mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-12-23 03:21:56 +01:00
Added some more patch functionality, added recomp namespace
This commit is contained in:
parent
3b06ad52f0
commit
ec23ef02fd
@ -93,6 +93,7 @@ set (SOURCES
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${CMAKE_SOURCE_DIR}/src/recomp/flash.cpp
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${CMAKE_SOURCE_DIR}/src/recomp/math_routines.cpp
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${CMAKE_SOURCE_DIR}/src/recomp/overlays.cpp
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${CMAKE_SOURCE_DIR}/src/recomp/patch_loading.cpp
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${CMAKE_SOURCE_DIR}/src/recomp/pak.cpp
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${CMAKE_SOURCE_DIR}/src/recomp/pi.cpp
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${CMAKE_SOURCE_DIR}/src/recomp/ultra_stubs.cpp
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@ -102,8 +103,11 @@ set (SOURCES
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${CMAKE_SOURCE_DIR}/src/recomp/rt64_layer.cpp
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${CMAKE_SOURCE_DIR}/src/recomp/sp.cpp
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${CMAKE_SOURCE_DIR}/src/recomp/vi.cpp
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${CMAKE_SOURCE_DIR}/src/main/main.cpp
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${CMAKE_SOURCE_DIR}/src/game/input.cpp
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${CMAKE_SOURCE_DIR}/src/game/controls.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_renderer.cpp
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${CMAKE_SOURCE_DIR}/src/ui/ui_events.cpp
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@ -2,6 +2,7 @@
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#define __RECOMP_HELPERS__
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#include "recomp.h"
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#include "../ultramodern/ultra64.h"
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template<int index, typename T>
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T _arg(uint8_t* rdram, recomp_context* ctx) {
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@ -13,7 +14,10 @@ T _arg(uint8_t* rdram, recomp_context* ctx) {
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return ctx->f12.fl;
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}
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else {
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return std::bit_cast<T>(raw_arg);
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// static_assert in else workaround
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[] <bool flag = false>() {
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static_assert(flag, "Floats in a2/a3 not supported");
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}();
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}
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}
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else if constexpr (std::is_pointer_v<T>) {
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63
include/recomp_input.h
Normal file
63
include/recomp_input.h
Normal file
@ -0,0 +1,63 @@
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#ifndef __RECOMP_INPUT_H__
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#define __RECOMP_INPUT_H__
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#include <cstdint>
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#include <variant>
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#include <vector>
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#include <type_traits>
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namespace recomp {
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struct ControllerState {
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enum Button : uint32_t {
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BUTTON_NORTH = 1 << 0,
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BUTTON_SOUTH = 1 << 1,
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BUTTON_EAST = 1 << 2,
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BUTTON_WEST = 1 << 3,
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BUTTON_L1 = 1 << 4, // Left Bumper
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BUTTON_R1 = 1 << 5, // Right Bumper
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BUTTON_L2 = 1 << 6, // Left Trigger Press
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BUTTON_R2 = 1 << 7, // Right Trigger Press
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BUTTON_L3 = 1 << 8, // Left Joystick Press
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BUTTON_R3 = 1 << 9, // Right Joystick Press
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BUTTON_DPAD_UP = 1 << 10,
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BUTTON_DPAD_DOWN = 1 << 11,
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BUTTON_DPAD_RIGHT = 1 << 12,
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BUTTON_DPAD_LEFT = 1 << 13,
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BUTTON_START = 1 << 14,
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};
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enum Axis : size_t {
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AXIS_LEFT_X,
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AXIS_LEFT_Y,
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AXIS_RIGHT_X,
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AXIS_RIGHT_Y,
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AXIS_LEFT_TRIGGER,
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AXIS_RIGHT_TRIGGER,
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AXIS_MAX
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};
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uint32_t buttons;
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float axes[AXIS_MAX];
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};
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struct MouseState {
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enum Button : uint32_t {
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LEFT = 1 << 0,
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RIGHT = 1 << 1,
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MIDDLE = 1 << 2,
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BACK = 1 << 3,
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FORWARD = 1 << 4,
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};
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int32_t wheel_pos;
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int32_t position_x;
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int32_t position_y;
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uint32_t buttons;
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};
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using InputState = std::variant<ControllerState, MouseState>;
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void get_keyboard_input(uint16_t* buttons_out, float* x_out, float* y_out);
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void get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out);
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std::vector<InputState> get_input_states();
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void handle_events();
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}
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#endif
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@ -5,22 +5,25 @@
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#include "SDL.h"
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void queue_event(const SDL_Event& event);
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bool try_deque_event(SDL_Event& out);
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namespace Rml {
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class ElementDocument;
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class EventListenerInstancer;
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}
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std::unique_ptr<Rml::EventListenerInstancer> make_event_listener_instancer();
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namespace recomp {
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enum class Menu {
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Launcher,
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None
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};
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void queue_event(const SDL_Event& event);
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bool try_deque_event(SDL_Event& out);
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void set_current_menu(Menu menu);
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void destroy_ui();
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std::unique_ptr<Rml::EventListenerInstancer> make_event_listener_instancer();
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enum class Menu {
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Launcher,
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None
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};
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void set_current_menu(Menu menu);
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void destroy_ui();
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}
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#endif
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117
patches/input.c
117
patches/input.c
@ -8,17 +8,126 @@ u32 sPlayerItemButtons[] = {
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BTN_CRIGHT,
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};
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// Return currently-pressed button, in order of priority B, CLEFT, CDOWN, CRIGHT.
