input, with hardcoded (but not retarded) key mappings.

touchscreen support that doesn't suck.
This commit is contained in:
StapleButter 2017-03-20 00:43:45 +01:00
parent 59d107bfb0
commit f38bc94011
1 changed files with 77 additions and 6 deletions

View File

@ -23,6 +23,24 @@
#include "../GPU.h"
const int DefaultKeyMapping[18] =
{
15, 54,
44, 40,
22, 4, 26, 29,
19, 20,
0, 0, 0, 0, 0, 0,
18, 14
};
int KeyMapping[18];
int JoyMapping[18];
bool Touching;
int WindowX, WindowY;
wxIMPLEMENT_APP(wxApp_melonDS);
@ -88,6 +106,13 @@ MainFrame::MainFrame()
sdltex = SDL_CreateTexture(sdlrend, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STREAMING, 256, 384);
NDS::Init();
memcpy(KeyMapping, DefaultKeyMapping, 18*sizeof(int));
memset(JoyMapping, 0, 18*sizeof(int));
Touching = false;
SDL_GetWindowPosition(sdlwin, &WindowX, &WindowY);
}
void MainFrame::OnOpenROM(wxCommandEvent& event)
@ -149,13 +174,59 @@ wxThread::ExitCode EmuThread::Entry()
SDL_Event evt;
while (SDL_PollEvent(&evt))
{
if (evt.type == SDL_KEYDOWN)
printf("key down %d %d\n", evt.key.keysym.scancode, evt.key.keysym.sym);
switch (evt.type)
{
case SDL_WINDOWEVENT:
SDL_GetWindowPosition(parent->sdlwin, &WindowX, &WindowY);
break;
if (evt.type == SDL_MOUSEBUTTONDOWN)
printf("mouse down\n");
if (evt.type == SDL_MOUSEBUTTONUP)
printf("mouse up\n");
case SDL_MOUSEBUTTONDOWN:
if (evt.button.y >= 192 && evt.button.button == SDL_BUTTON_LEFT)
{
Touching = true;
NDS::PressKey(16+6);
}
break;
case SDL_KEYDOWN:
for (int i = 0; i < 10; i++)
if (evt.key.keysym.scancode == KeyMapping[i]) NDS::PressKey(i);
if (evt.key.keysym.scancode == KeyMapping[16]) NDS::PressKey(16);
if (evt.key.keysym.scancode == KeyMapping[17]) NDS::PressKey(17);
break;
case SDL_KEYUP:
for (int i = 0; i < 10; i++)
if (evt.key.keysym.scancode == KeyMapping[i]) NDS::ReleaseKey(i);
if (evt.key.keysym.scancode == KeyMapping[16]) NDS::ReleaseKey(16);
if (evt.key.keysym.scancode == KeyMapping[17]) NDS::ReleaseKey(17);
break;
}
}
if (Touching)
{
int mx, my;
u32 btn = SDL_GetGlobalMouseState(&mx, &my);
if (!(btn & SDL_BUTTON(SDL_BUTTON_LEFT)))
{
Touching = false;
NDS::ReleaseKey(16+6);
NDS::ReleaseScreen();
}
else
{
mx -= WindowX;
my -= (WindowY + 192);
if (mx < 0) mx = 0;
else if (mx > 255) mx = 255;
if (my < 0) my = 0;
else if (my > 191) my = 191;
NDS::TouchScreen(mx, my);
}
}
void* pixels; int zorp;