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Fred Hallock 2025-04-15 17:13:20 -04:00 committed by GitHub
commit 780da41e34
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14 changed files with 1708 additions and 295 deletions

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@ -132,6 +132,154 @@ input:
rtrigger:
type: integer
default: 18 # w
keyboard_sbc_scancode_map:
eject:
type: integer
default: 41 # esc
cockpit_hatch:
type: integer
default: 62 # F5
ignition:
type: integer
default: 63 # F6
start:
type: integer
default: 64 # F7
open_close:
type: integer
default: 74 # home
map_zoom_in_out:
type: integer
default: 77 # end
mode_select:
type: integer
default: 73 # insert
sub_monitor_mode_select:
type: integer
default: 76 # delete
zoom_in:
type: integer
default: 75 # Page Up
zoom_out:
type: integer
default: 78 # Page Down
fss:
type: integer
default: 97 # numpad 9
manipulator:
type: integer
default: 94 # numpad 6
line_color_change:
type: integer
default: 91 # numpad 3
washing:
type: integer
default: 45 # -
extinguisher:
type: integer
default: 8 # e
chaff:
type: integer
default: 6 # c
tank_detach:
type: integer
default: 96 # numpad 8
override:
type: integer
default: 93 # numpad 5
night_scope:
type: integer
default: 90 # numpad 2
func1:
type: integer
default: 95 # numpad 7
func2:
type: integer
default: 92 # numpad 4
func3:
type: integer
default: 89 # numpad 1
main_weapon_control:
type: integer
default: 35 # 6
sub_weapon_control:
type: integer
default: 36 # 7
magazine_change:
type: integer
default: 21 # r
com1:
type: integer
default: 30 # 1
com2:
type: integer
default: 31 # 2
com3:
type: integer
default: 32 # 3
com4:
type: integer
default: 33 # 4
com5:
type: integer
default: 34 # 5
sight_change:
type: integer
default: 20 # q
filt_control_system:
type: integer
default: 65 # F8
oxygen_supply_system:
type: integer
default: 66 # F9
fuel_flow_rate:
type: integer
default: 67 # F10
buffer_material:
type: integer
default: 68 # F11
vt_location_measurement:
type: integer
default: 69 # F12
gear_up:
type: integer
default: 225 # lshift
gear_down:
type: integer
default: 224 # lctrl
tuner_left:
type: integer
default: 54 # <
tuner_right:
type: integer
default: 55 # >
sight_change_up:
type: integer
default: 82 # up
sight_change_down:
type: integer
default: 81 # down
sight_change_left:
type: integer
default: 80 # left
sight_change_right:
type: integer
default: 79 # right
rotation_left:
type: integer
default: 4 # a
rotation_right:
type: integer
default: 7 # d
left_pedal:
type: integer
default: 44 #space
right_pedal:
type: integer
default: 26 # w
middle_pedal:
type: integer
default: 22 # s
display:
renderer:

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@ -1,4 +1,5 @@
pfiles = [
'sb_controller_mask.png',
'controller_mask.png',
'controller_mask_s.png',
'xmu_mask.png',

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data/sb_controller_mask.png Normal file

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Width:  |  Height:  |  Size: 26 KiB

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@ -17,6 +17,7 @@ specific_ss.add(files(
'xid.c',
'xblc.c',
'xid-gamepad.c',
'xid-steel-battalion.c',
))
subdir('nv2a')
subdir('mcpx')

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@ -0,0 +1,438 @@
/*
* QEMU USB XID Devices
*
* Copyright (c) 2013 espes
* Copyright (c) 2017 Jannik Vogel
* Copyright (c) 2018-2021 Matt Borgerson
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, see <http://www.gnu.org/licenses/>.
*/
#include "xid.h"
// #define DEBUG_XID
#ifdef DEBUG_XID
#define DPRINTF printf
#else
#define DPRINTF(...)
#endif
#define USB_VENDOR_CAPCOM 0x0a7b
#define STEEL_BATTALION_IN_ENDPOINT_ID 0x02
#define STEEL_BATTALION_OUT_ENDPOINT_ID 0x01
typedef struct XIDSteelBattalionReport {
uint8_t bReportId;
uint8_t bLength;
uint32_t dwButtons;
uint8_t bMoreButtons;
uint16_t wPadding;
uint8_t bAimingX;
uint8_t bPadding;
uint8_t bAimingY;
int16_t sRotationLever; // only high byte is used
int16_t sSightChangeX; // only high byte is used
int16_t sSightChangeY; // only high byte is used
uint16_t wLeftPedal; // only high byte is used
uint16_t wMiddlePedal; // only high byte is used
uint16_t wRightPedal; // only high byte is used
uint8_t ucTunerDial; // low nibble, The 9 o'clock postion is 0, and the 6
// o'clock position is 12
uint8_t ucGearLever; // gear lever 1~5 for gear 1~5, 7~13 for gear R,N,1~5,
// 15 for gear R
} QEMU_PACKED XIDSteelBattalionReport;
// Based on:
// https://github.com/Ryzee119/ogx360/blob/master/Firmware/src/usbd/usbd_xid.h:195
typedef struct XIDSteelBattalionOutputReport {
uint8_t report_id;
uint8_t length;
uint8_t EmergencyEject : 4;
uint8_t CockpitHatch : 4;
uint8_t Ignition : 4;
uint8_t Start : 4;
uint8_t OpenClose : 4;
uint8_t MapZoomInOut : 4;
uint8_t ModeSelect : 4;
uint8_t SubMonitorModeSelect : 4;
uint8_t MainMonitorZoomIn : 4;
uint8_t MainMonitorZoomOut : 4;
uint8_t ForecastShootingSystem : 4;
uint8_t Manipulator : 4;
uint8_t LineColorChange : 4;
uint8_t Washing : 4;
uint8_t Extinguisher : 4;
uint8_t Chaff : 4;
uint8_t TankDetach : 4;
uint8_t Override : 4;
uint8_t NightScope : 4;
uint8_t F1 : 4;
uint8_t F2 : 4;
uint8_t F3 : 4;
uint8_t MainWeaponControl : 4;
uint8_t SubWeaponControl : 4;
uint8_t MagazineChange : 4;
uint8_t Comm1 : 4;
uint8_t Comm2 : 4;
uint8_t Comm3 : 4;
uint8_t Comm4 : 4;
uint8_t Comm5 : 4;
uint8_t : 4;
uint8_t GearR : 4;
uint8_t GearN : 4;
uint8_t Gear1 : 4;
uint8_t Gear2 : 4;
uint8_t Gear3 : 4;
uint8_t Gear4 : 4;
uint8_t Gear5 : 4;
uint8_t not_used;
} QEMU_PACKED XIDSteelBattalionOutputReport;
typedef struct USBXIDSteelBattalionState {
USBDevice dev;
USBEndpoint *intr;
const XIDDesc *xid_desc;
XIDSteelBattalionReport in_state;
XIDSteelBattalionReport in_state_capabilities;
XIDSteelBattalionOutputReport out_state;
XIDSteelBattalionOutputReport out_state_capabilities;
uint8_t device_index;
} USBXIDSteelBattalionState;
#define USB_XID_SB(obj) \
OBJECT_CHECK(USBXIDSteelBattalionState, (obj), TYPE_USB_XID_STEEL_BATTALION)
static const USBDescIface desc_iface_steel_battalion = {
.bInterfaceNumber = 0,
.bNumEndpoints = 2,
.bInterfaceClass = USB_CLASS_XID,
.bInterfaceSubClass = 0x42,
.bInterfaceProtocol = 0x00,
.eps =