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u32 prev_item_buttons = 0;
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u32 cur_item_buttons = 0;
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u32 pressed_item_buttons = 0;
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u32 released_item_buttons = 0;
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typedef enum {
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EQUIP_SLOT_EX_DEKU = -2,
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EQUIP_SLOT_EX_GORON = -3,
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EQUIP_SLOT_EX_ZORA = -4,
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EQUIP_SLOT_EX_OCARINA = -5
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} EquipSlotEx;
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void GameState_GetInput(GameState* gameState) {
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PadMgr_GetInput(gameState->input, true);
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prev_item_buttons = cur_item_buttons;
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recomp_get_item_inputs(&cur_item_buttons);
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u32 button_diff = prev_item_buttons ^ cur_item_buttons;
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pressed_item_buttons = cur_item_buttons & button_diff;
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released_item_buttons = prev_item_buttons & button_diff;
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}
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struct SlotMap {
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u32 button;
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EquipSlotEx slot;
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};
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struct SlotMap exSlotMapping[] = {
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{BTN_DLEFT, EQUIP_SLOT_EX_GORON},
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{BTN_DRIGHT, EQUIP_SLOT_EX_ZORA},
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{BTN_DUP, EQUIP_SLOT_EX_DEKU},
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{BTN_DDOWN, EQUIP_SLOT_EX_OCARINA},
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};
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// D-Pad items
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// TODO restore this once UI is made
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// Return currently-pressed button, in order of priority D-Pad, B, CLEFT, CDOWN, CRIGHT.
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/*
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EquipSlot func_8082FDC4(void) {
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EquipSlot i;
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RecompInputs cur_inputs;
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recomp_get_item_inputs(&cur_inputs);
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for (int mapping_index = 0; mapping_index < ARRAY_COUNT(exSlotMapping); mapping_index++) {
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if (pressed_item_buttons & exSlotMapping[mapping_index].button) {
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return (EquipSlot)exSlotMapping[mapping_index].slot;
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}
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}
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for (i = 0; i < ARRAY_COUNT(sPlayerItemButtons); i++) {
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if (CHECK_BTN_ALL(cur_inputs.buttons, sPlayerItemButtons[i])) {
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if (CHECK_BTN_ALL(pressed_item_buttons, sPlayerItemButtons[i])) {
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break;
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}
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}
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return i;
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}
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ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot) {
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if (slot >= EQUIP_SLOT_A) {
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return ITEM_NONE;
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}
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if (slot <= EQUIP_SLOT_EX_DEKU) {
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ItemId dpad_item = ITEM_NONE;
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switch ((EquipSlotEx)slot) {
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case EQUIP_SLOT_EX_DEKU:
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dpad_item = ITEM_MASK_DEKU;
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break;
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case EQUIP_SLOT_EX_GORON:
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dpad_item = ITEM_MASK_GORON;
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break;
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case EQUIP_SLOT_EX_ZORA:
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dpad_item = ITEM_MASK_ZORA;
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break;
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case EQUIP_SLOT_EX_OCARINA:
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dpad_item = ITEM_OCARINA_OF_TIME;
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break;
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}
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if ((dpad_item != ITEM_NONE) && (INV_CONTENT(dpad_item) == dpad_item)) {
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recomp_printf("Used dpad item %d\n", dpad_item);
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return dpad_item;
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}
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else {
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return ITEM_NONE;
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}
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}
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if (slot == EQUIP_SLOT_B) {
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ItemId item = Inventory_GetBtnBItem(play);
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if (item >= ITEM_FD) {
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return item;
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}
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if ((player->currentMask == PLAYER_MASK_BLAST) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_EXPLODE)) {
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return ITEM_F0;
