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Add support for SDL game controllers

develop
Ben Kurtovic 4 lat temu
rodzic
commit
0c6ecf639c
4 zmienionych plików z 207 dodań i 18 usunięć
  1. +1
    -0
      .gitignore
  2. +20
    -10
      README.md
  3. +1
    -0
      src/config.h
  4. +185
    -8
      src/emulator.c

+ 1
- 0
.gitignore Wyświetl plik

@@ -6,3 +6,4 @@ crater-dev
tests/runner
tests/asm/*.gg
*.sav
gamecontrollerdb.txt

+ 20
- 10
README.md Wyświetl plik

@@ -53,10 +53,11 @@ Add `--fullscreen` (`-f`) to enable fullscreen mode, or `--scale <n>`
(`-x <n>`) to scale the game screen by an integer factor in windowed mode (this
only sets the starting configuration; the window should be resizeable).

By default, crater will save cartridge RAM ("battery saves"; these are distinct
from save states, which are not yet supported) to a file named `<rom>.sav`,
where `<rom>` is the path to the ROM file. You can set a custom save location
with `--save <path>` (`-s <path>`) or disable saving entirely with `--no-save`.
For games that support it, crater will save cartridge RAM ("battery saves";
these are distinct from save states, which are not yet supported) to a file
named `<rom>.sav`, where `<rom>` is the path to the ROM file. You can set a
custom save location with `--save <path>` (`-s <path>`) or disable saving
entirely with `--no-save`.

Add `--debug` (`-g`) to show logging information while running. Pass it twice
(`-gg`) to show more detailed logs, including an emulator trace.
@@ -64,19 +65,28 @@ Add `--debug` (`-g`) to show logging information while running. Pass it twice
`./crater -h` gives (fairly basic) command-line usage, and `./crater -v` gives
the current version.

### Key mapping
### Input

Custom key mappings are not supported. There are two primary configurations I
like:
crater supports keyboard and joystick/controller input.

- `Return`/`Esc` for `Start`; `WASD` for D-pad; `.` for `1`/left trigger;
`/` for `2`/right trigger
For keyboards, custom mappings are not yet supported. There are two primary
configurations I like:

- `Return`/`Esc` for `Start`; `WASD` for D-pad; `J` for `1`/left trigger;
`K` for `2`/right trigger

- `Return`/`Esc` for `Start`; arrow keys for D-pad; `Z` for `1`/left trigger;
`X` for `2`/right trigger

You can switch between them freely.

For controllers, crater uses SDL controller mappings. Many common controllers
are supported out of the box, but you may define your own mappings by creating
a file named `gamecontrollerdb.txt` in the working directory. For more info,
see [this community mapping database](gcdb).

[gcdb]: https://github.com/gabomdq/SDL_GameControllerDB

### Assembler/Disassembler

crater has built-in support for converting Z80 assembly into ROM images, as
@@ -103,7 +113,7 @@ additional directives.
The disassembler works, but can't differentiate between code and data yet, so
it's not very useful.

The testing infrasture is limited. The assembler has decent coverage, other
The testing infrastructure is limited. The assembler has decent coverage, other
components minimal.

Credits


+ 1
- 0
src/config.h Wyświetl plik

@@ -6,6 +6,7 @@
#include <stdbool.h>

#define ROMS_DIR "roms"
#define CONTROLLER_DB_PATH "gamecontrollerdb.txt"

#define CONFIG_OK 0
#define CONFIG_EXIT_SUCCESS 1


+ 185
- 8
src/emulator.c Wyświetl plik

@@ -1,22 +1,30 @@
/* Copyright (C) 2014-2017 Ben Kurtovic <ben.kurtovic@gmail.com>
/* Copyright (C) 2014-2019 Ben Kurtovic <ben.kurtovic@gmail.com>
Released under the terms of the MIT License. See LICENSE for details. */

