3 Commits

Author SHA1 Message Date
Michael G c16f1533e5 (feat) Apple Silicon macOS CI building and Setup.pkg documentation (#118)
* docs(macos): document Setup.pkg installation

Add Apple Silicon macOS CI coverage for runtime configuration, substrate tests, and Setup.pkg packaging alongside the macOS installation instructions.

* macos: pin Apple Silicon deployment target

* fix(macos): restore Retro Rewind local builds
2026-09-05 10:13:55 +02:00
patchzyy 8c6c177857 Simplify README by removing redundant input details 2026-09-05 10:11:48 +02:00
Nicholas Bly be153e0fa0 Add Dolphin-compatible input expressions and GCPadNew.ini import, DualSense L/R remapping, vibration toggle (#89)
* Add Dolphin-compatible input expressions and GCPadNew.ini import

Rebased onto current main; addresses both CodeRabbit reviews on #89.

- Expression engine matching Dolphin's semantics: doubles rather than
  booleans, 0.5 press threshold, & as min, | as max, and the functions if,
  min, max, clamp, abs, sqrt, pow, sin, cos, tan, deadzone, timer, toggle,
  hold, tap, pulse and smooth. Timing uses a steady clock in seconds, as
  Dolphin does, so a copied expression behaves identically.

- Expressions bind to the GameCube buttons and triggers, combined with the
  existing button mapping rather than replacing it, and are skipped while
  the settings overlay holds input.

- Import reads [GCPadN] from the Dolphin config directory or from
  GCPadNew.ini beside the executable. Stick axes are not expression driven
  and keep their normal mapping.

- Fixes #74: a digital button bound to L or R now reports a fully pulled
  analog trigger, plus a PlayStation preset and a vibration toggle.

Review fixes: config paths round-trip through RuntimeConfigFile::PathToUtf8
and PathFromUtf8 so non-ASCII paths open correctly on Windows, and the
duplicated exists branch is gone; the tap count is clamped before the
unsigned conversion; the expression editor uses resizable storage via
ImGuiInputTextFlags_CallbackResize so a long expression cannot be saved
truncated; clamp bounds are ordered before std::clamp; <cstdlib> is included
for std::strtod; non-finite values are rejected at the evaluator boundary as
well as at the deadzone and timer divisions; and InputBindings::Reload() runs
from InitializeRuntimeSettings rather than the vibration handler.

runtime/tests/test_expr.cpp covers operator precedence, each stateful
function and every case raised in review.

Third review round: smooth() guards NaN as well as infinity so a zero rate
cannot latch a non-finite value in node state; division evaluates both operands
so stateful functions in the left subtree still update when the divisor is zero;
the expression editor clears stale errors when the port changes; and
runtime/tests/test_expr.cpp is registered with CTest as mkw_input_expr_tests,
following the existing test targets.

* Update runtime/src/input_expr.cpp

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* Update runtime/src/input_expr.cpp

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* Update runtime/src/input_expr.cpp