(USBDescEndpoint[]){
{
.bEndpointAddress = USB_DIR_IN | STEEL_BATTALION_IN_ENDPOINT_ID,
.bmAttributes = USB_ENDPOINT_XFER_INT,
.wMaxPacketSize = 0x20,
.bInterval = 4,
},
{
.bEndpointAddress =
USB_DIR_OUT | STEEL_BATTALION_OUT_ENDPOINT_ID,
.bmAttributes = USB_ENDPOINT_XFER_INT,
.wMaxPacketSize = 0x20,
.bInterval = 4,
},
},
};
static const USBDescDevice desc_device_steel_battalion = {
.bcdUSB = 0x0110,
.bMaxPacketSize0 = 0x40,
.bNumConfigurations = 1,
.confs =
(USBDescConfig[]){
{
.bNumInterfaces = 1,
.bConfigurationValue = 1,
.bmAttributes = USB_CFG_ATT_ONE,
.bMaxPower = 50,
.nif = 1,
.ifs = &desc_iface_steel_battalion,
},
},
};
static const USBDesc desc_xbox_steel_battalion = {
.id = {
.idVendor = USB_VENDOR_CAPCOM,
.idProduct = 0xd000,
.bcdDevice = 0x0100,
.iManufacturer = STR_MANUFACTURER,
.iProduct = STR_PRODUCT,
.iSerialNumber = STR_SERIALNUMBER,
},
.full = &desc_device_steel_battalion,
.str = desc_strings,
};
static const XIDDesc desc_xid_steel_battalion = {
.bLength = 0x10,
.bDescriptorType = USB_DT_XID,
.bcdXid = 0x100,
.bType = XID_DEVICETYPE_STEEL_BATTALION,
.bSubType = XID_DEVICESUBTYPE_GAMEPAD,
.bMaxInputReportSize = 26,
.bMaxOutputReportSize = 32,
.wAlternateProductIds = { 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF },
};
static void update_sbc_input(USBXIDSteelBattalionState *s)
{
if (xemu_input_get_test_mode()) {
// Don't report changes if we are testing the controller while running
return;
}
ControllerState *state = xemu_input_get_bound(s->device_index);
assert(state);
xemu_input_update_controller(state);
s->in_state.dwButtons = (uint32_t)(state->sbc.buttons & 0xFFFFFFFF);
s->in_state.bMoreButtons = (uint8_t)((state->sbc.buttons >> 32) & 0x7F);
s->in_state.bMoreButtons |= state->sbc.toggleSwitches;
s->in_state.sSightChangeX = state->sbc.axis[SBC_AXIS_SIGHT_CHANGE_X];
s->in_state.sSightChangeY = state->sbc.axis[SBC_AXIS_SIGHT_CHANGE_Y];
s->in_state.bAimingX =
(uint8_t)(128 + (state->sbc.axis[SBC_AXIS_AIMING_X] /
256)); // Convert from int16_t to uint8_t
s->in_state.bAimingY =
(uint8_t)(128 + (state->sbc.axis[SBC_AXIS_AIMING_Y] /
256)); // Convert from int16_t to uint8_t
s->in_state.sRotationLever = state->sbc.axis[SBC_AXIS_ROTATION_LEVER];
s->in_state.wLeftPedal = (uint16_t)state->sbc.axis[SBC_AXIS_LEFT_PEDAL];
s->in_state.wMiddlePedal = (uint16_t)state->sbc.axis[SBC_AXIS_MIDDLE_PEDAL];
s->in_state.wRightPedal = (uint16_t)state->sbc.axis[SBC_AXIS_RIGHT_PEDAL];
s->in_state.ucGearLever = state->sbc.gearLever;
s->in_state.ucTunerDial = state->sbc.tunerDial;
}
static void usb_xid_steel_battalion_handle_control(USBDevice *dev, USBPacket *p,
int request, int value,
int index, int length,
uint8_t *data)
{
USBXIDSteelBattalionState *s =
DO_UPCAST(USBXIDSteelBattalionState, dev, dev);
DPRINTF("xid handle_control 0x%x 0x%x\n", request, value);
int ret =
usb_desc_handle_control(dev, p, request, value, index, length, data);
if (ret >= 0) {
DPRINTF("xid handled by usb_desc_handle_control: %d\n", ret);
return;
}
switch (request) {
/* HID requests */
case ClassInterfaceRequest | HID_GET_REPORT:
DPRINTF("xid GET_REPORT 0x%x\n", value);
update_sbc_input(s);
if (value == 0x0100) { /* input */
if (length <= s->in_state.bLength) {
memcpy(data, &s->in_state, s->in_state.bLength);
p->actual_length = length;
} else {
p->status = USB_RET_STALL;
}
} else {
p->status = USB_RET_STALL;
assert(false);
}
break;
case ClassInterfaceOutRequest | HID_SET_REPORT:
DPRINTF("xid SET_REPORT 0x%x\n", value);
if (value == 0x0200) { /* output */
/* Read length, then the entire packet */
if (length == s->out_state.length) {
memcpy(&s->out_state, data, sizeof(s->out_state));
/* FIXME: This should also be a STALL */
assert(s->out_state.length == sizeof(s->out_state));
p->actual_length = length;
} else {
p->status = USB_RET_STALL;
}
// update_output(s);
} else {
p->status = USB_RET_STALL;
assert(false);
}
break;
/* XID requests */
case VendorInterfaceRequest | USB_REQ_GET_DESCRIPTOR:
DPRINTF("xid GET_DESCRIPTOR 0x%x\n", value);
if (value == 0x4200) {
assert(s->xid_desc->bLength <= length);
memcpy(data, s->xid_desc, s->xid_desc->bLength);
p->actual_length = s->xid_desc->bLength;
} else {
p->status = USB_RET_STALL;
assert(false);
}
break;
case VendorInterfaceRequest | XID_GET_CAPABILITIES:
DPRINTF("xid XID_GET_CAPABILITIES 0x%x\n", value);
if (value == 0x0100) {
if (length > s->in_state_capabilities.bLength) {
length = s->in_state_capabilities.bLength;
}
memcpy(data, &s->in_state_capabilities, length);
p->actual_length = length;
} else if (value == 0x0200) {
if (length > s->out_state_capabilities.length) {
length = s->out_state_capabilities.length;
}
memcpy(data, &s->out_state_capabilities, length);
p->actual_length = length;
} else {
p->status = USB_RET_STALL;
assert(false);
}
break;
case ((USB_DIR_IN | USB_TYPE_CLASS | USB_RECIP_DEVICE) << 8) |
USB_REQ_GET_DESCRIPTOR:
/* FIXME: ! */
DPRINTF("xid unknown xpad request 0x%x: value = 0x%x\n", request,
value);
memset(data, 0x00, length);
// FIXME: Intended for the hub: usbd_get_hub_descriptor, UT_READ_CLASS?!
p->status = USB_RET_STALL;
// assert(false);
break;
case ((USB_DIR_OUT | USB_TYPE_STANDARD | USB_RECIP_ENDPOINT) << 8) |
USB_REQ_CLEAR_FEATURE:
/* FIXME: ! */
DPRINTF("xid unknown xpad request 0x%x: value = 0x%x\n", request,
value);
memset(data, 0x00, length);
p->status = USB_RET_STALL;
break;
default:
DPRINTF("xid USB stalled on request 0x%x value 0x%x\n", request, value);
p->status = USB_RET_STALL;
assert(false);
break;
}
}
static void usb_xid_steel_battalion_handle_data(USBDevice *dev, USBPacket *p)
{
USBXIDSteelBattalionState *s =
DO_UPCAST(USBXIDSteelBattalionState, dev, dev);
DPRINTF("xid handle_steel_battalion_data 0x%x %d 0x%zx\n", p->pid,
p->ep->nr, p->iov.size);
switch (p->pid) {
case USB_TOKEN_IN:
if (p->ep->nr == STEEL_BATTALION_IN_ENDPOINT_ID) {
update_sbc_input(s);
usb_packet_copy(p, &s->in_state, s->in_state.bLength);
} else {
assert(false);
}
break;
case USB_TOKEN_OUT:
if (p->ep->nr == STEEL_BATTALION_OUT_ENDPOINT_ID) {
usb_packet_copy(p, &s->out_state, s->out_state.length);
// TODO: Update output for Steel Battalion Controller here, if we
// want to. It's LED data, so, maybe use it for RGB integration with
// RGB Keyboards?