#include <signal.h>
#include <stdint.h>
#include <unistd.h>
#include <SDL.h>

#include "emulator.h"
#include "config.h"
#include "gamegear.h"
#include "logging.h"
#include "save.h"
#include "util.h"

typedef struct {
SDL_GameController **items;
int num, capacity;
} Controllers;

typedef struct {
GameGear *gg;
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Texture *texture;
uint32_t *pixels;
Controllers controllers;
} Emulator;

static Emulator emu;
@@ -32,13 +40,56 @@ static void handle_sigint(int sig)
}

/*
Get the name of a SDL game controller.
*/
static const char *get_controller_name(SDL_GameController *controller)
{
const char *name = SDL_GameControllerName(controller);
if (name)
return name;
return "(UNKNOWN)";
}

/*
Set up SDL for accepting controller input.
*/
static void setup_input()
{
if (!access(CONTROLLER_DB_PATH, R_OK)) {
if (SDL_GameControllerAddMappingsFromFile(CONTROLLER_DB_PATH) < 0)
ERROR("SDL failed to load controller mappings: %s", SDL_GetError());
}

int i, c = 0, n = SDL_NumJoysticks();
if (n <= 0)
return;

SDL_GameController **items = cr_calloc(n, sizeof(SDL_GameController*));
for (i = 0; i < n; i++) {
if (!SDL_IsGameController(i)) {
DEBUG("Ignoring joystick %i: not a game controller", i);
continue;
}

SDL_GameController *controller = SDL_GameControllerOpen(i);
if (!controller) {
ERROR("SDL failed to open controller %i: %s", i, SDL_GetError());
continue;
}
DEBUG("Loaded controller %i: %s", i, get_controller_name(controller));
items[c++] = controller;
}

emu.controllers.items = items;
emu.controllers.num = c;
emu.controllers.capacity = n;
}

/*
Set up SDL for drawing the game.
*/
static void setup_graphics(bool fullscreen, unsigned scale)
{
if (SDL_Init(SDL_INIT_VIDEO) < 0)
FATAL("SDL failed to initialize: %s", SDL_GetError());

SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");

uint32_t flags;
@@ -77,6 +128,18 @@ static void setup_graphics(bool fullscreen, unsigned scale)
}

/*
Set up SDL.
*/
static void setup_sdl(bool fullscreen, unsigned scale)
{
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_GAMECONTROLLER) < 0)
FATAL("SDL failed to initialize: %s", SDL_GetError());

setup_input();
setup_graphics(fullscreen, scale);
}

/*
Actually send the pixel data to the screen.
*/
static void draw_frame()
@@ -127,6 +190,102 @@ static void handle_keypress(GameGear *gg, SDL_Keycode key, bool state)
}

/*
Handle controller input.
*/
static void handle_controller_input(
GameGear *gg, SDL_GameControllerButton input, bool state)
{
GGButton button;
switch (input) {
case SDL_CONTROLLER_BUTTON_A:
button = BUTTON_TRIGGER_1; break;
case SDL_CONTROLLER_BUTTON_B:
button = BUTTON_TRIGGER_2; break;
case SDL_CONTROLLER_BUTTON_START:
button = BUTTON_START; break;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
button = BUTTON_UP; break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
button = BUTTON_DOWN; break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
button = BUTTON_LEFT; break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
button = BUTTON_RIGHT; break;
default:
return;
}
gamegear_input(gg, button, state);
}

/*
Handle a controller being added.
*/
static void handle_controller_added(int i)
{
SDL_Joystick *joy = SDL_JoystickOpen(i);
SDL_JoystickID id = SDL_JoystickInstanceID(joy);

for (int i = 0; i < emu.controllers.num; i++) {
SDL_Joystick *other = SDL_GameControllerGetJoystick(
emu.controllers.items[i]);
if (SDL_JoystickInstanceID(other) == id) {
TRACE("SDL added duplicate joystick %i", i);
SDL_JoystickClose(joy);
return;
}
}