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-09-05 10:07:05 +02:00
53 changed files with 1879 additions and 1331 deletions
+21 -33
View File
@@ -35,45 +35,33 @@ jobs:
- name: Test
run: dotnet test translator/Translator.sln -c Release --no-build --verbosity normal
ios-crosscompile:
name: iOS arm64 (cross-compile, no Xcode)
runs-on: ubuntu-24.04
env:
IOS_SDK_DIR: ${{ github.workspace }}/iOS-SDKs/iPhoneOS26.5.sdk
macos_substrate:
name: macOS arm64 (configure + substrate tests)
runs-on: macos-14
steps:
- uses: actions/checkout@v7
with:
persist-credentials: false
# The runner images carry clang up to 18; the iOS toolchain file is tested
# against upstream 19, so take it from apt.llvm.org rather than the archive.
- name: Install clang 19, lld and ninja
- name: Configure native runtime
shell: bash
run: |
wget -qO /tmp/llvm.sh https://apt.llvm.org/llvm.sh
chmod +x /tmp/llvm.sh
sudo /tmp/llvm.sh 19
sudo apt-get install -y lld-19 ninja-build
test "$(uname -m)" = arm64
cmake -S runtime -B build-macos -G Ninja \
-DCMAKE_BUILD_TYPE=Release -DMKW_BUILD_PRODUCTS=OFF
grep -qx 'CMAKE_OSX_DEPLOYMENT_TARGET:STRING=14.0' \
build-macos/CMakeCache.txt
# The only Apple piece in the build. Sparse-cloned so the checkout is one
# SDK (~50 MB) rather than every SDK the repository carries.
- name: Fetch the iPhoneOS SDK
- name: Build macOS portability targets
shell: bash
run: |
git clone --depth 1 --filter=blob:none --sparse \
https://github.com/xybp888/iOS-SDKs.git "${{ github.workspace }}/iOS-SDKs"
git -C "${{ github.workspace }}/iOS-SDKs" sparse-checkout set --no-cone iPhoneOS26.5.sdk
cmake --build build-macos --target \
mkw_platform_paths_tests \
mkw_macos_native_compile \
mkw_macos_context_abi_tests \
mkw_macos_host_context_tests \
mkw_macos_guest_flat_memory_tests
# Compile-only: linking a product needs the translated shards, which come
# from the user's own Mario Kart Wii dump and are not in this repository.
# This proves the runtime's own sources still build for iOS arm64.
- name: Configure
run: |
cmake -S runtime -B build-ios -G Ninja -DCMAKE_BUILD_TYPE=Release \
-DCMAKE_TOOLCHAIN_FILE="${{ github.workspace }}/runtime/cmake/ios-linux-toolchain.cmake" \
-DIOS_SDK="$IOS_SDK_DIR" \
-DMKW_IOS_LLVM_BIN=/usr/lib/llvm-19/bin \
-DMKW_BUILD_PRODUCTS=OFF \
-DCMAKE_DISABLE_FIND_PACKAGE_absl=TRUE \
-DAURORA_DAWN_PROVIDER=package
- name: Compile the runtime sources for iOS
run: cmake --build build-ios --target mkw_macos_native_compile
- name: Test execution substrate
shell: bash
run: ctest --test-dir build-macos --output-on-failure
+96 -6
View File
@@ -1,8 +1,8 @@
name: Package installers
# Builds the per-platform installer/setup tool (WiiCompiled-Setup.exe /
# WiiCompiled-Setup-x86_64.AppImage) via Launcher/Build-Installer.ps1 and
# Launcher/build-appimage.sh respectively - the same scripts a maintainer runs by hand today to
# WiiCompiled-Setup-x86_64.AppImage / WiiCompiled-Setup.pkg) via the platform packaging scripts -
# the same scripts a maintainer runs by hand today to
# produce a GitHub Release asset. This does NOT build the actual translated game executable:
# that step requires the end user's own Mario Kart Wii dump (Assets/main.dol, Assets/StaticR.rel),
# which is proprietary and not present in this repository or in CI.
@@ -11,6 +11,11 @@ on:
tags:
- '*'
workflow_dispatch:
inputs:
version:
description: Package version
required: true
type: string
permissions:
contents: read
@@ -86,14 +91,99 @@ jobs:
if-no-files-found: error
archive: false
macos-setup-package:
name: macOS (Setup.pkg, Apple Silicon)
runs-on: macos-14
steps:
- uses: actions/checkout@v7
with:
persist-credentials: false
- uses: actions/setup-dotnet@v6
with:
dotnet-version: '8.0.x'
- name: Verify Apple Silicon runner tools
shell: bash
run: |
test "$(uname -m)" = arm64
xcode-select -p
command -v ninja
file "$(command -v ninja)" | grep -q arm64
- name: Download pinned nodtool release
shell: bash
run: |
mkdir -p Launcher/artifacts/macos
nodtool_version=v2.0.0-alpha.10
nodtool_asset=nodtool-macos-arm64
nodtool_sha256=e23ca466999b720c55e6d29c9683fce8cc74451ba64ead2e543d50129f24528a
curl -fsSL --retry 3 \
"https://github.com/encounter/nod/releases/download/${nodtool_version}/${nodtool_asset}" \
-o Launcher/artifacts/macos/nodtool
printf '%s %s\n' "$nodtool_sha256" Launcher/artifacts/macos/nodtool | shasum -a 256 -c -
chmod +x Launcher/artifacts/macos/nodtool
Launcher/artifacts/macos/nodtool --version
- name: Publish self-contained translator
shell: bash
run: |
dotnet publish translator/src/Translator.Cli/Translator.Cli.csproj \
-c Release -r osx-arm64 --self-contained true \
-p:PublishSingleFile=true \
-o Launcher/artifacts/macos/translator
- name: Download pinned portable CMake
shell: bash
run: |
cmake_version=4.4.3
archive="cmake-${cmake_version}-macos-universal.tar.gz"
base_url="https://github.com/Kitware/CMake/releases/download/v${cmake_version}"
expected_sha256=0c5d65251c14cc884bfa16bdbed3c263ce5bffe2e21c0d0d00962cb0610464fa
curl -fsSL --retry 3 "$base_url/$archive" -o "$archive"
printf '%s %s\n' "$expected_sha256" "$archive" | shasum -a 256 -c -
tar -xzf "$archive"
mv "cmake-${cmake_version}-macos-universal/CMake.app/Contents" Launcher/artifacts/macos/cmake
- name: Build Setup.pkg
env:
PACKAGE_VERSION: ${{ inputs.version }}
TAG_VERSION: ${{ github.ref_name }}
shell: bash
run: |
package_version="$PACKAGE_VERSION"
if [[ -z "$package_version" ]]; then package_version="${TAG_VERSION#v}"; fi
mkdir -p Launcher/dist
Launcher/macos/build-setup-pkg.command \
--nodtool Launcher/artifacts/macos/nodtool \
--translator Launcher/artifacts/macos/translator/Translator.Cli \
--cmake-root Launcher/artifacts/macos/cmake \
--ninja "$(command -v ninja)" \
--output Launcher/dist/WiiCompiled-Setup.pkg \
--version "$package_version"
- name: Verify package boundary
shell: bash
run: |
pkgutil --check-signature Launcher/dist/WiiCompiled-Setup.pkg
! pkgutil --payload-files Launcher/dist/WiiCompiled-Setup.pkg | \
grep -E '/(Assets|generated|PulsarPacks|WiiCompiled.app|RetroRewind.app)(/|$)'
- uses: actions/upload-artifact@v7
with:
name: WiiCompiled-Setup-macos-arm64
path: Launcher/dist/WiiCompiled-Setup.pkg
if-no-files-found: error
archive: false
# Publishes the packaged installers as a GitHub Release whenever a v* tag is pushed. Wheel Wizard
# discovers updates from these releases, so the contract it relies on is enforced here: a full
# (non-prerelease) release whose tag is v<semver>, carrying an asset named exactly
# WiiCompiled-Setup.exe, produced by a setup host that reports that same version.
# (non-prerelease) release whose tag is v<semver>, carrying the expected platform assets,
# produced by setup hosts that report that same version.
release:
name: Publish GitHub Release
if: startsWith(github.ref, 'refs/tags/v')
needs: [linux-appimage, windows-installer]
needs: [linux-appimage, windows-installer, macos-setup-package]
runs-on: ubuntu-latest
permissions:
contents: write
@@ -139,7 +229,7 @@ jobs:
set -euo pipefail
ls -lR artifacts
assets=()
for name in WiiCompiled-Setup.exe WiiCompiled-Setup-x86_64.AppImage WiiCompiled-Setup-aarch64.AppImage; do
for name in WiiCompiled-Setup.exe WiiCompiled-Setup-x86_64.AppImage WiiCompiled-Setup-aarch64.AppImage WiiCompiled-Setup.pkg; do
found="$(find artifacts -type f -name "$name" | head -n 1)"
[ -n "$found" ] && [ -s "$found" ] || { echo "::error::missing release asset $name"; exit 1; }
assets+=("$found")
+3 -1
View File
@@ -131,7 +131,9 @@ if (( builds_retro )); then args+=(--resolved-profile "$mod_out/resolved_dispatc
step emit-build-shards 'Preparing native build shards'; translator "${args[@]}"
step configure-native 'Configuring the native toolchain'
"$cmake_bin" -S "$workspace/runtime" -B "$native_build" -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ -DCMAKE_MAKE_PROGRAM="$ninja_bin" -DMKW_TRANSLATED_COMPILE_JOBS="$translated_jobs"
# Use Aurora's pinned SDL3 source on macOS. A system SDL3 can be older than
# Aurora's required API even when find_package() succeeds.
"$cmake_bin" -S "$workspace/runtime" -B "$native_build" -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ -DCMAKE_MAKE_PROGRAM="$ninja_bin" -DMKW_TRANSLATED_COMPILE_JOBS="$translated_jobs" -DAURORA_SDL3_PROVIDER=vendor
targets=(); [[ "$profile" != retro-rewind ]] && targets+=(WiiCompiled); [[ "$profile" != base ]] && targets+=(RetroRewind)
step compile "Compiling ${targets[*]} locally"; "$cmake_bin" --build "$native_build" --target "${targets[@]}" --parallel "$global_jobs"
if [[ "$profile" != retro-rewind ]]; then "$script_dir/macos/publish-app.command" --build-dir "$native_build" --product WiiCompiled --output-dir "${base_output_dir:-$output_dir}"; fi
+3
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@@ -103,6 +103,9 @@ copy_clean "$workspace/Launcher/local-build-macos.command" "$resources/workspace
copy_clean "$workspace/Launcher/macos/extract-disc.command" "$resources/workspace/Launcher/macos/extract-disc.command"
copy_clean "$workspace/Launcher/macos/publish-app.command" "$resources/workspace/Launcher/macos/publish-app.command"
chmod +x "$resources/workspace/Launcher/local-build-macos.command" "$resources/workspace/Launcher/macos/"*.command
# setup.command uses this marker to update source inputs in an existing user
# workspace without replacing extracted game assets or Retro Rewind files.
printf '%s\n' "$version" > "$resources/workspace/.bundle-version"
mkdir -p "$resources/tools/cmake"
copy_clean "$nodtool" "$resources/tools/nodtool"; chmod +x "$resources/tools/nodtool"
copy_clean "$translator" "$resources/tools/Translator.Cli"; chmod +x "$resources/tools/Translator.Cli"
+23 -3
View File
@@ -62,10 +62,30 @@ if ! /usr/bin/xcode-select -p >/dev/null 2>&1; then
fi
mkdir -p "$support_root" "$products"
if [[ ! -d "$workspace/.git" && ! -f "$workspace/projects/mkwii/recomp.yml" ]]; then
source_bundle_version="$workspace_source/.bundle-version"
workspace_bundle_version="$workspace/.bundle-version"
needs_workspace_refresh=0
if [[ ! -f "$workspace/projects/mkwii/recomp.yml" ]]; then
needs_workspace_refresh=1
elif [[ -f "$source_bundle_version" ]] && [[ ! -f "$workspace_bundle_version" || "$(<"$source_bundle_version")" != "$(<"$workspace_bundle_version")" ]]; then
needs_workspace_refresh=1
fi
if (( needs_workspace_refresh )); then
printf 'Preparing the local build workspace...\n'
rm -rf "$workspace"
/usr/bin/ditto "$workspace_source" "$workspace"
if [[ ! -d "$workspace" ]]; then
/usr/bin/ditto "$workspace_source" "$workspace"
else
# Refresh only packaged source inputs. Assets and the staged Retro
# Rewind package belong to the user and stay in place.
for source in aurora-main projects runtime translator Launcher; do
/usr/bin/ditto "$workspace_source/$source" "$workspace/$source"
done
/usr/bin/ditto "$source_bundle_version" "$workspace_bundle_version"
# A dependency provider can be cached in this directory, so make the
# refreshed sources configure from a clean native build tree.
rm -rf "$workspace/native-build-macos"
fi
fi
profile=base
+24 -98
View File
@@ -46,7 +46,9 @@ Press **F10** while the game window has focus:
- Internal resolution
- FPS counter
- Controller assignment for all four ports
- Full per-controller button mapping
- Full per-controller button mapping, including the bumpers
- Dolphin-syntax input expressions and GCPadNew.ini import
- Controller vibration on/off
- Volume, instant mute, and the music ducking toggle
Everything you change is saved to `Config.toml` on the spot and restored next launch.
@@ -56,25 +58,20 @@ Controllers are fed to the game as a GameCube controller.
Mappings are positional (`south`, `east`, `west`, `north`) rather than Xbox-labelled, so the
same config makes sense on Xbox, PlayStation, Nintendo and generic SDL pads alike, and extra
inputs like paddles, touchpads and share buttons show up when the hardware reports them.
**Dolphin-compatible input expressions.**
Each GameCube control can carry an expression in Dolphin's input syntax, with the same operators
and the same functions.
A Dolphin `GCPadNew.ini` can be imported directly from the F10 bar.
**Vibration toggle.**
Force feedback can be turned off for every port at once.
The official Wii U / Switch GameCube adapter (WUP-028) works too; as with Dolphin, on Windows the
adapter must be switched to the WinUSB driver once (Zadig).
**Real Wii Remotes over Bluetooth.**
Pair a Wii Remote with Windows (Settings > Bluetooth > Add device, press 1+2 or SYNC, leave the
PIN empty) and the game reads it as an actual Wii Remote through KPAD: Wii Remote icons and
prompts, Wii Wheel tilt steering, wheelies and tricks all come from the game's own motion code.
Nunchuk and Classic Controller are real Wii extensions too: the game gets the Nunchuk's stick,
C/Z and accelerometer, and the Classic Controller through `KPADGetUnifiedWpadStatus` with its own
layout and icons, so its buttons do what the game says they do and no mapping is involved. Plug an
extension in or pull it out mid-game and the game switches control scheme like on the console
(the runtime patches SDL's Wii driver, which otherwise loses the remote for good on an extension
change). Only the Wii U Pro Controller, which has no Wii-era equivalent, is fed to the game as a
GameCube pad with Nintendo's layout. If a remote drops out or was switched on after launch, the
runtime keeps rescanning Bluetooth until it comes back (F10 > Controller settings > Wii Remotes). SDL's read of
the remote's factory accelerometer calibration often times out over Bluetooth (`console.log`
then says "Using fallback accelerometer calibration") and it falls back to a nominal zero point,
so the same menu has a one-button calibration (remote flat, buttons up) that removes the small
tilt offset some remotes show.
PIN empty)
Known limitations of the Wii Remote path:
- No IR pointer yet: menus are navigated with the D-pad and A (the game treats the remote as
@@ -114,92 +111,21 @@ image under Settings, turn on **WiiCompiled (beta)**, and hit install from the H
Wheel Wizard downloads the setup tool from this repo and walks you through install, updates and
launching. The backend itself is deliberately command-line only, Wheel Wizard is a wrapper around it.
### macOS
### iOS
Download `WiiCompiled-Setup.pkg` from this repository's Releases page and open it. It requires an
Apple Silicon Mac because its bundled nodtool and Translator.Cli executables are arm64. It installs
**WiiCompiled Setup** in Applications; open that app, choose your clean PAL `RMCP01` disc image,
and select either the base game or Retro Rewind. For Retro Rewind, choose the `RetroRewind6` folder
or its parent folder.
Requires macOS with Xcode. Build the `WiiCompiled` target for iOS arm64; the build writes
`WiiCompiled-unsigned.ipa` next to the app bundle.
```sh
cmake -S runtime -B build-ios -G Ninja -DCMAKE_BUILD_TYPE=Release \
-DCMAKE_SYSTEM_NAME=iOS -DCMAKE_SYSTEM_PROCESSOR=arm64 \
-DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_SYSROOT=iphoneos \
-DCMAKE_OSX_DEPLOYMENT_TARGET=17.0 \
-DCMAKE_FIND_ROOT_PATH_MODE_PACKAGE=BOTH \
-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=ONLY \
-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=ONLY \
-DCMAKE_DISABLE_FIND_PACKAGE_absl=TRUE \
-DAURORA_DAWN_PROVIDER=package
cmake --build build-ios --target WiiCompiled
```
#### iOS from Linux
The same .ipa builds on a Linux host with upstream clang and lld; no Theos, xtool or Xcode. Tested
on Debian 13 with `clang-19 lld-19 llvm-19 cmake ninja-build git`. The only Apple piece is the
iPhoneOS SDK, and [xybp888/iOS-SDKs](https://github.com/xybp888/iOS-SDKs) carries current ones:
```sh
git clone --depth 1 --filter=blob:none --sparse https://github.com/xybp888/iOS-SDKs.git /opt/iOS-SDKs
git -C /opt/iOS-SDKs sparse-checkout set --no-cone iPhoneOS26.5.sdk
```
Pass that directory as `IOS_SDK` (or copy `iPhoneOS.sdk` out of a Mac's Xcode to `/opt/iPhoneOS.sdk`,
the default). The translated shard manifest under `generated/` records absolute paths from the
machine that ran the translator, so either translate on the Linux host or symlink that path to your
checkout.
```sh
cmake -S runtime -B build-ios -G Ninja -DCMAKE_BUILD_TYPE=Release \
-DCMAKE_TOOLCHAIN_FILE=cmake/ios-linux-toolchain.cmake -DIOS_SDK=/opt/iOS-SDKs/iPhoneOS26.5.sdk \
-DCMAKE_DISABLE_FIND_PACKAGE_absl=TRUE -DAURORA_DAWN_PROVIDER=package
cmake --build build-ios --target WiiCompiled
```
#### iOS from Windows
The same toolchain file works on Windows with [llvm-mingw](https://github.com/mstorsjo/llvm-mingw),
which is what the Windows build already uses. Three things differ from a Linux host:
- llvm-mingw does not ship `ld64.lld.exe` or `llvm-install-name-tool.exe`; LLVM tools dispatch on
their file name, so copy `ld.lld.exe` to `ld64.lld.exe` and `llvm-objcopy.exe` to
`llvm-install-name-tool.exe` in its `bin` directory.
- Git for Windows checks the SDK repo's symlinks out as small text files unless `core.symlinks`
is on (Developer Mode). Either enable that before cloning, or replace each placeholder with a
copy of its target; `libSystem.tbd` is one of them and the link fails without it.
- Pass the toolchain file as an absolute path, and `MKW_IOS_LLVM_BIN` as the llvm-mingw `bin`
directory with forward slashes.
```powershell
cmake -S runtime -B build-ios -G Ninja -DCMAKE_BUILD_TYPE=Release `
-DCMAKE_TOOLCHAIN_FILE=C:/src/Wiicompiled/runtime/cmake/ios-linux-toolchain.cmake `
-DIOS_SDK=C:/iOS-SDKs/iPhoneOS26.5.sdk -DMKW_IOS_LLVM_BIN=C:/llvm-mingw/bin `
-DCMAKE_DISABLE_FIND_PACKAGE_absl=TRUE -DAURORA_DAWN_PROVIDER=package
cmake --build build-ios --target WiiCompiled
```
Install it with AltStore or SideStore, which sign with your own Apple ID. The app needs the
`com.apple.developer.kernel.increased-memory-limit` entitlement or it exits at startup;
[GetMoreRam](https://github.com/hugeBlack/GetMoreRam) grants it with a free Apple ID.
GetMoreRam grants `com.apple.developer.kernel.extended-virtual-addressing` at the same time, which
matters on devices with less than 4 GB of RAM: the runtime reserves a 4 GiB guest address space at
startup and that is right on the limit iOS allows without it. It makes no difference on the 8 GB
devices this was developed on.
`runtime/cmake/ios/WiiCompiled.entitlements` is a template for signing by hand, with placeholders to
replace; the sideloaders build their own and ignore it. It carries both entitlements, so the
provisioning profile you sign with needs both capabilities enabled.
Copy `Config.toml` and an extracted `DATA` directory into the app's Documents folder, using Files on
the device or the Finder with it connected. Keep `dvd_root` relative:
```toml
[paths]
dvd_root = "DATA"
```
Touch controls appear when no gamepad is attached; tap the FPS readout for settings.
Setup verifies and extracts the image locally, then translates and compiles the native app on your
Mac. On a first run it may ask macOS to install Xcode Command Line Tools; complete Apple's installer,
then open Setup again. When the build completes, Setup asks for administrator approval once to install
`WiiCompiled.app` (and, if selected, `RetroRewind.app`) in `/Applications`.
Setup opens Terminal while it works, so the extraction and build progress—and any error that needs
reporting—remain visible.
> [!CAUTION]
> Only take builds from this repository's
+5 -2
View File
@@ -41,7 +41,10 @@ if (_aurora_sdl3_provider STREQUAL "auto")
set(_aurora_sdl3_provider "package")
