nestopia/source/sdl/input.cpp

1154 lines
40 KiB
C++

/*
* Nestopia UE
*
* Copyright (C) 2012-2016 R. Danbrook
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
* MA 02110-1301, USA.
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <math.h>
#ifdef _GTK
#include "gtkui/gtkui.h"
#include "gtkui/gtkui_config.h"
#endif
#include "main.h"
#include "config.h"
#include "audio.h"
#include "video.h"
#include "input.h"
#include "ini.h"
extern nstpaths_t nstpaths;
extern dimensions_t rendersize, screensize;
extern Emulator emulator;
extern bool nst_nsf;
bool confrunning, kbactivate = false;
static inputsettings_t inputconf;
static uiinput_t ui;
gamepad_t player[NUMGAMEPADS];
static char inputconfpath[256];
static turbo_t turbostate;
static turbo_t turbotoggle;
static SDL_Joystick *joystick;
static unsigned char nescodes[TOTALBUTTONS] = {
Input::Controllers::Pad::UP,
Input::Controllers::Pad::DOWN,
Input::Controllers::Pad::LEFT,
Input::Controllers::Pad::RIGHT,
Input::Controllers::Pad::SELECT,
Input::Controllers::Pad::START,
Input::Controllers::Pad::A,
Input::Controllers::Pad::B,
Input::Controllers::Pad::A,
Input::Controllers::Pad::B,
Input::Controllers::Pad::UP,
Input::Controllers::Pad::DOWN,
Input::Controllers::Pad::LEFT,
Input::Controllers::Pad::RIGHT,
Input::Controllers::Pad::SELECT,
Input::Controllers::Pad::START,
Input::Controllers::Pad::A,
Input::Controllers::Pad::B,
Input::Controllers::Pad::A,
Input::Controllers::Pad::B
};
void input_init() {
// Initialize input
char controller[32];
for (int i = 0; i < NUMGAMEPADS; i++) {
Input(emulator).AutoSelectController(i);
switch(Input(emulator).GetConnectedController(i)) {
case Input::UNCONNECTED:
snprintf(controller, sizeof(controller), "%s", "Unconnected");
break;
case Input::PAD1:
case Input::PAD2:
case Input::PAD3:
case Input::PAD4:
snprintf(controller, sizeof(controller), "%s", "Standard Pad");
break;
case Input::ZAPPER:
snprintf(controller, sizeof(controller), "%s", "Zapper");
break;
case Input::PADDLE:
snprintf(controller, sizeof(controller), "%s", "Arkanoid Paddle");
break;
case Input::POWERPAD:
snprintf(controller, sizeof(controller), "%s", "Power Pad");
break;
case Input::POWERGLOVE:
snprintf(controller, sizeof(controller), "%s", "Power Glove");
break;
case Input::MOUSE:
snprintf(controller, sizeof(controller), "%s", "Mouse");
break;
case Input::ROB:
snprintf(controller, sizeof(controller), "%s", "R.O.B.");
break;
case Input::FAMILYTRAINER:
snprintf(controller, sizeof(controller), "%s", "Family Trainer");
break;
case Input::FAMILYKEYBOARD:
snprintf(controller, sizeof(controller), "%s", "Family Keyboard");
break;
case Input::SUBORKEYBOARD:
snprintf(controller, sizeof(controller), "%s", "Subor Keyboard");
break;
case Input::DOREMIKKOKEYBOARD:
snprintf(controller, sizeof(controller), "%s", "Doremikko Keyboard");
break;
case Input::HORITRACK:
snprintf(controller, sizeof(controller), "%s", "Hori Track");
break;
case Input::PACHINKO:
snprintf(controller, sizeof(controller), "%s", "Pachinko");
break;
case Input::OEKAKIDSTABLET:
snprintf(controller, sizeof(controller), "%s", "Oeka Kids Tablet");
break;
case Input::KONAMIHYPERSHOT:
snprintf(controller, sizeof(controller), "%s", "Konami Hypershot");
break;
case Input::BANDAIHYPERSHOT:
snprintf(controller, sizeof(controller), "%s", "Bandai Hypershot");
break;
case Input::CRAZYCLIMBER:
snprintf(controller, sizeof(controller), "%s", "Crazy Climber");
break;
case Input::MAHJONG:
snprintf(controller, sizeof(controller), "%s", "Mahjong");
break;
case Input::EXCITINGBOXING:
snprintf(controller, sizeof(controller), "%s", "Exciting Boxing");
break;
case Input::TOPRIDER:
snprintf(controller, sizeof(controller), "%s", "Top Rider");
break;
case Input::POKKUNMOGURAA:
snprintf(controller, sizeof(controller), "%s", "Pokkun Moguraa");
break;
case Input::PARTYTAP:
snprintf(controller, sizeof(controller), "%s", "PartyTap");
break;
case Input::TURBOFILE:
snprintf(controller, sizeof(controller), "%s", "Turbo File");
break;
case Input::BARCODEWORLD:
snprintf(controller, sizeof(controller), "%s", "Barcode World");
break;
default:
snprintf(controller, sizeof(controller), "%s", "Unknown");
break;
}
fprintf(stderr, "Port %d: %s\n", i + 1, controller);
}
video_set_cursor();
}
void input_joysticks_detect() {
// Initialize any joysticks
printf("%i joystick(s) found:\n", SDL_NumJoysticks());
int i;
for (i = 0; i < SDL_NumJoysticks(); i++) {
joystick = SDL_JoystickOpen(i);
printf("%s\n", SDL_JoystickName(joystick));
}
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
turbostate.p1a = turbotoggle.p1a = 0;
turbostate.p1b = turbotoggle.p1b = 0;
turbostate.p2a = turbotoggle.p2a = 0;
turbostate.p2b = turbotoggle.p2b = 0;
