Commit Graph

50 Commits

Author SHA1 Message Date
Fabrice de Gans-Riberi edc34942a8 Refactor wxSDLJoy
This is a major refactor of the wxSDLJoy class.
* Move handling of SDL objects creation and destruction to its own
  class. This simplifies the lifespan of SDL-related objects.
* Re-add handling of HATs. This is necessary for DirectInput
  controllers.
* Rename the public API for wxSDLJoy to be clearer.
* Add documentation for every class related to wxSDLJoy.
2020-10-19 08:11:38 +00:00
Rafael Kitover 6a7142813d Differentiate between SDL joy index/instance_id.
Hopefully fix various bugs caused by not differentiating between SDL
joystick_index and SDL_JoystickID (the joystick instance id.)

On controller disconnect, disconnect and reconnect all configured
devices because the SDL joystick index may change, and this will update
the mapping.

Also fix creating a state entry for the configured joystick even when
it's not connected, add the controller/joystick name to the connected
message and increase the poll time from 10ms to 25ms.

- Fix #718.
- Fix #726.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2020-09-05 19:06:48 +00:00
Rafael Kitover 546c9d3a11 Minor joystick event handler finding refactor.
Remove the `evthandler` member and `Attach()` method from `wxSDLJoy`.

Add the `GetJoyEventHandler()` method to `MainFrame`, which returns the
window in focus, or the panel if the option for joystick background
input is enabled.

Remove the handler parameter in `wxSDLJoy::CreateAndSendEvent()` and
call `wxGetApp().frame->GetJoyEventHandler()` to get the handler.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2020-08-29 20:53:49 +00:00
Edênis Freindorfer Azevedo 7031c1d155 [LINUX,WINDOWS] Key/Joy background input.
- Joystick background input.

Set as enabled by default.

- Linux: `X11` and `Wayland` done.

1. `Wayland` does not allow to listen for keypresses for security reasons.

Discussion here: https://github.com/albertlauncher/albert/issues/309

2. For `X11` we can use `XQueryKeymap` to check keyboard state.

- Windows: done.

We use `GetAsyncKeyState` most significant bit to check if the key
is being pressed.
2020-08-29 20:53:49 +00:00
Edênis Freindorfer Azevedo 84f3e8ce67 Allow joystick background input.
Refactor function to send joy events to `GameArea` even if vbam is not
focused.
2020-08-29 20:53:49 +00:00
Edênis Freindorfer Azevedo baa0341bd5
Input refactor.
- Allow key shortcuts to run with loaded game.

For example, when we set `CTRL+A` for `load most recent save state` and
use `A` for some input command, holding `CTRL` and then pressing `A`
will not execute the shortcut. Instead, the key press `A` will be used
only as the input and nothing else.

With this, we use both the input and shortcut key.

- Isolate function to get keyboard key codes.

As explained on [1]:

"Using `GetUnicodeKey()` is in general the right thing to do if you are
interested in the characters typed by the user, `GetKeyCode()` should
be only used for special keys (for which `GetUnicodeKey()` returns
`WXK_NONE`)."

We also allow special keys to be mapped, hence the requirement of using
both functions.

[1] https://docs.wxwidgets.org/3.1/classwx_key_event.html

- Allow use of unicode keys for input and shortcut.

Use format `KeyCode:Modifier` for saving/loading unicode keys.

`WxWidgets=3.{0,1}` does not create an accelerator from strings with
unicode keys such as `ç` (`FromString` function). It fails with an
assertion error and stops execution. At the same time, we use the keys'
strings that are known for WxWidgets, such as `A`, `CTRL+O`,
`PAGEUP` etc.

Use both `EVT_KEY_DOWN` and `EVT_CHAR`.

`EVT_CHAR` is better than `EVT_KEY_DOWN` here because it is where the
raw key events will have been cooked using whatever recipes are in
effect from the os, locale, international keyboard settings, etc.

- Enable SDL joysticks input as key shortcuts.

Start/Stop polling joysticks on Unload/load game.

Our main loop already polls the joystick, we don't need the timer
while a game is running.