else ()
set(CMAKE_FIND_PACKAGE_TARGETS_GLOBAL ON)
find_package(SDL3 QUIET)
# Aurora uses APIs from the SDL version pinned by AURORA_SDL3_VERSION.
# Do not silently select an older system package and fail later while
# compiling its headers.
find_package(SDL3 ${AURORA_SDL3_VERSION} QUIET)
set(CMAKE_FIND_PACKAGE_TARGETS_GLOBAL OFF)
if (SDL3_FOUND)
set(_aurora_sdl3_provider "system")
@@ -58,7 +61,7 @@ if (_aurora_sdl3_provider STREQUAL "system")
message(STATUS "aurora: Using system SDL3 (provider=system)")
if (NOT SDL3_FOUND)
set(CMAKE_FIND_PACKAGE_TARGETS_GLOBAL ON)
find_package(SDL3 REQUIRED)
find_package(SDL3 ${AURORA_SDL3_VERSION} REQUIRED)
set(CMAKE_FIND_PACKAGE_TARGETS_GLOBAL OFF)
endif ()
_aurora_sdl3_select_target()
-1
View File
@@ -229,7 +229,6 @@ s32 PADGetNativeButtonPressed(u32 port);
PADSignedNativeAxis PADGetNativeAxisPulled(u32 port);
void PADRestoreDefaultMapping(u32 port);
void PADBlockInput(bool block);
bool PADIsInputBlocked(void);
/**
* Set the default controller mapping used.
+4 -3
View File
@@ -1438,7 +1438,10 @@ void __PADWriteDeadZones(SDL_IOStream* file, // NOLINT(*-reserved-identifier)
void PADSerializeMappings() {
const std::filesystem::path basePath = fs_path_from_string(aurora::g_config.userPath);
for (auto& controller : aurora::input::g_GameControllers | std::views::values) {
// Avoid std::views::values here: older Apple libc++ releases implement the
// C++20 ranges algorithms we use but not this adaptor.
for (auto& entry : aurora::input::g_GameControllers) {
auto& controller = entry.second;
EnsureMappingLoaded(&controller);
const auto filePath =
basePath / fmt::format("{}_{:04X}_{:04X}.controller", aurora::input::controller_name(controller.m_index),
@@ -1627,8 +1630,6 @@ void PADBlockInput(const bool block) {
}
}
bool PADIsInputBlocked() { return g_blockPAD.load(std::memory_order_acquire); }
SDL_Gamepad* PADGetSDLGamepadForIndex(const u32 index) {
const auto* ctrl = __PADGetControllerForIndex(index);
+1 -1
View File
@@ -235,7 +235,7 @@ std::string GetOSVersion() {
constexpr auto name = "iOS";
#elif TARGET_OS_TV
constexpr auto name = "tvOS";
#elif
#else
constexpr auto name = Unknown;
#endif
+2 -18
View File
@@ -11,9 +11,6 @@
#include <aurora/event.h>
#include <aurora/gfx.h>
#include <aurora/render_size_limits.hpp>
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_keyboard.h>
@@ -411,21 +408,8 @@ bool create_window(AuroraBackend backend) {
height = 480;
}
Sint32 posX = g_config.hasWindowPosition ? g_config.windowPosX : SDL_WINDOWPOS_CENTERED;
Sint32 posY = g_config.hasWindowPosition ? g_config.windowPosY : SDL_WINDOWPOS_CENTERED;
#if defined(__APPLE__) && TARGET_OS_IPHONE
// Without this the window falls back to the 1280x960 default on any device
// with no saved size.
if (const SDL_DisplayID primary = SDL_GetPrimaryDisplay(); primary != 0) {
SDL_Rect bounds{};
if (SDL_GetDisplayBounds(primary, &bounds) && bounds.w > 0 && bounds.h > 0) {
width = bounds.w;
height = bounds.h;
}
posX = SDL_WINDOWPOS_CENTERED_DISPLAY(primary);
posY = SDL_WINDOWPOS_CENTERED_DISPLAY(primary);
}
#endif
const Sint32 posX = g_config.hasWindowPosition ? g_config.windowPosX : SDL_WINDOWPOS_CENTERED;
const Sint32 posY = g_config.hasWindowPosition ? g_config.windowPosY : SDL_WINDOWPOS_CENTERED;
const auto props = SDL_CreateProperties();
TRY(SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, g_config.appName), "Failed to set {}: {}",
+23 -41
View File
@@ -7,13 +7,6 @@ endif()
if(WIN32 AND MINGW AND CMAKE_SYSTEM_PROCESSOR MATCHES "^(AMD64|amd64|x86_64|X86_64)$")
set(MKW_PLATFORM_WINDOWS TRUE)
elseif(CMAKE_SYSTEM_NAME STREQUAL "iOS")
# Checked before macOS: APPLE is true for iOS too, so the macOS branch would
# otherwise claim an iOS build and select a backend that cannot compile
# there (<mach/mach_vm.h> is absent from the iOS SDK) or run there (/tmp is
# outside the sandbox).
set(MKW_PLATFORM_IOS TRUE)
set(MKW_PLATFORM_MACOS TRUE) # shares the Apple arm64 substrate
elseif(APPLE AND CMAKE_SYSTEM_PROCESSOR MATCHES "^(arm64|ARM64)$")
# The first native macOS target is Apple Silicon. Intel and universal
# binaries remain future compatibility work; do not silently claim them.
@@ -22,16 +15,23 @@ elseif(CMAKE_SYSTEM_NAME STREQUAL "Linux" AND CMAKE_SYSTEM_PROCESSOR MATCHES "^(
set(MKW_PLATFORM_LINUX TRUE)
else()
message(FATAL_ERROR
"WiiCompiled supports 64-bit LLVM-MinGW Clang on Windows, native Linux "
"x86_64/aarch64, or Apple Clang on macOS arm64 or iOS arm64")
"WiiCompiled supports 64-bit LLVM-MinGW Clang on Windows, native Linux x86_64/aarch64, or Apple Clang on macOS arm64")
endif()
# Do not inherit the host SDK's deployment target (macOS 26 on current
# toolchains). The supported Apple Silicon release is macOS 14 and the app
# bundle advertises that same minimum. This remains arm64-only until the Intel
# support work is merged.
if(MKW_PLATFORM_MACOS)
set(CMAKE_OSX_DEPLOYMENT_TARGET "14.0" CACHE STRING
"Minimum macOS version for the Apple Silicon build" FORCE)
endif()
if(NOT CMAKE_BUILD_TYPE STREQUAL "Release")
message(FATAL_ERROR "WiiCompiled only supports Release builds")
endif()
option(MKW_BUILD_PRODUCTS "Build translated WiiCompiled product targets" ON)
set(MKW_IOS_BUNDLE_ID_PREFIX "it.tobyfox" CACHE STRING
"Reverse-DNS prefix for the iOS bundle identifier")
# Preprocessor definitions that belong to this project's own code (the runtime,
# the translated shards and the product glue) and to nothing else. They are
@@ -40,11 +40,6 @@ set(MKW_IOS_BUNDLE_ID_PREFIX "it.tobyfox" CACHE STRING
# libraries and the products in cmake/PublicProducts.cmake) inherits them while
# aurora-main and its third-party tree stay unaffected.
set(MKW_PROJECT_COMPILE_DEFINITIONS NOMINMAX)
if(MKW_PLATFORM_IOS)
# One project-wide answer to "is this iOS", so sources do not each pull in
# TargetConditionals.h and spell out the __APPLE__ && TARGET_OS_IPHONE dance.
list(APPEND MKW_PROJECT_COMPILE_DEFINITIONS MKW_PLATFORM_IOS=1)
endif()
set(CMAKE_CXX_STANDARD 17)
@@ -151,16 +146,6 @@ else()
if(NOT EXISTS ${MKW_AURORA_DIR}/CMakeLists.txt)
message(FATAL_ERROR "Requested aurora-main but ${MKW_AURORA_DIR} is missing")
endif()
# aurora picks shared third-party libraries whenever BUILD_SHARED_LIBS is
# merely undefined, and its extern/ tree calls unset(BUILD_SHARED_LIBS CACHE)
# while working around xxhash, which deletes any -D the user passed. Defining
# it here, before aurora is added, is what actually sticks across
# reconfigures. Apple builds ship a self-contained bundle, so a dylib
# resolved from the build tree or from Homebrew cannot be allowed to leak
# into the link.
if(APPLE)
set(BUILD_SHARED_LIBS OFF)
endif()
set(DAWN_ENABLE_D3D11 OFF CACHE BOOL "" FORCE)
if(MKW_PLATFORM_WINDOWS)
set(DAWN_ENABLE_D3D12 ON CACHE BOOL "" FORCE)
@@ -274,18 +259,8 @@ if(MKW_PLATFORM_MACOS)
# mkw_co_init/mkw_co_switch at link time.
enable_language(ASM)
list(APPEND SOURCES "${CMAKE_CURRENT_LIST_DIR}/src/platform/macos/co_switch.S")
set_source_files_properties("${CMAKE_CURRENT_LIST_DIR}/src/platform/macos/co_switch.S"
PROPERTIES LANGUAGE ASM SKIP_UNITY_BUILD_INCLUSION ON SKIP_PRECOMPILE_HEADERS ON)
# iOS cannot use the macOS backend: <mach/mach_vm.h> is absent from that SDK
# and /tmp is outside the sandbox.
if(MKW_PLATFORM_IOS)
list(REMOVE_ITEM SOURCES "${CMAKE_CURRENT_LIST_DIR}/src/guest_flat_memory_macos.cpp")
else()
list(REMOVE_ITEM SOURCES "${CMAKE_CURRENT_LIST_DIR}/src/guest_flat_memory_ios.cpp")
endif()
else()
list(REMOVE_ITEM SOURCES "${CMAKE_CURRENT_LIST_DIR}/src/guest_flat_memory_macos.cpp")
list(REMOVE_ITEM SOURCES "${CMAKE_CURRENT_LIST_DIR}/src/guest_flat_memory_ios.cpp")
endif()
set(MKW_PLATFORM_SOURCE "${CMAKE_CURRENT_LIST_DIR}/src/platform/host_platform.cpp")
set(MKW_BASE_PRODUCT_SOURCE "${CMAKE_CURRENT_LIST_DIR}/src/product/base_product.cpp")
@@ -312,6 +287,15 @@ target_link_libraries(mkw_platform_paths_tests PRIVATE mkw_platform)
target_compile_features(mkw_platform_paths_tests PRIVATE cxx_std_17)
add_test(NAME mkw_platform_paths_tests COMMAND mkw_platform_paths_tests)
# The input expression engine is self-contained, so it can be exercised without
# linking the runtime or SDL.
add_executable(mkw_input_expr_tests
"${CMAKE_CURRENT_LIST_DIR}/tests/test_expr.cpp"
"${CMAKE_CURRENT_LIST_DIR}/src/input_expr.cpp")
target_include_directories(mkw_input_expr_tests PRIVATE "${CMAKE_CURRENT_LIST_DIR}/include")
target_compile_features(mkw_input_expr_tests PRIVATE cxx_std_17)
add_test(NAME mkw_input_expr_tests COMMAND mkw_input_expr_tests)
# HostContext deliberately keeps the platform-specific context primitive out
# of fiber_manager.cpp. Exercise the Linux libco handoff directly so future
# refactors cannot silently remove its headers, implementation, or link edge.
@@ -327,11 +311,9 @@ if(MKW_PLATFORM_LINUX)
add_test(NAME mkw_linux_host_context_tests COMMAND mkw_linux_host_context_tests)
endif()
if(MKW_PLATFORM_MACOS AND NOT MKW_PLATFORM_IOS)
if(MKW_PLATFORM_MACOS)
# Exercise the Apple Silicon context ABI and the public host-memory
# contracts separately from translated products. Host-only: the flat memory
# test pulls in guest_flat_memory_macos.cpp, whose <mach/mach_vm.h> does not
# exist in the iOS SDK, and none of these can run on a device anyway.
# contracts separately from translated products.
enable_language(ASM)
add_executable(mkw_macos_context_abi_tests
"${CMAKE_CURRENT_LIST_DIR}/tests/macos_context_abi_tests.cpp"
@@ -401,7 +383,7 @@ else()
target_compile_definitions(mkw_macos_native_compile PRIVATE SDL_MAIN_HANDLED TARGET_PC)
target_link_libraries(mkw_macos_native_compile PRIVATE
aurora::gx aurora::pad aurora::si aurora::vi aurora::mtx
PNG::PNG mkw::pugixml mkw::toml11 mkw::cryptopp)
mkw::pugixml mkw::toml11 mkw::cryptopp)
set_target_properties(mkw_macos_native_compile PROPERTIES UNITY_BUILD OFF)
endif()
add_custom_target(mkw_platform_paths_check DEPENDS mkw_platform)
-8
View File
@@ -1,8 +0,0 @@
GameCube Button Icons and Controls - Zacksly
Licensed under CC BY 3.0 - https://zacksly.itch.io
The PNG files in this directory are taken unmodified from the "Buttons Outline /
White" set of that pack, at 256px. They are drawn tinted and partly transparent
at runtime, which is a rendering choice and not an edit to the artwork.
Full licence: http://creativecommons.org/licenses/by/3.0/
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+2 -69
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@@ -77,17 +77,10 @@ add_library(mkw_runtime_common OBJECT ${SOURCES})
mkw_configure_object_target(mkw_runtime_common)
target_compile_features(mkw_runtime_common PRIVATE cxx_std_20)
target_compile_definitions(mkw_runtime_common PRIVATE
SDL_MAIN_HANDLED
_DISABLE_STRING_ANNOTATION _DISABLE_VECTOR_ANNOTATION)
if(NOT MKW_PLATFORM_IOS)
# iOS is the one target where SDL must own main(): its entry point is what
# drives UIApplicationMain. Defining this makes <SDL3/SDL_main.h> a no-op,
# so the app links a bare main() that UIKit never calls.
target_compile_definitions(mkw_runtime_common PRIVATE SDL_MAIN_HANDLED)
endif()
target_link_libraries(mkw_runtime_common PRIVATE
aurora::gx aurora::pad aurora::si aurora::vi aurora::mtx)
# The touch overlay decodes its button artwork at startup.
target_link_libraries(mkw_runtime_common PRIVATE PNG::PNG)
target_link_libraries(mkw_runtime_common PRIVATE mkw_platform mkw::pugixml mkw::toml11 mkw::cryptopp)
if(MKW_PLATFORM_WINDOWS)
target_link_libraries(mkw_runtime_common PRIVATE shell32 windowsapp)
@@ -199,10 +192,7 @@ function(mkw_configure_product target)
"${MKW_RUNTIME_SOURCE_DIR}/.."
"${MKW_RUNTIME_SOURCE_DIR}/../aurora-main/include")
target_compile_definitions(${target} PRIVATE
_DISABLE_STRING_ANNOTATION _DISABLE_VECTOR_ANNOTATION TARGET_PC)
if(NOT MKW_PLATFORM_IOS)
target_compile_definitions(${target} PRIVATE SDL_MAIN_HANDLED)
endif()
SDL_MAIN_HANDLED _DISABLE_STRING_ANNOTATION _DISABLE_VECTOR_ANNOTATION TARGET_PC)
target_compile_features(${target} PRIVATE cxx_std_20)
mkw_apply_common_compile_options(${target})
# The dispatch-table and registration shards compile inside the product target itself and
@@ -231,26 +221,6 @@ function(mkw_configure_product target)
$<TARGET_FILE:sqlite3> $<TARGET_FILE_DIR:${target}>)
endif()
if(MKW_PLATFORM_IOS AND NOT CMAKE_HOST_APPLE)
set(shim "${MKW_RUNTIME_SOURCE_DIR}/src/platform/ios/compiler_rt_shim.c")
target_sources(${target} PRIVATE "${shim}")
set_source_files_properties("${shim}" PROPERTIES SKIP_PRECOMPILE_HEADERS ON SKIP_UNITY_BUILD_INCLUSION ON)
endif()
if(MKW_PLATFORM_IOS)
# CMake bundles iOS targets with its own default Info.plist, whose
# CFBundleIdentifier is empty and which carries none of the iOS keys, so
# iOS refuses to install the result. Supply a real one.
set_target_properties(${target} PROPERTIES
MACOSX_BUNDLE TRUE
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_LIST_DIR}/ios/Info.plist.in"
MACOSX_BUNDLE_EXECUTABLE_NAME "${target}"
MACOSX_BUNDLE_BUNDLE_NAME "${target}"
MACOSX_BUNDLE_GUI_IDENTIFIER "${MKW_IOS_BUNDLE_ID_PREFIX}.wiicompiled"
MACOSX_BUNDLE_BUNDLE_VERSION "1"
MACOSX_BUNDLE_SHORT_VERSION_STRING "1.0")
endif()
if(MKW_PLATFORM_WINDOWS)
target_link_libraries(${target} PRIVATE
dbghelp user32 winmm ws2_32 iphlpapi secur32 crypt32 windowsapp)
@@ -293,19 +263,6 @@ function(mkw_configure_product target)
add_custom_command(TARGET ${target} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_directory
"${MKW_WII_BOOTSTRAP_SOURCE_DIR}" "$<TARGET_FILE_DIR:${target}>/wii_bootstrap")
# Touch control artwork. Only the touch build reads these, but they are copied
# everywhere the other assets are so the bundle layout stays uniform.
set(MKW_TOUCH_ASSET_DIR "${MKW_RUNTIME_SOURCE_DIR}/assets/touch")
if(NOT EXISTS "${MKW_TOUCH_ASSET_DIR}/a.png")
message(FATAL_ERROR "Missing touch control artwork: ${MKW_TOUCH_ASSET_DIR}")
endif()
# Cleared first: copy_directory merges, so a removed icon would otherwise
# linger in the bundle and get shipped.
add_custom_command(TARGET ${target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E rm -rf "$<TARGET_FILE_DIR:${target}>/touch"
COMMAND ${CMAKE_COMMAND} -E copy_directory
"${MKW_TOUCH_ASSET_DIR}" "$<TARGET_FILE_DIR:${target}>/touch")
set(MKW_DSP_COEFFICIENT_ROM "${MKW_RUNTIME_SOURCE_DIR}/assets/dsp/dsp_coef.bin")
if(NOT EXISTS "${MKW_DSP_COEFFICIENT_ROM}")
message(FATAL_ERROR "Missing Wii DSP coefficient ROM: ${MKW_DSP_COEFFICIENT_ROM}")
@@ -329,25 +286,6 @@ function(mkw_configure_product target)
add_custom_command(TARGET ${target} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${MKW_INITIAL_PIPELINE_CACHE}"
"$<TARGET_FILE_DIR:${target}>/initial_pipeline_cache.db")
if(MKW_PLATFORM_IOS)
# An .ipa is a zip with the bundle under Payload/. Left unsigned: the
# sideloaders people actually install with (AltStore, SideStore) sign on
# the device with the user's own Apple ID, and a signature applied here
# would only be replaced. WiiCompiled.entitlements beside this file names
# the one entitlement the runtime needs, for whatever does the signing.
add_custom_command(TARGET ${target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E rm -rf "$<TARGET_FILE_DIR:${target}>/../ipa"
COMMAND ${CMAKE_COMMAND} -E make_directory "$<TARGET_FILE_DIR:${target}>/../ipa/Payload"
COMMAND ${CMAKE_COMMAND} -E copy_directory
"$<TARGET_BUNDLE_DIR:${target}>"
"$<TARGET_FILE_DIR:${target}>/../ipa/Payload/${target}.app"
COMMAND ${CMAKE_COMMAND} -E chdir "$<TARGET_FILE_DIR:${target}>/../ipa"
${CMAKE_COMMAND} -E tar cf "${CMAKE_BINARY_DIR}/${target}-unsigned.ipa" --format=zip Payload
COMMAND ${CMAKE_COMMAND} -E rm -rf "$<TARGET_FILE_DIR:${target}>/../ipa"
COMMENT "Packaging ${target}-unsigned.ipa")
endif()
endfunction()
add_executable(WiiCompiled "${MKW_BASE_PRODUCT_SOURCE}" ${MKW_BASE_REGISTRATION_SOURCES})
@@ -381,11 +319,6 @@ endif()
# tuning rather than leaving target-specific performance on the table.
if(CMAKE_SYSTEM_PROCESSOR MATCHES "^(AMD64|amd64|x86_64|X86_64)$")
set(MKW_BASELINE_ARCH_FLAG -march=x86-64-v3)
elseif(MKW_PLATFORM_IOS)
# iOS 17 runs on the A12 and later, and the build host is never the device;
# -mcpu=native there would tune for whatever Mac (or Linux box) did the
# compile, and upstream clang rejects it when cross-compiling.
set(MKW_BASELINE_ARCH_FLAG -mcpu=apple-a12)
elseif(CMAKE_SYSTEM_PROCESSOR MATCHES "^(aarch64|arm64|ARM64)$")
set(MKW_BASELINE_ARCH_FLAG -mcpu=native)
else()
-71
View File
@@ -1,71 +0,0 @@
# Cross-compile the iOS arm64 products from a Linux host.
#
# Needs upstream clang and lld (Debian 13: clang-19 lld-19 llvm-19) and an
# iPhoneOS SDK, either copied out of Xcode or sparse-cloned from
# github.com/xybp888/iOS-SDKs. Nothing from Theos or xtool. See README.md,
# "iOS from Linux".
#
# cmake -S runtime -B build-ios -G Ninja -DCMAKE_BUILD_TYPE=Release \
# -DCMAKE_TOOLCHAIN_FILE=cmake/ios-linux-toolchain.cmake \
# -DCMAKE_DISABLE_FIND_PACKAGE_absl=TRUE -DAURORA_DAWN_PROVIDER=package
set(IOS_SDK "/opt/iPhoneOS.sdk" CACHE PATH "iPhoneOS SDK copied from Xcode")
set(MKW_IOS_LLVM_BIN "/usr/lib/llvm-19/bin" CACHE PATH "Directory holding clang, ld64.lld and llvm-ar")
set(MKW_IOS_CLANG_RT "" CACHE FILEPATH
"Optional: Xcode's libclang_rt.ios.a. Left empty, src/platform/ios/compiler_rt_shim.c covers what the runtime needs")
list(APPEND CMAKE_TRY_COMPILE_PLATFORM_VARIABLES IOS_SDK MKW_IOS_LLVM_BIN MKW_IOS_CLANG_RT)
set(CMAKE_SYSTEM_NAME iOS)
set(CMAKE_SYSTEM_PROCESSOR arm64)
set(CMAKE_OSX_ARCHITECTURES arm64 CACHE STRING "")
set(CMAKE_OSX_DEPLOYMENT_TARGET 17.0 CACHE STRING "")
set(CMAKE_OSX_SYSROOT "${IOS_SDK}" CACHE PATH "")
set(CMAKE_SYSROOT "${IOS_SDK}")
set(x "${CMAKE_HOST_EXECUTABLE_SUFFIX}")
set(CMAKE_C_COMPILER "${MKW_IOS_LLVM_BIN}/clang${x}")
set(CMAKE_CXX_COMPILER "${MKW_IOS_LLVM_BIN}/clang++${x}")
set(CMAKE_OBJC_COMPILER "${MKW_IOS_LLVM_BIN}/clang${x}")
set(CMAKE_OBJCXX_COMPILER "${MKW_IOS_LLVM_BIN}/clang++${x}")
set(CMAKE_ASM_COMPILER "${MKW_IOS_LLVM_BIN}/clang${x}")
set(CMAKE_AR "${MKW_IOS_LLVM_BIN}/llvm-ar${x}" CACHE FILEPATH "")
set(CMAKE_RANLIB "${MKW_IOS_LLVM_BIN}/llvm-ranlib${x}" CACHE FILEPATH "")
set(CMAKE_STRIP "${MKW_IOS_LLVM_BIN}/llvm-strip${x}" CACHE FILEPATH "")
# Not every LLVM distribution ships these (llvm-mingw does not); nothing in
# this build needs them, but CMake's Darwin support likes to know where they are.
foreach(tool INSTALL_NAME_TOOL:install-name-tool LIPO:lipo OTOOL:otool)
string(REPLACE ":" ";" tool "${tool}")
list(GET tool 0 var)
list(GET tool 1 exe)
if(EXISTS "${MKW_IOS_LLVM_BIN}/llvm-${exe}${x}")
set(CMAKE_${var} "${MKW_IOS_LLVM_BIN}/llvm-${exe}${x}" CACHE FILEPATH "")
endif()
endforeach()
set(CMAKE_LINKER "${MKW_IOS_LLVM_BIN}/ld64.lld${x}" CACHE FILEPATH "")
foreach(lang C CXX OBJC OBJCXX ASM)
set(CMAKE_${lang}_COMPILER_TARGET arm64-apple-ios17.0)
endforeach()
# Apple's clang searches the SDK's SubFrameworks implicitly and UIKit's own
# headers import from there.
foreach(lang C CXX OBJC OBJCXX)
set(CMAKE_${lang}_FLAGS_INIT "-iframework ${IOS_SDK}/System/Library/SubFrameworks")
endforeach()
# The SDK carries its own libc++ headers and Apple's clang uses those. Upstream
# clang prefers a libc++ shipped beside itself when there is one (llvm-mingw
# does), which pairs the wrong C++ library with Darwin's C headers.
foreach(lang CXX OBJCXX)
string(APPEND CMAKE_${lang}_FLAGS_INIT " -nostdinc++ -isystem ${IOS_SDK}/usr/include/c++/v1")
endforeach()
set(CMAKE_EXE_LINKER_FLAGS_INIT "-fuse-ld=lld ${MKW_IOS_CLANG_RT}")
set(CMAKE_SHARED_LINKER_FLAGS_INIT "-fuse-ld=lld ${MKW_IOS_CLANG_RT}")