}
void input_joysticks_close() {
// Deinitialize any joysticks
SDL_JoystickClose(joystick);
}
void input_process(Input::Controllers *controllers, SDL_Event event) {
// Process input events
// Match keyboard and joystick input
switch(event.type) {
case SDL_KEYUP:
case SDL_KEYDOWN:
input_match_keyboard(controllers, event);
break;
case SDL_JOYBUTTONUP:
case SDL_JOYBUTTONDOWN:
case SDL_JOYAXISMOTION:
case SDL_JOYHATMOTION:
input_match_joystick(controllers, event);
break;
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEBUTTONDOWN:
input_match_mouse(controllers, event);
break;
default: break;
}
}
void input_pulse_turbo(Input::Controllers *controllers) {
// Pulse the turbo buttons if they're pressed
if (turbostate.p1a) {
turbotoggle.p1a++;
if (turbotoggle.p1a >= conf.timing_turbopulse) {
turbotoggle.p1a = 0;
controllers->pad[0].buttons &= ~Input::Controllers::Pad::A;
}
else { controllers->pad[0].buttons |= Input::Controllers::Pad::A; }
}
if (turbostate.p1b) {
turbotoggle.p1b++;
if (turbotoggle.p1b >= conf.timing_turbopulse) {
turbotoggle.p1b = 0;
controllers->pad[0].buttons &= ~Input::Controllers::Pad::B;
}
else { controllers->pad[0].buttons |= Input::Controllers::Pad::B; }
}
if (turbostate.p2a) {
turbotoggle.p2a++;
if (turbotoggle.p2a >= conf.timing_turbopulse) {
turbotoggle.p2a = 0;
controllers->pad[1].buttons &= ~Input::Controllers::Pad::A;
}
else { controllers->pad[1].buttons |= Input::Controllers::Pad::A; }
}
if (turbostate.p2b) {
turbotoggle.p2b++;
if (turbotoggle.p2b >= conf.timing_turbopulse) {
turbotoggle.p2b = 0;
controllers->pad[1].buttons &= ~Input::Controllers::Pad::B;
}
else { controllers->pad[1].buttons |= Input::Controllers::Pad::B; }
}
}
void input_inject(Input::Controllers *controllers, nesinput_t input) {
// If there is no game loaded this is still called. Do a noop if this is the case
if(controllers == NULL) {
return;
}
// Insert the input signal into the NES
if (input.pressed) {
controllers->pad[input.player].buttons |= input.nescode;
if (input.turboa) { input.player == 0 ? turbostate.p1a = true : turbostate.p2a = true; }
if (input.turbob) { input.player == 0 ? turbostate.p1b = true : turbostate.p2b = true; }
}
else {
controllers->pad[input.player].buttons &= ~input.nescode;
if (input.turboa) { input.player == 0 ? turbostate.p1a = false : turbostate.p2a = false; }
if (input.turbob) { input.player == 0 ? turbostate.p1b = false : turbostate.p2b = false; }
}
}
void input_inject_mouse(Input::Controllers *controllers, int b, int s, int x, int y) {
// Insert input signal for Zappers
double xaspect;
double yaspect;
if (s) {
// Get X coords
if (conf.video_filter == 1) { // NTSC
xaspect = (double)(Video::Output::WIDTH) / (double)(Video::Output::NTSC_WIDTH / 2);
}
else if (conf.video_tv_aspect) {
xaspect = (double)(Video::Output::WIDTH) / (double)(TV_WIDTH);
}
else { xaspect = 1.0; }
// Calculate fullscreen X coords
if (conf.video_fullscreen) {
if (conf.video_stretch_aspect) {
xaspect = (double)(conf.video_scale_factor * Video::Output::WIDTH) / (double)(screensize.w);
}
else {
// Remove the same amount of pixels as the black area to the left of the screen
x -= screensize.w / 2.0f - rendersize.w / 2.0f;
xaspect = (double)(conf.video_scale_factor * Video::Output::WIDTH) / (double)(rendersize.w);
}
}
controllers->zapper.x = (int)(x * xaspect) / conf.video_scale_factor;
// Get Y coords
if (conf.video_unmask_overscan) {
controllers->zapper.y = y / conf.video_scale_factor;
}
else {
controllers->zapper.y = (y + OVERSCAN_TOP * conf.video_scale_factor) / conf.video_scale_factor;
}
// Calculate fullscreen Y coords
if (conf.video_fullscreen) {
yaspect = (double)(conf.video_scale_factor * Video::Output::HEIGHT) / (double)(screensize.h);
controllers->zapper.y = (y * yaspect) / conf.video_scale_factor;
}
// Offscreen
if (b != 1) { controllers->zapper.x = ~1U; }
controllers->zapper.fire = true;
}
else { controllers->zapper.fire = false; }
}
void input_match_joystick(Input::Controllers *controllers, SDL_Event event) {
// Match NES buttons to joystick input
int j;
nesinput_t input, reverseinput;
input.nescode = 0x00;
input.player = 0;
input.pressed = 0;
input.turboa = 0;
input.turbob = 0;
// This is for releasing opposing directions
reverseinput.nescode = 0x00;
reverseinput.player = 0;
reverseinput.pressed = 0;
SDL_Event buttons[TOTALBUTTONS] = {
player[0].ju, player[0].jd, player[0].jl, player[0].jr,
player[0].jselect, player[0].jstart, player[0].ja, player[0].jb,
player[0].jta, player[0].jtb,
player[1].ju, player[1].jd, player[1].jl, player[1].jr,
player[1].jselect, player[1].jstart, player[1].ja, player[1].jb,
player[1].jta, player[1].jtb
};