SDL_JoystickClose(joy);
if (!SDL_IsGameController(i)) {
DEBUG("SDL added joystick %i: not a game controller", i);
return;
}

SDL_GameController *controller = SDL_GameControllerOpen(i);
if (!controller) {
ERROR("SDL failed to open controller %i: %s", i, SDL_GetError());
return;
}

DEBUG("Added controller %i: %s", i, get_controller_name(controller));
if (emu.controllers.num == 0) {
int n = 4;
emu.controllers.items = cr_calloc(n, sizeof(SDL_GameController*));
emu.controllers.capacity = n;
}
else if (emu.controllers.num >= emu.controllers.capacity) {
emu.controllers.capacity *= 2;
emu.controllers.items = cr_realloc(emu.controllers.items,
emu.controllers.capacity * sizeof(SDL_GameController*));
}
emu.controllers.items[emu.controllers.num++] = controller;
}

/*
Handle a controller being removed.
*/
static void handle_controller_removed(int id)
{
for (int i = 0; i < emu.controllers.num; i++) {
SDL_GameController *controller = emu.controllers.items[i];
SDL_Joystick *joy = SDL_GameControllerGetJoystick(controller);
if (!joy)
continue;

if (SDL_JoystickInstanceID(joy) == id) {
DEBUG("Removed controller %i: %s", i,
get_controller_name(controller));
SDL_GameControllerClose(controller);
for (; i < emu.controllers.num; i++)
emu.controllers.items[i] = emu.controllers.items[i + 1];
emu.controllers.num--;
return;
}
}
DEBUG("SDL removed unknown controller: %i", id)
}

/*
Handle SDL events, mainly quit events and button presses.
*/
static void handle_events(GameGear *gg)
@@ -143,6 +302,18 @@ static void handle_events(GameGear *gg)
case SDL_KEYUP:
handle_keypress(gg, event.key.keysym.sym, false);
break;
case SDL_CONTROLLERBUTTONDOWN:
handle_controller_input(gg, event.cbutton.button, true);
break;
case SDL_CONTROLLERBUTTONUP:
handle_controller_input(gg, event.cbutton.button, false);
break;
case SDL_CONTROLLERDEVICEADDED:
handle_controller_added(event.cdevice.which);
break;
case SDL_CONTROLLERDEVICEREMOVED:
handle_controller_removed(event.cdevice.which);
break;
}
}
}
@@ -157,19 +328,25 @@ static void frame_callback(GameGear *gg)
}

/*
Clean up SDL stuff allocated in setup_graphics().
Clean up SDL stuff allocated in setup_sdl().
*/
static void cleanup_graphics()
static void cleanup_sdl()
{
free(emu.pixels);
SDL_DestroyTexture(emu.texture);
SDL_DestroyRenderer(emu.renderer);
SDL_DestroyWindow(emu.window);
for (int i = 0; i < emu.controllers.num; i++)
SDL_GameControllerClose(emu.controllers.items[i]);
if (emu.controllers.items)
free(emu.controllers.items);
SDL_Quit();

emu.window = NULL;
emu.renderer = NULL;
emu.texture = NULL;
emu.controllers.items = NULL;
emu.controllers.num = emu.controllers.capacity = 0;
}

/*
@@ -193,7 +370,7 @@ void emulate(ROM *rom, Config *config)

emu.gg = gamegear_create();
signal(SIGINT, handle_sigint);
setup_graphics(config->fullscreen, config->scale);
setup_sdl(config->fullscreen, config->scale);

gamegear_attach_callback(emu.gg, frame_callback);
gamegear_attach_display(emu.gg, emu.pixels);
@@ -212,7 +389,7 @@ void emulate(ROM *rom, Config *config)
if (DEBUG_LEVEL)
gamegear_print_state(emu.gg);

cleanup_graphics();
cleanup_sdl();
signal(SIGINT, SIG_DFL);
gamegear_destroy(emu.gg);
emu.gg = NULL;


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