set(CMAKE_MODULE_LINKER_FLAGS_INIT "-fuse-ld=lld ${MKW_IOS_CLANG_RT}")
string(STRIP "${CMAKE_EXE_LINKER_FLAGS_INIT}" CMAKE_EXE_LINKER_FLAGS_INIT)
set(CMAKE_FIND_ROOT_PATH "${IOS_SDK}")
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE BOTH)
-26
View File
@@ -1,26 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleExecutable</key><string>${MACOSX_BUNDLE_EXECUTABLE_NAME}</string>
<key>CFBundleIdentifier</key><string>${MACOSX_BUNDLE_GUI_IDENTIFIER}</string>
<key>CFBundleName</key><string>${MACOSX_BUNDLE_BUNDLE_NAME}</string>
<key>CFBundleDisplayName</key><string>${MACOSX_BUNDLE_BUNDLE_NAME}</string>
<key>CFBundleVersion</key><string>${MACOSX_BUNDLE_BUNDLE_VERSION}</string>
<key>CFBundleShortVersionString</key><string>${MACOSX_BUNDLE_SHORT_VERSION_STRING}</string>
<key>CFBundlePackageType</key><string>APPL</string>
<key>LSRequiresIPhoneOS</key><true/>
<key>MinimumOSVersion</key><string>${CMAKE_OSX_DEPLOYMENT_TARGET}</string>
<key>UIDeviceFamily</key><array><integer>1</integer><integer>2</integer></array>
<key>UILaunchScreen</key><dict/>
<key>UIRequiresFullScreen</key><true/>
<key>CADisableMinimumFrameDuration</key><true/>
<key>UIFileSharingEnabled</key><true/>
<key>LSSupportsOpeningDocumentsInPlace</key><true/>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
</dict>
</plist>
@@ -1,11 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>application-identifier</key><string>CHANGEME.com.example.wiicompiled</string>
<key>com.apple.developer.team-identifier</key><string>CHANGEME</string>
<key>get-task-allow</key><true/>
<key>com.apple.developer.kernel.increased-memory-limit</key><true/>
<key>com.apple.developer.kernel.extended-virtual-addressing</key><true/>
</dict>
</plist>
+159
View File
@@ -0,0 +1,159 @@
#pragma once
// The single vocabulary shared by everything that has to turn a Config.toml
// controller name into a real button: the F10 settings bar, the macro engine,
// and the startup mapping pass. Keeping one table here means a name that the
// settings bar offers is always a name the config parser accepts, and vice
// versa; the two used to drift because each side carried its own copy.
#include <algorithm>
#include <array>
#include <cstdint>
#include <string>
#include <string_view>
#include <SDL3/SDL_gamepad.h>
#include <dolphin/pad.h>
namespace ControllerNames {
// A GameCube button as the game sees it, with the Config.toml key that selects
// it. Order matches RuntimeConfigFile::kControllerButtonKeys.
struct GameCubeButtonItem {
const char* configKey;
const char* label;
PADButton padButton;
};
inline constexpr std::array<GameCubeButtonItem, PAD_BUTTON_COUNT> kGameCubeButtons = {{
{"a", "A", PAD_BUTTON_A},
{"b", "B", PAD_BUTTON_B},
{"x", "X", PAD_BUTTON_X},
{"y", "Y", PAD_BUTTON_Y},
{"start", "Start", PAD_BUTTON_START},
{"z", "Z", PAD_TRIGGER_Z},
{"l", "L", PAD_TRIGGER_L},
{"r", "R", PAD_TRIGGER_R},
{"up", "D-pad Up", PAD_BUTTON_UP},
{"down", "D-pad Down", PAD_BUTTON_DOWN},
{"left", "D-pad Left", PAD_BUTTON_LEFT},
{"right", "D-pad Right", PAD_BUTTON_RIGHT},
}};
// A physical button on the host pad. Names are positional (south/east/...)
// rather than Xbox-labelled so one config reads the same on any hardware.
struct NativeButtonItem {
const char* configName;
const char* label;
uint32_t nativeButton;
};
inline constexpr std::array<NativeButtonItem, SDL_GAMEPAD_BUTTON_COUNT + 1> kNativeButtons = {{
{"unmapped", "Unmapped / analog trigger", PAD_NATIVE_BUTTON_INVALID},
{"south", "South (A / Cross)", SDL_GAMEPAD_BUTTON_SOUTH},
{"east", "East (B / Circle)", SDL_GAMEPAD_BUTTON_EAST},
{"west", "West (X / Square)", SDL_GAMEPAD_BUTTON_WEST},
{"north", "North (Y / Triangle)", SDL_GAMEPAD_BUTTON_NORTH},
{"back", "Back / Select / Create", SDL_GAMEPAD_BUTTON_BACK},
{"guide", "Guide / Home / PS", SDL_GAMEPAD_BUTTON_GUIDE},
{"start", "Start / Options", SDL_GAMEPAD_BUTTON_START},
{"left_stick", "Left stick click (L3)", SDL_GAMEPAD_BUTTON_LEFT_STICK},
{"right_stick", "Right stick click (R3)", SDL_GAMEPAD_BUTTON_RIGHT_STICK},
{"left_shoulder", "Left bumper (LB / L1)", SDL_GAMEPAD_BUTTON_LEFT_SHOULDER},
{"right_shoulder", "Right bumper (RB / R1)", SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER},
{"dpad_up", "D-pad Up", SDL_GAMEPAD_BUTTON_DPAD_UP},
{"dpad_down", "D-pad Down", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
{"dpad_left", "D-pad Left", SDL_GAMEPAD_BUTTON_DPAD_LEFT},
{"dpad_right", "D-pad Right", SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
{"misc1", "Misc 1 / Share / Mic", SDL_GAMEPAD_BUTTON_MISC1},
{"right_paddle1", "Right paddle 1", SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1},
{"left_paddle1", "Left paddle 1", SDL_GAMEPAD_BUTTON_LEFT_PADDLE1},
{"right_paddle2", "Right paddle 2", SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2},
{"left_paddle2", "Left paddle 2", SDL_GAMEPAD_BUTTON_LEFT_PADDLE2},
{"touchpad", "Touchpad click", SDL_GAMEPAD_BUTTON_TOUCHPAD},
{"misc2", "Misc 2", SDL_GAMEPAD_BUTTON_MISC2},
{"misc3", "Misc 3 / GC L click", SDL_GAMEPAD_BUTTON_MISC3},
{"misc4", "Misc 4 / GC R click", SDL_GAMEPAD_BUTTON_MISC4},
{"misc5", "Misc 5", SDL_GAMEPAD_BUTTON_MISC5},
{"misc6", "Misc 6", SDL_GAMEPAD_BUTTON_MISC6},
}};
inline std::string TrimToken(std::string_view token) {
const size_t begin = token.find_first_not_of(" \t");
if (begin == std::string_view::npos) {
return {};
}
const size_t end = token.find_last_not_of(" \t");
return std::string(token.substr(begin, end - begin + 1));
}
inline const NativeButtonItem* FindNativeButton(std::string_view configName) {
const std::string name = TrimToken(configName);
const auto it = std::find_if(kNativeButtons.begin(), kNativeButtons.end(),
[&](const NativeButtonItem& item) { return name == item.configName; });
return it == kNativeButtons.end() ? nullptr : &*it;
}
// Falls back to the "unmapped" entry so callers always have a label to draw.
inline const NativeButtonItem& NativeButtonForValue(uint32_t nativeButton) {
const auto it = std::find_if(kNativeButtons.begin(), kNativeButtons.end(),
[&](const NativeButtonItem& item) { return nativeButton == item.nativeButton; });
return it == kNativeButtons.end() ? kNativeButtons.front() : *it;
}
inline const GameCubeButtonItem* FindGameCubeButton(std::string_view configKey) {
const std::string key = TrimToken(configKey);
const auto it = std::find_if(kGameCubeButtons.begin(), kGameCubeButtons.end(),
[&](const GameCubeButtonItem& item) { return key == item.configKey; });
return it == kGameCubeButtons.end() ? nullptr : &*it;
}
// "up" or "up,a" -> the OR of those GC button bits. Unknown names are skipped so
// a typo costs one button instead of the whole macro.
inline uint16_t GameCubeMaskFromKeys(std::string_view keys) {
uint16_t mask = 0;
size_t begin = 0;
while (begin <= keys.size()) {
const size_t comma = keys.find(',', begin);
const std::string_view token =
keys.substr(begin, comma == std::string_view::npos ? std::string_view::npos : comma - begin);
if (const GameCubeButtonItem* item = FindGameCubeButton(token)) {
mask |= static_cast<uint16_t>(item->padButton);
}
if (comma == std::string_view::npos) {
break;
}
begin = comma + 1;
}
return mask;
}
inline std::string GameCubeKeysFromMask(uint16_t mask) {
std::string keys;
for (const auto& item : kGameCubeButtons) {
if ((mask & static_cast<uint16_t>(item.padButton)) == 0) {
continue;
}
if (!keys.empty()) {
keys += ',';
}
keys += item.configKey;
}
return keys;
}
inline std::string GameCubeLabelsFromMask(uint16_t mask) {
std::string labels;
for (const auto& item : kGameCubeButtons) {
if ((mask & static_cast<uint16_t>(item.padButton)) == 0) {
continue;
}
if (!labels.empty()) {
labels += " + ";
}
labels += item.label;
}
return labels.empty() ? std::string("None") : labels;
}
} // namespace ControllerNames
-14
View File
@@ -15,17 +15,6 @@ namespace GuestFlat {
// of a global.
inline constexpr uint64_t kGuestSpaceSize = 0x1'0000'0000ull;
inline constexpr size_t kGuestPageSize = 0x1000;
#ifdef MKW_PLATFORM_IOS
// No fixed base works on every device: probing an iPhone 17 Pro and an iPad
// Pro M5 gave disjoint sets of free 4 GiB windows (448 GiB only, versus 12-48
// GiB), and the extended-virtual-addressing entitlement changes neither. So the
// base is whatever the kernel hands out at Initialize().
//
// Note that memory_access.h routes every flat access to the checked path on
// Apple, so this has no reader yet. It is groundwork, not a hot path.
extern uint8_t* g_flatGuestBase;
#define MKW_FLAT_GUEST_BASE (GuestFlat::g_flatGuestBase)
#else
#if defined(__x86_64__)
// 16 TiB: clear of the Windows ASan shadow (32 TiB) and of the usual image/heap
// placement.
@@ -51,10 +40,7 @@ inline constexpr uintptr_t kFixedFlatGuestBase = 0x0000'0010'0000'0000ull;
#error "guest_flat_memory.h has no fixed flat guest base chosen for this architecture"
#endif
// Fixed base so the emitted access is `[reg + imm64-in-register]` with no load
// of a global.
#define MKW_FLAT_GUEST_BASE (reinterpret_cast<uint8_t*>(GuestFlat::kFixedFlatGuestBase))
#endif
enum class Backing {
Owned,
+67
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@@ -0,0 +1,67 @@
#pragma once
// Per-port expression bindings for the GameCube controls, plus import of a
// Dolphin GCPadNew.ini.
#include <array>
#include <cstdint>
#include <string>
#include <dolphin/pad.h>
namespace InputBindings {
// The controls an expression can drive, in Dolphin's own naming so an
// imported config maps across without translation.
struct ControlInfo {
const char* dolphinName;
const char* label;
uint16_t padButton; // 0 for the analog-only controls below
int analog; // 0 none, 1 trigger L, 2 trigger R
};
inline constexpr std::array<ControlInfo, 14> kControls = {{
{"Buttons/A", "A", PAD_BUTTON_A, 0},
{"Buttons/B", "B", PAD_BUTTON_B, 0},
{"Buttons/X", "X", PAD_BUTTON_X, 0},
{"Buttons/Y", "Y", PAD_BUTTON_Y, 0},
{"Buttons/Z", "Z", PAD_TRIGGER_Z, 0},
{"Buttons/Start", "Start", PAD_BUTTON_START, 0},
{"D-Pad/Up", "D-pad Up", PAD_BUTTON_UP, 0},
{"D-Pad/Down", "D-pad Down", PAD_BUTTON_DOWN, 0},
{"D-Pad/Left", "D-pad Left", PAD_BUTTON_LEFT, 0},
{"D-Pad/Right", "D-pad Right", PAD_BUTTON_RIGHT, 0},
{"Triggers/L", "L", PAD_TRIGGER_L, 1},
{"Triggers/R", "R", PAD_TRIGGER_R, 2},
{"Triggers/L-Analog", "L analog", 0, 1},
{"Triggers/R-Analog", "R analog", 0, 2},
}};
void Reload() noexcept;
// The pad library has PADBlockInput but no matching query, so the settings
// overlay reports its own state here.
void SetInputBlocked(bool blocked) noexcept;
bool InputBlocked() noexcept;
// Mix expression output into a freshly read status set. Call once per guest
// PADRead, after every other input source has been merged.
void Apply(PADStatus* statuses) noexcept;
std::string GetExpression(uint32_t port, size_t control) noexcept;
// Returns false and fills error if the text does not parse; the binding is
// left unchanged in that case.
bool SetExpression(uint32_t port, size_t control, const std::string& text, std::string& error) noexcept;
// True while the control's expression is above the press threshold.
bool IsActive(uint32_t port, size_t control) noexcept;
// The default Dolphin config location on Windows, then next to the executable.
std::string DefaultDolphinConfigPath() noexcept;
// Imports [GCPad<padIndex>] into the given port. Returns the number of controls
// imported, or -1 on failure with error filled.
int ImportDolphinConfig(const std::string& path, int padIndex, uint32_t port,
std::string& summary, std::string& error) noexcept;
} // namespace InputBindings
+53
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@@ -0,0 +1,53 @@
#pragma once
// Dolphin-compatible input expressions.
//
// Values are doubles in Dolphin's ControlState style; a control counts as
// pressed above kConditionThreshold. Timing matches Dolphin: wall-clock
// seconds on a steady clock, so an expression copied from GCPadNew.ini
// behaves the same here as it does there.
#include <filesystem>
#include <functional>
#include <memory>
#include <string>
#include <vector>
namespace InputExpr {
inline constexpr double kConditionThreshold = 0.5;
// Resolves a backtick-quoted input name to its current value.
using InputSource = std::function<double(const std::string&)>;
struct Node;
class Expression {
public:
Expression();
~Expression();
Expression(Expression&&) noexcept;
Expression& operator=(Expression&&) noexcept;
// Returns false and fills error on a syntax problem.
static bool Parse(const std::string& text, Expression& out, std::string& error);
bool Empty() const { return m_root == nullptr; }
double Evaluate(const InputSource& source) const;
// Input names the expression references, for diagnostics.
std::vector<std::string> ReferencedInputs() const;
private:
std::unique_ptr<Node> m_root;
};
// Parses a Dolphin GCPadNew.ini and returns the expression text for each
// control of the requested pad, keyed by Dolphin's own control names
// ("Buttons/A", "D-Pad/Up", "Triggers/L", ...). Returns false if the file
// cannot be read or the section is missing.
bool ReadDolphinConfig(const std::filesystem::path& path, int padIndex,
std::vector<std::pair<std::string, std::string>>& controls,
std::string& deviceName, std::string& error);
} // namespace InputExpr
+33
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@@ -11,6 +11,7 @@
#include <iomanip>
#include <iostream>
#include <limits>
#include <map>
#include <optional>
#include <sstream>
#include <string>
@@ -89,6 +90,8 @@ struct RuntimeUserConfig {
// comma-separated SDL-style physical button names ("south", or
// "dpad_up,left_shoulder") as values; pressing either bound button counts.
std::array<std::optional<std::string>, 12> controllerButtons;
std::optional<bool> rumbleEnabled;
std::map<std::string, std::string> controllerExpressions;
};
namespace RuntimeConfigFile {
@@ -407,6 +410,17 @@ inline RuntimeUserConfig ParseConfigDocument(const toml::value& document) {
FindConfigValue<std::string>(document, "controller", buttonKeys[index]);
}
config.rumbleEnabled = FindConfigValue<bool>(document, "controller", "rumble");
if (const auto* section = document.contains("controller") ? &document.at("controller") : nullptr;
section != nullptr && section->is_table()) {
for (const auto& [key, value] : section->as_table()) {
if (key.rfind("expr_", 0) == 0 && value.is_string()) {
config.controllerExpressions[key] = value.as_string();
}
}
}
config.widescreen = FindConfigValue<bool>(document, "video", "widescreen");
config.windowPosX = FindConfigInt(document, "video", "window_x");
config.windowPosY = FindConfigInt(document, "video", "window_y");
@@ -677,6 +691,25 @@ inline bool SetControllerButton(size_t index, std::string value) {
return WriteSetting("controller", kControllerButtonKeys[index], FormatString(value));
}
inline std::string ControllerExpression(const std::string& key) {
const auto it = Get().controllerExpressions.find(key);
return it == Get().controllerExpressions.end() ? std::string() : it->second;
}
inline bool SetControllerExpression(const std::string& key, const std::string& value) {
Mutable().controllerExpressions[key] = value;
return WriteSetting("controller", key, FormatString(value));
}
inline bool RumbleEnabled(bool fallback = true) {
return Get().rumbleEnabled.value_or(fallback);
}
inline bool SetRumbleEnabled(bool value) {
Mutable().rumbleEnabled = value;
return WriteSetting("controller", "rumble", value ? "true" : "false");
}
inline bool SetAudioVolume(float value) {
value = std::clamp(value, 0.0f, 1.0f);
Mutable().audioVolume = value;
-3
View File
@@ -9,9 +9,6 @@ void InitializeRuntimeSettings() noexcept;
// Draw the F10 settings bar before each Aurora present.
void HandleEvents(const AuroraEvent* events) noexcept;
void Draw() noexcept;
void ToggleTopBar() noexcept;
bool TopBarVisible() noexcept;
bool FpsOverlayBounds(float* minX, float* minY, float* maxX, float* maxY) noexcept;
bool StartupScreenVisible() noexcept;
void NotifyStrapInputAccepted() noexcept;
void AdvancePresentedFrame() noexcept;
-18
View File
@@ -1,18 +0,0 @@
#pragma once
#include <filesystem>
#include <string>
#include <imgui.h>
// Icons are CC BY 3.0 by Zacksly - see runtime/assets/touch/ATTRIBUTION.txt.
namespace TouchArt {
// By file stem, e.g. "a" or "d-pad". Null when the file is missing; callers
// fall back to drawing the shape.
ImTextureID Get(const char* name);
// Call once, after aurora is up.
void Preload();
} // namespace TouchArt
-27
View File
@@ -1,27 +0,0 @@
#pragma once
#include <array>
#include <cstdint>
struct PADStatus;
// On-screen touch controls. Read() fills a status array the caller merges over
// aurora's PADRead result.
//
// Polls SDL's finger list directly rather than using ImGui widgets: steering,
// accelerating and firing happen at once, and ImGui's SDL backend collapses
// touch to a single emulated mouse.
namespace TouchPad {
// True when the host has a touch screen and no physical pad is driving port 0.
bool IsActive();
// Port 0 only. Returns false when touch is not driving input, leaving the
// caller's existing statuses untouched.
bool Read(std::array<PADStatus, 4>& statuses);
// Draws the control overlay. Must be called inside a live ImGui frame.
void Draw();
} // namespace TouchPad
-17
View File
@@ -1,20 +1,5 @@
#include "discord_presence.h"
#ifdef MKW_PLATFORM_IOS
// iOS has no Discord client for the IPC socket to reach, so the whole thing is
// stubbed out rather than retrying a connection that cannot succeed.
namespace DiscordPresence {
void Initialize(const std::string&, const std::string&) {}
void SetClient(const std::string&) {}
void SetActivity(Activity) {}
void Reset() {}
void Shutdown() {}
} // namespace DiscordPresence
#else
#include "runtime_log.h"
#include <algorithm>
@@ -479,5 +464,3 @@ void Shutdown() {
}
} // namespace DiscordPresence
#endif
-154
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@@ -1,154 +0,0 @@
#include "guest_flat_memory.h"
// iOS variant of the macOS backend. <mach/mach_vm.h> is not in the iOS SDK, so
// the vm_* calls from <mach/mach.h> are used instead, and the backing store is
// an anonymous mapping rather than a file in /tmp, which the sandbox denies.
#include <mach/mach.h>
#include <mach/mach_error.h>
#include <mach/vm_map.h>
#include <sys/mman.h>
#include <unistd.h>
#include <algorithm>
#include <cerrno>
#include <cstring>
#include <string>
#include <mutex>
#include <stdexcept>
#include <vector>
namespace GuestFlat {
uint8_t* g_flatGuestBase = nullptr;
bool g_requiresCheckedAccess = false;
namespace {
struct Mapping { uint32_t base; uint64_t size; uint8_t* host; };
std::mutex g_mutex;
std::vector<Mapping> g_mappings;
std::vector<RegionRequest> g_layout;
uint8_t* g_base = nullptr;
bool g_active = false;
uint64_t Offset(const RegionRequest& r) {
if (r.backing == Backing::Mem1) return r.base & 0x1fffffffu;
if (r.backing == Backing::Mem2) return (r.base & 0x1fffffffu) - 0x10000000u;
return 0;
}
bool Same(const std::vector<RegionRequest>& a, const std::vector<RegionRequest>& b) {
return a.size() == b.size() && std::equal(a.begin(), a.end(), b.begin(),
[](const auto& x, const auto& y) { return x.base == y.base && x.size == y.size && x.backing == y.backing; });
}
} // namespace
bool IsActive() { return g_active; }
void Initialize(const std::vector<RegionRequest>& regions) {
std::lock_guard lock(g_mutex);
g_requiresCheckedAccess = static_cast<size_t>(getpagesize()) > kGuestPageSize;
if (g_active) {