SDL_Event rw[2] = { player[0].rwstart, player[0].rwstop };
switch(event.type) {
// Handle button input
case SDL_JOYBUTTONUP:
case SDL_JOYBUTTONDOWN:
// Gamepad input
for (j = 0; j < TOTALBUTTONS; j++) {
if (buttons[j].jbutton.button == event.jbutton.button
&& buttons[j].jbutton.which == event.jbutton.which) {
input.nescode = nescodes[j];
if (j >= NUMBUTTONS) { input.player = 1; }
// This is really dirty
if (j == 8 || j == 18) { input.turboa = 1; }
if (j == 9 || j == 19) { input.turbob = 1; }
}
}
input.pressed = event.jbutton.state;
// Rewind
if (event.jbutton.button == rw[0].jbutton.button && event.jbutton.which == rw[0].jbutton.which) { nst_set_rewind(0); }
if (event.jbutton.button == rw[1].jbutton.button && event.jbutton.which == rw[1].jbutton.which) { nst_set_rewind(1); }
break;
// Handling hat input can be a lot of fun if you like pain
case SDL_JOYHATMOTION:
unsigned char hu, hd, hl, hr;
hu = hd = hl = hr = 0;
// Start a loop to check if input matches
for (j = 0; j < TOTALBUTTONS; j++) {
// Read value of each hat direction on current hat
if (buttons[j].type == event.type
&& buttons[j].jhat.which == event.jhat.which
&& buttons[j].jhat.hat == event.jhat.hat) {
if (j >= NUMBUTTONS) { input.player = reverseinput.player = 1; }
// Find the values at each hat position on the current hat
if (buttons[j].jhat.value == SDL_HAT_UP) { hu = nescodes[j]; }
else if (buttons[j].jhat.value == SDL_HAT_DOWN) { hd = nescodes[j]; }
else if (buttons[j].jhat.value == SDL_HAT_LEFT) { hl = nescodes[j]; }
else if (buttons[j].jhat.value == SDL_HAT_RIGHT) { hr = nescodes[j]; }
input.pressed = 1;
// Make sure opposing hat positions are turned off
switch(event.jhat.value) {
case SDL_HAT_UP:
input.nescode |= hu;
reverseinput.nescode |= hd |= hl |= hr;
break;
case SDL_HAT_LEFTUP:
input.nescode |= hu |= hl;
reverseinput.nescode |= hd |= hr;
break;
case SDL_HAT_RIGHTUP:
input.nescode |= hu |= hr;
reverseinput.nescode |= hd |= hl;
break;
case SDL_HAT_DOWN:
input.nescode |= hd;
reverseinput.nescode |= hu |= hl |= hr;
break;
case SDL_HAT_LEFTDOWN:
input.nescode |= hd |= hl;
reverseinput.nescode |= hu |= hr;
break;
case SDL_HAT_RIGHTDOWN:
input.nescode |= hd |= hr;
reverseinput.nescode |= hu |= hl;
break;
case SDL_HAT_LEFT:
input.nescode |= hl;
reverseinput.nescode |= hr |= hu |= hd;
break;
case SDL_HAT_RIGHT:
input.nescode |= hr;
reverseinput.nescode |= hl |= hu |= hd;
break;
default:
input.nescode |= hu |= hd |= hl |= hr;
break;
}
}
}
break;
// Handle axis input
case SDL_JOYAXISMOTION:
for (j = 0; j < TOTALBUTTONS; j++) {
int nvalue = input_checksign(event.jaxis.value);
if (buttons[j].jaxis.axis == event.jaxis.axis
&& buttons[j].jaxis.which == event.jaxis.which
&& buttons[j].jaxis.type == event.jaxis.type
&& buttons[j].jaxis.value == nvalue) {
if (j >= NUMBUTTONS) { input.player = reverseinput.player = 1; }
input.nescode = nescodes[j];
}
if (buttons[j].jaxis.axis == event.jaxis.axis
&& buttons[j].jaxis.which == event.jaxis.which
&& buttons[j].jaxis.type == event.jaxis.type
&& buttons[j].jaxis.value == !nvalue) {
reverseinput.nescode = nescodes[j];
}
if (abs(event.jaxis.value) > DEADZONE) { input.pressed = 1; }
}
break;
default: break;
}
input_inject(controllers, reverseinput);
input_inject(controllers, input);
}
void input_match_keyboard(Input::Controllers *controllers, SDL_Event event) {
// Match NES buttons to keyboard buttons
nesinput_t input;
input.nescode = 0x00;
input.player = 0;
input.pressed = 0;
input.turboa = 0;
input.turbob = 0;
if (event.type == SDL_KEYDOWN) { input.pressed = 1; }
for (int i = 0; i < NUMGAMEPADS; i++) {
if (player[i].u == event.key.keysym.scancode) {
input.nescode = Input::Controllers::Pad::UP;
input.player = i;
}
else if (player[i].d == event.key.keysym.scancode) {
input.nescode = Input::Controllers::Pad::DOWN;
input.player = i;
}
else if (player[i].l == event.key.keysym.scancode) {
input.nescode = Input::Controllers::Pad::LEFT;
input.player = i;
}
else if (player[i].r == event.key.keysym.scancode) {
input.nescode = Input::Controllers::Pad::RIGHT;
input.player = i;
}
else if (player[i].select == event.key.keysym.scancode) {
input.nescode = Input::Controllers::Pad::SELECT;
input.player = i;
}
else if (player[i].start == event.key.keysym.scancode) {
input.nescode = Input::Controllers::Pad::START;
input.player = i;
}
else if (player[i].a == event.key.keysym.scancode) {
input.nescode = Input::Controllers::Pad::A;
input.player = i;
}
else if (player[i].b == event.key.keysym.scancode) {
input.nescode = Input::Controllers::Pad::B;
input.player = i;
}
else if (player[i].ta == event.key.keysym.scancode) {
input.nescode = Input::Controllers::Pad::A;
input.player = i;
input.turboa = 1;
}
