00cc9309cb
de6e324bdseparate emu thread10d3daf86Roms List improvements95d202f37Let's make the rom list process on a separate thread so the emulator doesnt take ages to load.fc306967fWow the ROM Header was just completely busted. Game list view works nowbad1691eefuck this shit2b59e5f46game list in progressd26417b83remappable inputs in progressac4af8106inpute72abc240update readme430139dc9Qt6 frontend3080d4d45Fix this small bug too08cd13b85Cop0 unused functions do not actually pose a threat (as per manual). They don't do anything, so shall we.61bb4fb44make idle loop detection a little more specific with where the load goesb037de4c3SAZDFsdff12e81e73eneed to figure out why n64-systemtest loops indefinitely at some address that appears to be valid (i think it's me not invalidating the cache properly)204f0e13bidle skipping seems to work!cb8bb634asdkfjlasdf58e5c89c1Fix compilation issue on my machine (no idea)24fb2898eattempting more serious idle skipping214719577Place rsp.Step inside cached interpreter. Gains about 3 more fpsbb97dcc23mmmmm920b77d38wjkhasdfjhkasdf430ccdab4it's a start...4f42a673aCached interpreter plays Mario 64. Start looking into RSP as wellc9a030787idle skipping works!5fbda03cenew idea366637abaIdle skipping... maybe?609fa2fb0Cache instructions implemented but broken lmao. Commented out for nowe140a6d12- Stop using inheritance for CPU, instead use composition. - Introduce KAIZEN_JIT_ENABLED optional define instead of relying on __aarch64__ and the like. - More cache work68e613057prep cache impl811b4d809fix clang formatfda755f7didkd5024ebbfsmall MI refactor in preparation of (eventually) implementing the RDRAM interface properly694b45341Merge commit '206dcdedf195fb320913584180edb12c7731e396' as 'external/SDL'206dcdedfSquashed 'external/SDL/' content from commit 4d17b99d0a4d16e1cb4need to update sdl848b19920Fix compilation errordb61b5299Merge commit 'e94a94559f28e49678fbcf72199a5258137b0fe9' as 'external/imgui'e94a94559Squashed 'external/imgui/' content from commit 02e9b8cac52edb3757need to update imguic1a705e86Emulate weird JALR behaviour4b4c32f4bFix exception for "unusable COP1" in 4 instructions i missed accidentally (again)df5828142Bug putting 0s in the log everywheref8b580048Make isviewer a sink to file8241e9735Fix exception for "unusable COP1" in 4 instructions i missed accidentallyb29715f20small changesd9a620bc1make use of my new small utility library0d1aa938eAdd 'external/ircolib/' from commit 'ce3cd726c8df8388d554abf8bb55d55020eb4450'e64eb40b3Fuck git git-subtree-dir: external/ircolib git-subtree-split:de6e324bde
222 lines
10 KiB
C
222 lines
10 KiB
C
/*
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* This example code looks for the current gamepad state once per frame,
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* and draws a visual representation of it. See 01-joystick-polling for the
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* equivalent example code for the lower-level joystick API.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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/* Joysticks are low-level interfaces: there's something with a bunch of
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buttons, axes and hats, in no understood order or position. This is
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a flexible interface, but you'll need to build some sort of configuration
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UI to let people tell you what button, etc, does what. On top of this
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interface, SDL offers the "gamepad" API, which works with lots of devices,
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and knows how to map arbitrary buttons and such to look like an
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Xbox/PlayStation/etc gamepad. This is easier, and better, for many games,
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but isn't necessarily a good fit for complex apps and hardware. A flight
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simulator, a realistic racing game, etc, might want the joystick interface
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instead of gamepads. */
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/* SDL can handle multiple gamepads, but for simplicity, this program only
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deals with the first gamepad it sees. */
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_Texture *texture = NULL;
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static SDL_Gamepad *gamepad = NULL;
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#define WINDOW_WIDTH 640
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#define WINDOW_HEIGHT 480
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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char *png_path = NULL;
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SDL_Surface *surface = NULL;
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SDL_SetAppMetadata("Example Input Gamepad Polling", "1.0", "com.example.input-gamepad-polling");
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
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SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/input/gamepad-polling", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
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SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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if (!SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_STRETCH)) {
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return SDL_APP_FAILURE;
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}
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/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
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engines refer to these as "sprites." We'll do a static texture (upload once, draw many
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times) with data from a bitmap file. */
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/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%sgamepad_front.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_path);
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if (!surface) {
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture = SDL_CreateTextureFromSurface(renderer, surface);
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if (!texture) {
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SDL_Log("Couldn't create static texture: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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} else if (event->type == SDL_EVENT_GAMEPAD_ADDED) {
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/* this event is sent for each hotplugged gamepad, but also each already-connected gamepad during SDL_Init(). */
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if (gamepad == NULL) { /* we don't have a stick yet and one was added, open it! */
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gamepad = SDL_OpenGamepad(event->gdevice.which);
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if (!gamepad) {
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SDL_Log("Failed to open gamepad ID %u: %s", (unsigned int) event->gdevice.which, SDL_GetError());
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}
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}
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} else if (event->type == SDL_EVENT_GAMEPAD_REMOVED) {
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if (gamepad && (SDL_GetGamepadID(gamepad) == event->gdevice.which)) {
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SDL_CloseGamepad(gamepad); /* our controller was unplugged. */
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gamepad = NULL;
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}
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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const char *text = "Plug in a gamepad, please.";
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static Uint64 leftthumblast = 0xFFFFFFFF;
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static Uint64 rightthumblast = 0xFFFFFFFF;
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const Uint64 now = SDL_GetTicks();
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Sint16 axis_x, axis_y;
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float x, y;
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int i;
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if (gamepad) { /* we have a stick opened? */