- Create function `str_split_with_sep` and use it.

For when we parse strings that may include the sep string, such as
game input and key shortcuts.
2020-06-18 20:47:47 -03:00
Rafael Kitover 09e8da43db Joystick refactor pt. Deux: Support Joysticks.
Add support for non-GameController SDL Joysticks.

Add proxy class wxSDLJoyDev to support using either SDL_GameController*
or SDL_Joystick* values in joystate.dev.

Add pretty much identical SDL code to support SDL_Joystick* when the
device cannot be opened as an SDL_GameController*, without changing the
API. SDL_Joystick* devices operate almost identically to SDL_Controller*
devices with their own default mappings, for both events and polling.

Filter axis motion events in the bindings editor widget for subsequent
events within 300ms. This gets rid of the double binding for +1/-1 when
the stick is moved to a direction.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2020-05-05 08:47:52 +00:00
Rafael Kitover 136c094f0c Add option to set link network port.
Add field for the network port to the start link dialog, default is 5738
as before.

The port is stored in the user's options config.

Add TextCtrl support to UIntValidator for this.

Related: #594.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2020-02-04 23:01:11 +00:00
Rafael Kitover bbbe9fe73f
Only poll joysticks with a valid device.
Followup on 0577f8af.

When looping through configured joysticks, ignore ones that do not have
a valid open device pointer.

Also remove the use of std::get for the joystate map tuple and use
.first instead.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-22 17:59:57 +00:00
Rafael Kitover 0577f8afc2
Better joystick hotplug support.
Combine SDL events with polling the axes and buttons of controllers
every 10 milliseconds, this is necessary because of this bug in SDL:

https://bugzilla.libsdl.org/show_bug.cgi?id=4886

which causes SDL to not generation button and axes events after a
joystick is disconnected and then reconnected to the system.

Change the axes state from a unordered_map to an std::array because the
number of axes is fixed, add analogous buttons array.

Keep controller state synchronized between the event receiving code and
the polling code.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-22 03:17:33 +00:00
Rafael Kitover 1ccc377978
Improve joystick connection/disconnection.
Followup on 02520fb6.

Add ConnectController() and DisconnectController() protected methods in
wxSDLJoy, use them to open or close and clear the device pointer
properly.

For controller add/remap events, call DisconnectController() first
before ConnectController() to make sure the right device is associated.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-05 17:00:05 +00:00
Rafael Kitover 498e4e858d
Windows joystick events fix.
Followup on 02520fb6.

Versions of wxWidgets after 3.0 change the windows event loop in such a
way that using QueueEvent for joystick events no longer works, use
ProcessEvent instead. This has no effect on latency since the joystick
events only cause the emulator controller state to be updated.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-03 20:09:56 +00:00
Rafael Kitover e04efa76b3
Release game controller device correctly. #568
A followup on 02520fb6.

In wxSDLJoy::Remove(n), which is the only API that needs to release a
game controller device from the application, actually call
SDL_GameControllerClose(dev) when a device is released.

This is used when the input config dialog is launched. First all sticks
are closed, and then all available sticks are added for the duration of
the dialog. Then they are closed again, and only the configured sticks
are open for the game, which is what happens generally.

The device ordering is determined by the OS.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-11-29 03:50:24 +00:00
Rafael Kitover 02520fb63e Joystick handling refactor.
Use the SDL GameController API with SDL events instead of polling
manually. Run SDL_PollEvent() in the panel OnIdle().

The API to the GUI remains the same, the sending of wxSDLJoyEvent
events. Except there are no more hat events, we just use the
GameController buttons. Also the GUI now has to make arrangements for
wxSDLJoy::Poll() to be called periodically, for the config dialog this
is done with a timer.

All Xbox 360 controller buttons and axes are now in the defaults, and
the SDL GameController API will map them to the appropriate keys on
other controllers.