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}
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if ((player->currentMask == PLAYER_MASK_BREMEN) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_MARCH)) {
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return ITEM_F1;
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}
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if ((player->currentMask == PLAYER_MASK_KAMARO) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_DANCE)) {
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return ITEM_F2;
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}
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return item;
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}
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if (slot == EQUIP_SLOT_C_LEFT) {
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return C_BTN_ITEM(EQUIP_SLOT_C_LEFT);
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}
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if (slot == EQUIP_SLOT_C_DOWN) {
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return C_BTN_ITEM(EQUIP_SLOT_C_DOWN);
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}
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// EQUIP_SLOT_C_RIGHT
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return C_BTN_ITEM(EQUIP_SLOT_C_RIGHT);
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}
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*/
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extern "C" {
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#endif
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typedef struct RecompInputs {
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u32 buttons;
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float x;
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float y;
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} RecompInputs;
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#ifdef MIPS
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# define DECLARE_FUNC(type, name, ...) \
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type name(__VA_ARGS__);
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@ -26,7 +19,9 @@ typedef struct RecompInputs {
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void name(uint8_t* rdram, recomp_context* ctx);
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#endif
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DECLARE_FUNC(void, recomp_get_item_inputs, RecompInputs* inputs);
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DECLARE_FUNC(void, recomp_get_item_inputs, u32* buttons);
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// TODO move this
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DECLARE_FUNC(void, recomp_puts, const char* data, u32 size);
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#ifdef __cplusplus
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}
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@ -3,4 +3,6 @@
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#include "global.h"
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int recomp_printf(const char* fmt, ...);
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#endif
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18
patches/print.c
Normal file
18
patches/print.c
Normal file
@ -0,0 +1,18 @@
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#include "patches.h"
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#include "input.h"
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void* proutPrintf(void* dst, const char* fmt, size_t size) {
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recomp_puts(fmt, size);
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return (void*)1;
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}
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int recomp_printf(const char* fmt, ...) {
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va_list args;
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va_start(args, fmt);
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int ret = _Printf(&proutPrintf, NULL, fmt, args);
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va_end(args);
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return ret;
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}
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@ -2,6 +2,7 @@ __start = 0x80000000;
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/* Dummy addresses that get recompiled into function calls */
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recomp_get_item_inputs = 0x81000000;
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recomp_puts = 0x81000004;
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/* TODO pull these symbols from the elf file directly */
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Player_PostLimbDrawGameplay = 0x80128BD0;
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@ -10,4 +11,7 @@ gRegEditor = 0x801f3f60;
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Audio_PlaySfx = 0x8019f0c8;
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gSaveContext = 0x801ef670;
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Interface_SetHudVisibility = 0x8010ef68;
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Player_GetItemOnButton = 0x8012364C;
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PadMgr_GetInput = 0x80175f98;
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Inventory_GetBtnBItem = 0x8012ec80;
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gItemSlots = 0x801c2078;
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_Printf = 0x8008e050;
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163
src/game/controls.cpp
Normal file
163
src/game/controls.cpp
Normal file
@ -0,0 +1,163 @@
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#include "recomp_helpers.h"
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#include "recomp_input.h"
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#include "../ultramodern/ultramodern.hpp"
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#include "../patches/input.h"
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namespace N64Inputs {
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enum Input : uint16_t {
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A = 0x8000,
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B = 0x4000,
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Z = 0x2000,
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START = 0x1000,
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DPAD_UP = 0x0800,
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DPAD_DOWN = 0x0400,
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DPAD_LEFT = 0x0200,
