Added some more patch functionality, added recomp namespace

This commit is contained in:
Mr-Wiseguy 2023-11-24 17:10:21 -05:00
parent 3b06ad52f0
commit ec23ef02fd
18 changed files with 628 additions and 230 deletions

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@ -93,6 +93,7 @@ set (SOURCES
${CMAKE_SOURCE_DIR}/src/recomp/flash.cpp
${CMAKE_SOURCE_DIR}/src/recomp/math_routines.cpp
${CMAKE_SOURCE_DIR}/src/recomp/overlays.cpp
${CMAKE_SOURCE_DIR}/src/recomp/patch_loading.cpp
${CMAKE_SOURCE_DIR}/src/recomp/pak.cpp
${CMAKE_SOURCE_DIR}/src/recomp/pi.cpp
${CMAKE_SOURCE_DIR}/src/recomp/ultra_stubs.cpp
@ -105,6 +106,9 @@ set (SOURCES
${CMAKE_SOURCE_DIR}/src/main/main.cpp
${CMAKE_SOURCE_DIR}/src/game/input.cpp
${CMAKE_SOURCE_DIR}/src/game/controls.cpp
${CMAKE_SOURCE_DIR}/src/ui/ui_renderer.cpp
${CMAKE_SOURCE_DIR}/src/ui/ui_events.cpp

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@ -2,6 +2,7 @@
#define __RECOMP_HELPERS__
#include "recomp.h"
#include "../ultramodern/ultra64.h"
template<int index, typename T>
T _arg(uint8_t* rdram, recomp_context* ctx) {
@ -13,7 +14,10 @@ T _arg(uint8_t* rdram, recomp_context* ctx) {
return ctx->f12.fl;
}
else {
return std::bit_cast<T>(raw_arg);
// static_assert in else workaround
[] <bool flag = false>() {
static_assert(flag, "Floats in a2/a3 not supported");
}();
}
}
else if constexpr (std::is_pointer_v<T>) {

63
include/recomp_input.h Normal file
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@ -0,0 +1,63 @@
#ifndef __RECOMP_INPUT_H__
#define __RECOMP_INPUT_H__
#include <cstdint>
#include <variant>
#include <vector>
#include <type_traits>
namespace recomp {
struct ControllerState {
enum Button : uint32_t {
BUTTON_NORTH = 1 << 0,
BUTTON_SOUTH = 1 << 1,
BUTTON_EAST = 1 << 2,
BUTTON_WEST = 1 << 3,
BUTTON_L1 = 1 << 4, // Left Bumper
BUTTON_R1 = 1 << 5, // Right Bumper
BUTTON_L2 = 1 << 6, // Left Trigger Press
BUTTON_R2 = 1 << 7, // Right Trigger Press
BUTTON_L3 = 1 << 8, // Left Joystick Press
BUTTON_R3 = 1 << 9, // Right Joystick Press
BUTTON_DPAD_UP = 1 << 10,
BUTTON_DPAD_DOWN = 1 << 11,
BUTTON_DPAD_RIGHT = 1 << 12,
BUTTON_DPAD_LEFT = 1 << 13,
BUTTON_START = 1 << 14,
};
enum Axis : size_t {
AXIS_LEFT_X,
AXIS_LEFT_Y,
AXIS_RIGHT_X,
AXIS_RIGHT_Y,
AXIS_LEFT_TRIGGER,
AXIS_RIGHT_TRIGGER,
AXIS_MAX
};
uint32_t buttons;
float axes[AXIS_MAX];
};
struct MouseState {
enum Button : uint32_t {
LEFT = 1 << 0,
RIGHT = 1 << 1,
MIDDLE = 1 << 2,
BACK = 1 << 3,
FORWARD = 1 << 4,
};
int32_t wheel_pos;
int32_t position_x;
int32_t position_y;
uint32_t buttons;
};
using InputState = std::variant<ControllerState, MouseState>;
void get_keyboard_input(uint16_t* buttons_out, float* x_out, float* y_out);
void get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out);
std::vector<InputState> get_input_states();
void handle_events();
}
#endif

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@ -5,14 +5,16 @@
#include "SDL.h"
void queue_event(const SDL_Event& event);
bool try_deque_event(SDL_Event& out);
namespace Rml {
class ElementDocument;
class EventListenerInstancer;
}
namespace recomp {
void queue_event(const SDL_Event& event);
bool try_deque_event(SDL_Event& out);
std::unique_ptr<Rml::EventListenerInstancer> make_event_listener_instancer();
enum class Menu {
@ -22,5 +24,6 @@ enum class Menu {
void set_current_menu(Menu menu);
void destroy_ui();
}
#endif

