2023-10-23 19:32:30 +00:00
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#include <cstdio>
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#include <cassert>
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#include <unordered_map>
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2023-10-28 19:46:14 +00:00
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#include <vector>
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#include <filesystem>
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2023-10-23 19:32:30 +00:00
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#include "../../portultra/ultra64.h"
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#include "../../portultra/multilibultra.hpp"
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#define SDL_MAIN_HANDLED
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#ifdef _WIN32
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#include "SDL.h"
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#else
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#include "SDL2/SDL.h"
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#include "SDL2/SDL_syswm.h"
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#endif
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2023-11-05 19:34:20 +00:00
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#include "recomp_ui.h"
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2023-10-23 19:32:30 +00:00
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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#include "SDL_syswm.h"
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#endif
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extern "C" void init();
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/*extern "C"*/ void start(Multilibultra::WindowHandle window_handle, const Multilibultra::audio_callbacks_t* audio_callbacks, const Multilibultra::input_callbacks_t* input_callbacks);
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template<typename... Ts>
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void exit_error(const char* str, Ts ...args) {
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// TODO pop up an error
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((void)fprintf(stderr, str, args), ...);
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assert(false);
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std::quick_exit(EXIT_FAILURE);
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}
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std::vector<std::pair<SDL_Scancode, int>> keyboard_button_map{
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{ SDL_Scancode::SDL_SCANCODE_LEFT, 0x0002 }, // c left
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{ SDL_Scancode::SDL_SCANCODE_RIGHT, 0x0001 }, // c right
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{ SDL_Scancode::SDL_SCANCODE_UP, 0x0008 }, // c up
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{ SDL_Scancode::SDL_SCANCODE_DOWN, 0x0004 }, // c down
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{ SDL_Scancode::SDL_SCANCODE_RETURN, 0x1000 }, // start
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{ SDL_Scancode::SDL_SCANCODE_SPACE, 0x8000 }, // a
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{ SDL_Scancode::SDL_SCANCODE_LSHIFT, 0x4000 }, // b
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{ SDL_Scancode::SDL_SCANCODE_Q, 0x2000 }, // z
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{ SDL_Scancode::SDL_SCANCODE_E, 0x0020 }, // l
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{ SDL_Scancode::SDL_SCANCODE_R, 0x0010 }, // r
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{ SDL_Scancode::SDL_SCANCODE_J, 0x0200 }, // dpad left
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{ SDL_Scancode::SDL_SCANCODE_L, 0x0100 }, // dpad right
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{ SDL_Scancode::SDL_SCANCODE_I, 0x0800 }, // dpad up
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{ SDL_Scancode::SDL_SCANCODE_K, 0x0400 }, // dpad down
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};
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struct GameControllerAxisMapping {
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SDL_GameControllerAxis axis;
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int threshold; // Positive or negative to indicate direction
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uint16_t output_mask;
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};
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constexpr int controller_default_threshold = 20000;
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std::vector<GameControllerAxisMapping> controller_axis_map{
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{ SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX, -controller_default_threshold, 0x0002 }, // c left
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{ SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX, controller_default_threshold, 0x0001 }, // c right
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{ SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY, -controller_default_threshold, 0x0008 }, // c up
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{ SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY, controller_default_threshold, 0x0004 }, // c down
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{ SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERLEFT, 10000, 0x2000 }, // z
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//{ SDL_Scancode::SDL_SCANCODE_RIGHT, 0x0001 }, // c right
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//{ SDL_Scancode::SDL_SCANCODE_UP, 0x0008 }, // c up
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//{ SDL_Scancode::SDL_SCANCODE_DOWN, 0x0004 }, // c down
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//{ SDL_Scancode::SDL_SCANCODE_RETURN, 0x1000 }, // start
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//{ SDL_Scancode::SDL_SCANCODE_SPACE, 0x8000 }, // a
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//{ SDL_Scancode::SDL_SCANCODE_LSHIFT, 0x4000 }, // b
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//{ SDL_Scancode::SDL_SCANCODE_Q, 0x2000 }, // z
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//{ SDL_Scancode::SDL_SCANCODE_E, 0x0020 }, // l
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//{ SDL_Scancode::SDL_SCANCODE_R, 0x0010 }, // r
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//{ SDL_Scancode::SDL_SCANCODE_J, 0x0200 }, // dpad left
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//{ SDL_Scancode::SDL_SCANCODE_L, 0x0100 }, // dpad right
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//{ SDL_Scancode::SDL_SCANCODE_I, 0x0800 }, // dpad up
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//{ SDL_Scancode::SDL_SCANCODE_K, 0x0400 }, // dpad down
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};
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struct GameControllerButtonMapping {
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SDL_GameControllerButton button;
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uint16_t output_mask;