As a consequence of using SDL events, controller attach/detach from the
system is now also handled correctly. It is no longer necessary to have
the controller attached and turned on when the program launches.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-11-27 23:09:35 +00:00
orbea 6adf5ea487 wx: Silence -Woverloaded-virtual warnings with debug builds.
The Clone function seem unused, the AcceptsFocus and HasFocus
functions are marked as const and Show is renamed to ShowAddr
to not conflict with unrelated functions.

[187/196] Building CXX object src/wx/CMakeFiles/visualboyadvance-m.dir/viewsupt.cpp.o
In file included from ../src/wx/viewsupt.cpp:1:
../src/wx/viewsupt.h:197:10: warning: 'Viewers::MemView::Show' hides overloaded virtual function [-Woverloaded-virtual]
    void Show(uint32_t addr, bool force_update = false);
         ^
/usr/include/wx-3.0/wx/gtk/window.h:64:18: note: hidden overloaded virtual function 'wxWindow::Show' declared here: different number of parameters (1 vs 2)
    virtual bool Show( bool show = true );
                 ^
In file included from ../src/wx/viewsupt.cpp:1:
../src/wx/viewsupt.h:410:10: warning: 'Viewers::DispCheckBox::AcceptsFocus' hides overloaded virtual function [-Woverloaded-virtual]
    bool AcceptsFocus()
         ^
/usr/include/wx-3.0/wx/window.h:724:18: note: hidden overloaded virtual function 'wxWindowBase::AcceptsFocus' declared here: different qualifiers ('const' vs unqualified)
    virtual bool AcceptsFocus() const { return true; }
                 ^
In file included from ../src/wx/viewsupt.cpp:3:
In file included from ../src/wx/wxvbam.h:14:
In file included from ../src/wx/widgets/wx/joyedit.h:9:
../src/wx/widgets/wx/sdljoy.h:115:14: warning: 'wxSDLJoyEvent::Clone' hides overloaded virtual function [-Woverloaded-virtual]
    wxEvent* Clone();
             ^
/usr/include/wx-3.0/wx/event.h:1569:22: note: hidden overloaded virtual function 'wxCommandEvent::Clone' declared here: different qualifiers ('const' vs unqualified)
    virtual wxEvent *Clone() const { return new wxCommandEvent(*this); }
                     ^
In file included from ../src/wx/viewsupt.cpp:3:
../src/wx/wxvbam.h:286:10: warning: 'MainFrame::HasFocus' hides overloaded virtual function [-Woverloaded-virtual]
    bool HasFocus()
         ^
/usr/include/wx-3.0/wx/window.h:715:18: note: hidden overloaded virtual function 'wxWindowBase::HasFocus' declared here: different qualifiers ('const' vs unqualified)
    virtual bool HasFocus() const;
                 ^
4 warnings generated.
2019-10-09 10:32:51 -07:00
Rafael Kitover 7ee3cbe120
Joystick rumble followup. #522
Call `rtcEnableRumble(true);` always regardless of the `rtcEnabled`
option, because @negativeExponent points out that they are unrelated.

Check for at least SDL version `2.0.9` before using the
`SDL_JoystickRumble()` API, since it is not present in earlier versions.

Increase rumble duration to twice the poll time to keep the motors
running, subsequent poll events will cancel the rumble as necessary.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-10-06 17:42:12 +00:00
Rafael Kitover 4bc9bb84b4
Implement joystick rumble. #522
Call `rtcEnableRumble()` in the core if the rtc is enabled during ROM
loading.

On `systemCartridgeRumble(bool)` events from the core, set the state in
`wxSDLJoy` accordingly, to either rumbling or not rumbling based on the
boolean parameter.

On the `50ms` joystick poll events, use `SDL_JoystickRumble()` to enable
rumble on both the low and high frequencies at maximum for the poll time
of `50ms`, to be set or reset again on the next poll event.

Tested in Drill Dozer, rumbling is being activated. Will need testing
from users as well to see if this is implemented correctly.

Fix #522.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-10-06 11:06:08 +00:00
Edênis Freindorfer Azevedo dbb5914fa4 Show which BIOS file is currently selected.
It is not possible to pre-select a file with `wxFilePickerCtrl`. Hence,
we add a label to show the current gopts.{gba_bios,gb_bios,gbc_bios} is
being used, if any.