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@ -8,17 +8,126 @@ u32 sPlayerItemButtons[] = {
BTN_CRIGHT,
};
// Return currently-pressed button, in order of priority B, CLEFT, CDOWN, CRIGHT.
u32 prev_item_buttons = 0;
u32 cur_item_buttons = 0;
u32 pressed_item_buttons = 0;
u32 released_item_buttons = 0;
typedef enum {
EQUIP_SLOT_EX_DEKU = -2,
EQUIP_SLOT_EX_GORON = -3,
EQUIP_SLOT_EX_ZORA = -4,
EQUIP_SLOT_EX_OCARINA = -5
} EquipSlotEx;
void GameState_GetInput(GameState* gameState) {
PadMgr_GetInput(gameState->input, true);
prev_item_buttons = cur_item_buttons;
recomp_get_item_inputs(&cur_item_buttons);
u32 button_diff = prev_item_buttons ^ cur_item_buttons;
pressed_item_buttons = cur_item_buttons & button_diff;
released_item_buttons = prev_item_buttons & button_diff;
}
struct SlotMap {
u32 button;
EquipSlotEx slot;
};
struct SlotMap exSlotMapping[] = {
{BTN_DLEFT, EQUIP_SLOT_EX_GORON},
{BTN_DRIGHT, EQUIP_SLOT_EX_ZORA},
{BTN_DUP, EQUIP_SLOT_EX_DEKU},
{BTN_DDOWN, EQUIP_SLOT_EX_OCARINA},
};
// D-Pad items
// TODO restore this once UI is made
// Return currently-pressed button, in order of priority D-Pad, B, CLEFT, CDOWN, CRIGHT.
/*
EquipSlot func_8082FDC4(void) {
EquipSlot i;
RecompInputs cur_inputs;
recomp_get_item_inputs(&cur_inputs);
for (int mapping_index = 0; mapping_index < ARRAY_COUNT(exSlotMapping); mapping_index++) {
if (pressed_item_buttons & exSlotMapping[mapping_index].button) {
return (EquipSlot)exSlotMapping[mapping_index].slot;
}
}
for (i = 0; i < ARRAY_COUNT(sPlayerItemButtons); i++) {
if (CHECK_BTN_ALL(cur_inputs.buttons, sPlayerItemButtons[i])) {
if (CHECK_BTN_ALL(pressed_item_buttons, sPlayerItemButtons[i])) {
break;
}
}
return i;
}
ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot) {
if (slot >= EQUIP_SLOT_A) {
return ITEM_NONE;
}
if (slot <= EQUIP_SLOT_EX_DEKU) {
ItemId dpad_item = ITEM_NONE;
switch ((EquipSlotEx)slot) {
case EQUIP_SLOT_EX_DEKU:
dpad_item = ITEM_MASK_DEKU;
break;
case EQUIP_SLOT_EX_GORON:
dpad_item = ITEM_MASK_GORON;
break;
case EQUIP_SLOT_EX_ZORA:
dpad_item = ITEM_MASK_ZORA;
break;
case EQUIP_SLOT_EX_OCARINA:
dpad_item = ITEM_OCARINA_OF_TIME;
break;
}
if ((dpad_item != ITEM_NONE) && (INV_CONTENT(dpad_item) == dpad_item)) {
recomp_printf("Used dpad item %d\n", dpad_item);
return dpad_item;
}
else {
return ITEM_NONE;
}
}
if (slot == EQUIP_SLOT_B) {
ItemId item = Inventory_GetBtnBItem(play);
if (item >= ITEM_FD) {
return item;
}
if ((player->currentMask == PLAYER_MASK_BLAST) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_EXPLODE)) {
return ITEM_F0;
}
if ((player->currentMask == PLAYER_MASK_BREMEN) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_MARCH)) {
return ITEM_F1;
}
if ((player->currentMask == PLAYER_MASK_KAMARO) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_DANCE)) {
return ITEM_F2;
}
return item;
}
if (slot == EQUIP_SLOT_C_LEFT) {
return C_BTN_ITEM(EQUIP_SLOT_C_LEFT);
}
if (slot == EQUIP_SLOT_C_DOWN) {
return C_BTN_ITEM(EQUIP_SLOT_C_DOWN);
}
// EQUIP_SLOT_C_RIGHT
return C_BTN_ITEM(EQUIP_SLOT_C_RIGHT);
}
*/

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@ -11,13 +11,6 @@
extern "C" {
#endif
typedef struct RecompInputs {
u32 buttons;
float x;
float y;
} RecompInputs;
#ifdef MIPS
# define DECLARE_FUNC(type, name, ...) \
type name(__VA_ARGS__);
@ -26,7 +19,9 @@ typedef struct RecompInputs {
void name(uint8_t* rdram, recomp_context* ctx);
#endif
DECLARE_FUNC(void, recomp_get_item_inputs, RecompInputs* inputs);
DECLARE_FUNC(void, recomp_get_item_inputs, u32* buttons);
// TODO move this
DECLARE_FUNC(void, recomp_puts, const char* data, u32 size);
#ifdef __cplusplus
}