if (!Same(g_layout, regions)) throw std::runtime_error("flat guest layout cannot be remapped");
return;
}
// The free window differs per device, so let the kernel place it.
vm_address_t address = 0;
if (vm_allocate(mach_task_self(), &address, static_cast<vm_size_t>(kGuestSpaceSize),
VM_FLAGS_ANYWHERE) != KERN_SUCCESS) {
throw std::runtime_error("unable to reserve a 4 GiB iOS guest address space; a device with\n"
"less than 4 GB of RAM may need the extended-virtual-addressing entitlement");
}
g_base = reinterpret_cast<uint8_t*>(address);
struct Store { Backing kind; uint32_t owned; uint64_t size; uint8_t* mem; };
std::vector<Store> stores;
// Initialize() is called inside a try that reports a dialog rather than
// aborting, so a throw here has to give the reservation back.
struct Rollback {
vm_address_t reservation;
std::vector<Store>* stores;
bool armed = true;
~Rollback() {
if (!armed) return;
if (stores != nullptr) {
for (const auto& s : *stores) {
if (s.mem != nullptr) munmap(s.mem, static_cast<size_t>(s.size));
}
}
if (reservation != 0) {
vm_deallocate(mach_task_self(), reservation,
static_cast<vm_size_t>(kGuestSpaceSize));
}
}
} rollback{address, &stores};
for (const auto& r : regions) {
if (!r.size) continue;
const uint32_t owned = r.backing == Backing::Owned ? r.base : 0;
auto it = std::find_if(stores.begin(), stores.end(),
[&](const Store& s) { return s.kind == r.backing && s.owned == owned; });
const uint64_t need = Offset(r) + r.size;
if (it == stores.end()) stores.push_back({r.backing, owned, need, nullptr});
else it->size = std::max(it->size, need);
}
for (auto& s : stores) {
void* mem = mmap(nullptr, static_cast<size_t>(s.size), PROT_READ | PROT_WRITE,
MAP_PRIVATE | MAP_ANON, -1, 0);
if (mem == MAP_FAILED) throw std::runtime_error("unable to create iOS guest backing store");
s.mem = static_cast<uint8_t*>(mem);
}
for (const auto& r : regions) {
if (!r.size) continue;
const uint32_t owned = r.backing == Backing::Owned ? r.base : 0;
const auto& s = *std::find_if(stores.begin(), stores.end(),
[&](const Store& x) { return x.kind == r.backing && x.owned == owned; });
uint8_t* host = s.mem + Offset(r);
// Alias the same physical pages into the reservation. VM_FLAGS_OVERWRITE
// replaces the placeholder in place; copy=false is what makes this a
// shared alias rather than a copy-on-write duplicate.
vm_address_t target = reinterpret_cast<vm_address_t>(g_base + r.base);
vm_prot_t cur = VM_PROT_NONE, max = VM_PROT_NONE;
const kern_return_t kr = vm_remap(
mach_task_self(), &target, static_cast<vm_size_t>(r.size), 0,
VM_FLAGS_FIXED | VM_FLAGS_OVERWRITE, mach_task_self(),
reinterpret_cast<vm_address_t>(host), FALSE, &cur, &max, VM_INHERIT_SHARE);
if (kr != KERN_SUCCESS) {
throw std::runtime_error(std::string("vm_remap failed for the iOS guest alias: ") +
mach_error_string(kr));
}
if (target != reinterpret_cast<vm_address_t>(g_base + r.base)) {
throw std::runtime_error("vm_remap placed the iOS guest alias at the wrong address");
}
if (mprotect(g_base + r.base, static_cast<size_t>(r.size), PROT_READ | PROT_WRITE) != 0) {
throw std::runtime_error(std::string("mprotect failed on the iOS guest alias: ") +
std::strerror(errno));
}
g_mappings.push_back({r.base, r.size, host});
}
g_layout = regions;
// Publish the base only now. Until the aliases are mapped the reservation is
// an unbacked placeholder, and the header advertises this pointer as the base
// for every translated access - so a caller that trusted it early would fault.
rollback.armed = false;
g_flatGuestBase = g_base;
g_active = true;
}
uint8_t* HostPointer(uint32_t a) {
for (const auto& m : g_mappings)
if (a >= m.base && uint64_t(a - m.base) < m.size) return m.host + (a - m.base);
return nullptr;
}
void ProtectDeferredRange(uint32_t, size_t) {}
void UnprotectDeferredRange(uint32_t, size_t) {}
void RegisterExecutableRange(uint32_t, uint32_t) {}
FaultCounters Counters() { return {}; }
void LogFaultSummary() noexcept {}
bool HandleAccessViolation(void*, bool) noexcept { return false; }
} // namespace GuestFlat
+67 -12
View File
@@ -1,21 +1,75 @@
#include "hle_stubs.h"
#include "touch_pad.h"
#include <array>
#include "memory.h"
#include "hle/controller_status_contract.h"
#include "input_bindings.h"
#include "wii_remote_input.h"
#include <algorithm>
#include <atomic>
#include <cstdio>
#include <cstdint>
#include <cstdlib>
#include <cstring>
#include <SDL3/SDL_gamepad.h>
#include <dolphin/pad.h>
namespace {
std::atomic<bool> g_rumbleEnabled{true};
bool NativeButtonHeld(SDL_Gamepad* gamepad, uint32_t nativeButton) {
if (gamepad == nullptr || nativeButton == PAD_NATIVE_BUTTON_INVALID ||
nativeButton >= SDL_GAMEPAD_BUTTON_COUNT) {
return false;
}
return SDL_GetGamepadButton(gamepad, static_cast<SDL_GamepadButton>(nativeButton));
}
// A digital button bound to L or R has no analog travel of its own. On real
// hardware the click only engages at full depression, so report a full pull.
void FillTriggersHeldByButtons(PADStatus* statuses) {
if (InputBindings::InputBlocked()) {
return;
}
for (uint32_t port = 0; port < PAD_CHANMAX; ++port) {
if (statuses[port].err != PAD_ERR_NONE) {
continue;
}
const s32 index = PADGetIndexForPort(port);
if (index < 0) {
continue;
}
SDL_Gamepad* gamepad = PADGetSDLGamepadForIndex(static_cast<u32>(index));
if (gamepad == nullptr) {
continue;
}
const auto scan = [&](PADButtonMapping* mappings, u32 count) {
if (mappings == nullptr) {
return;
}
for (u32 i = 0; i < count; ++i) {
const PADButtonMapping& mapping = mappings[i];
if (mapping.padButton != PAD_TRIGGER_L && mapping.padButton != PAD_TRIGGER_R) {
continue;
}
if (!NativeButtonHeld(gamepad, mapping.nativeButton)) {
continue;
}
if (mapping.padButton == PAD_TRIGGER_L) {
statuses[port].triggerLeft = 255;
} else {
statuses[port].triggerRight = 255;
}
}
};
u32 count = 0;
scan(PADGetButtonMappings(port, &count), count);
count = 0;
scan(PADGetAltButtonMappings(port, &count), count);
}
}
void WritePadStatus(uint32_t base, const PADStatus& status) {
const auto guestStatus = PadStatusContract::Encode({
status.button,
@@ -35,6 +89,11 @@ void WritePadStatus(uint32_t base, const PADStatus& status) {
} // namespace
extern "C" void PAD_HLE_SetRumbleEnabled(bool enabled)
{
g_rumbleEnabled.store(enabled, std::memory_order_relaxed);
}
extern "C" uint32_t PAD__Init_HLE()
{
return PADInit() ? 1u : 0u;
@@ -57,15 +116,8 @@ extern "C" uint32_t PAD__Read_HLE(uint32_t statusPtr)
// between "connected" and "no controller" every time the overlay toggles.
WiiRemoteInput::HideRemotesFromPad(statuses, PAD_CHANMAX);
// On-screen controls drive port 0 unless a physical pad is connected.
// TouchPad::Read makes that call itself; the err field is no proxy for it,
// since keyboard bindings report PAD_ERR_NONE with no controller attached.
std::array<PADStatus, PAD_CHANMAX> touchStatuses{};
#ifdef MKW_PLATFORM_IOS
if (!PADIsInputBlocked() && TouchPad::Read(touchStatuses)) {
statuses[0] = touchStatuses[0];
}
#endif
FillTriggersHeldByButtons(statuses);
InputBindings::Apply(statuses);
try {
for (uint32_t i = 0; i < PAD_CHANMAX; ++i) {
@@ -94,6 +146,9 @@ PPC_NATIVE_OVERRIDE(801AF1E4, PAD__Recalibrate_HLE, uint32_t, (uint32_t mask), (
extern "C" void PAD__ControlMotor_HLE(int32_t chan, uint32_t command)
{
if (command == PAD_MOTOR_RUMBLE && !g_rumbleEnabled.load(std::memory_order_relaxed)) {
command = PAD_MOTOR_STOP;
}
PADControlMotor(chan, command);
}
PPC_NATIVE_OVERRIDE_VOID(801AF908, PAD__ControlMotor_HLE, (int32_t chan, uint32_t command), (chan, command));
-108
View File
@@ -1,108 +0,0 @@
#include "touch_art.h"
#include <aurora/imgui.h>
#include <png.h>
#include <cstdio>
#include <cstring>
#include <iostream>
#include <unordered_map>
#include <vector>
#include "runtime_config.h"
// Icons are CC BY 3.0 by Zacksly; see runtime/assets/touch/ATTRIBUTION.txt.
// Textures are owned by aurora once handed over and live for the process.
namespace TouchArt {
namespace {
std::unordered_map<std::string, ImTextureID> g_cache;
// libpng's error path longjmps, so everything it can touch must be released
// through this struct rather than by falling off the end of the function.
struct PngReader {
std::FILE* file = nullptr;
png_structp png = nullptr;
png_infop info = nullptr;
std::vector<png_bytep> rows;
~PngReader() {
if (png != nullptr) png_destroy_read_struct(&png, info != nullptr ? &info : nullptr, nullptr);
if (file != nullptr) std::fclose(file);
}
};
bool DecodeRgba8(const std::filesystem::path& path, std::vector<uint8_t>& out, uint32_t& width,
uint32_t& height) {
PngReader r;
r.file = std::fopen(path.string().c_str(), "rb");
if (r.file == nullptr) {
return false;
}
r.png = png_create_read_struct(PNG_LIBPNG_VER_STRING, nullptr, nullptr, nullptr);
if (r.png == nullptr) return false;
r.info = png_create_info_struct(r.png);
if (r.info == nullptr) return false;
if (setjmp(png_jmpbuf(r.png))) return false;
png_init_io(r.png, r.file);
png_read_info(r.png, r.info);
png_set_expand(r.png);
png_set_strip_16(r.png);
png_set_gray_to_rgb(r.png);
png_set_filler(r.png, 0xFF, PNG_FILLER_AFTER);
png_read_update_info(r.png, r.info);
width = png_get_image_width(r.png, r.info);
height = png_get_image_height(r.png, r.info);
if (width == 0 || height == 0) return false;
out.assign(static_cast<size_t>(width) * height * 4u, 0);
r.rows.resize(height);
for (uint32_t y = 0; y < height; ++y) {
r.rows[y] = out.data() + static_cast<size_t>(y) * width * 4u;
}
png_read_image(r.png, r.rows.data());
return true;
}
} // namespace
ImTextureID Get(const char* name) {
if (name == nullptr || *name == '\0') {
return ImTextureID{};
}
if (const auto it = g_cache.find(name); it != g_cache.end()) {
return it->second;
}
ImTextureID id{};
if (const auto dir = RuntimeConfigFile::ExecutableDirectory()) {
const std::filesystem::path path = *dir / "touch" / (std::string(name) + ".png");
std::vector<uint8_t> rgba;
uint32_t w = 0;
uint32_t h = 0;
if (DecodeRgba8(path, rgba, w, h)) {
id = aurora_imgui_add_texture(w, h, rgba.data());
} else {
// Cached null so this reports once rather than every frame.
std::cout << "[touch] missing button art: " << path << std::endl;
}
}
g_cache.emplace(name, id);
return id;
}
void Preload() {
// Must match the names used in touch_pad.cpp; a miss costs a hitch, not a
// failure.
static constexpr const char* kNames[] = {
"a", "b", "right_bumper", "l_analog", "r_analog", "start_pause", "d-pad", "control_stick",
};
for (const char* name : kNames) {
Get(name);
Get((std::string(name) + "_fill").c_str());
}
}
} // namespace TouchArt
-408
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@@ -1,408 +0,0 @@
#include "touch_pad.h"
#include "touch_art.h"
#include "hle/controller_status_contract.h"
#include "settings_overlay.h"
#include <dolphin/pad.h>
#include <imgui.h>
#include <SDL3/SDL_gamepad.h>
#include <SDL3/SDL_touch.h>
#include <algorithm>
#include <atomic>
#include <cmath>
#include <string>
namespace TouchPad {
namespace {
struct Circle {
float x, y, r;
bool Contains(float px, float py, float aspect) const {
const float dx = (px - x) * aspect;
const float dy = py - y;
return (dx * dx + dy * dy) <= (r * r);
}
};
// Positions are held as a distance from one screen edge in units of screen
// height. A fraction of width would land somewhere different on a 1.45:1 iPad
// and a 2.17:1 iPhone.
struct Anchor {
enum Edge { Left, Right, Centre };
Edge edge;
float dx; // distance from that edge, in units of screen height
float y; // fraction of screen height
float r; // radius, in units of screen height
Circle Resolve(float aspect) const {
const float offset = dx / aspect;
switch (edge) {
case Left: return Circle{offset, y, r};
case Right: return Circle{1.0f - offset, y, r};
case Centre: return Circle{0.5f + offset, y, r};
}
return Circle{0.5f, y, r};
}
};
constexpr Anchor kStickA{Anchor::Left, 0.215f, 0.400f, 0.130f};
constexpr Anchor kShoulderLA{Anchor::Left, 0.130f, 0.090f, 0.070f};
constexpr Anchor kShoulderRA{Anchor::Right, 0.130f, 0.090f, 0.070f};
constexpr Anchor kButtonAA{Anchor::Right, 0.210f, 0.640f, 0.105f};
constexpr Anchor kButtonBA{Anchor::Right, 0.430f, 0.790f, 0.072f};
constexpr Anchor kButtonItemA{Anchor::Right, 0.165f, 0.310f, 0.070f};
constexpr Anchor kButtonStartA{Anchor::Centre, 0.100f, 0.070f, 0.042f};
// There is no F10 on a touch device, so this is the only way into the settings
// bar. It is drawn whenever a touch screen exists - including when a pad has
// hidden the game controls - or connecting a pad would lock the user out.
constexpr Anchor kButtonMenuA{Anchor::Centre, -0.100f, 0.070f, 0.040f};
// r is the half-extent of the whole cross, not of one arm.
constexpr Anchor kDpadA{Anchor::Left, 0.215f, 0.760f, 0.125f};
constexpr float kDpadDeadzone = 0.30f;
struct Layout {
Circle stick, shoulderL, shoulderR, a, b, item, start, menu;
Circle dpad; // the whole cross; direction is derived, not four zones
};
Layout LayoutFor(float aspect) {
Layout l{};
l.stick = kStickA.Resolve(aspect);
l.shoulderL = kShoulderLA.Resolve(aspect);
l.shoulderR = kShoulderRA.Resolve(aspect);
l.a = kButtonAA.Resolve(aspect);
l.b = kButtonBA.Resolve(aspect);
l.item = kButtonItemA.Resolve(aspect);
l.start = kButtonStartA.Resolve(aspect);
l.menu = kButtonMenuA.Resolve(aspect);
l.dpad = kDpadA.Resolve(aspect);
return l;
}
struct Frame {
bool stickHeld = false;
float stickDx = 0.0f; // -1..1 after deadzone and clamping
float stickDy = 0.0f;
bool a = false, b = false, item = false, start = false;
bool l = false, r = false;
bool up = false, down = false, left = false, right = false;
};
// A finger inside the stick circle steers; its offset from the circle centre is
// the analog deflection. Every other finger is hit-tested against the buttons,
// so any number of them can be held at once.
// Owning finger, or 0. Single-threaded: guest fibers and the event pump share
// the host main thread.
SDL_FingerID g_stickFinger = 0;
Frame SampleFingers(float aspect) {
const Layout L = LayoutFor(aspect);
Frame frame;
bool stickFingerSeen = false;
int deviceCount = 0;
SDL_TouchID* devices = SDL_GetTouchDevices(&deviceCount);
if (devices == nullptr) {
return frame;
}
for (int d = 0; d < deviceCount; ++d) {
int fingerCount = 0;
SDL_Finger** fingers = SDL_GetTouchFingers(devices[d], &fingerCount);
if (fingers == nullptr) {
continue;
}
for (int f = 0; f < fingerCount; ++f) {
const float px = fingers[f]->x;
const float py = fingers[f]->y;
// Holding the grab lets the thumb slide past the gate without
// dropping steering.
const bool ownsStick = (g_stickFinger != 0 && fingers[f]->id == g_stickFinger);
if (ownsStick || (!frame.stickHeld && g_stickFinger == 0 &&
L.stick.Contains(px, py, aspect))) {
g_stickFinger = fingers[f]->id;
stickFingerSeen = true;
frame.stickHeld = true;
const float dx = (px - L.stick.x) * aspect / L.stick.r;
const float dy = (py - L.stick.y) / L.stick.r;
const float len = std::sqrt(dx * dx + dy * dy);
// Clamp to the circle so a finger dragged outside still reads as
// full deflection rather than overshooting the guest's range.
const float scale = (len > 1.0f) ? (1.0f / len) : 1.0f;
frame.stickDx = dx * scale;
frame.stickDy = dy * scale;
continue;
}
if (L.a.Contains(px, py, aspect)) frame.a = true;
if (L.b.Contains(px, py, aspect)) frame.b = true;
if (L.item.Contains(px, py, aspect)) frame.item = true;
if (L.start.Contains(px, py, aspect)) frame.start = true;
if (L.shoulderL.Contains(px, py, aspect)) frame.l = true;
if (L.shoulderR.Contains(px, py, aspect)) frame.r = true;
{
const float ddx = (px - L.dpad.x) * aspect / L.dpad.r;
const float ddy = (py - L.dpad.y) / L.dpad.r;
if (std::fabs(ddx) <= 1.0f && std::fabs(ddy) <= 1.0f &&
(ddx * ddx + ddy * ddy) > (kDpadDeadzone * kDpadDeadzone)) {
if (std::fabs(ddx) > std::fabs(ddy)) {
if (ddx < 0.0f) frame.left = true; else frame.right = true;
} else {
if (ddy < 0.0f) frame.up = true; else frame.down = true;
}
}
}
}
SDL_free(fingers);
}
SDL_free(devices);
if (!stickFingerSeen) {
g_stickFinger = 0;
}
return frame;
}
float CurrentAspect() {
const ImGuiIO& io = ImGui::GetIO();
if (io.DisplaySize.y <= 0.0f) {
return 1.0f;
}
return io.DisplaySize.x / io.DisplaySize.y;
}
// GameCube's own button colours. White-on-white is unreadable over bright track
// surfaces, so every control also gets a dark halo and a dark label shadow,
// which keeps it legible on light and dark backgrounds alike.
constexpr ImU32 kColA = IM_COL32(67, 176, 42, 255); // green
constexpr ImU32 kColB = IM_COL32(228, 0, 43, 255); // red
constexpr ImU32 kColZ = IM_COL32(104, 82, 214, 255); // purple
constexpr ImU32 kColGrey = IM_COL32(196, 198, 206, 255);
constexpr ImU32 kColStick = IM_COL32(174, 176, 184, 255);
ImU32 WithAlpha(ImU32 colour, int alpha) {
return (colour & 0x00FFFFFFu) | (static_cast<ImU32>(alpha) << IM_COL32_A_SHIFT);
}
void DrawCircle(ImDrawList* list, const Circle& c, const ImVec2& size, const char* label,
bool pressed, ImU32 colour, const char* art) {
const ImVec2 centre{c.x * size.x, c.y * size.y};
const float radius = c.r * size.y;
const ImVec2 lo{centre.x - radius, centre.y - radius};
const ImVec2 hi{centre.x + radius, centre.y + radius};
// The solid silhouette tinted black darkens the glyph's own shape; a plain
// circle behind it would put a disc around the cross and the triggers.
if (art != nullptr) {
const ImTextureID fill = TouchArt::Get((std::string(art) + "_fill").c_str());
if (fill != ImTextureID{}) {
list->AddImage(fill, lo, hi, ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f),
IM_COL32(0, 0, 0, pressed ? 165 : 120));
}
const ImTextureID line = TouchArt::Get(art);
if (line != ImTextureID{}) {
list->AddImage(line, lo, hi, ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f),
IM_COL32(255, 255, 255, pressed ? 250 : 175));
return;
}
}
// Vector fallback, used when the artwork is missing.
list->AddCircleFilled(centre, radius + 3.0f, IM_COL32(0, 0, 0, pressed ? 150 : 110), 48);
list->AddCircleFilled(centre, radius, WithAlpha(colour, pressed ? 235 : 130), 48);
list->AddCircle(centre, radius, WithAlpha(IM_COL32(255, 255, 255, 255), pressed ? 255 : 170),
48, 2.5f);
if (label != nullptr && *label != '\0') {
const ImVec2 text = ImGui::CalcTextSize(label);
const ImVec2 at{centre.x - text.x * 0.5f, centre.y - text.y * 0.5f};
list->AddText(ImVec2{at.x + 1.0f, at.y + 1.0f}, IM_COL32(0, 0, 0, 190), label);
list->AddText(at, IM_COL32(255, 255, 255, 240), label);
}
}
} // namespace
bool HasTouchScreen() {
int deviceCount = 0;
SDL_TouchID* devices = SDL_GetTouchDevices(&deviceCount);
if (devices != nullptr) {
SDL_free(devices);
}
return deviceCount > 0;
}
// Edge-triggered: the settings bar must toggle once per tap, not once per frame
// for as long as a finger rests on the button.
void PollMenuButton() {
static bool wasDown = false;
bool down = false;
const float aspect = CurrentAspect();
const Layout L = LayoutFor(aspect);
int deviceCount = 0;
SDL_TouchID* devices = SDL_GetTouchDevices(&deviceCount);
if (devices != nullptr) {
for (int d = 0; d < deviceCount && !down; ++d) {
int fingerCount = 0;
SDL_Finger** fingers = SDL_GetTouchFingers(devices[d], &fingerCount);
if (fingers == nullptr) {
continue;
}
for (int f = 0; f < fingerCount; ++f) {
if (L.menu.Contains(fingers[f]->x, fingers[f]->y, aspect)) {
down = true;
break;
}
}
SDL_free(fingers);
}
SDL_free(devices);
}
if (down && !wasDown) {
settings_overlay::ToggleTopBar();
}
wasDown = down;
}
// Tapping the FPS readout opens the settings bar. Preferred over a dedicated
// button because it reuses something already on screen.
