mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-06-06 03:39:07 -04:00
Added some more patch functionality, added recomp namespace
This commit is contained in:
@@ -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);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user