- Fix remaining of #196.
2019-07-25 00:41:34 +00:00
Rafael Kitover 2fcad3f813
joysticks: hack to better support 360 triggers
Map initial state of axis to 0. This is sufficient for the time being
for the 360 triggers to work better.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-07-19 12:43:47 +00:00
Rafael Kitover 296255d492
handle SDL joystick query errors #451
SDL APIs like `SDL_JoystickNumAxes(dev)` can return a negative error
code. Handle this case better.

This should fix the fatal exception from trying to allocate an array
with an illegal size (negative, due to the error.)

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-07-11 21:25:51 +00:00
Edênis Freindorfer Azevedo 8ea607e1c7 remove translation from joystick keys
Avoid issues with translation, at least for now,
by not translating joystick button/axis names.
2019-07-04 04:26:48 +00:00
Rafael Kitover d585a61049
followup on kbd trans issues fix in 30b92724
Use the table to to replace both the translated string and the English
string.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-07-03 02:17:13 +00:00
Rafael Kitover 30b9272412
hopefully fix kbd control translation issues
Add missing gettext calls for the game controls code.

Seems to work correctly in the Russian locale with special keys.

Also add CLion files to `.gitignore`.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-07-01 07:53:23 +00:00
Rafael Kitover 9fa20b49ca
joystick cleanups #444
Check that SDL reports any available controls for a joystick, otherwise
mark it invalid and close it.

When processing events for joysticks, check that each one is valid.

Set initial value of controls to zero initially not after getting the
initial state, previously we were getting the initial state and
overwriting it with zeroes, defeating the purpose.

Fix memory leak, `curval` array of controls not being cleared.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-06-24 20:36:21 +00:00
Edênis Freindorfer Azevedo dfa4fec3d5 Fix missing shortcuts from key bindings.
Correct set WXK_NUMPAD_{ADD,SUBTRACT} for default volume controls and
enable users to change it via menu "Options > Key Shortcuts".

Also allow users to use both these buttons for other input.
2019-06-23 10:50:52 +00:00
Edênis Freindorfer Azevedo 5540790ff1
fix some compilation warnings
Signed-off-by: Rafael Kitover <rkitover@gmail.com>
Merged #396
2019-04-03 17:32:25 +00:00
Rafael Kitover 64a9c0945f
fix analog stick regression from e57beed8 #400
Instead of ignoring the initial state of axes, which I did to make
triggers work on the 360 controller, set the initial previous value to
the initial state instead.

This fixes the original problem without breaking analog stick movement.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-04-01 09:38:51 -07:00
Rafael Kitover 16dd5d4068
make speedup/turbo configurable + misc #339
Add Speedup / Turbo configuration panel which allows setting the
throttle or number of frames to skip for when the speed key is pressed
or turbo is enabled (which just presses the speed key.)

Throttle and frame-skip are mutually exclusive, throttle must be 0 (no
throttle) when number of frames to skip is non-zero. The dialog controls
handle this.

This is implemented in the core in GBA.cpp, GB.cpp and ConfigManager.

Two new options are added both in ConfigManager and in the wx options,
speedup_throttle and speedup_frame_skip, the defaults are:

```
speedup_throttle   = 0 (no throttle)
speedup_frame_skip = 9
```

this was the original behavior.

Add support for unsigned ints to wx/opts.cpp for these and for throttle,
this requires a new validator wxUIntValidator to use them in spin
controls.

Clean up appearance of the throttle spin control in the General dialog.

Maximum throttle and speedup_throttle is 600, values much over 500 will
not behave differently from 0 on modern hardware.

Maximum frame skip is 30 at the moment.

Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-02-02 18:43:55 -08:00
Rafael Kitover f8b5627bd8 fix support for old SDL versions
Check for at least SDL 2.0.6 when using the
SDL_JoystickGetAxisInitialState() API introduced in e57beed8.
2018-12-28 05:22:17 -08:00
Rafael Kitover e57beed890 ignore depressed gamepad triggers #88
On joystick event notification, filter out axis values that are equal to
their initial state.