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};
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std::vector<GameControllerButtonMapping> controller_button_map{
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{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START, 0x1000 }, // start
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{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A, 0x8000 }, // a
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{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_B, 0x4000 }, // b
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{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X, 0x4000 }, // b
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{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSHOULDER, 0x0020 }, // l
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{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, 0x0010 }, // r
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{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT, 0x0200 }, // dpad left
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{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT, 0x0100 }, // dpad right
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{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP, 0x0800 }, // dpad up
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{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN, 0x0400 }, // dpad down
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};
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std::vector<SDL_JoystickID> controllers{};
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int sdl_event_filter(void* userdata, SDL_Event* event) {
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switch (event->type) {
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//case SDL_EventType::SDL_KEYUP:
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//case SDL_EventType::SDL_KEYDOWN:
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// {
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// const Uint8* key_states = SDL_GetKeyboardState(nullptr);
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// int new_button = 0;
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// for (const auto& mapping : keyboard_button_map) {
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// if (key_states[mapping.first]) {
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// new_button |= mapping.second;
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// }
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// }
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// button = new_button;
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// stick_x = (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_D] - key_states[SDL_Scancode::SDL_SCANCODE_A]);
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// stick_y = (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_W] - key_states[SDL_Scancode::SDL_SCANCODE_S]);
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// }
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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 = (SDL_ControllerDeviceEvent*)event;
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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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controllers.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 = (SDL_ControllerDeviceEvent*)event;
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printf("Controller removed: %d\n", controller_event->which);
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2023-10-28 19:46:14 +00:00
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std::erase(controllers, controller_event->which);
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2023-10-23 19:32:30 +00:00
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}
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break;
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case SDL_EventType::SDL_QUIT:
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std::quick_exit(EXIT_SUCCESS);
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break;
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2023-11-05 19:34:20 +00:00
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default:
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queue_event(*event);
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break;
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2023-10-23 19:32:30 +00:00
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}
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return 1;
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}
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Multilibultra::gfx_callbacks_t::gfx_data_t create_gfx() {
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2023-11-11 22:42:07 +00:00
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SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "system");
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2023-10-23 19:32:30 +00:00
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) > 0) {
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exit_error("Failed to initialize SDL2: %s\n", SDL_GetError());
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}
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return {};
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}
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2023-11-02 05:20:12 +00:00
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SDL_Window* window;
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2023-10-23 19:32:30 +00:00
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Multilibultra::WindowHandle create_window(Multilibultra::gfx_callbacks_t::gfx_data_t) {
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2023-11-11 22:42:07 +00:00
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window = SDL_CreateWindow("Recomp", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE );
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2023-10-23 19:32:30 +00:00
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if (window == nullptr) {
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exit_error("Failed to create window: %s\n", SDL_GetError());
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}
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SDL_SysWMinfo wmInfo;
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SDL_VERSION(&wmInfo.version);
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SDL_GetWindowWMInfo(window, &wmInfo);
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#if defined(_WIN32)
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2023-11-04 16:45:22 +00:00
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return Multilibultra::WindowHandle{ wmInfo.info.win.window, GetCurrentThreadId() };
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2023-10-23 19:32:30 +00:00
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#elif defined(__ANDROID__)
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static_assert(false && "Unimplemented");
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#elif defined(__linux__)