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@ -3,4 +3,6 @@
#include "global.h"
int recomp_printf(const char* fmt, ...);
#endif

18
patches/print.c Normal file
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@ -0,0 +1,18 @@
#include "patches.h"
#include "input.h"
void* proutPrintf(void* dst, const char* fmt, size_t size) {
recomp_puts(fmt, size);
return (void*)1;
}
int recomp_printf(const char* fmt, ...) {
va_list args;
va_start(args, fmt);
int ret = _Printf(&proutPrintf, NULL, fmt, args);
va_end(args);
return ret;
}

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@ -2,6 +2,7 @@ __start = 0x80000000;
/* Dummy addresses that get recompiled into function calls */
recomp_get_item_inputs = 0x81000000;
recomp_puts = 0x81000004;
/* TODO pull these symbols from the elf file directly */
Player_PostLimbDrawGameplay = 0x80128BD0;
@ -10,4 +11,7 @@ gRegEditor = 0x801f3f60;
Audio_PlaySfx = 0x8019f0c8;
gSaveContext = 0x801ef670;
Interface_SetHudVisibility = 0x8010ef68;
Player_GetItemOnButton = 0x8012364C;
PadMgr_GetInput = 0x80175f98;
Inventory_GetBtnBItem = 0x8012ec80;
gItemSlots = 0x801c2078;
_Printf = 0x8008e050;

163
src/game/controls.cpp Normal file
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@ -0,0 +1,163 @@
#include "recomp_helpers.h"
#include "recomp_input.h"
#include "../ultramodern/ultramodern.hpp"
#include "../patches/input.h"
namespace N64Inputs {
enum Input : uint16_t {
A = 0x8000,
B = 0x4000,
Z = 0x2000,
START = 0x1000,
DPAD_UP = 0x0800,
DPAD_DOWN = 0x0400,
DPAD_LEFT = 0x0200,
DPAD_RIGHT = 0x0100,
L = 0x0020,
R = 0x0010,
C_UP = 0x0008,
C_DOWN = 0x0004,
C_LEFT = 0x0002,
C_RIGHT = 0x0001,
};
}
constexpr float controller_default_threshold = 0.7f;
struct GameControllerAxisMapping {
int32_t axis;
float threshold; // Positive or negative to indicate direction
uint32_t output_mask;
};
using axis_map_t = std::vector<GameControllerAxisMapping>;
struct GameControllerButtonMapping {
uint32_t button;
uint32_t output_mask;
};
using button_map_t = std::vector<GameControllerButtonMapping>;
uint32_t process_controller_mappings(const recomp::ControllerState& controller_state, const axis_map_t& axis_map, const button_map_t& button_map) {
uint32_t cur_buttons = 0;
for (const auto& mapping : axis_map) {
float input_value = controller_state.axes[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 : button_map) {
int input_value = controller_state.buttons & mapping.button;
if (input_value) {
cur_buttons |= mapping.output_mask;
}
}
return cur_buttons;
}
void recomp::get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out) {
static const axis_map_t general_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_UP },
{ recomp::ControllerState::AXIS_RIGHT_Y, controller_default_threshold, N64Inputs::C_DOWN },
{ recomp::ControllerState::AXIS_LEFT_TRIGGER, 0.30f, N64Inputs::Z },
};
static const button_map_t general_button_map{
{ recomp::ControllerState::BUTTON_START, N64Inputs::START },
{ recomp::ControllerState::BUTTON_SOUTH, N64Inputs::A },
{ recomp::ControllerState::BUTTON_EAST, N64Inputs::B },
{ recomp::ControllerState::BUTTON_WEST, N64Inputs::B },
{ recomp::ControllerState::BUTTON_L1, N64Inputs::L },
{ recomp::ControllerState::BUTTON_R1, N64Inputs::R },
{ 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 },
};
uint16_t cur_buttons = 0;
float cur_x = 0.0f;
float cur_y = 0.0f;
recomp::get_keyboard_input(&cur_buttons, &cur_x, &cur_y);
std::vector<InputState> input_states = recomp::get_input_states();
for (const InputState& state : input_states) {
if (const auto* controller_state = std::get_if<ControllerState>(&state)) {
cur_x += controller_state->axes[ControllerState::AXIS_LEFT_X];
cur_y -= controller_state->axes[ControllerState::AXIS_LEFT_Y];
cur_buttons |= (uint16_t)process_controller_mappings(*controller_state, general_axis_map, general_button_map);
}
else if (const auto* mouse_state = std::get_if<MouseState>(&state)) {
// Mouse currently unused
}
}
*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;
}
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
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@ -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]);
}

View File

@ -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);

View File

@ -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;
}
}

View File

@ -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) {

View 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);
}

View File

@ -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",

View File

@ -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();
}

View File

@ -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();
}