bool PollFpsTap(const ImVec2& size) {
float minX = 0.0f, minY = 0.0f, maxX = 0.0f, maxY = 0.0f;
if (!settings_overlay::FpsOverlayBounds(&minX, &minY, &maxX, &maxY)) {
return false; // readout hidden - caller falls back to its own button
}
static bool wasDown = false;
bool down = false;
int deviceCount = 0;
SDL_TouchID* devices = SDL_GetTouchDevices(&deviceCount);
if (devices != nullptr) {
for (int d = 0; d < deviceCount && !down; ++d) {
int fingerCount = 0;
SDL_Finger** fingers = SDL_GetTouchFingers(devices[d], &fingerCount);
if (fingers == nullptr) {
continue;
}
for (int f = 0; f < fingerCount; ++f) {
const float px = fingers[f]->x * size.x;
const float py = fingers[f]->y * size.y;
if (px >= minX && px <= maxX && py >= minY && py <= maxY) {
down = true;
break;
}
}
SDL_free(fingers);
}
SDL_free(devices);
}
if (down && !wasDown) {
settings_overlay::ToggleTopBar();
}
wasDown = down;
return true;
}
bool IsActive() {
// A connected pad wins: PAD__Read_HLE already prefers it for input, and the
// overlay should get out of the way visually too rather than sit on top of
// the game doing nothing.
int gamepadCount = 0;
SDL_JoystickID* gamepads = SDL_GetGamepads(&gamepadCount);
if (gamepads != nullptr) {
SDL_free(gamepads);
}
if (gamepadCount > 0) {
return false;
}
int deviceCount = 0;
SDL_TouchID* devices = SDL_GetTouchDevices(&deviceCount);
if (devices != nullptr) {
SDL_free(devices);
}
return deviceCount > 0;
}
bool Read(std::array<PADStatus, 4>& statuses) {
if (!IsActive()) {
return false;
}
const Frame frame = SampleFingers(CurrentAspect());
PADStatus& pad = statuses[0];
pad = PADStatus{};
pad.err = PAD_ERR_NONE;
uint16_t buttons = 0;
if (frame.a) buttons |= PAD_BUTTON_A;
if (frame.b) buttons |= PAD_BUTTON_B;
if (frame.item) buttons |= PAD_TRIGGER_Z;
if (frame.start) buttons |= PAD_BUTTON_START;
if (frame.l) buttons |= PAD_TRIGGER_L;
if (frame.r) buttons |= PAD_TRIGGER_R;
if (frame.up) buttons |= PAD_BUTTON_UP;
if (frame.down) buttons |= PAD_BUTTON_DOWN;
if (frame.left) buttons |= PAD_BUTTON_LEFT;
if (frame.right) buttons |= PAD_BUTTON_RIGHT;
pad.button = buttons;
// Screen y grows downward, the guest stick grows upward.
pad.stickX = static_cast<int8_t>(std::clamp(frame.stickDx * 127.0f, -127.0f, 127.0f));
pad.stickY = static_cast<int8_t>(std::clamp(-frame.stickDy * 127.0f, -127.0f, 127.0f));
pad.triggerLeft = frame.l ? 255 : 0;
pad.triggerRight = frame.r ? 255 : 0;
return true;
}
void Draw() {
const ImGuiIO& io = ImGui::GetIO();
const ImVec2 size = io.DisplaySize;
if (size.x <= 0.0f || size.y <= 0.0f || !HasTouchScreen()) {
return;
}
const Layout L = LayoutFor(size.x / size.y);
// The way into settings exists whenever there is a screen to tap, even when
// a pad has hidden everything else.
ImDrawList* menuList = ImGui::GetBackgroundDrawList();
if (!PollFpsTap(size)) {
// No FPS readout to tap, so fall back to an explicit button - otherwise a
// touch host with show_fps off has no way into the settings bar at all.
PollMenuButton();
DrawCircle(menuList, L.menu, size, settings_overlay::TopBarVisible() ? "X" : "=",
settings_overlay::TopBarVisible(), kColGrey, nullptr);
}
if (!IsActive()) {
return;
}
const Frame frame = SampleFingers(size.x / size.y);
ImDrawList* list = ImGui::GetBackgroundDrawList();
// Stick: outer ring plus a thumb dot showing current deflection.
// The glyph is the knob; nothing is drawn behind it.
const ImVec2 stickCentre{L.stick.x * size.x, L.stick.y * size.y};
const float stickRadius = L.stick.r * size.y;
const float knobRadius = stickRadius * 0.80f;
const float travel = stickRadius * 0.38f;
const Circle knob{(stickCentre.x + frame.stickDx * travel) / size.x,
(stickCentre.y + frame.stickDy * travel) / size.y,
knobRadius / size.y};
DrawCircle(list, knob, size, "", frame.stickHeld, kColStick, "control_stick");
DrawCircle(list, L.a, size, "A", frame.a, kColA, "a");
DrawCircle(list, L.b, size, "B", frame.b, kColB, "b");
DrawCircle(list, L.item, size, "Z", frame.item, kColZ, "right_bumper");
DrawCircle(list, L.start, size, "START", frame.start, kColGrey, "start_pause");
DrawCircle(list, L.shoulderL, size, "L", frame.l, kColGrey, "l_analog");
DrawCircle(list, L.shoulderR, size, "R", frame.r, kColGrey, "r_analog");
const bool dpadHeld = frame.up || frame.down || frame.left || frame.right;
DrawCircle(list, L.dpad, size, "", dpadHeld, kColGrey, "d-pad");
}
} // namespace TouchPad
+302
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@@ -0,0 +1,302 @@
#include "input_bindings.h"
#include "controller_button_names.h"
#include "input_expr.h"
#include "runtime_config.h"
#include "runtime_log.h"
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include <filesystem>
#include <mutex>
#include <unordered_map>
#include <SDL3/SDL_gamepad.h>
namespace InputBindings {
namespace {
struct Binding {
std::string text;
InputExpr::Expression expr;
bool active = false;
};
std::mutex g_mutex;
std::array<std::array<Binding, kControls.size()>, PAD_CHANMAX> g_bindings;
bool g_anyBound = false;
bool g_inputBlocked = false;
// Dolphin input names, mapped onto SDL. XInput-style names are exact; DInput
// "Button <n>" indices follow the common PlayStation layout, which is what
// DInput reports for a DualShock/DualSense. Other pads may number differently.
const std::unordered_map<std::string, SDL_GamepadButton>& ButtonNames() {
static const std::unordered_map<std::string, SDL_GamepadButton> table = {
{"Button A", SDL_GAMEPAD_BUTTON_SOUTH}, {"Button B", SDL_GAMEPAD_BUTTON_EAST},
{"Button X", SDL_GAMEPAD_BUTTON_WEST}, {"Button Y", SDL_GAMEPAD_BUTTON_NORTH},
{"Shoulder L", SDL_GAMEPAD_BUTTON_LEFT_SHOULDER},
{"Shoulder R", SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER},
{"Thumb L", SDL_GAMEPAD_BUTTON_LEFT_STICK}, {"Thumb R", SDL_GAMEPAD_BUTTON_RIGHT_STICK},
{"Start", SDL_GAMEPAD_BUTTON_START}, {"Back", SDL_GAMEPAD_BUTTON_BACK},
{"Guide", SDL_GAMEPAD_BUTTON_GUIDE},
{"Pad N", SDL_GAMEPAD_BUTTON_DPAD_UP}, {"Pad S", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
{"Pad W", SDL_GAMEPAD_BUTTON_DPAD_LEFT}, {"Pad E", SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
{"Hat 0 N", SDL_GAMEPAD_BUTTON_DPAD_UP}, {"Hat 0 S", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
{"Hat 0 W", SDL_GAMEPAD_BUTTON_DPAD_LEFT}, {"Hat 0 E", SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
{"Button 0", SDL_GAMEPAD_BUTTON_WEST}, {"Button 1", SDL_GAMEPAD_BUTTON_SOUTH},
{"Button 2", SDL_GAMEPAD_BUTTON_EAST}, {"Button 3", SDL_GAMEPAD_BUTTON_NORTH},
{"Button 4", SDL_GAMEPAD_BUTTON_LEFT_SHOULDER},
{"Button 5", SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER},
{"Button 8", SDL_GAMEPAD_BUTTON_BACK}, {"Button 9", SDL_GAMEPAD_BUTTON_START},
{"Button 10", SDL_GAMEPAD_BUTTON_LEFT_STICK},
{"Button 11", SDL_GAMEPAD_BUTTON_RIGHT_STICK},
{"Button 12", SDL_GAMEPAD_BUTTON_GUIDE}, {"Button 13", SDL_GAMEPAD_BUTTON_TOUCHPAD},
};
return table;
}
// Signed axis names: SDL axis plus the direction that counts as positive.
struct AxisRef {
SDL_GamepadAxis axis;
int sign;
};
const std::unordered_map<std::string, AxisRef>& AxisNames() {
static const std::unordered_map<std::string, AxisRef> table = {
{"Axis X-", {SDL_GAMEPAD_AXIS_LEFTX, -1}}, {"Axis X+", {SDL_GAMEPAD_AXIS_LEFTX, 1}},
{"Axis Y-", {SDL_GAMEPAD_AXIS_LEFTY, -1}}, {"Axis Y+", {SDL_GAMEPAD_AXIS_LEFTY, 1}},
{"Axis Z-", {SDL_GAMEPAD_AXIS_RIGHTX, -1}}, {"Axis Z+", {SDL_GAMEPAD_AXIS_RIGHTX, 1}},
{"Axis Zr-", {SDL_GAMEPAD_AXIS_RIGHTY, -1}},{"Axis Zr+", {SDL_GAMEPAD_AXIS_RIGHTY, 1}},
{"Left X-", {SDL_GAMEPAD_AXIS_LEFTX, -1}}, {"Left X+", {SDL_GAMEPAD_AXIS_LEFTX, 1}},
{"Left Y-", {SDL_GAMEPAD_AXIS_LEFTY, 1}}, {"Left Y+", {SDL_GAMEPAD_AXIS_LEFTY, -1}},
{"Right X-", {SDL_GAMEPAD_AXIS_RIGHTX, -1}},{"Right X+", {SDL_GAMEPAD_AXIS_RIGHTX, 1}},
{"Right Y-", {SDL_GAMEPAD_AXIS_RIGHTY, 1}}, {"Right Y+", {SDL_GAMEPAD_AXIS_RIGHTY, -1}},
{"Full Axis Xr+", {SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 1}},
{"Full Axis Yr+", {SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 1}},
{"Trigger L", {SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 1}},
{"Trigger R", {SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 1}},
};
return table;
}
double ReadInput(SDL_Gamepad* gamepad, const std::string& name) {
if (gamepad == nullptr) {
return 0.0;
}
if (const auto it = ButtonNames().find(name); it != ButtonNames().end()) {
return SDL_GetGamepadButton(gamepad, it->second) ? 1.0 : 0.0;
}
if (const auto it = AxisNames().find(name); it != AxisNames().end()) {
const double raw = SDL_GetGamepadAxis(gamepad, it->second.axis) / 32767.0;
return std::clamp(raw * it->second.sign, 0.0, 1.0);
}
// Fall back to this project's own positional names, so a binding written
// here does not have to use Dolphin vocabulary.
if (const auto* native = ControllerNames::FindNativeButton(name)) {
if (native->nativeButton != PAD_NATIVE_BUTTON_INVALID) {
return SDL_GetGamepadButton(gamepad, static_cast<SDL_GamepadButton>(native->nativeButton)) ? 1.0
: 0.0;
}
}
return 0.0;
}
SDL_Gamepad* GamepadForPort(uint32_t port) {
const s32 index = PADGetIndexForPort(port);
return index < 0 ? nullptr : PADGetSDLGamepadForIndex(static_cast<u32>(index));
}
size_t ControlIndexForDolphinName(const std::string& name) {
for (size_t i = 0; i < kControls.size(); ++i) {
if (name == kControls[i].dolphinName) {
return i;
}
}
return kControls.size();
}
void RecomputeAnyBoundLocked() {
g_anyBound = false;
for (const auto& port : g_bindings) {
for (const auto& binding : port) {
if (!binding.expr.Empty()) {
g_anyBound = true;
return;
}
}
}
}
std::string ConfigKey(uint32_t port, size_t control) {
std::string key = "expr_" + std::to_string(port + 1) + "_";
for (const char* c = kControls[control].dolphinName; *c != '\0'; ++c) {
key += (*c == '/' || *c == '-') ? '_' : static_cast<char>(std::tolower(*c));
}
return key;
}
} // namespace
void SetInputBlocked(bool blocked) noexcept {
std::lock_guard<std::mutex> lock(g_mutex);
g_inputBlocked = blocked;
}
bool InputBlocked() noexcept {
std::lock_guard<std::mutex> lock(g_mutex);
return g_inputBlocked;
}
void Reload() noexcept {
std::lock_guard<std::mutex> lock(g_mutex);
for (uint32_t port = 0; port < PAD_CHANMAX; ++port) {
for (size_t control = 0; control < kControls.size(); ++control) {
Binding& binding = g_bindings[port][control];
binding = Binding{};
binding.text = RuntimeConfigFile::ControllerExpression(ConfigKey(port, control));
std::string error;
if (!binding.text.empty() &&
!InputExpr::Expression::Parse(binding.text, binding.expr, error)) {
RT_LOG(RT_TAG_CONFIG) << "expression for port " << (port + 1) << " "
<< kControls[control].dolphinName << ": " << error << std::endl;
}
}
}
RecomputeAnyBoundLocked();
}
void Apply(PADStatus* statuses) noexcept {
if (statuses == nullptr) {
return;
}
std::lock_guard<std::mutex> lock(g_mutex);
if (!g_anyBound) {
return;
}
const bool blocked = g_inputBlocked;
for (uint32_t port = 0; port < PAD_CHANMAX; ++port) {
if (statuses[port].err != PAD_ERR_NONE) {
continue;
}
SDL_Gamepad* gamepad = GamepadForPort(port);
const InputExpr::InputSource source = [gamepad](const std::string& name) {
return ReadInput(gamepad, name);
};
for (size_t control = 0; control < kControls.size(); ++control) {
Binding& binding = g_bindings[port][control];
if (binding.expr.Empty()) {
continue;
}
if (blocked) {
binding.active = false;
continue;
}
const double value = binding.expr.Evaluate(source);
binding.active = value > InputExpr::kConditionThreshold;
const ControlInfo& info = kControls[control];
if (info.padButton != 0 && binding.active) {
statuses[port].button |= info.padButton;
}
if (info.analog != 0) {
const double safe = std::isfinite(value) ? std::clamp(value, 0.0, 1.0) : 0.0;
const auto scaled = static_cast<uint8_t>(safe * 255.0);
uint8_t& target =
info.analog == 1 ? statuses[port].triggerLeft : statuses[port].triggerRight;
target = std::max(target, scaled);
}
}
}
}
std::string GetExpression(uint32_t port, size_t control) noexcept {
if (port >= PAD_CHANMAX || control >= kControls.size()) {
return {};
}
std::lock_guard<std::mutex> lock(g_mutex);
return g_bindings[port][control].text;
}
bool SetExpression(uint32_t port, size_t control, const std::string& text, std::string& error) noexcept {
if (port >= PAD_CHANMAX || control >= kControls.size()) {
error = "invalid control";
return false;
}
InputExpr::Expression parsed;
if (!InputExpr::Expression::Parse(text, parsed, error)) {
return false;
}
{
std::lock_guard<std::mutex> lock(g_mutex);
Binding& binding = g_bindings[port][control];
binding.text = text;
binding.expr = std::move(parsed);
binding.active = false;
RecomputeAnyBoundLocked();
}
RuntimeConfigFile::SetControllerExpression(ConfigKey(port, control), text);
return true;
}
bool IsActive(uint32_t port, size_t control) noexcept {
if (port >= PAD_CHANMAX || control >= kControls.size()) {
return false;
}
std::lock_guard<std::mutex> lock(g_mutex);
return g_bindings[port][control].active;
}
std::string DefaultDolphinConfigPath() noexcept {
std::error_code ec;
if (const char* appdata = std::getenv("APPDATA"); appdata != nullptr) {
const std::filesystem::path roaming =
std::filesystem::path(appdata) / "Dolphin Emulator" / "Config" / "GCPadNew.ini";
if (std::filesystem::exists(roaming, ec)) {
return RuntimeConfigFile::PathToUtf8(roaming);
}
}
const auto executableDirectory = RuntimeConfigFile::ExecutableDirectory();
return RuntimeConfigFile::PathToUtf8(executableDirectory ? *executableDirectory / "GCPadNew.ini"
: std::filesystem::path("GCPadNew.ini"));
}
int ImportDolphinConfig(const std::string& path, int padIndex, uint32_t port, std::string& summary,
std::string& error) noexcept {
std::vector<std::pair<std::string, std::string>> controls;
std::string device;
if (!InputExpr::ReadDolphinConfig(RuntimeConfigFile::PathFromUtf8(path), padIndex, controls, device,
error)) {
return -1;
}
int imported = 0;
std::vector<std::string> skipped;
for (const auto& [name, text] : controls) {
const size_t control = ControlIndexForDolphinName(name);
if (control == kControls.size()) {
if (name.rfind("Main Stick/", 0) == 0 || name.rfind("C-Stick/", 0) == 0) {
skipped.push_back(name);
}
continue;
}
std::string parseError;
if (!SetExpression(port, control, text, parseError)) {
skipped.push_back(name);
RT_LOG(RT_TAG_CONFIG) << "import " << name << ": " << parseError << std::endl;
continue;
}
++imported;
}
summary = "Imported " + std::to_string(imported) + " controls";
if (!device.empty()) {
summary += " from " + device;
}
if (!skipped.empty()) {
summary += "; skipped " + std::to_string(skipped.size()) +
" (stick axes and unsupported inputs keep their existing mapping)";
}
return imported;
}
} // namespace InputBindings
+631
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@@ -0,0 +1,631 @@
#include "input_expr.h"
#include <algorithm>
#include <cctype>
#include <chrono>
#include <cmath>
#include <cstdlib>
#include <fstream>
#include <unordered_map>
namespace InputExpr {
namespace {
using Clock = std::chrono::steady_clock;
using FSec = std::chrono::duration<double>;
enum class Kind {
Literal, Input, Not, Add, Sub, Mul, Div, And, Or, Xor,
Greater, Less, Equal,
FnIf, FnMin, FnMax, FnClamp, FnAbs, FnSqrt, FnPow, FnSin, FnCos, FnTan,
FnDeadzone, FnTimer, FnToggle, FnHold, FnTap, FnPulse, FnSmooth, FnNot,
};
struct FnInfo {
Kind kind;
int minArgs;
int maxArgs;
};
const std::unordered_map<std::string, FnInfo>& FunctionTable() {
static const std::unordered_map<std::string, FnInfo> table = {
{"not", {Kind::FnNot, 1, 1}}, {"if", {Kind::FnIf, 3, 3}},
{"min", {Kind::FnMin, 2, 2}}, {"max", {Kind::FnMax, 2, 2}},
{"clamp", {Kind::FnClamp, 3, 3}}, {"abs", {Kind::FnAbs, 1, 1}},
{"sqrt", {Kind::FnSqrt, 1, 1}}, {"pow", {Kind::FnPow, 2, 2}},
{"sin", {Kind::FnSin, 1, 1}}, {"cos", {Kind::FnCos, 1, 1}},
{"tan", {Kind::FnTan, 1, 1}}, {"deadzone", {Kind::FnDeadzone, 2, 2}},
{"timer", {Kind::FnTimer, 1, 1}}, {"toggle", {Kind::FnToggle, 1, 2}},
{"hold", {Kind::FnHold, 2, 2}}, {"tap", {Kind::FnTap, 2, 3}},
{"pulse", {Kind::FnPulse, 2, 2}}, {"smooth", {Kind::FnSmooth, 2, 3}},
};
return table;
}
} // namespace
struct Node {
Kind kind;
double literal = 0.0;
std::string input;
std::vector<std::unique_ptr<Node>> args;
// Per-instance state for the stateful functions. Mutable because Evaluate
// is logically a read of current input state.
mutable bool released = false;
mutable bool state = false;
mutable unsigned taps = 0;
mutable double value = 0.0;
mutable Clock::time_point mark = Clock::now();
mutable bool marked = false;
};
namespace {
// ---- tokenizer ----------------------------------------------------------
struct Token {
enum Type { End, Input, Number, Ident, Op, LParen, RParen, Comma } type = End;
std::string text;
};
class Lexer {
public:
explicit Lexer(const std::string& text) : m_text(text) {}
bool Next(Token& tok, std::string& error) {
while (m_pos < m_text.size() && std::isspace(static_cast<unsigned char>(m_text[m_pos]))) {
++m_pos;
}
if (m_pos >= m_text.size()) {
tok = Token{};
return true;
}
const char c = m_text[m_pos];
if (c == '`') {
const size_t close = m_text.find('`', m_pos + 1);
if (close == std::string::npos) {
error = "unterminated ` in expression";
return false;
}
tok.type = Token::Input;
tok.text = m_text.substr(m_pos + 1, close - m_pos - 1);
m_pos = close + 1;
return true;
}
if (std::isdigit(static_cast<unsigned char>(c)) || c == '.') {
size_t end = m_pos;
while (end < m_text.size() &&
(std::isdigit(static_cast<unsigned char>(m_text[end])) || m_text[end] == '.')) {
++end;
}
tok.type = Token::Number;
tok.text = m_text.substr(m_pos, end - m_pos);
m_pos = end;
return true;
}
if (std::isalpha(static_cast<unsigned char>(c)) || c == '_') {
size_t end = m_pos;
while (end < m_text.size() &&
(std::isalnum(static_cast<unsigned char>(m_text[end])) || m_text[end] == '_' ||
m_text[end] == ' ')) {
++end;
}
// Trailing spaces belong to the separator, not the identifier.
while (end > m_pos && m_text[end - 1] == ' ') {
--end;
}
tok.type = Token::Ident;
tok.text = m_text.substr(m_pos, end - m_pos);
m_pos = end;
return true;
}
if (c == '(') { tok.type = Token::LParen; ++m_pos; return true; }
if (c == ')') { tok.type = Token::RParen; ++m_pos; return true; }
if (c == ',') { tok.type = Token::Comma; ++m_pos; return true; }
if (std::string("!&|^+-*/><=").find(c) != std::string::npos) {
tok.type = Token::Op;
tok.text = std::string(1, c);
++m_pos;
return true;
}
error = std::string("unexpected character '") + c + "' in expression";
return false;
}
size_t Position() const { return m_pos; }
private:
const std::string& m_text;
size_t m_pos = 0;
};
// ---- parser -------------------------------------------------------------
using NodePtr = std::unique_ptr<Node>;
class Parser {
public:
explicit Parser(const std::string& text) : m_lexer(text) { Advance(); }
NodePtr ParseExpression(std::string& error) {
NodePtr node = ParseBinary(0, error);
if (!node) {
return nullptr;
}
if (m_failed) {
error = m_lexError;
return nullptr;
}
if (m_tok.type != Token::End) {
error = "unexpected trailing input in expression";
return nullptr;
}
return node;
}
private:
void Advance() {
if (!m_lexer.Next(m_tok, m_lexError)) {
m_tok = Token{};
m_failed = true;
}
}
static int Precedence(const std::string& op) {
if (op == "|") return 1;
if (op == "^") return 2;
if (op == "&") return 3;
if (op == ">" || op == "<" || op == "=") return 4;
if (op == "+" || op == "-") return 5;
if (op == "*" || op == "/") return 6;
return -1;
}
static Kind BinaryKind(const std::string& op) {