else if (player[i].tb == event.key.keysym.scancode) {
input.nescode = Input::Controllers::Pad::B;
input.player = i;
input.turbob = 1;
}
}
input_inject(controllers, input);
if (event.key.keysym.scancode == ui.ffspeed && event.type == SDL_KEYDOWN) { nst_timing_set_ffspeed(); }
if (event.key.keysym.scancode == ui.ffspeed && event.type == SDL_KEYUP) { nst_timing_set_default(); }
const Uint8 *keys = SDL_GetKeyboardState(NULL);
// Mic emulation
if (keys[SDL_SCANCODE_SPACE]) { controllers->pad[1].mic = 0x04; }
else { controllers->pad[1].mic = 0x00; }
// Insert Coins
controllers->vsSystem.insertCoin = 0;
if (keys[ui.insertcoin1]) { controllers->vsSystem.insertCoin |= Input::Controllers::VsSystem::COIN_1; }
if (keys[ui.insertcoin2]) { controllers->vsSystem.insertCoin |= Input::Controllers::VsSystem::COIN_2; }
// Process non-game events
if (keys[ui.fdsflip]) { nst_flip_disk(); }
if (keys[ui.fdsswitch]) { nst_switch_disk(); }
if (keys[ui.qsave1]) { nst_state_quicksave(0); }
if (keys[ui.qsave2]) { nst_state_quicksave(1); }
if (keys[ui.qload1]) { nst_state_quickload(0); }
if (keys[ui.qload2]) { nst_state_quickload(1); }
// Screenshot
if (keys[ui.screenshot]) { video_screenshot(NULL); }
// Reset
if (keys[ui.reset]) { nst_reset(0); }
// Rewinder
if (keys[ui.rwstart]) { nst_set_rewind(0); }
if (keys[ui.rwstop]) { nst_set_rewind(1); }
// Video
if (event.key.keysym.scancode == ui.fullscreen && event.type == SDL_KEYUP) { video_toggle_fullscreen(); }
if (keys[ui.filter]) { video_toggle_filter(); }
if (keys[ui.scalefactor]) { video_toggle_scalefactor(); }
// NSF
if (nst_nsf) {
Nsf nsf(emulator);
if (keys[SDL_SCANCODE_UP]) {
nsf.PlaySong();
video_clear_buffer();
video_disp_nsf();
}
if (keys[SDL_SCANCODE_DOWN]) {
//nsf.StopSong();
}
if (keys[SDL_SCANCODE_LEFT]) {
nsf.SelectPrevSong();
video_clear_buffer();
video_disp_nsf();
}
if (keys[SDL_SCANCODE_RIGHT]) {
nsf.SelectNextSong();
video_clear_buffer();
video_disp_nsf();
}
}
// Escape exits when not in GUI mode
if (keys[SDL_SCANCODE_ESCAPE]) {
if (conf.misc_disable_gui) { nst_schedule_quit(); }
}
}
void input_match_mouse(Input::Controllers *controllers, SDL_Event event) {
// Match mouse input to NES input
int x, y;
SDL_GetMouseState(&x, &y);
input_inject_mouse(controllers, event.button.button, event.type == SDL_MOUSEBUTTONDOWN ? 1 : 0, x, y);
}
char* input_translate_event(SDL_Event event) {
// Translate an SDL_Event to an inputcode
static char inputcode[6];
switch(event.type) {
case SDL_JOYAXISMOTION:
sprintf(inputcode, "j%da%d%d", event.jaxis.which, event.jaxis.axis, input_checksign(event.jaxis.value));
break;
case SDL_JOYHATMOTION:
sprintf(inputcode, "j%dh%d%d", event.jhat.which, event.jhat.hat, event.jhat.value);
break;
case SDL_JOYBUTTONUP:
case SDL_JOYBUTTONDOWN:
sprintf(inputcode, "j%db%d", event.jbutton.which, event.jbutton.button);
break;
}
return inputcode;
}
SDL_Event input_translate_string(const char *string) {
// Translate an inputcode to an SDL_Event
SDL_Event event;
int type, axis, value;
int which = 0, whichdigits = 0;
for (int i = 1; ; i++) {
if (isdigit(string[i])) {
whichdigits++;
}
else {
break;
}
}
for (int i = 1; i <= whichdigits; i++) {
which += (string[i] - '0') * (pow (10, (whichdigits - i)));
}
if ((unsigned char)string[whichdigits + 1] == 0x61) { // Axis
axis = string[whichdigits + 2] - '0';
value = string[whichdigits + 3] - '0';
event.type = SDL_JOYAXISMOTION;
event.jaxis.which = which;
event.jaxis.axis = axis;
event.jaxis.value = value;
}
else if ((unsigned char)string[whichdigits + 1] == 0x62) { // Button
value = string[whichdigits + 2] - '0';
if (string[whichdigits + 3]) {
value = ((string[whichdigits + 2] - '0') * 10) + (string[whichdigits + 3] - '0');
}
event.type = SDL_JOYBUTTONDOWN;
event.jbutton.which = which;
event.jbutton.button = value;
}
else if ((unsigned char)string[whichdigits + 1] == 0x68) { // Hat
axis = string[whichdigits + 2] - '0';
value = string[whichdigits + 3] - '0';
event.type = SDL_JOYHATMOTION;
event.jhat.which = which;
event.jhat.hat = axis;
event.jhat.value = value;
}
else {
fprintf(stderr, "Malformed inputcode: %s\n", string);
}
return event;
}
int input_checksign(int axisvalue) {
if (axisvalue <= 0) { return 0; }
else { return 1; }
}
static int input_config_match(void* user, const char* section, const char* name, const char* value) {
// Match values from input config file and populate live config
inputsettings_t* pconfig = (inputsettings_t*)user;
// User Interface
if (MATCH("ui", "qsave1")) { pconfig->qsave1 = strdup(value); }
else if (MATCH("ui", "qsave2")) { pconfig->qsave2 = strdup(value); }
else if (MATCH("ui", "qload1")) { pconfig->qload1 = strdup(value); }
else if (MATCH("ui", "qload2")) { pconfig->qload2 = strdup(value); }
