mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-20 04:29:14 +01:00
460 lines
17 KiB
C++
460 lines
17 KiB
C++
#include <atomic>
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#include "../ultramodern/ultramodern.hpp"
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#include "recomp.h"
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#include "recomp_input.h"
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#include "recomp_ui.h"
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#include "SDL.h"
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#include "rt64_layer.h"
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constexpr float axis_threshold = 0.5f;
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static struct {
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const Uint8* keys = nullptr;
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int numkeys = 0;
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std::atomic_int32_t mouse_wheel_pos = 0;
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std::vector<SDL_JoystickID> controller_ids{};
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std::vector<SDL_GameController*> cur_controllers{};
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} InputState;
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std::atomic<recomp::InputDevice> scanning_device = recomp::InputDevice::COUNT;
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std::atomic<recomp::InputField> scanned_input;
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enum class InputType {
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None = 0, // Using zero for None ensures that default initialized InputFields are unbound.
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Keyboard,
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Mouse,
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ControllerDigital,
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ControllerAnalog // Axis input_id values are the SDL value + 1
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};
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void set_scanned_input(recomp::InputField value) {
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scanning_device.store(recomp::InputDevice::COUNT);
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scanned_input.store(value);
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}
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recomp::InputField recomp::get_scanned_input() {
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recomp::InputField ret = scanned_input.load();
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scanned_input.store({});
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return ret;
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}
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void recomp::start_scanning_input(recomp::InputDevice device) {
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scanned_input.store({});
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scanning_device.store(device);
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}
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void queue_if_enabled(SDL_Event* event) {
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if (!recomp::all_input_disabled()) {
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recomp::queue_event(*event);
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}
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}
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bool sdl_event_filter(void* userdata, SDL_Event* event) {
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switch (event->type) {
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case SDL_EventType::SDL_KEYDOWN:
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{
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SDL_KeyboardEvent* keyevent = &event->key;
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if (keyevent->keysym.scancode == SDL_Scancode::SDL_SCANCODE_RETURN && (keyevent->keysym.mod & SDL_Keymod::KMOD_ALT)) {
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RT64ChangeWindow();
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}
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if (scanning_device == recomp::InputDevice::Keyboard) {
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set_scanned_input({(uint32_t)InputType::Keyboard, keyevent->keysym.scancode});
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}
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}
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queue_if_enabled(event);
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break;
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case SDL_EventType::SDL_CONTROLLERDEVICEADDED:
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{
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SDL_ControllerDeviceEvent* controller_event = &event->cdevice;
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SDL_GameController* controller = SDL_GameControllerOpen(controller_event->which);
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printf("Controller added: %d\n", controller_event->which);
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if (controller != nullptr) {
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printf(" Instance ID: %d\n", SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)));
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InputState.controller_ids.push_back(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)));
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}
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}
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break;
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case SDL_EventType::SDL_CONTROLLERDEVICEREMOVED:
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{
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SDL_ControllerDeviceEvent* controller_event = &event->cdevice;
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printf("Controller removed: %d\n", controller_event->which);
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std::erase(InputState.controller_ids, controller_event->which);
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}
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break;
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case SDL_EventType::SDL_QUIT:
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ultramodern::quit();
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return true;
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case SDL_EventType::SDL_MOUSEWHEEL:
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{
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SDL_MouseWheelEvent* wheel_event = &event->wheel;
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InputState.mouse_wheel_pos.fetch_add(wheel_event->y * (wheel_event->direction == SDL_MOUSEWHEEL_FLIPPED ? -1 : 1));
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}
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queue_if_enabled(event);
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break;
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case SDL_EventType::SDL_CONTROLLERBUTTONDOWN:
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if (scanning_device == recomp::InputDevice::Controller) {
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SDL_ControllerButtonEvent* button_event = &event->cbutton;
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set_scanned_input({(uint32_t)InputType::ControllerDigital, button_event->button});
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}
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queue_if_enabled(event);
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break;
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case SDL_EventType::SDL_CONTROLLERAXISMOTION:
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if (scanning_device == recomp::InputDevice::Controller) {
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SDL_ControllerAxisEvent* axis_event = &event->caxis;
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float axis_value = axis_event->value * (1/32768.0f);
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if (axis_value > axis_threshold) {
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set_scanned_input({(uint32_t)InputType::ControllerAnalog, axis_event->axis + 1});
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}
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else if (axis_value < -axis_threshold) {
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set_scanned_input({(uint32_t)InputType::ControllerAnalog, -axis_event->axis - 1});
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}
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}
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queue_if_enabled(event);
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break;
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default:
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queue_if_enabled(event);
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break;
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}
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return false;
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}
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void recomp::handle_events() {
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SDL_Event cur_event;
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static bool exited = false;
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while (SDL_PollEvent(&cur_event) && !exited) {
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exited = sdl_event_filter(nullptr, &cur_event);
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}
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}
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constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_SOUTH = SDL_CONTROLLER_BUTTON_A;
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constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_EAST = SDL_CONTROLLER_BUTTON_B;
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constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_WEST = SDL_CONTROLLER_BUTTON_X;
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constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_NORTH = SDL_CONTROLLER_BUTTON_Y;
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const recomp::DefaultN64Mappings recomp::default_n64_keyboard_mappings = {
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.a = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_SPACE}
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},