if (op == "|") return Kind::Or;
if (op == "^") return Kind::Xor;
if (op == "&") return Kind::And;
if (op == ">") return Kind::Greater;
if (op == "<") return Kind::Less;
if (op == "=") return Kind::Equal;
if (op == "+") return Kind::Add;
if (op == "-") return Kind::Sub;
if (op == "*") return Kind::Mul;
return Kind::Div;
}
NodePtr ParseBinary(int minPrec, std::string& error) {
NodePtr lhs = ParseUnary(error);
if (!lhs) {
return nullptr;
}
while (m_tok.type == Token::Op) {
const int prec = Precedence(m_tok.text);
if (prec < 0 || prec < minPrec) {
break;
}
const std::string op = m_tok.text;
Advance();
NodePtr rhs = ParseBinary(prec + 1, error);
if (!rhs) {
return nullptr;
}
auto node = std::make_unique<Node>();
node->kind = BinaryKind(op);
node->args.push_back(std::move(lhs));
node->args.push_back(std::move(rhs));
lhs = std::move(node);
}
return lhs;
}
NodePtr ParseUnary(std::string& error) {
if (m_failed) {
error = m_lexError;
return nullptr;
}
if (m_tok.type == Token::Op && (m_tok.text == "!" || m_tok.text == "-" || m_tok.text == "+")) {
const std::string op = m_tok.text;
Advance();
NodePtr inner = ParseUnary(error);
if (!inner) {
return nullptr;
}
if (op == "+") {
return inner;
}
auto node = std::make_unique<Node>();
if (op == "!") {
node->kind = Kind::Not;
node->args.push_back(std::move(inner));
} else {
node->kind = Kind::Sub;
auto zero = std::make_unique<Node>();
zero->kind = Kind::Literal;
node->args.push_back(std::move(zero));
node->args.push_back(std::move(inner));
}
return node;
}
return ParsePrimary(error);
}
NodePtr ParsePrimary(std::string& error) {
if (m_failed) {
error = m_lexError;
return nullptr;
}
switch (m_tok.type) {
case Token::Input: {
auto node = std::make_unique<Node>();
node->kind = Kind::Input;
node->input = m_tok.text;
Advance();
return node;
}
case Token::Number: {
auto node = std::make_unique<Node>();
node->kind = Kind::Literal;
node->literal = std::strtod(m_tok.text.c_str(), nullptr);
Advance();
return node;
}
case Token::LParen: {
Advance();
NodePtr inner = ParseBinary(0, error);
if (!inner) {
return nullptr;
}
if (m_tok.type != Token::RParen) {
error = "expected closing paren";
return nullptr;
}
Advance();
return inner;
}
case Token::Ident: {
const std::string name = m_tok.text;
Advance();
if (m_tok.type != Token::LParen) {
// A bare identifier is an input name, as Dolphin allows for
// simple cases such as "Start" or "LSHIFT".
auto node = std::make_unique<Node>();
node->kind = Kind::Input;
node->input = name;
return node;
}
const auto it = FunctionTable().find(name);
if (it == FunctionTable().end()) {
error = "unknown function '" + name + "'";
return nullptr;
}
Advance();
auto node = std::make_unique<Node>();
node->kind = it->second.kind;
if (m_tok.type != Token::RParen) {
while (true) {
NodePtr arg = ParseBinary(0, error);
if (!arg) {
return nullptr;
}
node->args.push_back(std::move(arg));
if (m_tok.type != Token::Comma) {
break;
}
Advance();
}
}
if (m_tok.type != Token::RParen) {
error = "expected closing paren after " + name + " arguments";
return nullptr;
}
Advance();
const int count = static_cast<int>(node->args.size());
if (count < it->second.minArgs || count > it->second.maxArgs) {
error = name + " takes " + std::to_string(it->second.minArgs) + " to " +
std::to_string(it->second.maxArgs) + " arguments";
return nullptr;
}
return node;
}
default:
error = "expected start of expression";
return nullptr;
}
}
Lexer m_lexer;
Token m_tok;
std::string m_lexError;
bool m_failed = false;
};
// ---- evaluator ----------------------------------------------------------
double Eval(const Node& node, const InputSource& source);
double Arg(const Node& node, size_t index, const InputSource& source) {
return Eval(*node.args[index], source);
}
double Eval(const Node& node, const InputSource& source) {
switch (node.kind) {
case Kind::Literal: return node.literal;
case Kind::Input: return source ? source(node.input) : 0.0;
case Kind::Not:
case Kind::FnNot: return 1.0 - Arg(node, 0, source);
case Kind::Add: return Arg(node, 0, source) + Arg(node, 1, source);
case Kind::Sub: return Arg(node, 0, source) - Arg(node, 1, source);
case Kind::Mul: return Arg(node, 0, source) * Arg(node, 1, source);
case Kind::Div: {
// Both sides are evaluated even when the divisor is zero: the left
// subtree may hold stateful functions that need their frame update.
const double lhs = Arg(node, 0, source);
const double rhs = Arg(node, 1, source);
return rhs == 0.0 ? 0.0 : lhs / rhs;
}
case Kind::And: return std::min(Arg(node, 0, source), Arg(node, 1, source));
case Kind::Or: return std::max(Arg(node, 0, source), Arg(node, 1, source));
case Kind::Xor: {
const double a = Arg(node, 0, source);
const double b = Arg(node, 1, source);
return std::max(std::min(a, 1.0 - b), std::min(b, 1.0 - a));
}
case Kind::Greater: return Arg(node, 0, source) > Arg(node, 1, source) ? 1.0 : 0.0;
case Kind::Less: return Arg(node, 0, source) < Arg(node, 1, source) ? 1.0 : 0.0;
case Kind::Equal: return Arg(node, 0, source) == Arg(node, 1, source) ? 1.0 : 0.0;
case Kind::FnIf:
return Arg(node, 0, source) > kConditionThreshold ? Arg(node, 1, source) : Arg(node, 2, source);
case Kind::FnMin: return std::min(Arg(node, 0, source), Arg(node, 1, source));
case Kind::FnMax: return std::max(Arg(node, 0, source), Arg(node, 1, source));
case Kind::FnClamp: {
const double v = Arg(node, 0, source);
double lo = Arg(node, 1, source);
double hi = Arg(node, 2, source);
if (lo > hi) {
std::swap(lo, hi);
}
return std::clamp(v, lo, hi);
}
case Kind::FnAbs: return std::abs(Arg(node, 0, source));
case Kind::FnSqrt: return std::sqrt(Arg(node, 0, source));
case Kind::FnPow: return std::pow(Arg(node, 0, source), Arg(node, 1, source));
case Kind::FnSin: return std::sin(Arg(node, 0, source));
case Kind::FnCos: return std::cos(Arg(node, 0, source));
case Kind::FnTan: return std::tan(Arg(node, 0, source));
case Kind::FnDeadzone: {
const double v = Arg(node, 0, source);
const double dz = std::clamp(Arg(node, 1, source), 0.0, 0.999);
return std::copysign(std::max(0.0, std::abs(v) - dz) / (1.0 - dz), v);
}
case Kind::FnTimer: {
const auto now = Clock::now();
if (!node.marked) {
node.mark = now;
node.marked = true;
}
const double period = Arg(node, 0, source);
double progress = std::chrono::duration_cast<FSec>(now - node.mark).count() / period;
if (!std::isfinite(progress) || progress < 0.0) {
progress = 0.0;
node.mark = now;
} else if (progress >= 1.0) {
const double resets = std::floor(progress);
node.mark += std::chrono::duration_cast<Clock::duration>(FSec(period * resets));
progress -= resets;
}
return progress;
}
case Kind::FnToggle: {
const double inner = Arg(node, 0, source);
if (inner < kConditionThreshold) {
node.released = true;
} else if (node.released) {
node.released = false;
node.state = !node.state;
}
if (node.args.size() == 2 && Arg(node, 1, source) > kConditionThreshold) {
node.state = false;
}
return node.state ? 1.0 : 0.0;
}
case Kind::FnHold: {
const auto now = Clock::now();
if (!node.marked) {
node.mark = now;
node.marked = true;
}
const double input = Arg(node, 0, source);
if (input < kConditionThreshold) {
node.state = false;
node.mark = now;
} else if (!node.state) {
if (std::chrono::duration_cast<FSec>(now - node.mark).count() >= Arg(node, 1, source)) {
node.state = true;
}
}
return node.state ? 1.0 : 0.0;
}
case Kind::FnTap: {
const auto now = Clock::now();
if (!node.marked) {
node.mark = now;
node.marked = true;
}
const double elapsed = std::chrono::duration_cast<FSec>(now - node.mark).count();
const double input = Arg(node, 0, source);
const bool timeUp = elapsed > Arg(node, 1, source);
// The count is user authored, so a negative or huge value must not
// reach the unsigned conversion.
double requested = node.args.size() == 3 ? Arg(node, 2, source) : 2.0;
if (!std::isfinite(requested)) {
requested = 2.0;
}
const auto desired = static_cast<unsigned>(std::clamp(requested + 0.5, 1.0, 64.0));
if (input < kConditionThreshold) {
node.released = true;
if (node.taps > 0 && timeUp) {
node.taps = 0;
}
return 0.0;
}
if (node.released) {
if (node.taps == 0) {
node.mark = now;
}
++node.taps;
node.released = false;
}
return desired == node.taps ? 1.0 : 0.0;
}
case Kind::FnPulse: {
const auto now = Clock::now();
const double input = Arg(node, 0, source);
if (input < kConditionThreshold) {
node.released = true;
} else if (node.released) {
node.released = false;
const double requested = Arg(node, 1, source);
const double safe = std::isfinite(requested) ? std::clamp(requested, 0.0, 3600.0) : 0.0;
const auto seconds = std::chrono::duration_cast<Clock::duration>(FSec(safe));
if (node.state) {
node.mark += seconds;
} else {
node.state = true;
node.mark = now + seconds;
}
}
if (node.state && now >= node.mark) {
node.state = false;
}
return node.state ? 1.0 : 0.0;
}
case Kind::FnSmooth: {
const auto now = Clock::now();
if (!node.marked) {
node.mark = now;
node.marked = true;
}
const double elapsed = std::chrono::duration_cast<FSec>(now - node.mark).count();
node.mark = now;
const double desired = Arg(node, 0, source);
const double up = Arg(node, 1, source);
const double down = node.args.size() == 3 ? Arg(node, 2, source) : up;
const double rate = (desired < node.value) ? down : up;
const double maxMove = elapsed / rate;
if (!std::isfinite(maxMove)) {
node.value = desired;
} else {
const double diff = desired - node.value;
node.value += std::copysign(std::min(maxMove, std::abs(diff)), diff);
}
return node.value;
}
}
return 0.0;
}
void Collect(const Node& node, std::vector<std::string>& out) {
if (node.kind == Kind::Input) {
if (std::find(out.begin(), out.end(), node.input) == out.end()) {
out.push_back(node.input);
}
}
for (const auto& arg : node.args) {
Collect(*arg, out);
}
}
std::string Trim(const std::string& text) {
const size_t begin = text.find_first_not_of(" \t\r\n");
if (begin == std::string::npos) {
return {};
}
return text.substr(begin, text.find_last_not_of(" \t\r\n") - begin + 1);
}
} // namespace
Expression::Expression() = default;
Expression::~Expression() = default;
Expression::Expression(Expression&&) noexcept = default;
Expression& Expression::operator=(Expression&&) noexcept = default;
bool Expression::Parse(const std::string& text, Expression& out, std::string& error) {
out.m_root.reset();
if (Trim(text).empty()) {
return true;
}
Parser parser(text);
NodePtr root = parser.ParseExpression(error);
if (!root) {
return false;
}
out.m_root = std::move(root);
return true;
}
double Expression::Evaluate(const InputSource& source) const {
if (m_root == nullptr) {
return 0.0;
}
const double value = Eval(*m_root, source);
return std::isfinite(value) ? value : 0.0;
}
std::vector<std::string> Expression::ReferencedInputs() const {
std::vector<std::string> out;
if (m_root) {
Collect(*m_root, out);
}
return out;
}
bool ReadDolphinConfig(const std::filesystem::path& path, int padIndex,
std::vector<std::pair<std::string, std::string>>& controls,
std::string& deviceName, std::string& error) {
std::ifstream file(path);
if (!file) {
error = "could not open " + path.string();
return false;
}
const std::string wanted = "[GCPad" + std::to_string(padIndex) + "]";
bool inSection = false;
bool found = false;
std::string line;
controls.clear();
deviceName.clear();
while (std::getline(file, line)) {
const std::string trimmed = Trim(line);
if (trimmed.empty() || trimmed[0] == '#' || trimmed[0] == ';') {
continue;
}
if (trimmed.front() == '[') {
inSection = trimmed == wanted;
found = found || inSection;
continue;
}
if (!inSection) {
continue;
}
const size_t eq = trimmed.find('=');
if (eq == std::string::npos) {
continue;
}
const std::string key = Trim(trimmed.substr(0, eq));
const std::string value = Trim(trimmed.substr(eq + 1));
if (key == "Device") {
deviceName = value;
} else if (!value.empty()) {
controls.emplace_back(key, value);
}
}
if (!found) {
error = wanted + " not found in " + path.string();
return false;
}
return true;
}
} // namespace InputExpr
-26
View File
@@ -60,7 +60,6 @@
#include "aurora_events.h"
#include "wii_remote_input.h"
#include "discord_presence.h"
#include "touch_art.h"
#include "fiber_manager.h"
#include "hle_stubs.h"
#include "runtime_config.h"
@@ -1432,10 +1431,6 @@ int RuntimeMain(int argc, char** argv) {
}
aurora_set_frame_worker_wait_callback(ServiceGuestTimingDuringAuroraFrameWait);
GxGuestWrite::InstallAuroraHooks();
#ifdef MKW_PLATFORM_IOS
// Up front, or the frame the controls appear on pays for every decode.
TouchArt::Preload();
#endif
UpdateMkwDynamicAspectSurface(auroraInfo.windowSize.native_fb_width,
auroraInfo.windowSize.native_fb_height);
settings_overlay::InitializeRuntimeSettings();
@@ -1514,28 +1509,7 @@ int RuntimeMain(int argc, char** argv) {
}
}
// SDL must own main() on iOS: it supplies the entry point that starts
// UIApplicationMain and hands control back here once the app is running.
#ifdef MKW_PLATFORM_IOS
#include <SDL3/SDL_main.h>
#endif
int main(int argc, char** argv) {
#ifdef MKW_PLATFORM_IOS
// SDL's iOS backend calls SDL_main from scene:willConnectToSession:, once
// for every scene that connects (SDL_uikitappdelegate.m, postFinishLaunch).
// Attaching an external display makes iOS create a second scene, so this
// runs again while the first call is still inside the game loop, pumping
// events. Re-entering would boot the guest a second time in a live process:
// the observed result was data sections reloaded, 0 static constructors on
// the second pass, and aurora dying on "Only one window allowed per
// display". Declaring UIApplicationSupportsMultipleScenes=false does not
// prevent the extra scene, so refuse the re-entry here instead.
static std::atomic_flag alreadyRunning = ATOMIC_FLAG_INIT;
if (alreadyRunning.test_and_set(std::memory_order_acq_rel)) {
return 0;
}
#endif
return RuntimeMain(argc, argv);
}
extern "C" bool g_dynamicAspectRatioEnabled = false;
-12
View File
@@ -59,18 +59,6 @@ std::filesystem::path ApplicationDataDirectory(std::string_view applicationName)
CoTaskMemFree(rawPath);
return directory;
}
#elif defined(MKW_PLATFORM_IOS)
// The whole container is already private to this app, so user state lives
// in Documents rather than a name-scoped Application Support subdirectory.
// That puts Config.toml beside the game data the user copied in, which is
// what makes a relative dvd_root resolve, and UIFileSharingEnabled exposes
// the directory in Files.app so the user can manage it.
if (const char* home = std::getenv("HOME"); home && *home) {
return std::filesystem::path(home) / "Documents";
}
if (const passwd* user = getpwuid(getuid()); user && user->pw_dir && *user->pw_dir) {
return std::filesystem::path(user->pw_dir) / "Documents";
}
#elif defined(__APPLE__)
if (const char* home = std::getenv("HOME"); home && *home) {
return std::filesystem::path(home) / "Library" / "Application Support" / applicationName;
@@ -1,21 +0,0 @@
// Apple's clang links libclang_rt.ios.a implicitly; upstream clang on a Linux
// host has no iOS compiler-rt, and the only builtins this program needs from
// it are the two @available() checks. They are thin wrappers over dyld, so
// provide them here rather than asking people to extract a file from Xcode.
#include <stdint.h>
typedef struct {
uint32_t platform;
uint32_t version;
} dyld_build_version_t;
extern int _availability_version_check(uint32_t count, dyld_build_version_t versions[]);
int32_t __isPlatformVersionAtLeast(uint32_t platform, uint32_t major, uint32_t minor, uint32_t subminor) {
dyld_build_version_t wanted = {platform, (major << 16) | (minor << 8) | subminor};
return _availability_version_check(1, &wanted);
}
int32_t __isOSVersionAtLeast(int32_t major, int32_t minor, int32_t subminor) {
return __isPlatformVersionAtLeast(2 /* PLATFORM_IOS */, (uint32_t)major, (uint32_t)minor, (uint32_t)subminor);
}
+141 -119
View File
@@ -1,7 +1,8 @@
#include "settings_overlay.h"
#include "touch_pad.h"
#include "audio_backend.h"
#include "controller_button_names.h"
#include "controller_mapping_wizard.h"
#include "input_bindings.h"
#include "game_graphics_options.h"
#include "music_attenuation.h"
#include "runtime_config.h"
@@ -35,6 +36,8 @@
#endif
#include <dolphin/pad.h>
extern "C" void PAD_HLE_SetRumbleEnabled(bool enabled);
#include <dolphin/vi.h>
#include <aurora/aurora.h>
#include <aurora/gfx.h>
@@ -66,8 +69,7 @@ const char* GraphicsApiDisplayName() {
}
bool g_topBarVisible = false;
float g_fpsBounds[4] = {0.0f, 0.0f, 0.0f, 0.0f};
bool g_fpsBoundsValid = false;
bool g_rumbleEnabled = RuntimeConfigFile::RumbleEnabled(true);
int g_controllerPort = 0;
float g_resolutionScale = RuntimeConfigFile::ResolutionMultiplier(1.0f);
int g_audioVolumePercent = static_cast<int>(std::lround(RuntimeConfigFile::AudioVolume(1.0f) * 100.0f));
@@ -109,62 +111,9 @@ std::array<int32_t, PAD_MAX_CONTROLLERS> g_configuredControllerIndices = [] {
return indices;
}();
struct ControllerButtonItem {
const char* configKey;
const char* label;
PADButton padButton;
};
constexpr std::array<ControllerButtonItem, PAD_BUTTON_COUNT> kControllerButtons = {{
{"a", "A", PAD_BUTTON_A},
{"b", "B", PAD_BUTTON_B},
{"x", "X", PAD_BUTTON_X},
{"y", "Y", PAD_BUTTON_Y},
{"start", "Start", PAD_BUTTON_START},
{"z", "Z", PAD_TRIGGER_Z},
{"l", "L", PAD_TRIGGER_L},
{"r", "R", PAD_TRIGGER_R},
{"up", "D-pad Up", PAD_BUTTON_UP},
{"down", "D-pad Down", PAD_BUTTON_DOWN},
{"left", "D-pad Left", PAD_BUTTON_LEFT},
{"right", "D-pad Right", PAD_BUTTON_RIGHT},
}};
struct NativeButtonItem {
const char* configName;
const char* label;
uint32_t nativeButton;
};
constexpr std::array<NativeButtonItem, SDL_GAMEPAD_BUTTON_COUNT + 1> kNativeButtons = {{
{"unmapped", "Unmapped / analog trigger", PAD_NATIVE_BUTTON_INVALID},
{"south", "South (A / Cross)", SDL_GAMEPAD_BUTTON_SOUTH},
{"east", "East (B / Circle)", SDL_GAMEPAD_BUTTON_EAST},
{"west", "West (X / Square)", SDL_GAMEPAD_BUTTON_WEST},
{"north", "North (Y / Triangle)", SDL_GAMEPAD_BUTTON_NORTH},
{"back", "Back / Select", SDL_GAMEPAD_BUTTON_BACK},
{"guide", "Guide / Home", SDL_GAMEPAD_BUTTON_GUIDE},
{"start", "Start / Options", SDL_GAMEPAD_BUTTON_START},
{"left_stick", "Left stick click", SDL_GAMEPAD_BUTTON_LEFT_STICK},
{"right_stick", "Right stick click", SDL_GAMEPAD_BUTTON_RIGHT_STICK},
{"left_shoulder", "Left shoulder", SDL_GAMEPAD_BUTTON_LEFT_SHOULDER},
{"right_shoulder", "Right shoulder", SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER},
{"dpad_up", "D-pad Up", SDL_GAMEPAD_BUTTON_DPAD_UP},
{"dpad_down", "D-pad Down", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
{"dpad_left", "D-pad Left", SDL_GAMEPAD_BUTTON_DPAD_LEFT},
{"dpad_right", "D-pad Right", SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
{"misc1", "Misc 1 / Share", SDL_GAMEPAD_BUTTON_MISC1},
{"right_paddle1", "Right paddle 1", SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1},
{"left_paddle1", "Left paddle 1", SDL_GAMEPAD_BUTTON_LEFT_PADDLE1},
{"right_paddle2", "Right paddle 2", SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2},
{"left_paddle2", "Left paddle 2", SDL_GAMEPAD_BUTTON_LEFT_PADDLE2},
{"touchpad", "Touchpad", SDL_GAMEPAD_BUTTON_TOUCHPAD},
{"misc2", "Misc 2", SDL_GAMEPAD_BUTTON_MISC2},
{"misc3", "Misc 3 / GC L click", SDL_GAMEPAD_BUTTON_MISC3},
{"misc4", "Misc 4 / GC R click", SDL_GAMEPAD_BUTTON_MISC4},
{"misc5", "Misc 5", SDL_GAMEPAD_BUTTON_MISC5},
{"misc6", "Misc 6", SDL_GAMEPAD_BUTTON_MISC6},
}};
using ControllerNames::kNativeButtons;
using ControllerNames::NativeButtonItem;