else if (MATCH("ui", "screenshot")) { pconfig->screenshot = strdup(value); }
else if (MATCH("ui", "fdsflip")) { pconfig->fdsflip = strdup(value); }
else if (MATCH("ui", "fdsswitch")) { pconfig->fdsswitch = strdup(value); }
else if (MATCH("ui", "insertcoin1")) { pconfig->insertcoin1 = strdup(value); }
else if (MATCH("ui", "insertcoin2")) { pconfig->insertcoin2 = strdup(value); }
else if (MATCH("ui", "reset")) { pconfig->reset = strdup(value); }
else if (MATCH("ui", "ffspeed")) { pconfig->ffspeed = strdup(value); }
else if (MATCH("ui", "rwstart")) { pconfig->rwstart = strdup(value); }
else if (MATCH("ui", "rwstop")) { pconfig->rwstop = strdup(value); }
else if (MATCH("ui", "fullscreen")) { pconfig->fullscreen = strdup(value); }
else if (MATCH("ui", "filter")) { pconfig->filter = strdup(value); }
else if (MATCH("ui", "scalefactor")) { pconfig->scalefactor = strdup(value); }
// Player 1
else if (MATCH("gamepad1", "kb_u")) { pconfig->kb_p1u = strdup(value); }
else if (MATCH("gamepad1", "kb_d")) { pconfig->kb_p1d = strdup(value); }
else if (MATCH("gamepad1", "kb_l")) { pconfig->kb_p1l = strdup(value); }
else if (MATCH("gamepad1", "kb_r")) { pconfig->kb_p1r = strdup(value); }
else if (MATCH("gamepad1", "kb_select")) { pconfig->kb_p1select = strdup(value); }
else if (MATCH("gamepad1", "kb_start")) { pconfig->kb_p1start = strdup(value); }
else if (MATCH("gamepad1", "kb_a")) { pconfig->kb_p1a = strdup(value); }
else if (MATCH("gamepad1", "kb_b")) { pconfig->kb_p1b = strdup(value); }
else if (MATCH("gamepad1", "kb_ta")) { pconfig->kb_p1ta = strdup(value); }
else if (MATCH("gamepad1", "kb_tb")) { pconfig->kb_p1tb = strdup(value); }
else if (MATCH("gamepad1", "js_u")) { pconfig->js_p1u = strdup(value); }
else if (MATCH("gamepad1", "js_d")) { pconfig->js_p1d = strdup(value); }
else if (MATCH("gamepad1", "js_l")) { pconfig->js_p1l = strdup(value); }
else if (MATCH("gamepad1", "js_r")) { pconfig->js_p1r = strdup(value); }
else if (MATCH("gamepad1", "js_select")) { pconfig->js_p1select = strdup(value); }
else if (MATCH("gamepad1", "js_start")) { pconfig->js_p1start = strdup(value); }
else if (MATCH("gamepad1", "js_a")) { pconfig->js_p1a = strdup(value); }
else if (MATCH("gamepad1", "js_b")) { pconfig->js_p1b = strdup(value); }
else if (MATCH("gamepad1", "js_ta")) { pconfig->js_p1ta = strdup(value); }
else if (MATCH("gamepad1", "js_tb")) { pconfig->js_p1tb = strdup(value); }
else if (MATCH("gamepad1", "js_rwstart")) { pconfig->js_rwstart = strdup(value); }
else if (MATCH("gamepad1", "js_rwstop")) { pconfig->js_rwstop = strdup(value); }
// Player 2
else if (MATCH("gamepad2", "kb_u")) { pconfig->kb_p2u = strdup(value); }
else if (MATCH("gamepad2", "kb_d")) { pconfig->kb_p2d = strdup(value); }
else if (MATCH("gamepad2", "kb_l")) { pconfig->kb_p2l = strdup(value); }
else if (MATCH("gamepad2", "kb_r")) { pconfig->kb_p2r = strdup(value); }
else if (MATCH("gamepad2", "kb_select")) { pconfig->kb_p2select = strdup(value); }
else if (MATCH("gamepad2", "kb_start")) { pconfig->kb_p2start = strdup(value); }
else if (MATCH("gamepad2", "kb_a")) { pconfig->kb_p2a = strdup(value); }
else if (MATCH("gamepad2", "kb_b")) { pconfig->kb_p2b = strdup(value); }
else if (MATCH("gamepad2", "kb_ta")) { pconfig->kb_p2ta = strdup(value); }
else if (MATCH("gamepad2", "kb_tb")) { pconfig->kb_p2tb = strdup(value); }
else if (MATCH("gamepad2", "js_u")) { pconfig->js_p2u = strdup(value); }
else if (MATCH("gamepad2", "js_d")) { pconfig->js_p2d = strdup(value); }
else if (MATCH("gamepad2", "js_l")) { pconfig->js_p2l = strdup(value); }
else if (MATCH("gamepad2", "js_r")) { pconfig->js_p2r = strdup(value); }
else if (MATCH("gamepad2", "js_select")) { pconfig->js_p2select = strdup(value); }
else if (MATCH("gamepad2", "js_start")) { pconfig->js_p2start = strdup(value); }
else if (MATCH("gamepad2", "js_a")) { pconfig->js_p2a = strdup(value); }
else if (MATCH("gamepad2", "js_b")) { pconfig->js_p2b = strdup(value); }
else if (MATCH("gamepad2", "js_ta")) { pconfig->js_p2ta = strdup(value); }
else if (MATCH("gamepad2", "js_tb")) { pconfig->js_p2tb = strdup(value); }
else { return 0; }
return 1;
}
void input_config_read() {
// Read the input config file
snprintf(inputconfpath, sizeof(inputconfpath), "%sinput.conf", nstpaths.nstdir);
if (ini_parse(inputconfpath, input_config_match, &inputconf) < 0) {
fprintf(stderr, "Failed to load input config file %s: Using defaults.\n", inputconfpath);
}
else {
// Map the input settings from the config file
// User Interface
ui.qsave1 = SDL_GetScancodeFromName(inputconf.qsave1);
ui.qsave2 = SDL_GetScancodeFromName(inputconf.qsave2);
ui.qload1 = SDL_GetScancodeFromName(inputconf.qload1);