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DPAD_RIGHT = 0x0100,
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L = 0x0020,
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R = 0x0010,
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C_UP = 0x0008,
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C_DOWN = 0x0004,
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C_LEFT = 0x0002,
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C_RIGHT = 0x0001,
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};
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}
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constexpr float controller_default_threshold = 0.7f;
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struct GameControllerAxisMapping {
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int32_t axis;
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float threshold; // Positive or negative to indicate direction
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uint32_t output_mask;
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};
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using axis_map_t = std::vector<GameControllerAxisMapping>;
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struct GameControllerButtonMapping {
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uint32_t button;
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uint32_t output_mask;
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};
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using button_map_t = std::vector<GameControllerButtonMapping>;
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uint32_t process_controller_mappings(const recomp::ControllerState& controller_state, const axis_map_t& axis_map, const button_map_t& button_map) {
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uint32_t cur_buttons = 0;
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for (const auto& mapping : axis_map) {
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float input_value = controller_state.axes[mapping.axis];
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if (mapping.threshold > 0) {
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if (input_value > mapping.threshold) {
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cur_buttons |= mapping.output_mask;
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}
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}
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else {
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if (input_value < mapping.threshold) {
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cur_buttons |= mapping.output_mask;
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}
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}
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}
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for (const auto& mapping : button_map) {
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int input_value = controller_state.buttons & mapping.button;
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if (input_value) {
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cur_buttons |= mapping.output_mask;
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}
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}
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return cur_buttons;
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}
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void recomp::get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out) {
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static const axis_map_t general_axis_map{
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{ recomp::ControllerState::AXIS_RIGHT_X, -controller_default_threshold, N64Inputs::C_LEFT },
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{ recomp::ControllerState::AXIS_RIGHT_X, controller_default_threshold, N64Inputs::C_RIGHT },
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{ recomp::ControllerState::AXIS_RIGHT_Y, -controller_default_threshold, N64Inputs::C_UP },
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{ recomp::ControllerState::AXIS_RIGHT_Y, controller_default_threshold, N64Inputs::C_DOWN },
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{ recomp::ControllerState::AXIS_LEFT_TRIGGER, 0.30f, N64Inputs::Z },
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};
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static const button_map_t general_button_map{
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{ recomp::ControllerState::BUTTON_START, N64Inputs::START },
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{ recomp::ControllerState::BUTTON_SOUTH, N64Inputs::A },
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{ recomp::ControllerState::BUTTON_EAST, N64Inputs::B },
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{ recomp::ControllerState::BUTTON_WEST, N64Inputs::B },
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{ recomp::ControllerState::BUTTON_L1, N64Inputs::L },
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{ recomp::ControllerState::BUTTON_R1, N64Inputs::R },
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{ recomp::ControllerState::BUTTON_DPAD_LEFT, N64Inputs::DPAD_LEFT },
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{ recomp::ControllerState::BUTTON_DPAD_RIGHT, N64Inputs::DPAD_RIGHT },
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{ recomp::ControllerState::BUTTON_DPAD_UP, N64Inputs::DPAD_UP },
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{ recomp::ControllerState::BUTTON_DPAD_DOWN, N64Inputs::DPAD_DOWN },
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};
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uint16_t cur_buttons = 0;
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float cur_x = 0.0f;
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float cur_y = 0.0f;
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recomp::get_keyboard_input(&cur_buttons, &cur_x, &cur_y);
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std::vector<InputState> input_states = recomp::get_input_states();
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for (const InputState& state : input_states) {
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if (const auto* controller_state = std::get_if<ControllerState>(&state)) {
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cur_x += controller_state->axes[ControllerState::AXIS_LEFT_X];
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cur_y -= controller_state->axes[ControllerState::AXIS_LEFT_Y];
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cur_buttons |= (uint16_t)process_controller_mappings(*controller_state, general_axis_map, general_button_map);
