GetGamepadAxis(inputSettings.gamepads[inputSettings.currentlySelectedDeviceIndex], SDL_GAMEPAD_AXIS_RIGHTX) >= 127);
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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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float xclamped = SDL_GetGamepadAxis(inputSettings.gamepads[inputSettings.currentlySelectedDeviceIndex], SDL_GAMEPAD_AXIS_LEFTX);
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float xclamped = SDL_GetGamepadAxis(_this->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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@@ -115,7 +141,7 @@ bool HandleInput(void *userdata, SDL_Event *event) {
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xclamped *= 86;
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float yclamped = SDL_GetGamepadAxis(inputSettings.gamepads[inputSettings.currentlySelectedDeviceIndex], SDL_GAMEPAD_AXIS_LEFTY);
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float yclamped = SDL_GetGamepadAxis(_this->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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@@ -130,25 +156,25 @@ bool HandleInput(void *userdata, SDL_Event *event) {
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}
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return true;
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
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if(!inputSettings.selectedDeviceIsNotKeyboard)
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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(inputSettings.gamepads[inputSettings.currentlySelectedDeviceIndex], SDL_GAMEPAD_BUTTON_SOUTH));
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pif.UpdateButton(0, n64::Controller::Key::B, SDL_GetGamepadButton(inputSettings.gamepads[inputSettings.currentlySelectedDeviceIndex], SDL_GAMEPAD_BUTTON_WEST));
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pif.UpdateButton(0, n64::Controller::Key::Start, SDL_GetGamepadButton(inputSettings.gamepads[inputSettings.currentlySelectedDeviceIndex], SDL_GAMEPAD_BUTTON_START));
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pif.UpdateButton(0, n64::Controller::Key::DUp, SDL_GetGamepadButton(inputSettings.gamepads[inputSettings.currentlySelectedDeviceIndex], SDL_GAMEPAD_BUTTON_DPAD_UP));
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pif.UpdateButton(0, n64::Controller::Key::DDown, SDL_GetGamepadButton(inputSettings.gamepads[inputSettings.currentlySelectedDeviceIndex], SDL_GAMEPAD_BUTTON_DPAD_DOWN));
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pif.UpdateButton(0, n64::Controller::Key::DLeft, SDL_GetGamepadButton(inputSettings.gamepads[inputSettings.currentlySelectedDeviceIndex], SDL_GAMEPAD_BUTTON_DPAD_LEFT));
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pif.UpdateButton(0, n64::Controller::Key::DRight, SDL_GetGamepadButton(inputSettings.gamepads[inputSettings.currentlySelectedDeviceIndex], SDL_GAMEPAD_BUTTON_DPAD_RIGHT));
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pif.UpdateButton(0, n64::Controller::Key::LT, SDL_GetGamepadButton(inputSettings.gamepads[inputSettings.currentlySelectedDeviceIndex], SDL_GAMEPAD_BUTTON_LEFT_SHOULDER));
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pif.UpdateButton(0, n64::Controller::Key::RT, SDL_GetGamepadButton(inputSettings.gamepads[inputSettings.currentlySelectedDeviceIndex], SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER));
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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_KEY_DOWN:
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case SDL_EVENT_KEY_UP:
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if(inputSettings.selectedDeviceIsNotKeyboard)
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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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