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text = SDL_GetGamepadName(gamepad);
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}
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF); /* white */
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SDL_RenderClear(renderer);
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/* note that you can get input as events, instead of polling, which is
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better since it won't miss button presses if the system is lagging,
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but often times checking the current state per-frame is good enough,
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and maybe better if you'd rather _drop_ inputs due to lag. */
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if (gamepad) { /* we have a stick opened? */
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/* where to draw the buttons */
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const SDL_FRect buttons[] = {
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{ 497, 266, 38, 38 }, /* SDL_GAMEPAD_BUTTON_SOUTH */
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{ 550, 217, 38, 38 }, /* SDL_GAMEPAD_BUTTON_EAST */
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{ 445, 221, 38, 38 }, /* SDL_GAMEPAD_BUTTON_WEST */
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{ 499, 173, 38, 38 }, /* SDL_GAMEPAD_BUTTON_NORTH */
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{ 235, 228, 32, 29 }, /* SDL_GAMEPAD_BUTTON_BACK */
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{ 287, 195, 69, 69 }, /* SDL_GAMEPAD_BUTTON_GUIDE */
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{ 377, 228, 32, 29 }, /* SDL_GAMEPAD_BUTTON_START */
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{ 91, 234, 63, 63 }, /* SDL_GAMEPAD_BUTTON_LEFT_STICK */
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{ 381, 354, 63, 63 }, /* SDL_GAMEPAD_BUTTON_RIGHT_STICK */
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{ 74, 73, 102, 29 }, /* SDL_GAMEPAD_BUTTON_LEFT_SHOULDER */
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{ 468, 73, 102, 29 }, /* SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER */
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{ 207, 316, 32, 32 }, /* SDL_GAMEPAD_BUTTON_DPAD_UP */
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{ 207, 384, 32, 32 }, /* SDL_GAMEPAD_BUTTON_DPAD_DOWN */
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{ 173, 351, 32, 32 }, /* SDL_GAMEPAD_BUTTON_DPAD_LEFT */
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{ 242, 351, 32, 32 }, /* SDL_GAMEPAD_BUTTON_DPAD_RIGHT */
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{ 310, 286, 23, 27 }, /* SDL_GAMEPAD_BUTTON_MISC1 */
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/* there are other buttons: paddles on the back of the gamepad, touchpads, etc, but this is good enough for now. */
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};
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SDL_RenderTexture(renderer, texture, NULL, NULL); /* draw the gamepad picture to the whole window. */
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/* draw green boxes over buttons that are currently pressed. */
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF); /* green */
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for (i = 0; i < SDL_arraysize(buttons); i++) {
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if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton) i)) {
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SDL_RenderFillRect(renderer, &buttons[i]);
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}
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}
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF); /* yellow */
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/* left thumb axis. */
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axis_x = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTX);
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axis_y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTY);
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if ((SDL_abs(axis_x) > 1000) || (SDL_abs(axis_y) > 1000)) { /* zero means centered, but it might be a little off zero... */
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leftthumblast = now; /* keep drawing, we're still moving. */
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}
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if ((now - leftthumblast) < 500) { /* draw if there was movement in the last half-second. */
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const SDL_FRect box = { 107 + ((axis_x / 32767.0f) * 30.0f), 252 + ((axis_y / 32767.0f) * 30.0f), 30, 30 };
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SDL_RenderFillRect(renderer, &box);
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}
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/* right thumb axis. */
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axis_x = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTX);
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axis_y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTY);
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if ((SDL_abs(axis_x) > 1000) || (SDL_abs(axis_y) > 1000)) { /* zero means centered, but it might be a little off zero... */
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rightthumblast = now; /* keep drawing, we're still moving. */
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}
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if ((now - rightthumblast) < 500) { /* draw if there was movement in the last half-second. */
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const SDL_FRect box = { 397 + ((axis_x / 32767.0f) * 30.0f), 370 + ((axis_y / 32767.0f) * 30.0f), 30, 30 };
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SDL_RenderFillRect(renderer, &box);
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}
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/* left trigger. */
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axis_y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
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if (axis_y > 1000) { /* zero means unpressed, but it might be a little off zero... */
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const float height = ((axis_y / 32767.0f) * 65.0f);
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const SDL_FRect box = { 127, 1 + (65.0f - height), 37, height };
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SDL_RenderFillRect(renderer, &box);
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}
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/* right trigger. */
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axis_y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
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if (axis_y > 1000) { /* zero means unpressed, but it might be a little off zero... */
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const float height = ((axis_y / 32767.0f) * 65.0f);
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const SDL_FRect box = { 481, 1 + (65.0f - height), 37, height };
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SDL_RenderFillRect(renderer, &box);
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}
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}
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x = (((float) WINDOW_WIDTH) - (SDL_strlen(text) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f;
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if (gamepad) {
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y = (float) (WINDOW_HEIGHT - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE + 2));
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} else {
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y = (((float) WINDOW_HEIGHT) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2.0f;
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}
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF); /* blue */
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SDL_RenderDebugText(renderer, x, y, text);
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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SDL_DestroyTexture(texture);
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SDL_CloseGamepad(gamepad);
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/* SDL will clean up the window/renderer for us. */
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}
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