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}
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else if (const auto* mouse_state = std::get_if<MouseState>(&state)) {
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// Mouse currently unused
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}
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}
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*buttons_out = cur_buttons;
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cur_x = std::clamp(cur_x, -1.0f, 1.0f);
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cur_y = std::clamp(cur_y, -1.0f, 1.0f);
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*x_out = cur_x;
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*y_out = cur_y;
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}
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|
||||
extern "C" void recomp_get_item_inputs(uint8_t* rdram, recomp_context* ctx) {
|
||||
static const axis_map_t item_axis_map{
|
||||
{ recomp::ControllerState::AXIS_RIGHT_X, -controller_default_threshold, N64Inputs::C_LEFT },
|
||||
{ recomp::ControllerState::AXIS_RIGHT_X, controller_default_threshold, N64Inputs::C_RIGHT },
|
||||
{ recomp::ControllerState::AXIS_RIGHT_Y, controller_default_threshold, N64Inputs::C_DOWN },
|
||||
};
|
||||
|
||||
static const button_map_t item_button_map {
|
||||
{ recomp::ControllerState::BUTTON_EAST, N64Inputs::B },
|
||||
{ recomp::ControllerState::BUTTON_WEST, N64Inputs::B },
|
||||
{ recomp::ControllerState::BUTTON_DPAD_LEFT, N64Inputs::DPAD_LEFT },
|
||||
{ recomp::ControllerState::BUTTON_DPAD_RIGHT, N64Inputs::DPAD_RIGHT },
|
||||
{ recomp::ControllerState::BUTTON_DPAD_UP, N64Inputs::DPAD_UP },
|
||||
{ recomp::ControllerState::BUTTON_DPAD_DOWN, N64Inputs::DPAD_DOWN },
|
||||
};
|
||||
|
||||
u32* buttons_out = _arg<0, u32*>(rdram, ctx);
|
||||
|
||||
uint32_t cur_buttons = 0;
|
||||
|
||||
// TODO do this in a way that will allow for remapping keyboard inputs
|
||||
uint16_t keyboard_buttons;
|
||||
float dummy_x, dummy_y;
|
||||
recomp::get_keyboard_input(&keyboard_buttons, &dummy_x, &dummy_y);
|
||||
cur_buttons |= keyboard_buttons;
|
||||
|
||||
// Process controller inputs
|
||||
std::vector<recomp::InputState> input_states = recomp::get_input_states();
|
||||
|
||||
for (const recomp::InputState& state : input_states) {
|
||||
if (const auto* controller_state = std::get_if<recomp::ControllerState>(&state)) {
|
||||
cur_buttons |= process_controller_mappings(*controller_state, item_axis_map, item_button_map);
|
||||
}
|
||||
else if (const auto* mouse_state = std::get_if<recomp::MouseState>(&state)) {
|
||||
// Mouse currently unused
|
||||
}
|
||||
}
|
||||
|
||||
*buttons_out = cur_buttons;
|
||||
}
|
||||
|
||||
// TODO move this
|
||||
extern "C" void recomp_puts(uint8_t* rdram, recomp_context* ctx) {
|
||||
PTR(char) cur_str = _arg<0, PTR(char)>(rdram, ctx);
|
||||
u32 length = _arg<1, u32>(rdram, ctx);
|
||||
|
||||
for (u32 i = 0; i < length; i++) {
|
||||
fputc(MEM_B(i, (gpr)cur_str), stdout);
|
||||
}
|
||||
}
|
197
src/game/input.cpp
Normal file
197
src/game/input.cpp
Normal file
@ -0,0 +1,197 @@
|
||||
#include <atomic>
|
||||
|
||||
#include "../ultramodern/ultramodern.hpp"
|
||||
#include "recomp.h"
|
||||
#include "recomp_input.h"
|
||||
#include "recomp_ui.h"
|
||||
#include "SDL.h"
|
||||
|
||||
std::atomic_int32_t mouse_wheel_pos = 0;
|
||||
std::vector<SDL_JoystickID> controllers{};
|
||||
|
||||
bool sdl_event_filter(void* userdata, SDL_Event* event) {
|
||||
switch (event->type) {
|
||||
//case SDL_EventType::SDL_KEYUP:
|
||||
//case SDL_EventType::SDL_KEYDOWN:
|
||||
// {
|
||||
// const Uint8* key_states = SDL_GetKeyboardState(nullptr);
|
||||
// int new_button = 0;
|
||||
|
||||
// for (const auto& mapping : keyboard_button_map) {
|
||||
// if (key_states[mapping.first]) {
|
||||
// new_button |= mapping.second;
|
||||
// }
|
||||
// }
|
||||
|
||||
// button = new_button;
|
||||
|
||||
// stick_x = (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_D] - key_states[SDL_Scancode::SDL_SCANCODE_A]);
|
||||
// stick_y = (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_W] - key_states[SDL_Scancode::SDL_SCANCODE_S]);
|
||||
// }
|
||||
// break;
|
||||
case SDL_EventType::SDL_CONTROLLERDEVICEADDED:
|
||||
{
|
||||
SDL_ControllerDeviceEvent* controller_event = (SDL_ControllerDeviceEvent*)event;
|
||||
SDL_GameController* controller = SDL_GameControllerOpen(controller_event->which);
|
||||
printf("Controller added: %d\n", controller_event->which);
|
||||
if (controller != nullptr) {
|
||||
printf(" Instance ID: %d\n", SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)));
|
||||
controllers.push_back(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)));
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SDL_EventType::SDL_CONTROLLERDEVICEREMOVED:
|
||||
{
|
||||
SDL_ControllerDeviceEvent* controller_event = (SDL_ControllerDeviceEvent*)event;
|
||||
printf("Controller removed: %d\n", controller_event->which);
|
||||
std::erase(controllers, controller_event->which);
|
||||
}
|
||||
break;
|
||||
case SDL_EventType::SDL_QUIT:
|
||||
ultramodern::quit();
|
||||
return true;
|
||||
case SDL_EventType::SDL_MOUSEWHEEL:
|
||||
{
|
||||
SDL_MouseWheelEvent* wheel_event = (SDL_MouseWheelEvent*)event;
|
||||
mouse_wheel_pos.fetch_add(wheel_event->y * (wheel_event->direction == SDL_MOUSEWHEEL_FLIPPED ? -1 : 1));
|
||||
}
|
||||
recomp::queue_event(*event);
|
||||
break;
|
||||
default:
|
||||
recomp::queue_event(*event);
|
||||
break;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void recomp::handle_events() {
|
||||
SDL_Event cur_event;
|
||||
static bool exited = false;
|
||||
while (SDL_PollEvent(&cur_event) && !exited) {
|
||||
exited = sdl_event_filter(nullptr, &cur_event);
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<recomp::InputState> recomp::get_input_states() {
|
||||
std::vector<InputState> ret{};
|
||||
|
||||
int32_t mouse_x;
|
||||
int32_t mouse_y;
|
||||
|
||||
Uint32 sdl_mouse_buttons = SDL_GetMouseState(&mouse_x, &mouse_y);
|
||||
|
||||
struct MouseButtonMapping {
|
||||
Sint32 input;
|
||||
decltype(MouseState::buttons) output;
|
||||
};
|
||||
static const std::vector<MouseButtonMapping> input_mouse_map{
|
||||
{ SDL_BUTTON_LMASK, MouseState::LEFT },
|
||||
{ SDL_BUTTON_RMASK, MouseState::RIGHT },
|
||||
{ SDL_BUTTON_MMASK, MouseState::MIDDLE },
|
||||
{ SDL_BUTTON_X1MASK, MouseState::BACK },
|
||||
{ SDL_BUTTON_X2MASK, MouseState::FORWARD },
|
||||
};
|
||||
|
||||
decltype(MouseState::buttons) mouse_buttons = 0;
|
||||
for (const MouseButtonMapping& mapping : input_mouse_map) {
|
||||
if (sdl_mouse_buttons & mapping.input) {
|
||||
mouse_buttons |= mapping.output;