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.b = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_LSHIFT}
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},
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.l = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_E}
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},
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.r = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_R}
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},
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.z = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_Q}
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},
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.start = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_RETURN}
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},
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.c_left = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_LEFT}
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},
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.c_right = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_RIGHT}
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},
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.c_up = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_UP}
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},
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.c_down = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_DOWN}
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},
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.dpad_left = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_J}
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},
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.dpad_right = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_L}
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},
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.dpad_up = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_I}
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},
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.dpad_down = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_K}
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},
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.analog_left = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_A}
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},
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.analog_right = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_D}
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},
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.analog_up = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_W}
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},
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.analog_down = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_S}
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},
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};
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const recomp::DefaultN64Mappings recomp::default_n64_controller_mappings = {
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.a = {
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_SOUTH},
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},
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.b = {
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_EAST},
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_WEST},
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},
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.l = {
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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},
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.r = {
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
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{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_TRIGGERRIGHT + 1},
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},
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.z = {
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{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_TRIGGERLEFT + 1},
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},
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.start = {
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_START},
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},
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.c_left = {
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{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_RIGHTX + 1)},
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},
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.c_right = {
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{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_RIGHTX + 1},
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},
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.c_up = {
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{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_RIGHTY + 1)},
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},
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.c_down = {
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{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_RIGHTY + 1},
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},
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.dpad_left = {
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_LEFT},
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},
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.dpad_right = {
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
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},
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.dpad_up = {
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_UP},
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},
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.dpad_down = {
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_DOWN},
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},
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.analog_left = {
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{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_LEFTX + 1)},
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},
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.analog_right = {
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{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_LEFTX + 1},
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},
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.analog_up = {
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{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_LEFTY + 1)},
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},
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.analog_down = {
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{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_LEFTY + 1},
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},
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};
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void recomp::poll_inputs() {
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InputState.keys = SDL_GetKeyboardState(&InputState.numkeys);
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InputState.cur_controllers.clear();
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for (SDL_JoystickID id : InputState.controller_ids) {
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SDL_GameController* controller = SDL_GameControllerFromInstanceID(id);
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if (controller != nullptr) {
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InputState.cur_controllers.push_back(controller);
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}
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}
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// Quicksaving is disabled for now and will likely have more limited functionality
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// when restored, rather than allowing saving and loading at any point in time.
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#if 0
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if (InputState.keys) {
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static bool save_was_held = false;
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static bool load_was_held = false;
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bool save_is_held = InputState.keys[SDL_SCANCODE_F5] != 0;
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bool load_is_held = InputState.keys[SDL_SCANCODE_F7] != 0;
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if (save_is_held && !save_was_held) {
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recomp::quicksave_save();
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}
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else if (load_is_held && !load_was_held) {
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recomp::quicksave_load();
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}
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save_was_held = save_is_held;
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}
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#endif
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}
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bool controller_button_state(int32_t input_id) {
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if (input_id >= 0 && input_id < SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_MAX) {
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SDL_GameControllerButton button = (SDL_GameControllerButton)input_id;
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bool ret = false;
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for (const auto& controller : InputState.cur_controllers) {
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ret |= SDL_GameControllerGetButton(controller, button);
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}
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return ret;
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}
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return false;
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}
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float controller_axis_state(int32_t input_id) {
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if (abs(input_id) - 1 < SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_MAX) {
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SDL_GameControllerAxis axis = (SDL_GameControllerAxis)(abs(input_id) - 1);
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bool negative_range = input_id < 0;
