Zelda64Recomp/src/main/main.cpp

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#include <cstdio>
#include <cassert>
#include <unordered_map>
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#include <vector>
#include <filesystem>
#include "../../portultra/ultra64.h"
#include "../../portultra/multilibultra.hpp"
#define SDL_MAIN_HANDLED
#ifdef _WIN32
#include "SDL.h"
#else
#include "SDL2/SDL.h"
#include "SDL2/SDL_syswm.h"
#endif
#include "recomp_ui.h"
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include "SDL_syswm.h"
#endif
extern "C" void init();
/*extern "C"*/ void start(Multilibultra::WindowHandle window_handle, const Multilibultra::audio_callbacks_t* audio_callbacks, const Multilibultra::input_callbacks_t* input_callbacks);
template<typename... Ts>
void exit_error(const char* str, Ts ...args) {
// TODO pop up an error
((void)fprintf(stderr, str, args), ...);
assert(false);
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{};
int 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);
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std::erase(controllers, controller_event->which);
}
break;
case SDL_EventType::SDL_QUIT:
std::quick_exit(EXIT_SUCCESS);
break;
default:
queue_event(*event);
break;
}
return 1;
}
Multilibultra::gfx_callbacks_t::gfx_data_t create_gfx() {
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) > 0) {
exit_error("Failed to initialize SDL2: %s\n", SDL_GetError());
}
return {};
}
SDL_Window* window;
Multilibultra::WindowHandle create_window(Multilibultra::gfx_callbacks_t::gfx_data_t) {
window = SDL_CreateWindow("Recomp", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE);
if (window == nullptr) {
exit_error("Failed to create window: %s\n", SDL_GetError());
}
SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
SDL_GetWindowWMInfo(window, &wmInfo);
#if defined(_WIN32)
return Multilibultra::WindowHandle{ wmInfo.info.win.window, GetCurrentThreadId() };
#elif defined(__ANDROID__)
static_assert(false && "Unimplemented");
#elif defined(__linux__)
return Multilibultra::WindowHandle{ wmInfo.info.x11.display, wmInfo.info.x11.window };
#else
static_assert(false && "Unimplemented");
#endif
}
void update_gfx(void*) {
// Handle events
constexpr int max_events_per_frame = 16;
SDL_Event cur_event;
int i = 0;
while (i++ < max_events_per_frame && SDL_PollEvent(&cur_event)) {
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;
}
static SDL_AudioDeviceID audio_device = 0;
static uint32_t sample_rate = 48000;
void queue_samples(int16_t* audio_data, size_t sample_count) {
// Buffer for holding the output of swapping the audio channels. This is reused across
// calls to reduce runtime allocations.
static std::vector<float> swap_buffer;
// Make sure the swap buffer is large enough to hold all the incoming audio data.
if (sample_count > swap_buffer.size()) {
swap_buffer.resize(sample_count);
}
// Convert the audio from 16-bit values to floats and swap the audio channels into the
// swap buffer to correct for the address xor caused by endianness handling.
for (size_t i = 0; i < sample_count; i += 2) {
swap_buffer[i + 0] = audio_data[i + 1] * (0.5f / 32768.0f);
swap_buffer[i + 1] = audio_data[i + 0] * (0.5f / 32768.0f);
}
// Queue the swapped audio data.
SDL_QueueAudio(audio_device, swap_buffer.data(), sample_count * sizeof(swap_buffer[0]));
}
constexpr int channel_count = 2;
constexpr int bytes_per_frame = channel_count * sizeof(float);
size_t get_frames_remaining() {
constexpr float buffer_offset_frames = 1.0f;
// Get the number of remaining buffered audio bytes.
uint32_t buffered_byte_count = SDL_GetQueuedAudioSize(audio_device);
// Adjust the reported count to be some number of refreshes in the future, which helps ensure that
// there are enough samples even if the audio thread experiences a small amount of lag. This prevents
// audio popping on games that use the buffered audio byte count to determine how many samples
// to generate.
uint32_t frames_per_vi = (sample_rate / 60);
if (buffered_byte_count > (buffer_offset_frames * bytes_per_frame * frames_per_vi)) {
buffered_byte_count -= (buffer_offset_frames * bytes_per_frame * frames_per_vi);
}
else {
buffered_byte_count = 0;
}
// Convert from byte count to sample count.
return buffered_byte_count / bytes_per_frame;
}
void set_frequency(uint32_t freq) {
if (audio_device != 0) {
SDL_CloseAudioDevice(audio_device);
}
SDL_AudioSpec spec_desired{
.freq = (int)freq,
.format = AUDIO_F32,
.channels = channel_count,
.silence = 0, // calculated
.samples = 0x100, // Fairly small sample count to reduce the latency of internal buffering
.padding = 0, // unused
.size = 0, // calculated
.callback = nullptr,//feed_audio, // Use a callback as QueueAudio causes popping
.userdata = nullptr
};
audio_device = SDL_OpenAudioDevice(nullptr, false, &spec_desired, nullptr, 0);
if (audio_device == 0) {
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
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printf("Current dir: %ls\n", std::filesystem::current_path().c_str());
// 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,
};
Multilibultra::start({}, audio_callbacks, input_callbacks, gfx_callbacks);
return EXIT_SUCCESS;
}