ui.qload2 = SDL_GetScancodeFromName(inputconf.qload2);
ui.screenshot = SDL_GetScancodeFromName(inputconf.screenshot);
ui.fdsflip = SDL_GetScancodeFromName(inputconf.fdsflip);
ui.fdsswitch = SDL_GetScancodeFromName(inputconf.fdsswitch);
ui.insertcoin1 = SDL_GetScancodeFromName(inputconf.insertcoin1);
ui.insertcoin2 = SDL_GetScancodeFromName(inputconf.insertcoin2);
ui.reset = SDL_GetScancodeFromName(inputconf.reset);
ui.ffspeed = SDL_GetScancodeFromName(inputconf.ffspeed);
ui.rwstart = SDL_GetScancodeFromName(inputconf.rwstart);
ui.rwstop = SDL_GetScancodeFromName(inputconf.rwstop);
ui.fullscreen = SDL_GetScancodeFromName(inputconf.fullscreen);
ui.filter = SDL_GetScancodeFromName(inputconf.filter);
ui.scalefactor = SDL_GetScancodeFromName(inputconf.scalefactor);
// Player 1
player[0].u = SDL_GetScancodeFromName(inputconf.kb_p1u);
player[0].d = SDL_GetScancodeFromName(inputconf.kb_p1d);
player[0].l = SDL_GetScancodeFromName(inputconf.kb_p1l);
player[0].r = SDL_GetScancodeFromName(inputconf.kb_p1r);
player[0].select = SDL_GetScancodeFromName(inputconf.kb_p1select);
player[0].start = SDL_GetScancodeFromName(inputconf.kb_p1start);
player[0].a = SDL_GetScancodeFromName(inputconf.kb_p1a);
player[0].b = SDL_GetScancodeFromName(inputconf.kb_p1b);
player[0].ta = SDL_GetScancodeFromName(inputconf.kb_p1ta);
player[0].tb = SDL_GetScancodeFromName(inputconf.kb_p1tb);
player[0].ju = input_translate_string(inputconf.js_p1u);
player[0].jd = input_translate_string(inputconf.js_p1d);
player[0].jl = input_translate_string(inputconf.js_p1l);
player[0].jr = input_translate_string(inputconf.js_p1r);
player[0].jselect = input_translate_string(inputconf.js_p1select);
player[0].jstart = input_translate_string(inputconf.js_p1start);
player[0].ja = input_translate_string(inputconf.js_p1a);
player[0].jb = input_translate_string(inputconf.js_p1b);
player[0].jta = input_translate_string(inputconf.js_p1ta);
player[0].jtb = input_translate_string(inputconf.js_p1tb);
if (inputconf.js_rwstart) { player[0].rwstart = input_translate_string(inputconf.js_rwstart); }
if (inputconf.js_rwstop) { player[0].rwstop = input_translate_string(inputconf.js_rwstop); }
// Player 2
player[1].u = SDL_GetScancodeFromName(inputconf.kb_p2u);
player[1].d = SDL_GetScancodeFromName(inputconf.kb_p2d);
player[1].l = SDL_GetScancodeFromName(inputconf.kb_p2l);
player[1].r = SDL_GetScancodeFromName(inputconf.kb_p2r);
player[1].select = SDL_GetScancodeFromName(inputconf.kb_p2select);
player[1].start = SDL_GetScancodeFromName(inputconf.kb_p2start);
player[1].a = SDL_GetScancodeFromName(inputconf.kb_p2a);
player[1].b = SDL_GetScancodeFromName(inputconf.kb_p2b);
player[1].ta = SDL_GetScancodeFromName(inputconf.kb_p2ta);
player[1].tb = SDL_GetScancodeFromName(inputconf.kb_p2tb);
player[1].ju = input_translate_string(inputconf.js_p2u);
player[1].jd = input_translate_string(inputconf.js_p2d);
player[1].jl = input_translate_string(inputconf.js_p2l);
player[1].jr = input_translate_string(inputconf.js_p2r);
player[1].jselect = input_translate_string(inputconf.js_p2select);
player[1].jstart = input_translate_string(inputconf.js_p2start);
player[1].ja = input_translate_string(inputconf.js_p2a);
player[1].jb = input_translate_string(inputconf.js_p2b);
player[1].jta = input_translate_string(inputconf.js_p2ta);
player[1].jtb = input_translate_string(inputconf.js_p2tb);
}
}
void input_config_write() {
// Write out the input configuration file
FILE *fp = fopen(inputconfpath, "w");
if (fp != NULL) {
fprintf(fp, "; Nestopia UE Input Configuration File\n\n");
fprintf(fp, "; Possible values for keyboard input are in the Key Name column:\n; https://wiki.libsdl.org/SDL_Scancode\n\n");
fprintf(fp, "; Possible values for joystick input:\n; j[joystick number][a|b|h][button/hat/axis number][1/0 = +/- (axes only)]\n");
fprintf(fp, "; Example: j0b3 = joystick 0, button 3. j1a11 = joystick 1, axis 1 +\n\n");
fprintf(fp, "[ui]\n");
fprintf(fp, "qsave1=%s\n", SDL_GetScancodeName(ui.qsave1));
fprintf(fp, "qsave2=%s\n", SDL_GetScancodeName(ui.qsave2));
fprintf(fp, "qload1=%s\n", SDL_GetScancodeName(ui.qload1));
fprintf(fp, "qload2=%s\n", SDL_GetScancodeName(ui.qload2));
fprintf(fp, "screenshot=%s\n", SDL_GetScancodeName(ui.screenshot));
fprintf(fp, "fdsflip=%s\n", SDL_GetScancodeName(ui.fdsflip));
fprintf(fp, "fdsswitch=%s\n", SDL_GetScancodeName(ui.fdsswitch));
fprintf(fp, "insertcoin1=%s\n", SDL_GetScancodeName(ui.insertcoin1));
fprintf(fp, "insertcoin2=%s\n", SDL_GetScancodeName(ui.insertcoin2));
fprintf(fp, "reset=%s\n", SDL_GetScancodeName(ui.reset));
fprintf(fp, "ffspeed=%s\n", SDL_GetScancodeName(ui.ffspeed));
fprintf(fp, "rwstart=%s\n", SDL_GetScancodeName(ui.rwstart));