} else {
assert(false);
}
break;
default:
p->status = USB_RET_STALL;
assert(false);
break;
}
}
static void usb_xid_steel_battalion_class_initfn(ObjectClass *klass, void *data)
{
USBDeviceClass *uc = USB_DEVICE_CLASS(klass);
uc->handle_reset = usb_xid_handle_reset;
uc->handle_control = usb_xid_steel_battalion_handle_control;
uc->handle_data = usb_xid_steel_battalion_handle_data;
// uc->handle_destroy = usb_xid_handle_destroy;
uc->handle_attach = usb_desc_attach;
}
static void usb_steel_battalion_realize(USBDevice *dev, Error **errp)
{
USBXIDSteelBattalionState *s = USB_XID_SB(dev);
usb_desc_create_serial(dev);
usb_desc_init(dev);
s->intr = usb_ep_get(dev, USB_TOKEN_IN, 2);
s->in_state.bLength = sizeof(s->in_state);
s->in_state.bReportId = 0;
s->out_state.length = sizeof(s->out_state);
s->out_state.report_id = 0;
s->xid_desc = &desc_xid_steel_battalion;
memset(&s->in_state_capabilities, 0xFF, sizeof(s->in_state_capabilities));
s->in_state_capabilities.bLength = sizeof(s->in_state_capabilities);
s->in_state_capabilities.bReportId = 0;
memset(&s->out_state_capabilities, 0xFF, sizeof(s->out_state_capabilities));
s->out_state_capabilities.length = sizeof(s->out_state_capabilities);
s->out_state_capabilities.report_id = 0;
}
static Property xid_properties[] = {
DEFINE_PROP_UINT8("index", USBXIDSteelBattalionState, device_index, 0),
DEFINE_PROP_END_OF_LIST(),
};
static const VMStateDescription vmstate_usb_sb = {
.name = TYPE_USB_XID_STEEL_BATTALION,
.version_id = 1,
.minimum_version_id = 1,
.fields =
(VMStateField[]){ VMSTATE_USB_DEVICE(dev, USBXIDSteelBattalionState),
// FIXME
VMSTATE_END_OF_LIST() },
};
static void usb_steel_battalion_class_initfn(ObjectClass *klass, void *data)
{
DeviceClass *dc = DEVICE_CLASS(klass);
USBDeviceClass *uc = USB_DEVICE_CLASS(klass);
uc->product_desc = "Steel Battalion Controller";
uc->usb_desc = &desc_xbox_steel_battalion;
uc->realize = usb_steel_battalion_realize;
uc->unrealize = usb_xbox_gamepad_unrealize;
usb_xid_steel_battalion_class_initfn(klass, data);
set_bit(DEVICE_CATEGORY_INPUT, dc->categories);
dc->vmsd = &vmstate_usb_sb;
device_class_set_props(dc, xid_properties);
dc->desc = "Steel Battalion Controller";
}
static const TypeInfo usb_steel_battalion_info = {
.name = TYPE_USB_XID_STEEL_BATTALION,
.parent = TYPE_USB_DEVICE,
.instance_size = sizeof(USBXIDSteelBattalionState),
.class_init = usb_steel_battalion_class_initfn,
};
static void usb_xid_register_types(void)
{
type_register_static(&usb_steel_battalion_info);
}
type_init(usb_xid_register_types)

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@ -47,8 +47,8 @@ void update_output(USBXIDGamepadState *s)
ControllerState *state = xemu_input_get_bound(s->device_index);
assert(state);
state->rumble_l = s->out_state.left_actuator_strength;
state->rumble_r = s->out_state.right_actuator_strength;
state->gp.rumble_l = s->out_state.left_actuator_strength;
state->gp.rumble_r = s->out_state.right_actuator_strength;
xemu_input_update_rumble(state);
}
@ -84,23 +84,23 @@ void update_input(USBXIDGamepadState *s)
};
for (int i = 0; i < 6; i++) {
int pressed = state->buttons & button_map_analog[i][1];
int pressed = state->gp.buttons & button_map_analog[i][1];
s->in_state.bAnalogButtons[button_map_analog[i][0]] = pressed ? 0xff : 0;
}
s->in_state.wButtons = 0;
for (int i = 0; i < 8; i++) {
if (state->buttons & button_map_binary[i][1]) {
if (state->gp.buttons & button_map_binary[i][1]) {
s->in_state.wButtons |= BUTTON_MASK(button_map_binary[i][0]);
}
}
s->in_state.bAnalogButtons[GAMEPAD_LEFT_TRIGGER] = state->axis[CONTROLLER_AXIS_LTRIG] >> 7;
s->in_state.bAnalogButtons[GAMEPAD_RIGHT_TRIGGER] = state->axis[CONTROLLER_AXIS_RTRIG] >> 7;
s->in_state.sThumbLX = state->axis[CONTROLLER_AXIS_LSTICK_X];
s->in_state.sThumbLY = state->axis[CONTROLLER_AXIS_LSTICK_Y];
s->in_state.sThumbRX = state->axis[CONTROLLER_AXIS_RSTICK_X];
s->in_state.sThumbRY = state->axis[CONTROLLER_AXIS_RSTICK_Y];
s->in_state.bAnalogButtons[GAMEPAD_LEFT_TRIGGER] = state->gp.axis[CONTROLLER_AXIS_LTRIG] >> 7;
s->in_state.bAnalogButtons[GAMEPAD_RIGHT_TRIGGER] = state->gp.axis[CONTROLLER_AXIS_RTRIG] >> 7;
s->in_state.sThumbLX = state->gp.axis[CONTROLLER_AXIS_LSTICK_X];
s->in_state.sThumbLY = state->gp.axis[CONTROLLER_AXIS_LSTICK_Y];
s->in_state.sThumbRX = state->gp.axis[CONTROLLER_AXIS_RSTICK_X];
s->in_state.sThumbRY = state->gp.axis[CONTROLLER_AXIS_RSTICK_Y];
}
void usb_xid_handle_reset(USBDevice *dev)

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@ -48,12 +48,14 @@
#define XID_GET_CAPABILITIES 0x01
#define XID_DEVICETYPE_GAMEPAD 0x01
#define XID_DEVICETYPE_STEEL_BATTALION 0x80
#define XID_DEVICESUBTYPE_GAMEPAD 0x01
#define XID_DEVICESUBTYPE_GAMEPAD_S 0x02
#define TYPE_USB_XID_GAMEPAD "usb-xbox-gamepad"
#define TYPE_USB_XID_GAMEPAD_S "usb-xbox-gamepad-s"
#define TYPE_USB_XID_STEEL_BATTALION "usb-steel-battalion"
#define GAMEPAD_A 0
#define GAMEPAD_B 1

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@ -34,6 +34,9 @@
#include "sysemu/blockdev.h"
extern SDL_Window *m_window;
extern int viewport_coords[4];
// #define DEBUG_INPUT
#ifdef DEBUG_INPUT
@ -58,33 +61,34 @@ static void xemu_input_print_controller_state(ControllerState *state)
"LTrig = %.3f, RTrig = %.3f\n"
"LStickX = %.3f, RStickX = %.3f\n"
"LStickY = %.3f, RStickY = %.3f\n\n",