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float ret = 0.0f;
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for (const auto& controller : InputState.cur_controllers) {
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float cur_val = SDL_GameControllerGetAxis(controller, axis) * (1/32768.0f);
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if (negative_range) {
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cur_val = -cur_val;
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}
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ret += std::clamp(cur_val, 0.0f, 1.0f);
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}
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return std::clamp(ret, 0.0f, 1.0f);
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}
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return false;
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}
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float recomp::get_input_analog(const recomp::InputField& field) {
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switch ((InputType)field.input_type) {
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case InputType::Keyboard:
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if (InputState.keys && field.input_id >= 0 && field.input_id < InputState.numkeys) {
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return InputState.keys[field.input_id] ? 1.0f : 0.0f;
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}
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return 0.0f;
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case InputType::ControllerDigital:
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return controller_button_state(field.input_id) ? 1.0f : 0.0f;
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case InputType::ControllerAnalog:
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return controller_axis_state(field.input_id);
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case InputType::Mouse:
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// TODO mouse support
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return 0.0f;
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case InputType::None:
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return false;
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}
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}
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float recomp::get_input_analog(const std::span<const recomp::InputField> fields) {
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float ret = 0.0f;
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for (const auto& field : fields) {
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ret += get_input_analog(field);
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}
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return std::clamp(ret, 0.0f, 1.0f);
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}
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bool recomp::get_input_digital(const recomp::InputField& field) {
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switch ((InputType)field.input_type) {
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case InputType::Keyboard:
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if (InputState.keys && field.input_id >= 0 && field.input_id < InputState.numkeys) {
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return InputState.keys[field.input_id] != 0;
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}
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return false;
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case InputType::ControllerDigital:
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return controller_button_state(field.input_id);
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case InputType::ControllerAnalog:
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// TODO adjustable threshold
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return controller_axis_state(field.input_id) >= axis_threshold;
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case InputType::Mouse:
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// TODO mouse support
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return false;
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case InputType::None:
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return false;
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}
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}
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bool recomp::get_input_digital(const std::span<const recomp::InputField> fields) {
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bool ret = 0;
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for (const auto& field : fields) {
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ret |= get_input_digital(field);
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}
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return ret;
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}
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bool recomp::game_input_disabled() {
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// Disable input if any menu is open.
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return recomp::get_current_menu() != recomp::Menu::None;
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}
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bool recomp::all_input_disabled() {
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// Disable all input if an input is being polled.
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return scanning_device != recomp::InputDevice::COUNT;
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}
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std::string controller_button_to_string(SDL_GameControllerButton button) {
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switch (button) {
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A:
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return "\u21A7";
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_B:
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return "\u21A6";
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X:
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return "\u21A4";
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_Y:
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return "\u21A5";
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_BACK:
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return "\u21FA";
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// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_GUIDE:
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// return "";
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START:
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return "\u21FB";
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSTICK:
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return "\u21BA";
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSTICK:
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return "\u21BB";
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
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return "\u2198";
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
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return "\u2199";
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP:
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return "\u219F";
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN:
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return "\u21A1";
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT:
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return "\u219E";
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
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return "\u21A0";
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// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_MISC1:
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// return "";
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// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE1:
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// return "";
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// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE2:
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// return "";
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// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE3:
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// return "";
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// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE4:
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// return "";
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_TOUCHPAD:
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return "\u21E7";
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}
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return "Button " + std::to_string(button);
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}
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std::string controller_axis_to_string(int axis) {
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bool positive = axis > 0;
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SDL_GameControllerAxis actual_axis = SDL_GameControllerAxis(abs(axis) - 1);
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switch (actual_axis) {
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case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX:
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return positive ? "\u21C0" : "\u21BC";
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case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY:
|
|
return positive ? "\u21C2" : "\u21BE";
|
|
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX:
|
|
return positive ? "\u21C1" : "\u21BD";
|
|
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY:
|
|
return positive ? "\u21C3" : "\u21BF";
|
|
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERLEFT:
|
|
return positive ? "\u219A" : "\u21DC";
|
|
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
|
|
return positive ? "\u219B" : "\u21DD";
|
|
}
|
|
return "Axis " + std::to_string(actual_axis) + (positive ? '+' : '-');
|
|
}
|
|
|
|
std::string recomp::InputField::to_string() const {
|
|
switch ((InputType)input_type) {
|
|
case InputType::None:
|
|
return "";
|
|
case InputType::ControllerDigital:
|
|
return controller_button_to_string((SDL_GameControllerButton)input_id);
|
|
case InputType::ControllerAnalog:
|
|
return controller_axis_to_string(input_id);
|
|
}
|
|
return std::to_string(input_type) + "," + std::to_string(input_id);
|
|
}
|