fprintf(fp, "rwstop=%s\n", SDL_GetScancodeName(ui.rwstop));
fprintf(fp, "fullscreen=%s\n", SDL_GetScancodeName(ui.fullscreen));
fprintf(fp, "filter=%s\n", SDL_GetScancodeName(ui.filter));
fprintf(fp, "scalefactor=%s\n", SDL_GetScancodeName(ui.scalefactor));
fprintf(fp, "\n"); // End of Section
fprintf(fp, "[gamepad1]\n");
fprintf(fp, "kb_u=%s\n", SDL_GetScancodeName(player[0].u));
fprintf(fp, "kb_d=%s\n", SDL_GetScancodeName(player[0].d));
fprintf(fp, "kb_l=%s\n", SDL_GetScancodeName(player[0].l));
fprintf(fp, "kb_r=%s\n", SDL_GetScancodeName(player[0].r));
fprintf(fp, "kb_select=%s\n", SDL_GetScancodeName(player[0].select));
fprintf(fp, "kb_start=%s\n", SDL_GetScancodeName(player[0].start));
fprintf(fp, "kb_a=%s\n", SDL_GetScancodeName(player[0].a));
fprintf(fp, "kb_b=%s\n", SDL_GetScancodeName(player[0].b));
fprintf(fp, "kb_ta=%s\n", SDL_GetScancodeName(player[0].ta));
fprintf(fp, "kb_tb=%s\n", SDL_GetScancodeName(player[0].tb));
fprintf(fp, "js_u=%s\n", input_translate_event(player[0].ju));
fprintf(fp, "js_d=%s\n", input_translate_event(player[0].jd));
fprintf(fp, "js_l=%s\n", input_translate_event(player[0].jl));
fprintf(fp, "js_r=%s\n", input_translate_event(player[0].jr));
fprintf(fp, "js_select=%s\n", input_translate_event(player[0].jselect));
fprintf(fp, "js_start=%s\n", input_translate_event(player[0].jstart));
fprintf(fp, "js_a=%s\n", input_translate_event(player[0].ja));
fprintf(fp, "js_b=%s\n", input_translate_event(player[0].jb));
fprintf(fp, "js_ta=%s\n", input_translate_event(player[0].jta));
fprintf(fp, "js_tb=%s\n", input_translate_event(player[0].jtb));
fprintf(fp, "js_rwstart=%s\n", input_translate_event(player[0].rwstart));
fprintf(fp, "js_rwstop=%s\n", input_translate_event(player[0].rwstop));
fprintf(fp, "\n"); // End of Section
fprintf(fp, "[gamepad2]\n");
fprintf(fp, "kb_u=%s\n", SDL_GetScancodeName(player[1].u));
fprintf(fp, "kb_d=%s\n", SDL_GetScancodeName(player[1].d));
fprintf(fp, "kb_l=%s\n", SDL_GetScancodeName(player[1].l));
fprintf(fp, "kb_r=%s\n", SDL_GetScancodeName(player[1].r));
fprintf(fp, "kb_select=%s\n", SDL_GetScancodeName(player[1].select));
fprintf(fp, "kb_start=%s\n", SDL_GetScancodeName(player[1].start));
fprintf(fp, "kb_a=%s\n", SDL_GetScancodeName(player[1].a));
fprintf(fp, "kb_b=%s\n", SDL_GetScancodeName(player[1].b));
fprintf(fp, "kb_ta=%s\n", SDL_GetScancodeName(player[1].ta));
fprintf(fp, "kb_tb=%s\n", SDL_GetScancodeName(player[1].tb));
fprintf(fp, "js_u=%s\n", input_translate_event(player[1].ju));
fprintf(fp, "js_d=%s\n", input_translate_event(player[1].jd));
fprintf(fp, "js_l=%s\n", input_translate_event(player[1].jl));
fprintf(fp, "js_r=%s\n", input_translate_event(player[1].jr));
fprintf(fp, "js_select=%s\n", input_translate_event(player[1].jselect));
fprintf(fp, "js_start=%s\n", input_translate_event(player[1].jstart));
fprintf(fp, "js_a=%s\n", input_translate_event(player[1].ja));
fprintf(fp, "js_b=%s\n", input_translate_event(player[1].jb));
fprintf(fp, "js_ta=%s\n", input_translate_event(player[1].jta));
fprintf(fp, "js_tb=%s\n", input_translate_event(player[1].jtb));
fprintf(fp, "\n"); // End of Section
fclose(fp);
}
}
void input_set_default() {
// Set default input config
ui.qsave1 = SDL_GetScancodeFromName("F5");
ui.qsave2 = SDL_GetScancodeFromName("F6");
ui.qload1 = SDL_GetScancodeFromName("F7");
ui.qload2 = SDL_GetScancodeFromName("F8");
ui.screenshot = SDL_GetScancodeFromName("F9");
ui.fdsflip = SDL_GetScancodeFromName("F3");
ui.fdsswitch = SDL_GetScancodeFromName("F4");
ui.insertcoin1 = SDL_GetScancodeFromName("F1");
ui.insertcoin2 = SDL_GetScancodeFromName("F2");
ui.reset = SDL_GetScancodeFromName("F12");
ui.ffspeed = SDL_GetScancodeFromName("`");
ui.rwstart = SDL_GetScancodeFromName("Backspace");
ui.rwstop = SDL_GetScancodeFromName("\\");
ui.fullscreen = SDL_GetScancodeFromName("F");
ui.filter = SDL_GetScancodeFromName("T");
ui.scalefactor = SDL_GetScancodeFromName("G");
player[0].u = SDL_GetScancodeFromName("Up");
player[0].d = SDL_GetScancodeFromName("Down");
player[0].l = SDL_GetScancodeFromName("Left");
player[0].r = SDL_GetScancodeFromName("Right");
player[0].select = SDL_GetScancodeFromName("Right Shift");
player[0].start = SDL_GetScancodeFromName("Return");
player[0].a = SDL_GetScancodeFromName("Z");
player[0].b = SDL_GetScancodeFromName("A");
player[0].ta = SDL_GetScancodeFromName("X");
player[0].tb = SDL_GetScancodeFromName("S");
player[0].ju = input_translate_string("j0h01");
player[0].jd = input_translate_string("j0h04");
player[0].jl = input_translate_string("j0h08");
player[0].jr = input_translate_string("j0h02");
player[0].jselect = input_translate_string("j0b8");