!!(state->buttons & CONTROLLER_BUTTON_A),
!!(state->buttons & CONTROLLER_BUTTON_B),
!!(state->buttons & CONTROLLER_BUTTON_X),
!!(state->buttons & CONTROLLER_BUTTON_Y),
!!(state->buttons & CONTROLLER_BUTTON_DPAD_LEFT),
!!(state->buttons & CONTROLLER_BUTTON_DPAD_UP),
!!(state->buttons & CONTROLLER_BUTTON_DPAD_RIGHT),
!!(state->buttons & CONTROLLER_BUTTON_DPAD_DOWN),
!!(state->buttons & CONTROLLER_BUTTON_BACK),
!!(state->buttons & CONTROLLER_BUTTON_START),
!!(state->buttons & CONTROLLER_BUTTON_WHITE),
!!(state->buttons & CONTROLLER_BUTTON_BLACK),
!!(state->buttons & CONTROLLER_BUTTON_LSTICK),
!!(state->buttons & CONTROLLER_BUTTON_RSTICK),
!!(state->buttons & CONTROLLER_BUTTON_GUIDE),
state->axis[CONTROLLER_AXIS_LTRIG],
state->axis[CONTROLLER_AXIS_RTRIG],
state->axis[CONTROLLER_AXIS_LSTICK_X],
state->axis[CONTROLLER_AXIS_RSTICK_X],
state->axis[CONTROLLER_AXIS_LSTICK_Y],
state->axis[CONTROLLER_AXIS_RSTICK_Y]
!!(state->gp.buttons & CONTROLLER_BUTTON_A),
!!(state->gp.buttons & CONTROLLER_BUTTON_B),
!!(state->gp.buttons & CONTROLLER_BUTTON_X),
!!(state->gp.buttons & CONTROLLER_BUTTON_Y),
!!(state->gp.buttons & CONTROLLER_BUTTON_DPAD_LEFT),
!!(state->gp.buttons & CONTROLLER_BUTTON_DPAD_UP),
!!(state->gp.buttons & CONTROLLER_BUTTON_DPAD_RIGHT),
!!(state->gp.buttons & CONTROLLER_BUTTON_DPAD_DOWN),
!!(state->gp.buttons & CONTROLLER_BUTTON_BACK),
!!(state->gp.buttons & CONTROLLER_BUTTON_START),
!!(state->gp.buttons & CONTROLLER_BUTTON_WHITE),
!!(state->gp.buttons & CONTROLLER_BUTTON_BLACK),
!!(state->gp.buttons & CONTROLLER_BUTTON_LSTICK),
!!(state->gp.buttons & CONTROLLER_BUTTON_RSTICK),
!!(state->gp.buttons & CONTROLLER_BUTTON_GUIDE),
state->gp.axis[CONTROLLER_AXIS_LTRIG],
state->gp.axis[CONTROLLER_AXIS_RTRIG],
state->gp.axis[CONTROLLER_AXIS_LSTICK_X],
state->gp.axis[CONTROLLER_AXIS_RSTICK_X],
state->gp.axis[CONTROLLER_AXIS_LSTICK_Y],
state->gp.axis[CONTROLLER_AXIS_RSTICK_Y]
);
}
#endif
ControllerStateList available_controllers =
QTAILQ_HEAD_INITIALIZER(available_controllers);
ControllerState *bound_controllers[4] = { NULL, NULL, NULL, NULL };
const char *bound_drivers[4] = { DRIVER_DUKE, DRIVER_DUKE, DRIVER_DUKE,
DRIVER_DUKE };
@ -127,6 +131,7 @@ static const char **peripheral_params_settings_map[4][2] = {
};
static int sdl_kbd_scancode_map[25];
static int sdl_sbc_kbd_scancode_map[52];
static const char *get_bound_driver(int port)
{
@ -136,13 +141,15 @@ static const char *get_bound_driver(int port)
// If the driver in the config is NULL, empty, or unrecognized
// then default to DRIVER_DUKE
if (driver == NULL)
return DRIVER_DUKE;
return DRIVER_DUKE;
if (strlen(driver) == 0)
return DRIVER_DUKE;
if (strcmp(driver, DRIVER_DUKE) == 0)
return DRIVER_DUKE;
if (strcmp(driver, DRIVER_S) == 0)
return DRIVER_S;
if (strcmp(driver, DRIVER_STEEL_BATTALION) == 0)
return DRIVER_STEEL_BATTALION;
return DRIVER_DUKE;
}
@ -204,6 +211,115 @@ void xemu_input_init(void)
sdl_kbd_scancode_map[i] = SDL_SCANCODE_UNKNOWN;
}
}
sdl_sbc_kbd_scancode_map[3] =
g_config.input.keyboard_sbc_scancode_map.eject;
sdl_sbc_kbd_scancode_map[4] =
g_config.input.keyboard_sbc_scancode_map.cockpit_hatch;
sdl_sbc_kbd_scancode_map[5] =
g_config.input.keyboard_sbc_scancode_map.ignition;
sdl_sbc_kbd_scancode_map[6] =
g_config.input.keyboard_sbc_scancode_map.start;
sdl_sbc_kbd_scancode_map[7] =
g_config.input.keyboard_sbc_scancode_map.open_close;
sdl_sbc_kbd_scancode_map[8] =
g_config.input.keyboard_sbc_scancode_map.map_zoom_in_out;
sdl_sbc_kbd_scancode_map[9] =
g_config.input.keyboard_sbc_scancode_map.mode_select;
sdl_sbc_kbd_scancode_map[10] =
g_config.input.keyboard_sbc_scancode_map.sub_monitor_mode_select;
sdl_sbc_kbd_scancode_map[11] =
g_config.input.keyboard_sbc_scancode_map.zoom_in;
sdl_sbc_kbd_scancode_map[12] =
g_config.input.keyboard_sbc_scancode_map.zoom_out;
sdl_sbc_kbd_scancode_map[13] = g_config.input.keyboard_sbc_scancode_map.fss;
sdl_sbc_kbd_scancode_map[14] =
g_config.input.keyboard_sbc_scancode_map.manipulator;
sdl_sbc_kbd_scancode_map[15] =
g_config.input.keyboard_sbc_scancode_map.line_color_change;
sdl_sbc_kbd_scancode_map[16] =
g_config.input.keyboard_sbc_scancode_map.washing;
sdl_sbc_kbd_scancode_map[17] =
g_config.input.keyboard_sbc_scancode_map.extinguisher;
sdl_sbc_kbd_scancode_map[18] =
g_config.input.keyboard_sbc_scancode_map.chaff;
sdl_sbc_kbd_scancode_map[19] =
g_config.input.keyboard_sbc_scancode_map.tank_detach;
sdl_sbc_kbd_scancode_map[20] =
g_config.input.keyboard_sbc_scancode_map.override;
sdl_sbc_kbd_scancode_map[21] =
g_config.input.keyboard_sbc_scancode_map.night_scope;
sdl_sbc_kbd_scancode_map[22] =
g_config.input.keyboard_sbc_scancode_map.func1;
sdl_sbc_kbd_scancode_map[23] =
g_config.input.keyboard_sbc_scancode_map.func2;
sdl_sbc_kbd_scancode_map[24] =
g_config.input.keyboard_sbc_scancode_map.func3;
sdl_sbc_kbd_scancode_map[25] =
g_config.input.keyboard_sbc_scancode_map.main_weapon_control;
sdl_sbc_kbd_scancode_map[26] =
g_config.input.keyboard_sbc_scancode_map.sub_weapon_control;
sdl_sbc_kbd_scancode_map[27] =
g_config.input.keyboard_sbc_scancode_map.magazine_change;
sdl_sbc_kbd_scancode_map[28] =
g_config.input.keyboard_sbc_scancode_map.com1;
sdl_sbc_kbd_scancode_map[29] =
g_config.input.keyboard_sbc_scancode_map.com2;
sdl_sbc_kbd_scancode_map[30] =
g_config.input.keyboard_sbc_scancode_map.com3;