|
||||
}
|
||||
}
|
||||
|
||||
if (mouse_buttons & MouseState::FORWARD) {
|
||||
printf("forward\n");
|
||||
}
|
||||
|
||||
if (mouse_buttons & MouseState::BACK) {
|
||||
printf("back\n");
|
||||
}
|
||||
|
||||
ret.emplace_back(
|
||||
MouseState {
|
||||
.wheel_pos = mouse_wheel_pos,
|
||||
.position_x = mouse_x,
|
||||
.position_y = mouse_y,
|
||||
.buttons = mouse_buttons
|
||||
}
|
||||
);
|
||||
|
||||
for (SDL_JoystickID controller_id : controllers) {
|
||||
struct InputButtonMapping {
|
||||
SDL_GameControllerButton input;
|
||||
decltype(ControllerState::buttons) output;
|
||||
};
|
||||
static const std::vector<InputButtonMapping> input_button_map{
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START, ControllerState::BUTTON_START },
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A, ControllerState::BUTTON_SOUTH },
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_B, ControllerState::BUTTON_EAST },
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X, ControllerState::BUTTON_WEST },
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_Y, ControllerState::BUTTON_NORTH },
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSHOULDER, ControllerState::BUTTON_L1 },
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, ControllerState::BUTTON_R1 },
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSTICK, ControllerState::BUTTON_L3 },
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSTICK, ControllerState::BUTTON_R3 },
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT, ControllerState::BUTTON_DPAD_LEFT },
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT, ControllerState::BUTTON_DPAD_RIGHT },
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP, ControllerState::BUTTON_DPAD_UP },
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN, ControllerState::BUTTON_DPAD_DOWN },
|
||||
};
|
||||
SDL_GameController* controller = SDL_GameControllerFromInstanceID(controller_id);
|
||||
decltype(ControllerState::buttons) buttons = 0;
|
||||
|
||||
for (const InputButtonMapping& mapping : input_button_map) {
|
||||
if (SDL_GameControllerGetButton(controller, mapping.input)) {
|
||||
buttons |= mapping.output;
|
||||
}
|
||||
}
|
||||
|
||||
auto& new_input_state = ret.emplace_back(
|
||||
ControllerState {
|
||||
.buttons = buttons,
|
||||
.axes = {},
|
||||
}
|
||||
);
|
||||
auto& new_state = std::get<ControllerState>(new_input_state);
|
||||
new_state.axes[ControllerState::AXIS_LEFT_X] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) * (1/32768.0f);
|
||||
new_state.axes[ControllerState::AXIS_LEFT_Y] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY) * (1/32768.0f);
|
||||
new_state.axes[ControllerState::AXIS_RIGHT_X] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX) * (1/32768.0f);
|
||||
new_state.axes[ControllerState::AXIS_RIGHT_Y] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY) * (1/32768.0f);
|
||||
new_state.axes[ControllerState::AXIS_LEFT_TRIGGER] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERLEFT) * (1/32768.0f);
|
||||
new_state.axes[ControllerState::AXIS_LEFT_TRIGGER] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERRIGHT) * (1/32768.0f);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// TODO figure out a way to handle this more generally without exposing SDL to controls.cpp
|
||||
void recomp::get_keyboard_input(uint16_t* buttons_out, float* x_out, float* y_out) {
|
||||
static const std::vector<std::pair<SDL_Scancode, int>> keyboard_button_map{
|
||||
{ SDL_Scancode::SDL_SCANCODE_LEFT, 0x0002 }, // c left
|
||||
{ SDL_Scancode::SDL_SCANCODE_RIGHT, 0x0001 }, // c right
|
||||
{ SDL_Scancode::SDL_SCANCODE_UP, 0x0008 }, // c up
|
||||
{ SDL_Scancode::SDL_SCANCODE_DOWN, 0x0004 }, // c down
|
||||
{ SDL_Scancode::SDL_SCANCODE_RETURN, 0x1000 }, // start
|
||||
{ SDL_Scancode::SDL_SCANCODE_SPACE, 0x8000 }, // a
|
||||
{ SDL_Scancode::SDL_SCANCODE_LSHIFT, 0x4000 }, // b
|
||||
{ SDL_Scancode::SDL_SCANCODE_Q, 0x2000 }, // z
|
||||
{ SDL_Scancode::SDL_SCANCODE_E, 0x0020 }, // l
|
||||
{ SDL_Scancode::SDL_SCANCODE_R, 0x0010 }, // r
|
||||
{ SDL_Scancode::SDL_SCANCODE_J, 0x0200 }, // dpad left
|
||||
{ SDL_Scancode::SDL_SCANCODE_L, 0x0100 }, // dpad right
|
||||
{ SDL_Scancode::SDL_SCANCODE_I, 0x0800 }, // dpad up
|
||||
{ SDL_Scancode::SDL_SCANCODE_K, 0x0400 }, // dpad down
|
||||
};
|
||||
|
||||
const Uint8* key_states = SDL_GetKeyboardState(nullptr);
|
||||
|
||||
*buttons_out = 0;
|
||||
|
||||
for (const auto& mapping : keyboard_button_map) {
|
||||
if (key_states[mapping.first]) {
|
||||
*buttons_out |= mapping.second;
|
||||
}
|
||||
}
|
||||
|
||||
*x_out = (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_D] - key_states[SDL_Scancode::SDL_SCANCODE_A]);
|
||||
*y_out = (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_W] - key_states[SDL_Scancode::SDL_SCANCODE_S]);
|
||||
}
|
@ -15,6 +15,7 @@
|
||||
#endif
|
||||
|
||||
#include "recomp_ui.h"
|
||||
#include "recomp_input.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
@ -33,120 +34,6 @@ void exit_error(const char* str, Ts ...args) {
|
||||
std::quick_exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
|
||||
std::vector<std::pair<SDL_Scancode, int>> keyboard_button_map{
|
||||
{ SDL_Scancode::SDL_SCANCODE_LEFT, 0x0002 }, // c left
|
||||
{ SDL_Scancode::SDL_SCANCODE_RIGHT, 0x0001 }, // c right
|
||||
{ SDL_Scancode::SDL_SCANCODE_UP, 0x0008 }, // c up
|
||||
{ SDL_Scancode::SDL_SCANCODE_DOWN, 0x0004 }, // c down
|
||||
{ SDL_Scancode::SDL_SCANCODE_RETURN, 0x1000 }, // start
|
||||
{ SDL_Scancode::SDL_SCANCODE_SPACE, 0x8000 }, // a
|
||||
{ SDL_Scancode::SDL_SCANCODE_LSHIFT, 0x4000 }, // b
|
||||
{ SDL_Scancode::SDL_SCANCODE_Q, 0x2000 }, // z
|
||||
{ SDL_Scancode::SDL_SCANCODE_E, 0x0020 }, // l
|
||||
{ SDL_Scancode::SDL_SCANCODE_R, 0x0010 }, // r
|
||||
{ SDL_Scancode::SDL_SCANCODE_J, 0x0200 }, // dpad left
|
||||
{ SDL_Scancode::SDL_SCANCODE_L, 0x0100 }, // dpad right
|
||||
{ SDL_Scancode::SDL_SCANCODE_I, 0x0800 }, // dpad up
|
||||
{ SDL_Scancode::SDL_SCANCODE_K, 0x0400 }, // dpad down
|
||||
};
|
||||
|
||||
struct GameControllerAxisMapping {
|
||||
SDL_GameControllerAxis axis;
|
||||
int threshold; // Positive or negative to indicate direction
|
||||
uint16_t output_mask;
|
||||
};
|
||||
|
||||
constexpr int controller_default_threshold = 20000;
|
||||
|
||||
std::vector<GameControllerAxisMapping> controller_axis_map{
|
||||
{ SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX, -controller_default_threshold, 0x0002 }, // c left
|
||||
{ SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX, controller_default_threshold, 0x0001 }, // c right
|
||||
{ SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY, -controller_default_threshold, 0x0008 }, // c up
|
||||
{ SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY, controller_default_threshold, 0x0004 }, // c down
