Files
kaizen/src/frontend/EmuThread.cpp
2024-05-25 18:46:17 +02:00

99 lines
4.7 KiB
C++

#include <EmuThread.hpp>
#include <RenderWidget.hpp>
#include <ParallelRDPWrapper.hpp>
#include "Audio.hpp"
#include <SDL2/SDL.h>
EmuThread::EmuThread(std::unique_ptr<QtInstanceFactory>&& instance_, std::unique_ptr<Vulkan::WSIPlatform>&& wsiPlatform_, std::unique_ptr<ParallelRDP::WindowInfo>&& windowInfo_, SettingsWindow& settings) noexcept
: instance(std::move(instance_)), wsiPlatform(std::move(wsiPlatform_)),
windowInfo(std::move(windowInfo_)),
controller(SDL_GameControllerClose, "GameController"),
core(parallel), settings(settings) {}
[[noreturn]] void EmuThread::run() noexcept {
parallel.Init(instance.get(), std::move(wsiPlatform), std::move(windowInfo), core.cpu->GetMem().GetRDRAMPtr());
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
bool controllerConnected = false;
if(SDL_GameControllerAddMappingsFromFile("resources/gamecontrollerdb.txt") < 0) {
Util::warn("[SDL] Could not load game controller DB");
}
auto pollEvents = [&]() {
SDL_Event e;
while(SDL_PollEvent(&e)) {
switch(e.type) {
case SDL_CONTROLLERDEVICEADDED: {
const int index = e.cdevice.which;
controller.Construct(SDL_GameControllerOpen, index);
Util::info("Found controller!");
auto serial = SDL_GameControllerGetSerial(controller.get());
auto name = SDL_GameControllerName(controller.get());
auto path = SDL_GameControllerPath(controller.get());
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: {
controllerConnected = false;
controller.Destroy();
} break;
}
}
};
while (true) {
if (!core.pause) {
core.Run(settings.getVolumeL(), settings.getVolumeR());
if(core.render) {
parallel.UpdateScreen(core.cpu->GetMem().mmio.vi);
}
} else {
if(core.render) {
parallel.UpdateScreen(core.cpu->GetMem().mmio.vi, true);
}
}
pollEvents();
if(controllerConnected) {
n64::PIF& pif = core.cpu->GetMem().mmio.si.pif;
pif.UpdateButton(0, n64::Controller::Key::A, SDL_GameControllerGetButton(controller.get(), SDL_CONTROLLER_BUTTON_A));
pif.UpdateButton(0, n64::Controller::Key::B, SDL_GameControllerGetButton(controller.get(), SDL_CONTROLLER_BUTTON_X));
pif.UpdateButton(0, n64::Controller::Key::Z, SDL_GameControllerGetAxis(controller.get(), SDL_CONTROLLER_AXIS_TRIGGERLEFT) == SDL_JOYSTICK_AXIS_MAX);
pif.UpdateButton(0, n64::Controller::Key::Start, SDL_GameControllerGetButton(controller.get(), SDL_CONTROLLER_BUTTON_START));
pif.UpdateButton(0, n64::Controller::Key::DUp, SDL_GameControllerGetButton(controller.get(), SDL_CONTROLLER_BUTTON_DPAD_UP));
pif.UpdateButton(0, n64::Controller::Key::DDown, SDL_GameControllerGetButton(controller.get(), SDL_CONTROLLER_BUTTON_DPAD_DOWN));
pif.UpdateButton(0, n64::Controller::Key::DLeft, SDL_GameControllerGetButton(controller.get(), SDL_CONTROLLER_BUTTON_DPAD_LEFT));
pif.UpdateButton(0, n64::Controller::Key::DRight, SDL_GameControllerGetButton(controller.get(), SDL_CONTROLLER_BUTTON_DPAD_RIGHT));
pif.UpdateButton(0, n64::Controller::Key::LT, SDL_GameControllerGetButton(controller.get(), SDL_CONTROLLER_BUTTON_LEFTSHOULDER));
pif.UpdateButton(0, n64::Controller::Key::RT, SDL_GameControllerGetButton(controller.get(), SDL_CONTROLLER_BUTTON_RIGHTSHOULDER));
pif.UpdateButton(0, n64::Controller::Key::CUp, SDL_GameControllerGetAxis(controller.get(), SDL_CONTROLLER_AXIS_RIGHTY) <= -127);
pif.UpdateButton(0, n64::Controller::Key::CDown, SDL_GameControllerGetAxis(controller.get(), SDL_CONTROLLER_AXIS_RIGHTY) >= 127);
pif.UpdateButton(0, n64::Controller::Key::CLeft, SDL_GameControllerGetAxis(controller.get(), SDL_CONTROLLER_AXIS_RIGHTX) <= -127);
pif.UpdateButton(0, n64::Controller::Key::CRight, SDL_GameControllerGetAxis(controller.get(), SDL_CONTROLLER_AXIS_RIGHTX) >= 127);
float xclamped = SDL_GameControllerGetAxis(controller.get(), SDL_CONTROLLER_AXIS_LEFTX);
if(xclamped < 0) {
xclamped /= float(std::abs(SDL_JOYSTICK_AXIS_MIN));
} else {
xclamped /= SDL_JOYSTICK_AXIS_MAX;
}
xclamped *= 86;
float yclamped = SDL_GameControllerGetAxis(controller.get(), SDL_CONTROLLER_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);
}
}
}