sdl_sbc_kbd_scancode_map[31] =
g_config.input.keyboard_sbc_scancode_map.com4;
sdl_sbc_kbd_scancode_map[32] =
g_config.input.keyboard_sbc_scancode_map.com5;
sdl_sbc_kbd_scancode_map[33] =
g_config.input.keyboard_sbc_scancode_map.sight_change;
sdl_sbc_kbd_scancode_map[34] =
g_config.input.keyboard_sbc_scancode_map.filt_control_system;
sdl_sbc_kbd_scancode_map[35] =
g_config.input.keyboard_sbc_scancode_map.oxygen_supply_system;
sdl_sbc_kbd_scancode_map[36] =
g_config.input.keyboard_sbc_scancode_map.fuel_flow_rate;
sdl_sbc_kbd_scancode_map[37] =
g_config.input.keyboard_sbc_scancode_map.buffer_material;
sdl_sbc_kbd_scancode_map[38] =
g_config.input.keyboard_sbc_scancode_map.vt_location_measurement;
sdl_sbc_kbd_scancode_map[39] =
g_config.input.keyboard_sbc_scancode_map.gear_up;
sdl_sbc_kbd_scancode_map[40] =
g_config.input.keyboard_sbc_scancode_map.gear_down;
sdl_sbc_kbd_scancode_map[41] =
g_config.input.keyboard_sbc_scancode_map.tuner_left;
sdl_sbc_kbd_scancode_map[42] =
g_config.input.keyboard_sbc_scancode_map.tuner_right;
sdl_sbc_kbd_scancode_map[43] =
g_config.input.keyboard_sbc_scancode_map.sight_change_up;
sdl_sbc_kbd_scancode_map[44] =
g_config.input.keyboard_sbc_scancode_map.sight_change_down;
sdl_sbc_kbd_scancode_map[45] =
g_config.input.keyboard_sbc_scancode_map.sight_change_left;
sdl_sbc_kbd_scancode_map[46] =
g_config.input.keyboard_sbc_scancode_map.sight_change_right;
sdl_sbc_kbd_scancode_map[47] =
g_config.input.keyboard_sbc_scancode_map.rotation_left;
sdl_sbc_kbd_scancode_map[48] =
g_config.input.keyboard_sbc_scancode_map.rotation_right;
sdl_sbc_kbd_scancode_map[49] =
g_config.input.keyboard_sbc_scancode_map.left_pedal;
sdl_sbc_kbd_scancode_map[50] =
g_config.input.keyboard_sbc_scancode_map.right_pedal;
sdl_sbc_kbd_scancode_map[51] =
g_config.input.keyboard_sbc_scancode_map.middle_pedal;
for (int i = 0; i < 49; i++) {
if ((sdl_sbc_kbd_scancode_map[i] < SDL_SCANCODE_UNKNOWN) ||
(sdl_sbc_kbd_scancode_map[i] >= SDL_NUM_SCANCODES)) {
fprintf(stderr,
"WARNING: Keyboard steel battalion controller map scancode "
"out of range (%d) : Disabled\n",
sdl_sbc_kbd_scancode_map[i]);
sdl_sbc_kbd_scancode_map[i] = SDL_SCANCODE_UNKNOWN;
}
}
bound_drivers[0] = get_bound_driver(0);
bound_drivers[1] = get_bound_driver(1);
@ -277,7 +393,7 @@ void xemu_input_process_sdl_events(const SDL_Event *event)
memset(new_con, 0, sizeof(ControllerState));
new_con->type = INPUT_DEVICE_SDL_GAMECONTROLLER;
new_con->name = SDL_GameControllerName(sdl_con);
new_con->rumble_enabled = true;
new_con->gp.rumble_enabled = true;
new_con->sdl_gamecontroller = sdl_con;
new_con->sdl_joystick = SDL_GameControllerGetJoystick(new_con->sdl_gamecontroller);
new_con->sdl_joystick_id = SDL_JoystickInstanceID(new_con->sdl_joystick);
@ -422,75 +538,339 @@ void xemu_input_update_controllers(void)
void xemu_input_update_sdl_kbd_controller_state(ControllerState *state)
{
state->buttons = 0;
memset(state->axis, 0, sizeof(state->axis));
state->gp.buttons = 0;
state->sbc.buttons = 0;
memset(state->gp.axis, 0, sizeof(state->gp.axis));
memset(state->sbc.axis, 0, sizeof(state->sbc.axis));
const uint8_t *kbd = SDL_GetKeyboardState(NULL);
for (int i = 0; i < 15; i++) {
state->buttons |= kbd[sdl_kbd_scancode_map[i]] << i;
if (state->bound < 0)
return;
const char *bound_driver = get_bound_driver(state->bound);
if (strcmp(bound_driver, DRIVER_STEEL_BATTALION) == 0) {
if (state->sbc.gearLever == 0)
state->sbc.gearLever = 255;
// Update SBC Buttons
for (int i = 3; i < 43; i++) {
if (kbd[sdl_sbc_kbd_scancode_map[i]])
state->sbc.buttons |= (1ULL << i);
}
const uint64_t toggles[5] = { SBC_BUTTON_FILT_CONTROL_SYSTEM,
SBC_BUTTON_OXYGEN_SUPPLY_SYSTEM,
SBC_BUTTON_FUEL_FLOW_RATE,
SBC_BUTTON_BUFFER_MATERIAL,
SBC_BUTTON_VT_LOCATION_MEASUREMENT };
for (int i = 0; i < 5; i++) {
if ((state->sbc.buttons & toggles[i]) &&
!(state->sbc.previousButtons &
toggles[i])) { // When the for the toggle is pressed
uint8_t byteMask = (uint8_t)(toggles[i] >> 32);
// Toggle the toggle switch
state->sbc.toggleSwitches ^= byteMask;
}
}
// Tuner Dial Left
if ((state->sbc.buttons & SBC_BUTTON_TUNER_LEFT) &&
!(state->sbc.previousButtons & SBC_BUTTON_TUNER_LEFT)) {
if (state->sbc.tunerDial == 0)
state->sbc.tunerDial = 15;
else
state->sbc.tunerDial--;
}
// Tuner Dial Right
if ((state->sbc.buttons & SBC_BUTTON_TUNER_RIGHT) &&
!(state->sbc.previousButtons & SBC_BUTTON_TUNER_RIGHT)) {
if (state->sbc.tunerDial == 15)
state->sbc.tunerDial = 0;
else
state->sbc.tunerDial++;
}
// Gear Lever Up
if ((state->sbc.buttons & SBC_BUTTON_GEAR_UP) &&
!(state->sbc.previousButtons & SBC_BUTTON_GEAR_UP)) {
if (state->sbc.gearLever != 5) {
if (state->sbc.gearLever == 255)
state->sbc.gearLever = 1;
else
state->sbc.gearLever++;
}
}
// Gear Lever Down
if ((state->sbc.buttons & SBC_BUTTON_GEAR_DOWN) &&
!(state->sbc.previousButtons & SBC_BUTTON_GEAR_DOWN)) {
if (state->sbc.gearLever != 254) {
if (state->sbc.gearLever == 1)
state->sbc.gearLever = 255;
else
state->sbc.gearLever--;
}
}
// Update SBC Axes
int mouseX, mouseY;
uint32_t mouseBtn = SDL_GetMouseState(&mouseX, &mouseY);
if (mouseBtn & SDL_BUTTON(SDL_BUTTON_LEFT)) {
state->sbc.buttons |= SBC_BUTTON_MAIN_WEAPON;
}
if (mouseBtn & SDL_BUTTON(SDL_BUTTON_RIGHT)) {
state->sbc.buttons |= SBC_BUTTON_LOCK_ON;
}
