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
+163
View File
@@ -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
View File
@@ -0,0 +1,197 @@
#include <atomic>
#include "../ultramodern/ultramodern.hpp"
#include "recomp.h"
#include "recomp_input.h"
#include "recomp_ui.h"
#include "SDL.h"
std::atomic_int32_t mouse_wheel_pos = 0;
std::vector<SDL_JoystickID> controllers{};
bool sdl_event_filter(void* userdata, SDL_Event* event) {
switch (event->type) {
//case SDL_EventType::SDL_KEYUP:
//case SDL_EventType::SDL_KEYDOWN:
// {
// const Uint8* key_states = SDL_GetKeyboardState(nullptr);
// int new_button = 0;
// for (const auto& mapping : keyboard_button_map) {
// if (key_states[mapping.first]) {
// new_button |= mapping.second;
// }
// }
// button = new_button;
// stick_x = (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_D] - key_states[SDL_Scancode::SDL_SCANCODE_A]);
// stick_y = (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_W] - key_states[SDL_Scancode::SDL_SCANCODE_S]);
// }
// break;
case SDL_EventType::SDL_CONTROLLERDEVICEADDED:
{
SDL_ControllerDeviceEvent* controller_event = (SDL_ControllerDeviceEvent*)event;
SDL_GameController* controller = SDL_GameControllerOpen(controller_event->which);
printf("Controller added: %d\n", controller_event->which);
if (controller != nullptr) {
printf(" Instance ID: %d\n", SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)));
controllers.push_back(SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller)));
}
}
break;
case SDL_EventType::SDL_CONTROLLERDEVICEREMOVED:
{
SDL_ControllerDeviceEvent* controller_event = (SDL_ControllerDeviceEvent*)event;
printf("Controller removed: %d\n", controller_event->which);
std::erase(controllers, controller_event->which);
}
break;
case SDL_EventType::SDL_QUIT:
ultramodern::quit();
return true;
case SDL_EventType::SDL_MOUSEWHEEL:
{
SDL_MouseWheelEvent* wheel_event = (SDL_MouseWheelEvent*)event;
mouse_wheel_pos.fetch_add(wheel_event->y * (wheel_event->direction == SDL_MOUSEWHEEL_FLIPPED ? -1 : 1));
}
recomp::queue_event(*event);
break;
default:
recomp::queue_event(*event);
break;
}
return false;
}
void recomp::handle_events() {
SDL_Event cur_event;
static bool exited = false;
while (SDL_PollEvent(&cur_event) && !exited) {
exited = sdl_event_filter(nullptr, &cur_event);
}
}
std::vector<recomp::InputState> recomp::get_input_states() {
std::vector<InputState> ret{};
int32_t mouse_x;
int32_t mouse_y;
Uint32 sdl_mouse_buttons = SDL_GetMouseState(&mouse_x, &mouse_y);
struct MouseButtonMapping {
Sint32 input;
decltype(MouseState::buttons) output;
};
static const std::vector<MouseButtonMapping> input_mouse_map{
{ SDL_BUTTON_LMASK, MouseState::LEFT },
{ SDL_BUTTON_RMASK, MouseState::RIGHT },
{ SDL_BUTTON_MMASK, MouseState::MIDDLE },
{ SDL_BUTTON_X1MASK, MouseState::BACK },
{ SDL_BUTTON_X2MASK, MouseState::FORWARD },
};
decltype(MouseState::buttons) mouse_buttons = 0;
for (const MouseButtonMapping& mapping : input_mouse_map) {
if (sdl_mouse_buttons & mapping.input) {
mouse_buttons |= mapping.output;
}
}
if (mouse_buttons & MouseState::FORWARD) {
printf("forward\n");
}
if (mouse_buttons & MouseState::BACK) {
printf("back\n");
}
ret.emplace_back(
MouseState {
.wheel_pos = mouse_wheel_pos,
.position_x = mouse_x,
.position_y = mouse_y,
.buttons = mouse_buttons
}
);
for (SDL_JoystickID controller_id : controllers) {
struct InputButtonMapping {
SDL_GameControllerButton input;
decltype(ControllerState::buttons) output;
};
static const std::vector<InputButtonMapping> input_button_map{