The reason for doing this is explained in 539027ca. Triggers on e.g. the
360 controller are an axis that are the max negative value in the
depressed state, and for some reason a constant stream of events are
generated for them, that's another issue that needs to be addressed.

For the time being, this fixes the other half of the main issue in #88:
users with an old config with the default special key bindings will now
be able to use keyboard hotkeys as these spurious joystick events will
be filtered out and will not block keyboard events.

TODO:

- stop generating events for depressed triggers in the first place

- fix joystick events completely blocking keyboard events
2018-12-28 04:36:41 -08:00
retro-wertz 0e60c34ab9
Fix this 2018-07-12 16:23:59 +08:00
Rafael Kitover 02b3defcd0 restore wx 2.8 compat, improve string processing
Fix building with wx 2.8 by rewriting some more string related code.

Replace all calls to .c_str() with .mb_str().

Remove some of the .c_str()/.mb_str() calls where the target is already
wxString.

Move the split()/enum_idx() functions from opts.cpp into
str_split()/vec_find() in strutils.h/strutils.cpp for use in other
files.

Replace the C-style string parsing code in a couple of places in
wxvbam.cpp for processing possible command line options by splitting on
'='.

Also replace a couple of places that use pointer arithmetic in
widgets/joyedit.cpp and widgets/keyedit.cpp with wxString methods.
2017-09-13 05:32:44 -07:00
Rafael Kitover f5cb7b2b40 support Wx built with --enable-stl #134
When Wx is built with --enable-stl, wxString to wxChar*/char* implicit
conversions and vice-versa no longer work.

Change all wxChar* data members to wxString and change all pointer
arithmetic code (mostly in opts.cpp, cmdevents.cpp and
widgets/joyedit.cpp) to use wxString methods instead.

Also make mostly minor changes in various other files for all of this to
work.
2017-09-10 15:44:18 -07:00
Avindra Goolcharan 0bdbcf3188 SUSE Lint: fix a few classes of warnings #136
- drop unused variables

- unused-but-set-variable

- stray trailing comments

- in viewsupt.cpp replace redundant expression with variable that holds the same value
2017-08-08 20:05:38 -07:00
Avindra Goolcharan dd91abf72e fix errors reported by SUSE's post-build linter
In StartRFUSocket() in gba/GBALink.cpp move a postincrement out of an
expression to a following statement, because the evaluation order is
undefined.

In GetDevices() in wx/openal.cpp replace an #else with an #endif so that
the function has a default return statement visible to the linter.

In FilterThread::Entry() add a `return 0;` (ExitCode) statement at the
end even though it is probably never reached.

In the TransferToWindow() for the positive double validator widget in
wx/widgets/wxmisc.cpp add a default `return true;`, for the rare case
there is no double value, in which case the string representation would
be displayed (since it is a subclass of wxGenericValidator(wxString&) .)
2017-08-07 20:31:08 -07:00
Su Yong 4e096c127c Some fixes for MSVC. 2017-02-11 10:57:35 +08:00
Rafael Kitover fdc389c280 fix wx 2.8 compat, debug logging works everywhere
Fix backcompat with wx 2.8. This involved writing
wxPositiveDoubleValidator and rewiring the DrawingPanel inheritance tree
and event handling mechanisms (because 2.8 does not have ->Bind, only
->Connect which is less flexible.) As a result all the event handling
has been gathered into GameArea and the affected code is somewhat
cleaner. 2.8 support is untested on Mac because it requires 32 bit libs
and Carbon.

Add support for cross-compiling for windows using the Fedora MinGW
packages in ./installdeps.

Check for OpenGL support in the wx library being linked, this was
necessary because the Fedora MinGW wx library does not have OpenGL
support.

Remove vbamDebug() in favor of wxLogDebug(), and add an override for it
so that it works in non-debug builds of wx as well as on Windows. Turn
off buffering on stdout and stderr on startup so that debug logging
works in msys2/cygwin mintty as well.