if(mouseBtn & SDL_BUTTON(SDL_BUTTON_X1) ||
mouseBtn & SDL_BUTTON(SDL_BUTTON_X2)) {
state->sbc.buttons |= SBC_BUTTON_SUB_WEAPON;
}
int32_t windowWidth, windowHeight;
SDL_GL_GetDrawableSize(
m_window, &windowWidth,
&windowHeight); // get the mouse location relative to the Viewport,
// not the Window
// Calculate the position of the mouse coordinates in [-32768,32768]
DPRINTF("[Steel Battalion] Window Coordinates: %d, %d\n", mouseX, mouseY);
// Check that the mouse position is within the window coordinates
if (mouseX >= 0 && mouseX <= windowWidth && mouseY >= 0 &&
mouseY <= windowHeight) {
if (viewport_coords[2] > 0 && viewport_coords[3] > 0) {
// Switch from Window coordinates to Viewport Coordinates
mouseX -= viewport_coords[0];
mouseY -= viewport_coords[1];
windowWidth = viewport_coords[2];
windowHeight = viewport_coords[3];
}
DPRINTF("[Steel Battalion] Viewport Coordinates: %d, %d\n", mouseX, mouseY);
int32_t x = (int32_t)((mouseX - (windowWidth / 2)) *
65535 / windowWidth);
int32_t y = (int32_t)((mouseY - (windowHeight / 2)) *
65535 / windowHeight);
state->sbc.axis[SBC_AXIS_AIMING_X] =
(int16_t)MIN(MAX(x, -32768), 32767);
state->sbc.axis[SBC_AXIS_AIMING_Y] =
(int16_t)MIN(MAX(y, -32768), 32767);
DPRINTF("[Steel Battalion] X: %d, Y: %d",
state->sbc.axis[SBC_AXIS_AIMING_X],
state->sbc.axis[SBC_AXIS_AIMING_Y]);
}
if (kbd[sdl_sbc_kbd_scancode_map[43]])
state->sbc.axis[SBC_AXIS_SIGHT_CHANGE_Y] = -32768;
if (kbd[sdl_sbc_kbd_scancode_map[44]])
state->sbc.axis[SBC_AXIS_SIGHT_CHANGE_Y] = 32767;
if (kbd[sdl_sbc_kbd_scancode_map[45]])
state->sbc.axis[SBC_AXIS_SIGHT_CHANGE_X] = -32768;
if (kbd[sdl_sbc_kbd_scancode_map[46]])
state->sbc.axis[SBC_AXIS_SIGHT_CHANGE_X] = 32767;
if (kbd[sdl_sbc_kbd_scancode_map[47]])
state->sbc.axis[SBC_AXIS_ROTATION_LEVER] = -32768;
if (kbd[sdl_sbc_kbd_scancode_map[48]])
state->sbc.axis[SBC_AXIS_ROTATION_LEVER] = 32767;
if (kbd[sdl_sbc_kbd_scancode_map[49]])
state->sbc.axis[SBC_AXIS_LEFT_PEDAL] = 32767;
if (kbd[sdl_sbc_kbd_scancode_map[50]])
state->sbc.axis[SBC_AXIS_RIGHT_PEDAL] = 32767;
if (kbd[sdl_sbc_kbd_scancode_map[51]])
state->sbc.axis[SBC_AXIS_MIDDLE_PEDAL] = 32767;
state->sbc.previousButtons = state->sbc.buttons;
} else {
// Update Gamepad Buttons
for (int i = 0; i < 15; i++) {
state->gp.buttons |= kbd[sdl_kbd_scancode_map[i]] << i;
}
// Update Gamepad Axes
if (kbd[sdl_kbd_scancode_map[15]])
state->gp.axis[CONTROLLER_AXIS_LSTICK_Y] = 32767;
if (kbd[sdl_kbd_scancode_map[16]])
state->gp.axis[CONTROLLER_AXIS_LSTICK_X] = -32768;
if (kbd[sdl_kbd_scancode_map[17]])
state->gp.axis[CONTROLLER_AXIS_LSTICK_X] = 32767;
if (kbd[sdl_kbd_scancode_map[18]])
state->gp.axis[CONTROLLER_AXIS_LSTICK_Y] = -32768;
if (kbd[sdl_kbd_scancode_map[19]])
state->gp.axis[CONTROLLER_AXIS_LTRIG] = 32767;
if (kbd[sdl_kbd_scancode_map[20]])
state->gp.axis[CONTROLLER_AXIS_RSTICK_Y] = 32767;
if (kbd[sdl_kbd_scancode_map[21]])
state->gp.axis[CONTROLLER_AXIS_RSTICK_X] = -32768;
if (kbd[sdl_kbd_scancode_map[22]])
state->gp.axis[CONTROLLER_AXIS_RSTICK_X] = 32767;
if (kbd[sdl_kbd_scancode_map[23]])
state->gp.axis[CONTROLLER_AXIS_RSTICK_Y] = -32768;
if (kbd[sdl_kbd_scancode_map[24]])
state->gp.axis[CONTROLLER_AXIS_RTRIG] = 32767;
}
if (kbd[sdl_kbd_scancode_map[15]]) state->axis[CONTROLLER_AXIS_LSTICK_Y] = 32767;
if (kbd[sdl_kbd_scancode_map[16]]) state->axis[CONTROLLER_AXIS_LSTICK_X] = -32768;
if (kbd[sdl_kbd_scancode_map[17]]) state->axis[CONTROLLER_AXIS_LSTICK_X] = 32767;
if (kbd[sdl_kbd_scancode_map[18]]) state->axis[CONTROLLER_AXIS_LSTICK_Y] = -32768;
if (kbd[sdl_kbd_scancode_map[19]]) state->axis[CONTROLLER_AXIS_LTRIG] = 32767;
if (kbd[sdl_kbd_scancode_map[20]]) state->axis[CONTROLLER_AXIS_RSTICK_Y] = 32767;
if (kbd[sdl_kbd_scancode_map[21]]) state->axis[CONTROLLER_AXIS_RSTICK_X] = -32768;
if (kbd[sdl_kbd_scancode_map[22]]) state->axis[CONTROLLER_AXIS_RSTICK_X] = 32767;
if (kbd[sdl_kbd_scancode_map[23]]) state->axis[CONTROLLER_AXIS_RSTICK_Y] = -32768;
if (kbd[sdl_kbd_scancode_map[24]]) state->axis[CONTROLLER_AXIS_RTRIG] = 32767;
}
void xemu_input_update_sdl_controller_state(ControllerState *state)
{
state->buttons = 0;
memset(state->axis, 0, sizeof(state->axis));
state->gp.buttons = 0;
state->sbc.buttons = 0;
memset(state->gp.axis, 0, sizeof(state->gp.axis));
memset(state->sbc.axis, 0, sizeof(state->sbc.axis));
const SDL_GameControllerButton sdl_button_map[15] = {
SDL_CONTROLLER_BUTTON_A,
SDL_CONTROLLER_BUTTON_B,
SDL_CONTROLLER_BUTTON_X,
SDL_CONTROLLER_BUTTON_Y,
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
SDL_CONTROLLER_BUTTON_DPAD_UP,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
SDL_CONTROLLER_BUTTON_BACK,
SDL_CONTROLLER_BUTTON_START,
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
SDL_CONTROLLER_BUTTON_LEFTSTICK,
SDL_CONTROLLER_BUTTON_RIGHTSTICK,
SDL_CONTROLLER_BUTTON_GUIDE
};
if (state->bound < 0)
return;
for (int i = 0; i < 15; i++) {
state->buttons |= SDL_GameControllerGetButton(state->sdl_gamecontroller, sdl_button_map[i]) << i;
const char *bound_driver = get_bound_driver(state->bound);
if (strcmp(bound_driver, DRIVER_STEEL_BATTALION) == 0) {
state->sbc.buttons = 0;
const uint64_t sdl_button_map_sbc[8][2] = {
{ SDL_CONTROLLER_BUTTON_A, SBC_BUTTON_MAIN_WEAPON },
{ SDL_CONTROLLER_BUTTON_B, SBC_BUTTON_LOCK_ON },
{ SDL_CONTROLLER_BUTTON_LEFTSHOULDER, SBC_BUTTON_FUNC1 },