player[0].jstart = input_translate_string("j0b9");
player[0].ja = input_translate_string("j0b1");
player[0].jb = input_translate_string("j0b0");
player[0].jta = input_translate_string("j0b2");
player[0].jtb = input_translate_string("j0b3");
player[0].rwstart = input_translate_string("j0b4");
player[0].rwstop = input_translate_string("j0b5");
player[1].u = SDL_GetScancodeFromName("I");
player[1].d = SDL_GetScancodeFromName("K");
player[1].l = SDL_GetScancodeFromName("J");
player[1].r = SDL_GetScancodeFromName("L");
player[1].select = SDL_GetScancodeFromName("Left Shift");
player[1].start = SDL_GetScancodeFromName("Left Ctrl");
player[1].a = SDL_GetScancodeFromName("M");
player[1].b = SDL_GetScancodeFromName("N");
player[1].ta = SDL_GetScancodeFromName("B");
player[1].tb = SDL_GetScancodeFromName("V");
player[1].ju = input_translate_string("j1h01");
player[1].jd = input_translate_string("j1h04");
player[1].jl = input_translate_string("j1h08");
player[1].jr = input_translate_string("j1h02");
player[1].jselect = input_translate_string("j1b8");
player[1].jstart = input_translate_string("j1b9");
player[1].ja = input_translate_string("j1b1");
player[1].jb = input_translate_string("j1b0");
player[1].jta = input_translate_string("j1b2");
player[1].jtb = input_translate_string("j1b3");
}
int input_configure_item(int pnum, int bnum, int type) {
// Configure an input item
if (confrunning) { return 0; }
SDL_Event event, eventbuf;
int axis = 0, axisnoise = 0, counter = 0;
// Enter and Space hack
bool etoggle = true;
if (kbactivate) {
etoggle = false;
}
confrunning = true;
bool confstop = false;
while (confrunning) {
#ifdef _GTK
while (gtk_events_pending()) {
gtk_main_iteration_do(FALSE);
}
#endif
while(SDL_PollEvent(&event)) {
// Time to quit?
switch (event.key.keysym.sym) {
case SDLK_ESCAPE:
confrunning = false;
break;
default: break;
}
// Process the event
if (type == 0) { // Keyboard
switch(event.type) {
case SDL_KEYUP:
// Enter and Space need to be handled separately
if (event.key.keysym.sym == SDLK_RETURN || event.key.keysym.sym == SDLK_SPACE) {
if (etoggle) { input_set_item(event, type, pnum, bnum); }
else { etoggle = true; break; }
}
else {
input_set_item(event, type, pnum, bnum);
}
confstop = true;
break;
default: break;
}
}
else if (type == 1) { // Joystick
switch(event.type) {
case SDL_JOYBUTTONDOWN:
input_set_item(event, type, pnum, bnum);
confstop = true;
break;
case SDL_JOYHATMOTION:
if (event.jhat.value != SDL_HAT_CENTERED) {
input_set_item(event, type, pnum, bnum);
confstop = true;
}
break;
case SDL_JOYAXISMOTION:
if (abs(event.jaxis.value) >= DEADZONE) {
eventbuf = event;
axisnoise = 1;
axis = event.jaxis.axis;
}
else if (abs(event.jaxis.value) < DEADZONE && axisnoise && event.jaxis.axis == axis) {
input_set_item(eventbuf, type, pnum, bnum);
axisnoise = 0;
confstop = true;
}
break;
default: break;
}
}
}
if (confstop) { confrunning = false; }
}
return 1;
}
void input_set_item(SDL_Event event, int type, int pnum, int counter) {
// Set an input item to what was requested by configuration process
if (type == 0) { // Keyboard
switch(counter) {
case 0: player[pnum].u = event.key.keysym.scancode; break;
case 1: player[pnum].d = event.key.keysym.scancode; break;
case 2: player[pnum].l = event.key.keysym.scancode; break;
case 3: player[pnum].r = event.key.keysym.scancode; break;
case 4: player[pnum].select = event.key.keysym.scancode; break;
case 5: player[pnum].start = event.key.keysym.scancode; break;
case 6: player[pnum].a = event.key.keysym.scancode; break;
case 7: player[pnum].b = event.key.keysym.scancode; break;
case 8: player[pnum].ta = event.key.keysym.scancode; break;
case 9: player[pnum].tb = event.key.keysym.scancode; break;
default: break;
}
}
else if (type == 1) { // Joystick
switch(counter) {
case 0: player[pnum].ju = input_translate_string(input_translate_event(event)); break;
case 1: player[pnum].jd = input_translate_string(input_translate_event(event)); break;
case 2: player[pnum].jl = input_translate_string(input_translate_event(event)); break;
case 3: player[pnum].jr = input_translate_string(input_translate_event(event)); break;
case 4: player[pnum].jselect = input_translate_string(input_translate_event(event)); break;
case 5: player[pnum].jstart = input_translate_string(input_translate_event(event)); break;
case 6: player[pnum].ja = input_translate_string(input_translate_event(event)); break;
case 7: player[pnum].jb = input_translate_string(input_translate_event(event)); break;
case 8: player[pnum].jta = input_translate_string(input_translate_event(event)); break;
case 9: player[pnum].jtb = input_translate_string(input_translate_event(event)); break;
default: break;
}
}
}