On Windows, build a console binary for debug builds.

Update README.md to reflect Fedora MinGW support and debug logging
support.

Add -Wextra to cflags for debug builds.
2017-01-25 10:53:05 -08:00
Rafael Kitover c2a23a9ffe check for RAW_CONTROL only on macs in switch stmts
On e.g. Windows WXK_RAW_CONTROL == WXK_CONTROL so having both in a
switch statement is compile-time error, so wrap the checks for
WXK_RAW_CONTROL in an #ifdef __WXMAC__ .
2016-12-14 06:23:02 -08:00
Rafael Kitover 8c309eaaf4 fix modifier-only game keys
Fix using modifier keys such as SHIFT or CONTROL by themselves as game
keys.

Modifier keys are sent as a special keycode e.g. WXK_CTRL along with the
modifier flag, however on key release the keycode is sent but the
modifier flag is not. So check for modifier keys in process_key_press()
and always set the modifier flag so that release events are recognized
correctly.

Fix support for RAW_CTRL on Mac (which is the real control, while the
Command key is mapped to CTRL.)

Also disable the debug message emitted by wX when our modifier-only key
parsing code runs.

TODO: map modifier key names on Mac to the actual keys rather than the
wX names such as RAWCTRL.
2016-12-14 00:26:54 -08:00
Rafael Kitover a60d24e91a workaround wX 3.1+ key accel string parsing bug
In wX 3.1+ the behavior of wxAcceleratorEntry::ToString() and
wxAcceleratorEntry::FromString() has changed and the resulting string
can no longer round-trip through these methods.

Use a lookup table based on an internal data structure from the wX
source code to translate the "display name" of some keys to the regular
"name" as a workaround for now.

This allows at least the default keybindings to work and not throw an
error on startup.

TODO: standalone modifiers as game keys are still broken.
2016-12-13 15:08:55 -08:00
EoD 6612d34ddf Fix SDL.h includes
See comment in FindSDL2.cmake:
 Note that the header path has changed from SDL2/SDL.h to just SDL.h
 This needed to change because "proper" SDL convention
 is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
 reasons because not all systems place things in SDL2/ (see FreeBSD).
2016-07-31 00:11:21 +02:00
Dorian Wouters 31391e090c
Kill common/Types.h, replace its old typedefs w/ standard types
Fix includes in files using standard int types
Fix wxWidgets UI includes
Silence some unused variable warnings in GBA-arm.cpp macros
2016-07-29 11:07:11 +02:00
Zach Bacon 1944613131
gb folder is done, next up gba, once this is all up I'm going to look at enhancing the cores 2016-07-09 11:41:31 -04:00
Zach Bacon 5bf44d19be
updated standards to webkit standard 2016-07-08 19:59:29 -04:00
skidau f2274347ae Added AStyle 2.05.1 to the wx pre-build events and formatted the wx gui code.
Options used:
--style=allman --indent=tab=4 --align-pointer=type --align-reference=name --break-blocks --pad-oper --pad-header --unpad-paren --delete-empty-lines --break-closing-brackets --keep-one-line-blocks --keep-one-line-statements --convert-tabs --remove-comment-prefix --mode=c
2015-05-15 02:16:18 +00:00
skidau 103d90d3f3 Moved the core parameters from the wx gui to ConfigManager 2015-04-27 08:32:03 +00:00
skidau ad60e2cd67 Initial changes for compiling the wx build under Visual Studio 2015-04-22 00:02:29 +00:00
skidau 5a9015b3f0 Created a common configuration system. 2015-04-18 06:53:55 +00:00
wowzaman12 dc22721bac So, this fixes compiling using clang, fixed some tabulation issues, and allow the sdljoy pad compile against SDL2. Also fixed a small compiling issue when compiled against wx3 with the dsound driver. Seems we need the Wx c string to work, it's still not exactly wx3 primetime but it's a small start. 2015-04-06 17:31:18 +00:00
squall-leonhart 8e6a51211e all current vba-m Wx patches applied to trunk. 2011-05-25 11:55:46 +00:00