{ SDL_CONTROLLER_BUTTON_LEFTSTICK, SBC_BUTTON_SIGHT_CHANGE },
{ SDL_CONTROLLER_BUTTON_DPAD_UP, SBC_BUTTON_GEAR_UP },
{ SDL_CONTROLLER_BUTTON_DPAD_DOWN, SBC_BUTTON_GEAR_DOWN },
{ SDL_CONTROLLER_BUTTON_DPAD_LEFT, SBC_BUTTON_TUNER_LEFT },
{ SDL_CONTROLLER_BUTTON_DPAD_RIGHT, SBC_BUTTON_TUNER_RIGHT }
};
if (state->sbc.gearLever == 0)
state->sbc.gearLever = 255;
for (int i = 0; i < 8; i++) {
if (SDL_GameControllerGetButton(state->sdl_gamecontroller,
sdl_button_map_sbc[i][0]))
state->sbc.buttons |= sdl_button_map_sbc[i][1];
}
const uint64_t toggles[5] = { SBC_BUTTON_FILT_CONTROL_SYSTEM,
SBC_BUTTON_OXYGEN_SUPPLY_SYSTEM,
SBC_BUTTON_FUEL_FLOW_RATE,
SBC_BUTTON_BUFFER_MATERIAL,
SBC_BUTTON_VT_LOCATION_MEASUREMENT };
for (int i = 0; i < 5; i++) {
if ((state->sbc.buttons & toggles[i]) &&
!(state->sbc.previousButtons &
toggles[i])) { // When the for the toggle is pressed
uint8_t byteMask = (uint8_t)(toggles[i] >> 32);
// Toggle the toggle switch
state->sbc.toggleSwitches ^= byteMask;
}
}
// Tuner Dial Left
if ((state->sbc.buttons & SBC_BUTTON_TUNER_LEFT) &&
!(state->sbc.previousButtons & SBC_BUTTON_TUNER_LEFT)) {
if (state->sbc.tunerDial == 0)
state->sbc.tunerDial = 15;
else
state->sbc.tunerDial--;
}
// Tuner Dial Right
if ((state->sbc.buttons & SBC_BUTTON_TUNER_RIGHT) &&
!(state->sbc.previousButtons & SBC_BUTTON_TUNER_RIGHT)) {
if (state->sbc.tunerDial == 15)
state->sbc.tunerDial = 0;
else
state->sbc.tunerDial++;
}
// Gear Lever Up
if ((state->sbc.buttons & SBC_BUTTON_GEAR_UP) &&
!(state->sbc.previousButtons & SBC_BUTTON_GEAR_UP)) {
if (state->sbc.gearLever != 5) {
if (state->sbc.gearLever == 255)
state->sbc.gearLever = 1;
else
state->sbc.gearLever++;
}
}
// Gear Lever Down
if ((state->sbc.buttons & SBC_BUTTON_GEAR_DOWN) &&
!(state->sbc.previousButtons & SBC_BUTTON_GEAR_DOWN)) {
if (state->sbc.gearLever != 254) {
if (state->sbc.gearLever == 1)
state->sbc.gearLever = 255;
else
state->sbc.gearLever--;
}
}
state->sbc.axis[SBC_AXIS_SIGHT_CHANGE_X] = SDL_GameControllerGetAxis(
state->sdl_gamecontroller, SDL_CONTROLLER_AXIS_LEFTX);
state->sbc.axis[SBC_AXIS_SIGHT_CHANGE_Y] = SDL_GameControllerGetAxis(
state->sdl_gamecontroller, SDL_CONTROLLER_AXIS_LEFTY);
state->sbc.axis[SBC_AXIS_AIMING_X] = SDL_GameControllerGetAxis(
state->sdl_gamecontroller, SDL_CONTROLLER_AXIS_RIGHTX);
state->sbc.axis[SBC_AXIS_AIMING_Y] = SDL_GameControllerGetAxis(
state->sdl_gamecontroller, SDL_CONTROLLER_AXIS_RIGHTY);
state->sbc.axis[SBC_AXIS_MIDDLE_PEDAL] = SDL_GameControllerGetAxis(
state->sdl_gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
state->sbc.axis[SBC_AXIS_RIGHT_PEDAL] = SDL_GameControllerGetAxis(
state->sdl_gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
state->sbc.previousButtons = state->sbc.buttons;
} else {
const SDL_GameControllerButton sdl_button_map[15] = {
SDL_CONTROLLER_BUTTON_A,
SDL_CONTROLLER_BUTTON_B,
SDL_CONTROLLER_BUTTON_X,
SDL_CONTROLLER_BUTTON_Y,
SDL_CONTROLLER_BUTTON_DPAD_LEFT,
SDL_CONTROLLER_BUTTON_DPAD_UP,
SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
SDL_CONTROLLER_BUTTON_DPAD_DOWN,
SDL_CONTROLLER_BUTTON_BACK,
SDL_CONTROLLER_BUTTON_START,
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
SDL_CONTROLLER_BUTTON_LEFTSTICK,
SDL_CONTROLLER_BUTTON_RIGHTSTICK,
SDL_CONTROLLER_BUTTON_GUIDE
};
for (int i = 0; i < 15; i++) {
state->gp.buttons |=
SDL_GameControllerGetButton(state->sdl_gamecontroller, sdl_button_map[i]) << i;
}
const SDL_GameControllerAxis sdl_axis_map[6] = {
SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
SDL_CONTROLLER_AXIS_LEFTX, SDL_CONTROLLER_AXIS_LEFTY,
SDL_CONTROLLER_AXIS_RIGHTX, SDL_CONTROLLER_AXIS_RIGHTY,
};
for (int i = 0; i < 6; i++) {
state->gp.axis[i] =
SDL_GameControllerGetAxis(state->sdl_gamecontroller, sdl_axis_map[i]);
}
// FIXME: Check range
state->gp.axis[CONTROLLER_AXIS_LSTICK_Y] =
-1 - state->gp.axis[CONTROLLER_AXIS_LSTICK_Y];
state->gp.axis[CONTROLLER_AXIS_RSTICK_Y] =
-1 - state->gp.axis[CONTROLLER_AXIS_RSTICK_Y];
// xemu_input_print_controller_state(state);
}
const SDL_GameControllerAxis sdl_axis_map[6] = {
SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
SDL_CONTROLLER_AXIS_LEFTX, SDL_CONTROLLER_AXIS_LEFTY,
SDL_CONTROLLER_AXIS_RIGHTX, SDL_CONTROLLER_AXIS_RIGHTY,
};
for (int i = 0; i < 6; i++) {
state->axis[i] = SDL_GameControllerGetAxis(state->sdl_gamecontroller, sdl_axis_map[i]);
}
// FIXME: Check range
state->axis[CONTROLLER_AXIS_LSTICK_Y] = -1 - state->axis[CONTROLLER_AXIS_LSTICK_Y];
state->axis[CONTROLLER_AXIS_RSTICK_Y] = -1 - state->axis[CONTROLLER_AXIS_RSTICK_Y];
// xemu_input_print_controller_state(state);
}
void xemu_input_update_rumble(ControllerState *state)
{
if (!state->rumble_enabled) {
if (!state->gp.rumble_enabled) {
return;
}
@ -500,7 +880,7 @@ void xemu_input_update_rumble(ControllerState *state)
return;
}
SDL_GameControllerRumble(state->sdl_gamecontroller, state->rumble_l, state->rumble_r, 250);
SDL_GameControllerRumble(state->sdl_gamecontroller, state->gp.rumble_l, state->gp.rumble_r, 250);
state->last_rumble_updated_ts = qemu_clock_get_us(QEMU_CLOCK_REALTIME);
}
@ -568,16 +948,22 @@ void xemu_input_bind(int index, ControllerState *state, int save)
bound_controllers[index]->bound = index;
char *tmp;
QDict *usbhub_qdict = NULL;
DeviceState *usbhub_dev = NULL;
// Create controller's internal USB hub.