constexpr const auto& kControllerButtons = ControllerNames::kGameCubeButtons;
// Classic Controller Pro layout, indexed like kControllerButtons: the SNES-style
// diamond (A right, B bottom, X top, Y left) with digital bumpers driving the GC
@@ -181,6 +130,13 @@ constexpr std::array<const char*, PAD_BUTTON_COUNT> kClassicProPreset = {
"dpad_up", "dpad_down", "dpad_left", "dpad_right",
};
// PlayStation layout: bumpers drive the GC triggers, Z moves to Create/Share.
constexpr std::array<const char*, PAD_BUTTON_COUNT> kPlayStationPreset = {
"south", "east", "west", "north", "start", "back",
"left_shoulder", "right_shoulder",
"dpad_up", "dpad_down", "dpad_left", "dpad_right",
};
struct ResolutionItem {
const char* label;
float scale;
@@ -199,12 +155,7 @@ constexpr std::array<std::string_view, 3> kDisplayModeConfigNames = {
uint64_t g_presentedFrame = 0;
std::atomic_bool g_strapInputAccepted = false;
std::atomic_uint64_t g_startupDismissFrame = UINT64_MAX;
// The strap screen is accepted the instant it becomes eligible, so the frames
// it would have spent waiting for A are still rendered underneath this cover.
// One second was not enough on an Apple TV 4K or an iPhone loading from the
// app container: the scene change landed after the cover lifted and the strap
// warning flashed through. Three seconds covers the slowest device measured.
constexpr uint64_t kStrapTransitionCoverFrames = 180;
constexpr uint64_t kStrapTransitionCoverFrames = 60;
constexpr std::array<ResolutionItem, 8> kResolutions = {{
{"Auto (window size)", 0.0f}, {"Native (1x)", 1.0f}, {"1.5x", 1.5f}, {"2x", 2.0f},
@@ -233,43 +184,25 @@ void LimitResolutionForFrameRate() {
}
}
const NativeButtonItem* FindNativeButton(std::string value) {
const auto it = std::find_if(kNativeButtons.begin(), kNativeButtons.end(), [&](const NativeButtonItem& item) {
return value == item.configName;
});
return it == kNativeButtons.end() ? nullptr : &*it;
}
using ControllerNames::FindNativeButton;
struct ControllerBindingPair {
std::string primary;
std::string secondary;
};
std::string TrimBindingToken(const std::string& token) {
const size_t begin = token.find_first_not_of(" \t");
if (begin == std::string::npos) {
return {};
}
const size_t end = token.find_last_not_of(" \t");
return token.substr(begin, end - begin + 1);
}
// Config values hold up to two comma-separated button names ("dpad_up" or
// "dpad_up,left_shoulder"); pressing either one counts as the GC button.
ControllerBindingPair SplitControllerBinding(const std::string& value) {
const size_t comma = value.find(',');
if (comma == std::string::npos) {
return {TrimBindingToken(value), {}};
return {ControllerNames::TrimToken(value), {}};
}
return {TrimBindingToken(value.substr(0, comma)), TrimBindingToken(value.substr(comma + 1))};
return {ControllerNames::TrimToken(value.substr(0, comma)), ControllerNames::TrimToken(value.substr(comma + 1))};
}
const NativeButtonItem& NativeButtonForValue(uint32_t nativeButton) {
const auto it = std::find_if(kNativeButtons.begin(), kNativeButtons.end(), [&](const NativeButtonItem& item) {
return nativeButton == item.nativeButton;
});
return it == kNativeButtons.end() ? kNativeButtons.front() : *it;
}
using ControllerNames::NativeButtonForValue;
void SetTopBarVisible(bool visible) {
if (g_topBarVisible == visible) {
@@ -401,10 +334,8 @@ void DrawWiiRemoteSettings(uint32_t selectedGamePort) {
}
ImGui::EndDisabled();
ImGui::SameLine();
if (WiiRemoteInput::IsScanning() && WiiRemoteInput::PeriodicRescanEnabled()) {
if (WiiRemoteInput::IsScanning()) {
ImGui::TextDisabled("Scanning... (%u so far) - press 1+2 on the remote", WiiRemoteInput::ScanCount());
} else if (WiiRemoteInput::IsScanning()) {
ImGui::TextDisabled("Waiting for a remote - press 1+2 on the remote");
} else {
ImGui::TextDisabled("Not scanning");
}
@@ -465,6 +396,105 @@ void DrawWiiRemoteSettings(uint32_t selectedGamePort) {
}
// Controller settings menu: port selection, controller assignment and button mapping.
int ExpressionResizeCallback(ImGuiInputTextCallbackData* data) {
if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) {
auto* text = static_cast<std::string*>(data->UserData);
text->resize(static_cast<size_t>(data->BufTextLen));
data->Buf = text->data();
}
return 0;
}
void DrawExpressionSettings() {
ImGui::SeparatorText("Expressions (Dolphin syntax)");
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + 440.0f);
ImGui::TextDisabled(
"Optional. An expression overrides nothing: its result is combined with the "
"button mapping above. Operators ! & | ^ and functions if, min, max, clamp, "
"timer, toggle, hold, tap, pulse, smooth, deadzone behave as they do in Dolphin.");
ImGui::PopTextWrapPos();
static std::array<std::string, InputBindings::kControls.size()> errors;
static std::array<std::string, InputBindings::kControls.size()> buffers;
static std::string importStatus;
static int loadedPort = -1;
static bool reloadBuffers = true;
const auto port = static_cast<uint32_t>(g_controllerPort);
if (loadedPort != g_controllerPort || reloadBuffers) {
for (size_t i = 0; i < buffers.size(); ++i) {
buffers[i] = InputBindings::GetExpression(port, i);
}
errors.fill(std::string());
loadedPort = g_controllerPort;
reloadBuffers = false;
}
if (ImGui::Button("Import from Dolphin")) {
const std::string path = InputBindings::DefaultDolphinConfigPath();
std::string summary;
std::string error;
if (InputBindings::ImportDolphinConfig(path, g_controllerPort + 1, port, summary, error) < 0) {
importStatus = error;
} else {
importStatus = summary;
errors.fill(std::string());
reloadBuffers = true;
}
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Reads [GCPad%d] from %%APPDATA%%\\Dolphin Emulator\\Config\\GCPadNew.ini,\n"
"or GCPadNew.ini next to the executable.", g_controllerPort + 1);
}
if (!importStatus.empty()) {
ImGui::TextDisabled("%s", importStatus.c_str());
}
for (size_t i = 0; i < InputBindings::kControls.size(); ++i) {
ImGui::PushID(static_cast<int>(i) + 2000);
std::string& text = buffers[i];
ImGui::SetNextItemWidth(300.0f);
if (ImGui::InputText(InputBindings::kControls[i].label, text.data(), text.capacity() + 1,
ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackResize,
ExpressionResizeCallback, &text)) {
std::string error;
errors[i] = InputBindings::SetExpression(port, i, text, error) ? std::string() : error;
}
if (InputBindings::IsActive(port, i)) {
ImGui::SameLine();
ImGui::TextColored(ImVec4(0.4f, 0.9f, 0.4f, 1.0f), "active");
}
if (!errors[i].empty()) {
ImGui::TextColored(ImVec4(1.0f, 0.65f, 0.3f, 1.0f), "%s", errors[i].c_str());
}
ImGui::PopID();
}
}
void DrawRumbleSettings() {
ImGui::SeparatorText("Vibration");
if (ImGui::Checkbox("Controller vibration", &g_rumbleEnabled)) {
PAD_HLE_SetRumbleEnabled(g_rumbleEnabled);
RuntimeConfigFile::SetRumbleEnabled(g_rumbleEnabled);
if (!g_rumbleEnabled) {
// Stop whatever is already running: the game will not send another
// motor command until its own state machine decides to.
constexpr std::array<uint32_t, PAD_MAX_CONTROLLERS> stopAll{
PAD_MOTOR_STOP_HARD, PAD_MOTOR_STOP_HARD, PAD_MOTOR_STOP_HARD, PAD_MOTOR_STOP_HARD,
};
PADControlAllMotors(stopAll.data());
#if defined(_WIN32)
for (uint32_t port = 0; port < PAD_MAX_CONTROLLERS; ++port) {
Wup028Adapter::SetRumble(port, false);
}
#endif
}
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Applies to every port.");
}
}
void DrawControllerSettings() {
for (int port = 0; port < PAD_MAX_CONTROLLERS; ++port) {
const std::string label = "Port " + std::to_string(port + 1);
@@ -553,20 +583,28 @@ void DrawControllerSettings() {
PADSerializeMappings();
mappings = PADGetButtonMappings(port, &mappingCount);
}
ImGui::SameLine();
if (ImGui::Button("Classic Controller Pro")) {
const auto applyPreset = [&](const std::array<const char*, PAD_BUTTON_COUNT>& preset) {
const uint32_t port = static_cast<uint32_t>(g_controllerPort);
for (size_t i = 0; i < kControllerButtons.size(); ++i) {
if (const NativeButtonItem* native = FindNativeButton(kClassicProPreset[i])) {
if (const NativeButtonItem* native = FindNativeButton(preset[i])) {
PADSetButtonMapping(port, PADButtonMapping{native->nativeButton, kControllerButtons[i].padButton});
PADSetAltButtonMapping(port,
PADButtonMapping{PAD_NATIVE_BUTTON_INVALID, kControllerButtons[i].padButton});
RuntimeConfigFile::SetControllerButton(i, kClassicProPreset[i]);
RuntimeConfigFile::SetControllerButton(i, preset[i]);
}
}
altRowExpanded.fill(false);
PADSerializeMappings();
mappings = PADGetButtonMappings(port, &mappingCount);
};
ImGui::SameLine();
if (ImGui::Button("Classic Controller Pro")) {
applyPreset(kClassicProPreset);
}
ImGui::SameLine();
if (ImGui::Button("PlayStation")) {
applyPreset(kPlayStationPreset);
}
ImGui::SeparatorText("Button mapping");
@@ -648,6 +686,8 @@ void DrawControllerSettings() {
ImGui::TextUnformatted(kControllerButtons[i].label);
ImGui::PopID();
}
DrawExpressionSettings();
DrawRumbleSettings();
}
void DrawAudioSettings() {
@@ -806,9 +846,6 @@ void DrawGraphicsSettings() {
void DrawFpsOverlay() {
AuroraPresentTiming presentTiming{};
aurora_get_present_timing(&presentTiming);
// Before the early return: a stale rectangle would keep swallowing taps
// meant for the menu button, leaving no way into settings.
g_fpsBoundsValid = false;
if (!g_showFps) {
return;
}
@@ -826,13 +863,6 @@ void DrawFpsOverlay() {
ImGuiWindowFlags_NoNav |
ImGuiWindowFlags_NoSavedSettings;
if (ImGui::Begin("FPS Overlay", nullptr, kFlags)) {
const ImVec2 wpos = ImGui::GetWindowPos();
const ImVec2 wsize = ImGui::GetWindowSize();
constexpr float kTouchPad = 14.0f;
g_fpsBounds[0] = wpos.x - kTouchPad; g_fpsBounds[1] = wpos.y - kTouchPad;
g_fpsBounds[2] = wpos.x + wsize.x + kTouchPad;
g_fpsBounds[3] = wpos.y + wsize.y + kTouchPad;
g_fpsBoundsValid = true;
if (presentTiming.sampleCount == 0) {
ImGui::TextUnformatted("FPS: --");
} else {
@@ -1012,6 +1042,8 @@ void PersistDisplayModeIfChanged() {
} // namespace
void InitializeRuntimeSettings() noexcept {
PAD_HLE_SetRumbleEnabled(g_rumbleEnabled);
InputBindings::Reload();
controller_mapping_wizard::LoadPersistedMappings();
ApplyConfiguredMappings();
AudioBackend::Instance().SetMasterVolume(static_cast<float>(g_audioVolumePercent) / 100.0f);
@@ -1032,6 +1064,7 @@ void InitializeRuntimeSettings() noexcept {
g_strapInputAccepted.store(false, std::memory_order_relaxed);
g_startupDismissFrame.store(UINT64_MAX, std::memory_order_relaxed);
PADBlockInput(false);
InputBindings::SetInputBlocked(false);
}
void HandleEvents(const AuroraEvent* events) noexcept {
@@ -1055,14 +1088,6 @@ void HandleEvents(const AuroraEvent* events) noexcept {
}
}
void ToggleTopBar() noexcept { SetTopBarVisible(!g_topBarVisible); }
bool TopBarVisible() noexcept { return g_topBarVisible; }
bool FpsOverlayBounds(float* a, float* b, float* c, float* d) noexcept {
if (!g_fpsBoundsValid) return false;
*a = g_fpsBounds[0]; *b = g_fpsBounds[1]; *c = g_fpsBounds[2]; *d = g_fpsBounds[3];
return true;
}
void Draw() noexcept {
// Wait for the frame worker's DONE phase: it has replayed the previous frame's ImGui draw lists
// and started the next ImGui frame, so all overlay callers can now safely issue ImGui commands.
@@ -1081,13 +1106,10 @@ void Draw() noexcept {
DrawFpsOverlay();
DrawTopBar();
controller_mapping_wizard::Draw();
#ifdef MKW_PLATFORM_IOS
TouchPad::Draw();
#endif
// The wizard captures raw presses; keep them out of the game even when the
// top bar is hidden mid-setup. The top bar matters for touch too: while it
// is open, taps belong to the bar and must not drive the guest.
PADBlockInput(g_topBarVisible || controller_mapping_wizard::IsActive());
// The wizard captures raw presses; keep them out of the game.
const bool inputBlocked = controller_mapping_wizard::IsActive();
PADBlockInput(inputBlocked);
InputBindings::SetInputBlocked(inputBlocked);
DrawStartupScreen();
}
+219
View File
@@ -0,0 +1,219 @@
// Verifies the expression engine against Dolphin's documented semantics,
// including the exact line from the user's GCPadNew.ini.
#include "input_expr.h"
#include <chrono>
#include <cmath>
#include <cstdio>
#include <map>
#include <string>
#include <thread>
static int g_failures = 0;
static std::map<std::string, double> g_inputs;
static InputExpr::InputSource Source() {
return [](const std::string& name) {
const auto it = g_inputs.find(name);
return it == g_inputs.end() ? 0.0 : it->second;
};
}
static void Check(bool ok, const std::string& what) {
if (!ok) {
std::printf(" FAIL: %s\n", what.c_str());
++g_failures;
}
}
static InputExpr::Expression Compile(const std::string& text) {
InputExpr::Expression expr;
std::string error;
if (!InputExpr::Expression::Parse(text, expr, error)) {
std::printf(" FAIL: parse '%s': %s\n", text.c_str(), error.c_str());
++g_failures;
}
return expr;
}
static bool Pressed(const InputExpr::Expression& e) {
return e.Evaluate(Source()) > InputExpr::kConditionThreshold;
}
static void Sleep(int ms) { std::this_thread::sleep_for(std::chrono::milliseconds(ms)); }
int main() {
std::printf("Dolphin expression engine\n");
// Operators: & is min, | is max, ! is 1-x, matching Dolphin.
g_inputs["A"] = 1.0;
g_inputs["B"] = 0.0;
Check(Pressed(Compile("`A`")), "bare input");
Check(!Pressed(Compile("!`A`")), "not");
Check(!Pressed(Compile("`A` & `B`")), "and is min");
Check(Pressed(Compile("`A` | `B`")), "or is max");
Check(Pressed(Compile("`A` ^ `B`")), "xor");
Check(!Pressed(Compile("`A` ^ `A`")), "xor of equal inputs is false");
// Precedence: & binds tighter than |, so this is A | (B & A).
g_inputs["B"] = 0.0;
Check(Pressed(Compile("`A` | `B` & `A`")), "& binds tighter than |");
// Parens and numeric literals.
Check(Pressed(Compile("(`B` | 1)")), "literal");
Check(Pressed(Compile("min(1, `A`)")), "min");
Check(!Pressed(Compile("min(0, `A`)")), "min with zero");
Check(Pressed(Compile("if(`A`, 1, 0)")), "if");
Check(Pressed(Compile("clamp(5, 0, 1)")), "clamp");
// toggle flips on each rising edge and holds between them.
auto toggle = Compile("toggle(`T`)");
g_inputs["T"] = 0.0;
toggle.Evaluate(Source());
g_inputs["T"] = 1.0;
Check(Pressed(toggle), "toggle on after first press");
g_inputs["T"] = 0.0;
Check(Pressed(toggle), "toggle stays on after release");
g_inputs["T"] = 1.0;
Check(!Pressed(toggle), "toggle off on second press");
// hold requires the input to be down for the full duration.
auto hold = Compile("hold(`H`, 0.05)");
g_inputs["H"] = 1.0;
Check(!Pressed(hold), "hold not satisfied immediately");
Sleep(70);
Check(Pressed(hold), "hold satisfied after the interval");
g_inputs["H"] = 0.0;
Check(!Pressed(hold), "hold clears on release");
// pulse fires for the given duration after a rising edge.
auto pulse = Compile("pulse(`P`, 0.05)");
g_inputs["P"] = 0.0;
pulse.Evaluate(Source());
g_inputs["P"] = 1.0;
Check(Pressed(pulse), "pulse fires on rising edge");
Sleep(80);
Check(!Pressed(pulse), "pulse expires");
// The timing-window idiom seen in shared Dolphin configs.
auto window = Compile("!pulse(`W`, 0.05) & pulse(`W`, 0.15)");
g_inputs["W"] = 0.0;
window.Evaluate(Source());
g_inputs["W"] = 1.0;
Check(!Pressed(window), "window closed before its start");
Sleep(90);
Check(Pressed(window), "window open between the two pulses");
Sleep(90);
Check(!Pressed(window), "window closed after its end");
// timer ramps 0..1 and wraps, so a threshold turns it into a square wave.
auto timer = Compile("`X` & timer(0.1)");
g_inputs["X"] = 1.0;
int high = 0;
int low = 0;
for (int i = 0; i < 40; ++i) {
(Pressed(timer) ? high : low)++;
Sleep(5);
}
Check(high > 5 && low > 5, "timer alternates high and low");
// The exact D-Pad/Up line from the user's GCPadNew.ini.
auto dolphinLine = Compile("`Hat 0 N` | `Button 4` & timer(0.01)");
g_inputs["Hat 0 N"] = 0.0;
g_inputs["Button 4"] = 0.0;
Check(!Pressed(dolphinLine), "idle with nothing held");
g_inputs["Hat 0 N"] = 1.0;
Check(Pressed(dolphinLine), "hat alone presses");
g_inputs["Hat 0 N"] = 0.0;
g_inputs["Button 4"] = 1.0;
high = low = 0;
for (int i = 0; i < 60; ++i) {
(Pressed(dolphinLine) ? high : low)++;
Sleep(2);
}
Check(high > 5 && low > 5, "LB alternates via timer(0.01)");
// Regression tests for the CodeRabbit findings on PR #89.
g_inputs["A"] = 1.0;
// clamp with reversed bounds: std::clamp is UB when lo > hi.
Check(Compile("clamp(0.5, 1, 0)").Evaluate(Source()) == 0.5, "clamp tolerates reversed bounds");
// deadzone(v, 1) would divide by zero.
{
const double v = Compile("deadzone(`A`, 1)").Evaluate(Source());
Check(std::isfinite(v), "deadzone with dz=1 stays finite");
}
// timer with a zero or negative period would produce inf or NaN.
for (const char* text : {"timer(0)", "timer(-1)"}) {
const double v = Compile(text).Evaluate(Source());
Check(std::isfinite(v), std::string(text) + " stays finite");
}
// Any non-finite result is squashed before it can reach the uint8_t cast.
for (const char* text : {"sqrt(0 - 1)", "pow(10, 10000)", "tan(1.5707963267948966)"}) {
const double v = Compile(text).Evaluate(Source());
Check(std::isfinite(v), std::string(text) + " is sanitised at the boundary");
}
// tap count is user authored; negative, huge and non-finite must not reach
// the unsigned conversion.
for (const char* text : {"tap(`A`, 0.2, -1)", "tap(`A`, 0.2, 999999999)", "tap(`A`, 0.2, 0)"}) {
InputExpr::Expression e;
std::string err;
Check(InputExpr::Expression::Parse(text, e, err), std::string("parse ") + text);
const double v = e.Evaluate(Source());
Check(std::isfinite(v), std::string(text) + " evaluates without UB");
}
// Exponent notation is not part of the number syntax, matching Dolphin's
// lexer; it is rejected rather than silently misparsed.
{
InputExpr::Expression e;
std::string err;
Check(!InputExpr::Expression::Parse("tap(`A`, 0.2, 1e30)", e, err), "exponent notation rejected");
}
// A zero divisor must not skip the left subtree: stateful functions there
// still need their per-frame update.
{
auto divToggle = Compile("toggle(`D`) / `Z`");
g_inputs["Z"] = 0.0;
g_inputs["D"] = 0.0;
divToggle.Evaluate(Source());
g_inputs["D"] = 1.0;
divToggle.Evaluate(Source()); // rising edge seen even though rhs is 0
g_inputs["D"] = 0.0;
g_inputs["Z"] = 1.0;
Check(divToggle.Evaluate(Source()) > InputExpr::kConditionThreshold,
"toggle still latched while the divisor was zero");
}
// smooth with a zero rate divides 0 by 0; NaN must not stick in the node.
{
auto sm = Compile("smooth(`A`, 0)");
g_inputs["A"] = 1.0;
sm.Evaluate(Source());
Sleep(5);
Check(std::isfinite(sm.Evaluate(Source())), "smooth with a zero rate stays finite");
}
// Referenced inputs, used for diagnostics in the UI.
const auto refs = dolphinLine.ReferencedInputs();
Check(refs.size() == 2, "two referenced inputs");
// Errors are reported, not silently swallowed.
InputExpr::Expression bad;
std::string error;
Check(!InputExpr::Expression::Parse("`A` & ", bad, error), "trailing operator rejected");
Check(!InputExpr::Expression::Parse("nope(1)", bad, error), "unknown function rejected");
Check(!InputExpr::Expression::Parse("(`A`", bad, error), "missing paren rejected");
Check(!InputExpr::Expression::Parse("`A", bad, error), "unterminated backtick rejected");
Check(InputExpr::Expression::Parse("", bad, error) && bad.Empty(), "empty parses to empty");
Check(!InputExpr::Expression::Parse("hold(`A`)", bad, error), "wrong arg count rejected");
if (g_failures == 0) {
std::printf("all checks passed\n");
return 0;
}
std::printf("%d check(s) failed\n", g_failures);
return 1;
}