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return Multilibultra::WindowHandle{ wmInfo.info.x11.display, wmInfo.info.x11.window };
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#else
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static_assert(false && "Unimplemented");
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#endif
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}
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void update_gfx(void*) {
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// Handle events
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constexpr int max_events_per_frame = 16;
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SDL_Event cur_event;
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int i = 0;
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while (i++ < max_events_per_frame && SDL_PollEvent(&cur_event)) {
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sdl_event_filter(nullptr, &cur_event);
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}
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}
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void get_input(uint16_t* buttons_out, float* x_out, float* y_out) {
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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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const Uint8* key_states = SDL_GetKeyboardState(nullptr);
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int new_button = 0;
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for (const auto& mapping : keyboard_button_map) {
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if (key_states[mapping.first]) {
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cur_buttons |= mapping.second;
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}
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}
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cur_x += (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_D] - key_states[SDL_Scancode::SDL_SCANCODE_A]);
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cur_y += (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_W] - key_states[SDL_Scancode::SDL_SCANCODE_S]);
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for (SDL_JoystickID controller_id : controllers) {
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SDL_GameController* controller = SDL_GameControllerFromInstanceID(controller_id);
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if (controller != nullptr) {
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cur_x += SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) * (1/32768.0f);
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cur_y -= SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY) * (1/32768.0f);
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}
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for (const auto& mapping : controller_axis_map) {
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int input_value = SDL_GameControllerGetAxis(controller, 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 : controller_button_map) {
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int input_value = SDL_GameControllerGetButton(controller, 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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}
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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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static SDL_AudioDeviceID audio_device = 0;
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static uint32_t sample_rate = 48000;
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void queue_samples(int16_t* audio_data, size_t sample_count) {
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// Buffer for holding the output of swapping the audio channels. This is reused across
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// calls to reduce runtime allocations.
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static std::vector<float> swap_buffer;
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// Make sure the swap buffer is large enough to hold all the incoming audio data.
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if (sample_count > swap_buffer.size()) {
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swap_buffer.resize(sample_count);
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}
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// Convert the audio from 16-bit values to floats and swap the audio channels into the
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// swap buffer to correct for the address xor caused by endianness handling.
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for (size_t i = 0; i < sample_count; i += 2) {
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swap_buffer[i + 0] = audio_data[i + 1] * (0.5f / 32768.0f);
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swap_buffer[i + 1] = audio_data[i + 0] * (0.5f / 32768.0f);
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}
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// Queue the swapped audio data.
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SDL_QueueAudio(audio_device, swap_buffer.data(), sample_count * sizeof(swap_buffer[0]));
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}
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constexpr int channel_count = 2;
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constexpr int bytes_per_frame = channel_count * sizeof(float);
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size_t get_frames_remaining() {
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constexpr float buffer_offset_frames = 1.0f;
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// Get the number of remaining buffered audio bytes.
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uint32_t buffered_byte_count = SDL_GetQueuedAudioSize(audio_device);
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// Adjust the reported count to be some number of refreshes in the future, which helps ensure that
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// there are enough samples even if the audio thread experiences a small amount of lag. This prevents
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// audio popping on games that use the buffered audio byte count to determine how many samples
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// to generate.
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uint32_t frames_per_vi = (sample_rate / 60);
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if (buffered_byte_count > (buffer_offset_frames * bytes_per_frame * frames_per_vi)) {
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buffered_byte_count -= (buffer_offset_frames * bytes_per_frame * frames_per_vi);
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}
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else {
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buffered_byte_count = 0;
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}
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// Convert from byte count to sample count.