|
||||
{ SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERLEFT, 10000, 0x2000 }, // z
|
||||
//{ SDL_Scancode::SDL_SCANCODE_RIGHT, 0x0001 }, // c right
|
||||
//{ SDL_Scancode::SDL_SCANCODE_UP, 0x0008 }, // c up
|
||||
//{ SDL_Scancode::SDL_SCANCODE_DOWN, 0x0004 }, // c down
|
||||
//{ SDL_Scancode::SDL_SCANCODE_RETURN, 0x1000 }, // start
|
||||
//{ SDL_Scancode::SDL_SCANCODE_SPACE, 0x8000 }, // a
|
||||
//{ SDL_Scancode::SDL_SCANCODE_LSHIFT, 0x4000 }, // b
|
||||
//{ SDL_Scancode::SDL_SCANCODE_Q, 0x2000 }, // z
|
||||
//{ SDL_Scancode::SDL_SCANCODE_E, 0x0020 }, // l
|
||||
//{ SDL_Scancode::SDL_SCANCODE_R, 0x0010 }, // r
|
||||
//{ SDL_Scancode::SDL_SCANCODE_J, 0x0200 }, // dpad left
|
||||
//{ SDL_Scancode::SDL_SCANCODE_L, 0x0100 }, // dpad right
|
||||
//{ SDL_Scancode::SDL_SCANCODE_I, 0x0800 }, // dpad up
|
||||
//{ SDL_Scancode::SDL_SCANCODE_K, 0x0400 }, // dpad down
|
||||
};
|
||||
|
||||
struct GameControllerButtonMapping {
|
||||
SDL_GameControllerButton button;
|
||||
uint16_t output_mask;
|
||||
};
|
||||
std::vector<GameControllerButtonMapping> controller_button_map{
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START, 0x1000 }, // start
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A, 0x8000 }, // a
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_B, 0x4000 }, // b
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X, 0x4000 }, // b
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSHOULDER, 0x0020 }, // l
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, 0x0010 }, // r
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT, 0x0200 }, // dpad left
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT, 0x0100 }, // dpad right
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP, 0x0800 }, // dpad up
|
||||
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN, 0x0400 }, // dpad down
|
||||
};
|
||||
|
||||
std::vector<SDL_JoystickID> controllers{};
|
||||
|
||||
bool sdl_event_filter(void* userdata, SDL_Event* event) {
|
||||
switch (event->type) {
|
||||
//case SDL_EventType::SDL_KEYUP:
|
||||
//case SDL_EventType::SDL_KEYDOWN:
|
||||
// {
|
||||
// const Uint8* key_states = SDL_GetKeyboardState(nullptr);
|
||||
// int new_button = 0;
|
||||
|
||||
// for (const auto& mapping : keyboard_button_map) {
|
||||
// if (key_states[mapping.first]) {
|
||||
// new_button |= mapping.second;
|
||||
// }
|
||||
// }
|
||||
|
||||
// button = new_button;
|
||||
|
||||
// stick_x = (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_D] - key_states[SDL_Scancode::SDL_SCANCODE_A]);
|
||||
// stick_y = (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_W] - key_states[SDL_Scancode::SDL_SCANCODE_S]);
|
||||
// }
|
||||
// break;
|
||||
case SDL_EventType::SDL_CONTROLLERDEVICEADDED:
|
||||
{
|
||||
SDL_ControllerDeviceEvent* controller_event = (SDL_ControllerDeviceEvent*)event;
|
||||
SDL_GameController* controller = SDL_GameControllerOpen(controller_event->which);
|
||||
printf("Controller added: %d\n", controller_event->which);
|
||||
if (controller != nullptr) {
|
||||
printf(" Instance ID: %d\n", SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)));
|
||||
controllers.push_back(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)));
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SDL_EventType::SDL_CONTROLLERDEVICEREMOVED:
|
||||
{
|
||||
SDL_ControllerDeviceEvent* controller_event = (SDL_ControllerDeviceEvent*)event;
|
||||
printf("Controller removed: %d\n", controller_event->which);
|
||||
std::erase(controllers, controller_event->which);
|
||||
}
|
||||
break;
|
||||
case SDL_EventType::SDL_QUIT:
|
||||
ultramodern::quit();
|
||||
return true;
|
||||
default:
|
||||
queue_event(*event);
|
||||
break;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
ultramodern::gfx_callbacks_t::gfx_data_t create_gfx() {
|
||||
SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "system");
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) > 0) {
|
||||
@ -181,67 +68,7 @@ ultramodern::WindowHandle create_window(ultramodern::gfx_callbacks_t::gfx_data_t
|
||||
}
|
||||
|
||||
void update_gfx(void*) {
|
||||
// Handle events
|
||||
constexpr int max_events_per_frame = 16;
|
||||
SDL_Event cur_event;
|
||||
int i = 0;
|
||||
static bool exited = false;
|
||||
while (i++ < max_events_per_frame && SDL_PollEvent(&cur_event) && !exited) {
|
||||
exited = sdl_event_filter(nullptr, &cur_event);
|
||||
}
|
||||
}
|
||||
|
||||
void get_input(uint16_t* buttons_out, float* x_out, float* y_out) {
|
||||
uint16_t cur_buttons = 0;
|
||||
float cur_x = 0.0f;
|
||||
float cur_y = 0.0f;
|
||||
|
||||
const Uint8* key_states = SDL_GetKeyboardState(nullptr);
|
||||
int new_button = 0;
|
||||
|
||||
for (const auto& mapping : keyboard_button_map) {
|
||||
if (key_states[mapping.first]) {
|
||||
cur_buttons |= mapping.second;
|
||||
}
|
||||
}
|
||||
|
||||
cur_x += (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_D] - key_states[SDL_Scancode::SDL_SCANCODE_A]);
|
||||
cur_y += (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_W] - key_states[SDL_Scancode::SDL_SCANCODE_S]);
|
||||
|
||||
for (SDL_JoystickID controller_id : controllers) {
|
||||
SDL_GameController* controller = SDL_GameControllerFromInstanceID(controller_id);
|
||||
if (controller != nullptr) {
|
||||
cur_x += SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) * (1/32768.0f);
|
||||
cur_y -= SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY) * (1/32768.0f);
|
||||
}
|
||||
|
||||
for (const auto& mapping : controller_axis_map) {
|
||||
int input_value = SDL_GameControllerGetAxis(controller, mapping.axis);
|
||||
if (mapping.threshold > 0) {
|
||||
if (input_value > mapping.threshold) {
|
||||
cur_buttons |= mapping.output_mask;
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (input_value < mapping.threshold) {
|
||||
cur_buttons |= mapping.output_mask;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto& mapping : controller_button_map) {
|
||||
int input_value = SDL_GameControllerGetButton(controller, mapping.button);
|
||||
if (input_value) {
|
||||
cur_buttons |= mapping.output_mask;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
*buttons_out = cur_buttons;
|
||||
cur_x = std::clamp(cur_x, -1.0f, 1.0f);
|
||||
cur_y = std::clamp(cur_y, -1.0f, 1.0f);
|
||||
*x_out = cur_x;
|
||||
*y_out = cur_y;
|
||||
recomp::handle_events();
|
||||
}
|
||||
|
||||
static SDL_AudioDeviceID audio_device = 0;
|
||||
@ -357,7 +184,7 @@ int main(int argc, char** argv) {
|
||||
};
|
||||
|
||||
ultramodern::input_callbacks_t input_callbacks{
|
||||
.get_input = get_input,
|
||||
.get_input = recomp::get_n64_input,
|
||||
};
|
||||
|
||||
ultramodern::start({}, audio_callbacks, input_callbacks, gfx_callbacks);
|
||||
|