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START, ControllerState::BUTTON_START },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A, ControllerState::BUTTON_SOUTH },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_B, ControllerState::BUTTON_EAST },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X, ControllerState::BUTTON_WEST },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_Y, ControllerState::BUTTON_NORTH },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSHOULDER, ControllerState::BUTTON_L1 },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, ControllerState::BUTTON_R1 },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSTICK, ControllerState::BUTTON_L3 },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSTICK, ControllerState::BUTTON_R3 },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT, ControllerState::BUTTON_DPAD_LEFT },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT, ControllerState::BUTTON_DPAD_RIGHT },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP, ControllerState::BUTTON_DPAD_UP },
{ SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN, ControllerState::BUTTON_DPAD_DOWN },
};
SDL_GameController* controller = SDL_GameControllerFromInstanceID(controller_id);
decltype(ControllerState::buttons) buttons = 0;
for (const InputButtonMapping& mapping : input_button_map) {
if (SDL_GameControllerGetButton(controller, mapping.input)) {
buttons |= mapping.output;
}
}
auto& new_input_state = ret.emplace_back(
ControllerState {
.buttons = buttons,
.axes = {},
}
);
auto& new_state = std::get<ControllerState>(new_input_state);
new_state.axes[ControllerState::AXIS_LEFT_X] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) * (1/32768.0f);
new_state.axes[ControllerState::AXIS_LEFT_Y] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY) * (1/32768.0f);
new_state.axes[ControllerState::AXIS_RIGHT_X] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX) * (1/32768.0f);
new_state.axes[ControllerState::AXIS_RIGHT_Y] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY) * (1/32768.0f);
new_state.axes[ControllerState::AXIS_LEFT_TRIGGER] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERLEFT) * (1/32768.0f);
new_state.axes[ControllerState::AXIS_LEFT_TRIGGER] = SDL_GameControllerGetAxis(controller, SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERRIGHT) * (1/32768.0f);
}
return ret;
}
// TODO figure out a way to handle this more generally without exposing SDL to controls.cpp
void recomp::get_keyboard_input(uint16_t* buttons_out, float* x_out, float* y_out) {
static const std::vector<std::pair<SDL_Scancode, int>> keyboard_button_map{
{ SDL_Scancode::SDL_SCANCODE_LEFT, 0x0002 }, // c left
{ SDL_Scancode::SDL_SCANCODE_RIGHT, 0x0001 }, // c right
{ SDL_Scancode::SDL_SCANCODE_UP, 0x0008 }, // c up
{ SDL_Scancode::SDL_SCANCODE_DOWN, 0x0004 }, // c down
{ SDL_Scancode::SDL_SCANCODE_RETURN, 0x1000 }, // start
{ SDL_Scancode::SDL_SCANCODE_SPACE, 0x8000 }, // a
{ SDL_Scancode::SDL_SCANCODE_LSHIFT, 0x4000 }, // b
{ SDL_Scancode::SDL_SCANCODE_Q, 0x2000 }, // z
{ SDL_Scancode::SDL_SCANCODE_E, 0x0020 }, // l
{ SDL_Scancode::SDL_SCANCODE_R, 0x0010 }, // r
{ SDL_Scancode::SDL_SCANCODE_J, 0x0200 }, // dpad left
{ SDL_Scancode::SDL_SCANCODE_L, 0x0100 }, // dpad right
{ SDL_Scancode::SDL_SCANCODE_I, 0x0800 }, // dpad up
{ SDL_Scancode::SDL_SCANCODE_K, 0x0400 }, // dpad down
};
const Uint8* key_states = SDL_GetKeyboardState(nullptr);
*buttons_out = 0;
for (const auto& mapping : keyboard_button_map) {
if (key_states[mapping.first]) {
*buttons_out |= mapping.second;
}
}
*x_out = (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_D] - key_states[SDL_Scancode::SDL_SCANCODE_A]);
*y_out = (100.0f / 100.0f) * (key_states[SDL_Scancode::SDL_SCANCODE_W] - key_states[SDL_Scancode::SDL_SCANCODE_S]);
}