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return buffered_byte_count / bytes_per_frame;
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}
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void set_frequency(uint32_t freq) {
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if (audio_device != 0) {
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SDL_CloseAudioDevice(audio_device);
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}
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SDL_AudioSpec spec_desired{
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.freq = (int)freq,
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.format = AUDIO_F32,
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.channels = channel_count,
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.silence = 0, // calculated
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.samples = 0x100, // Fairly small sample count to reduce the latency of internal buffering
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.padding = 0, // unused
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.size = 0, // calculated
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.callback = nullptr,//feed_audio, // Use a callback as QueueAudio causes popping
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.userdata = nullptr
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};
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audio_device = SDL_OpenAudioDevice(nullptr, false, &spec_desired, nullptr, 0);
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if (audio_device == 0) {
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exit_error("SDL error opening audio device: %s\n", SDL_GetError());
|
|
|
|
}
|
|
|
|
SDL_PauseAudioDevice(audio_device, 0);
|
|
|
|
sample_rate = freq;
|
|
|
|
}
|
|
|
|
|
|
|
|
int main(int argc, char** argv) {
|
|
|
|
|
|
|
|
#ifdef _WIN32
|
|
|
|
// Set up console output to accept UTF-8 on windows
|
|
|
|
SetConsoleOutputCP(CP_UTF8);
|
|
|
|
|
|
|
|
// Change to a font that supports Japanese characters
|
|
|
|
CONSOLE_FONT_INFOEX cfi;
|
|
|
|
cfi.cbSize = sizeof cfi;
|
|
|
|
cfi.nFont = 0;
|
|
|
|
cfi.dwFontSize.X = 0;
|
|
|
|
cfi.dwFontSize.Y = 16;
|
|
|
|
cfi.FontFamily = FF_DONTCARE;
|
|
|
|
cfi.FontWeight = FW_NORMAL;
|
|
|
|
wcscpy_s(cfi.FaceName, L"NSimSun");
|
|
|
|
SetCurrentConsoleFontEx(GetStdHandle(STD_OUTPUT_HANDLE), FALSE, &cfi);
|
|
|
|
#else
|
|
|
|
std::setlocale(LC_ALL, "en_US.UTF-8");
|
|
|
|
#endif
|
|
|
|
|
2023-10-28 19:46:14 +00:00
|
|
|
printf("Current dir: %ls\n", std::filesystem::current_path().c_str());
|
|
|
|
|
2023-10-23 19:32:30 +00:00
|
|
|
// Initialize SDL audio.
|
|
|
|
SDL_InitSubSystem(SDL_INIT_AUDIO);
|
|
|
|
// Pick an initial dummy sample rate; this will be set by the game later to the true sample rate.
|
|
|
|
set_frequency(sample_rate);
|
|
|
|
|
|
|
|
init();
|
|
|
|
|
|
|
|
Multilibultra::gfx_callbacks_t gfx_callbacks{
|
|
|
|
.create_gfx = create_gfx,
|
|
|
|
.create_window = create_window,
|
|
|
|
.update_gfx = update_gfx,
|
|
|
|
};
|
|
|
|
|
|
|
|
Multilibultra::audio_callbacks_t audio_callbacks{
|
|
|
|
.queue_samples = queue_samples,
|
|
|
|
.get_frames_remaining = get_frames_remaining,
|
|
|
|
.set_frequency = set_frequency,
|
|
|
|
};
|
|
|
|
|
|
|
|
Multilibultra::input_callbacks_t input_callbacks{
|
|
|
|
.get_input = get_input,
|
|
|
|
};
|
|
|
|
|
2023-11-04 16:45:22 +00:00
|
|
|
Multilibultra::start({}, audio_callbacks, input_callbacks, gfx_callbacks);
|
2023-10-23 19:32:30 +00:00
|
|
|
|
|
|
|
return EXIT_SUCCESS;
|
|
|
|
}
|