@ -101,16 +101,3 @@ extern "C" void osMotorStart_recomp(uint8_t* rdram, recomp_context* ctx) {
|
||||
extern "C" void osMotorStop_recomp(uint8_t* rdram, recomp_context* ctx) {
|
||||
;
|
||||
}
|
||||
|
||||
#include "../patches/input.h"
|
||||
|
||||
extern "C" void recomp_get_item_inputs(uint8_t* rdram, recomp_context* ctx) {
|
||||
RecompInputs* inputs = _arg<0, RecompInputs*>(rdram, ctx);
|
||||
|
||||
if (input_callbacks.get_input) {
|
||||
u16 buttons;
|
||||
input_callbacks.get_input(&buttons, &inputs->x, &inputs->y);
|
||||
// TODO remap the inputs for items here
|
||||
inputs->buttons = buttons;
|
||||
}
|
||||
}
|
||||
|
@ -35,6 +35,13 @@ void load_overlay(size_t section_table_index, int32_t ram) {
|
||||
section_addresses[section.index] = ram;
|
||||
}
|
||||
|
||||
void load_special_overlay(const SectionTableEntry& section, int32_t ram) {
|
||||
for (size_t function_index = 0; function_index < section.num_funcs; function_index++) {
|
||||
const FuncEntry& func = section.funcs[function_index];
|
||||
func_map[ram + func.offset] = func.func;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
extern "C" {
|
||||
int32_t section_addresses[num_sections];
|
||||
@ -128,6 +135,8 @@ extern "C" void unload_overlays(int32_t ram_addr, uint32_t size) {
|
||||
}
|
||||
}
|
||||
|
||||
void load_patch_functions();
|
||||
|
||||
void init_overlays() {
|
||||
for (size_t section_index = 0; section_index < num_code_sections; section_index++) {
|
||||
section_addresses[section_table[section_index].index] = section_table[section_index].ram_addr;
|
||||
@ -139,6 +148,8 @@ void init_overlays() {
|
||||
return a.rom_addr < b.rom_addr;
|
||||
}
|
||||
);
|
||||
|
||||
load_patch_functions();
|
||||
}
|
||||
|
||||
extern "C" recomp_func_t * get_function(int32_t addr) {
|
||||
|
11
src/recomp/patch_loading.cpp
Normal file
11
src/recomp/patch_loading.cpp
Normal file
@ -0,0 +1,11 @@
|
||||
#include <unordered_map>
|
||||
#include <algorithm>
|
||||
#include <vector>
|
||||
#include "recomp.h"
|
||||
#include "../RecompiledPatches/recomp_overlays.inl"
|
||||
|
||||
void load_special_overlay(const SectionTableEntry& section, int32_t ram);
|
||||
|
||||
void load_patch_functions() {
|
||||
load_special_overlay(section_table[0], section_table[0].ram_addr);
|
||||
}
|
@ -36,7 +36,7 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
std::unique_ptr<Rml::EventListenerInstancer> make_event_listener_instancer() {
|
||||
std::unique_ptr<Rml::EventListenerInstancer> recomp::make_event_listener_instancer() {
|
||||
std::unique_ptr<UiEventListenerInstancer> ret = std::make_unique<UiEventListenerInstancer>();
|
||||
|
||||
ret->register_event("start_game",
|
||||
|
@ -579,7 +579,7 @@ public:
|
||||
struct {
|
||||
struct UIRenderContext render;
|
||||
class {
|
||||
std::unordered_map<Menu, Rml::ElementDocument*> documents;
|
||||
std::unordered_map<recomp::Menu, Rml::ElementDocument*> documents;
|
||||
Rml::ElementDocument* current_document;
|
||||
public:
|
||||
SystemInterface_SDL system_interface;
|
||||
@ -591,7 +591,7 @@ struct {
|
||||
render_interface.reset();
|
||||
}
|
||||
|
||||
void swap_document(Menu menu) {
|
||||
void swap_document(recomp::Menu menu) {
|
||||
if (current_document != nullptr) {
|
||||
current_document->Hide();
|
||||
}
|
||||
@ -628,7 +628,7 @@ struct {
|
||||
Rml::Factory::RegisterEventListenerInstancer(event_listener_instancer.get());
|
||||
}
|
||||
|
||||
documents.emplace(Menu::Launcher, context->LoadDocument("assets/launcher.rml"));
|
||||
documents.emplace(recomp::Menu::Launcher, context->LoadDocument("assets/launcher.rml"));
|
||||
}
|
||||
} rml;
|
||||
} UIContext;
|
||||
@ -645,7 +645,7 @@ void init_hook(RT64::RenderInterface* interface, RT64::RenderDevice* device) {
|
||||
// Setup RML
|
||||
UIContext.rml.system_interface.SetWindow(window);
|
||||
UIContext.rml.render_interface = std::make_unique<RmlRenderInterface_RT64>(&UIContext.render);
|
||||
UIContext.rml.event_listener_instancer = make_event_listener_instancer();
|
||||
UIContext.rml.event_listener_instancer = recomp::make_event_listener_instancer();
|
||||
|
||||
Rml::SetSystemInterface(&UIContext.rml.system_interface);
|
||||
Rml::SetRenderInterface(UIContext.rml.render_interface.get());
|
||||
@ -685,15 +685,15 @@ void init_hook(RT64::RenderInterface* interface, RT64::RenderDevice* device) {
|
||||
|
||||
moodycamel::ConcurrentQueue<SDL_Event> ui_event_queue{};
|
||||
|
||||
void queue_event(const SDL_Event& event) {
|
||||
void recomp::queue_event(const SDL_Event& event) {
|
||||
ui_event_queue.enqueue(event);
|
||||
}
|
||||
|
||||
bool try_deque_event(SDL_Event& out) {
|
||||
bool recomp::try_deque_event(SDL_Event& out) {
|
||||
return ui_event_queue.try_dequeue(out);
|
||||
}
|
||||
|
||||
std::atomic<Menu> open_menu = Menu::Launcher;
|
||||
std::atomic<recomp::Menu> open_menu = recomp::Menu::Launcher;
|
||||
|
||||
void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderTexture* swap_chain_texture) {
|
||||
int num_keys;
|
||||
@ -704,12 +704,12 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderTexture* swap_
|
||||
bool reload_sheets = is_reload_held && !was_reload_held;
|
||||
was_reload_held = is_reload_held;
|
||||
|
||||
static Menu prev_menu = Menu::None;
|
||||
Menu cur_menu = open_menu.load();
|
||||
static recomp::Menu prev_menu = recomp::Menu::None;
|
||||
recomp::Menu cur_menu = open_menu.load();
|
||||
|
||||
if (reload_sheets) {
|
||||
UIContext.rml.load_documents();
|
||||
prev_menu = Menu::None;
|
||||
prev_menu = recomp::Menu::None;
|
||||
}
|
||||
|
||||
if (cur_menu != prev_menu) {
|
||||
@ -720,11 +720,11 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderTexture* swap_
|
||||
|
||||
SDL_Event cur_event{};
|
||||
|
||||
while (try_deque_event(cur_event)) {
|
||||
while (recomp::try_deque_event(cur_event)) {
|
||||
RmlSDL::InputEventHandler(UIContext.rml.context, cur_event);
|
||||
}
|
||||
|
||||
if (cur_menu != Menu::None) {
|
||||
if (cur_menu != recomp::Menu::None) {
|
||||
int width, height;
|
||||
SDL_GetWindowSizeInPixels(window, &width, &height);
|
||||
|
||||
@ -753,11 +753,11 @@ void set_rt64_hooks() {
|
||||
RT64::SetRenderHooks(init_hook, draw_hook, deinit_hook);
|
||||
}
|
||||
|
||||
void set_current_menu(Menu menu) {
|
||||
void recomp::set_current_menu(Menu menu) {
|
||||
open_menu.store(menu);
|
||||
}
|
||||
|
||||
void destroy_ui() {
|
||||
void recomp::destroy_ui() {
|
||||
Rml::Shutdown();
|
||||
UIContext.rml.unload();
|
||||
}
|
||||
|
@ -292,7 +292,7 @@ void gfx_thread_func(uint8_t* rdram, uint8_t* rom, std::atomic_flag* thread_read
|
||||
}
|
||||
}
|
||||
}
|
||||
destroy_ui();
|
||||
recomp::destroy_ui();
|
||||
// TODO restore this call once the RT64 shutdown issue is fixed.
|
||||
// RT64Shutdown();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user