QDict *usbhub_qdict = qdict_new();
qdict_put_str(usbhub_qdict, "driver", "usb-hub");
tmp = g_strdup_printf("1.%d", port_map[index]);
qdict_put_str(usbhub_qdict, "port", tmp);
qdict_put_int(usbhub_qdict, "ports", 3);
QemuOpts *usbhub_opts = qemu_opts_from_qdict(qemu_find_opts("device"), usbhub_qdict, &error_abort);
DeviceState *usbhub_dev = qdev_device_add(usbhub_opts, &error_abort);
g_free(tmp);
bool hasInternalHub = strcmp(bound_drivers[index], DRIVER_STEEL_BATTALION) != 0;
if (hasInternalHub) {
// Create controller's internal USB hub.
usbhub_qdict = qdict_new();
qdict_put_str(usbhub_qdict, "driver", "usb-hub");
tmp = g_strdup_printf("1.%d", port_map[index]);
qdict_put_str(usbhub_qdict, "port", tmp);
qdict_put_int(usbhub_qdict, "ports", 3);
QemuOpts *usbhub_opts = qemu_opts_from_qdict(qemu_find_opts("device"), usbhub_qdict, &error_abort);
usbhub_dev = qdev_device_add(usbhub_opts, &error_abort);
g_free(tmp);
}
// Create XID controller. This is connected to Port 1 of the controller's internal USB Hub
QDict *qdict = qdict_new();
@ -593,7 +979,8 @@ void xemu_input_bind(int index, ControllerState *state, int save)
// Specify index/port
qdict_put_int(qdict, "index", index);
tmp = g_strdup_printf("1.%d.1", port_map[index]);
const char *fmt = hasInternalHub ? "1.%d.1" : "1.%d";
tmp = g_strdup_printf(fmt, port_map[index]);
qdict_put_str(qdict, "port", tmp);
g_free(tmp);
@ -603,12 +990,14 @@ void xemu_input_bind(int index, ControllerState *state, int save)
assert(dev);
// Unref for eventual cleanup
qobject_unref(usbhub_qdict);
object_unref(OBJECT(usbhub_dev));
if (usbhub_qdict != NULL)
qobject_unref(usbhub_qdict);
if (usbhub_dev != NULL)
object_unref(OBJECT(usbhub_dev));
qobject_unref(qdict);
object_unref(OBJECT(dev));
state->device = usbhub_dev;
state->device = hasInternalHub ? usbhub_dev : dev;
}
}
@ -618,6 +1007,10 @@ bool xemu_input_bind_xmu(int player_index, int expansion_slot_index,
assert(player_index >= 0 && player_index < 4);
assert(expansion_slot_index >= 0 && expansion_slot_index < 2);
bool hasInternalHub =
strcmp(bound_drivers[player_index], DRIVER_STEEL_BATTALION) != 0;
assert(hasInternalHub);
ControllerState *player = bound_controllers[player_index];
enum peripheral_type peripheral_type =
player->peripheral_types[expansion_slot_index];
@ -740,6 +1133,11 @@ void xemu_input_unbind_xmu(int player_index, int expansion_slot_index)
void xemu_input_rebind_xmu(int port)
{
bool hasInternalHub =
strcmp(bound_drivers[port], DRIVER_STEEL_BATTALION) != 0;
if (!hasInternalHub)
return;
// Try to bind peripherals back to controller
for (int i = 0; i < 2; i++) {
enum peripheral_type peripheral_type =

View File

@ -32,9 +32,11 @@
#define DRIVER_DUKE "usb-xbox-gamepad"
#define DRIVER_S "usb-xbox-gamepad-s"
#define DRIVER_STEEL_BATTALION "usb-steel-battalion"
#define DRIVER_DUKE_DISPLAY_NAME "Xbox Controller"
#define DRIVER_S_DISPLAY_NAME "Xbox Controller S"
#define DRIVER_STEEL_BATTALION_DISPLAY_NAME "Steel Battalion Controller"
enum controller_state_buttons_mask {
CONTROLLER_BUTTON_A = (1 << 0),
@ -56,6 +58,54 @@ enum controller_state_buttons_mask {
#define CONTROLLER_STATE_BUTTON_ID_TO_MASK(x) (1<<x)
enum steel_battalion_controller_state_buttons_mask {
SBC_BUTTON_MAIN_WEAPON = 0x01,
SBC_BUTTON_SUB_WEAPON = 0x02,
SBC_BUTTON_LOCK_ON = 0x04,
SBC_BUTTON_EJECT = 0x08,
SBC_BUTTON_COCKPIT_HATCH = 0x10,
SBC_BUTTON_IGNITION = 0x20,
SBC_BUTTON_START = 0x40,
SBC_BUTTON_OPEN_CLOSE = 0x80,
SBC_BUTTON_MAP_ZOOM_IN_OUT = 0x100,
SBC_BUTTON_MODE_SELECT = 0x200,
SBC_BUTTON_SUB_MONITOR_MODE_SELECT = 0x400,
SBC_BUTTON_ZOOM_IN = 0x800,
SBC_BUTTON_ZOOM_OUT = 0x1000,
SBC_BUTTON_FSS = 0x2000,
SBC_BUTTON_MANIPULATOR = 0x4000,
SBC_BUTTON_LINE_COLOR_CHANGE = 0x8000,
SBC_BUTTON_WASHING = 0x10000,
SBC_BUTTON_EXTINGUISHER = 0x20000,
SBC_BUTTON_CHAFF = 0x40000,
SBC_BUTTON_TANK_DETACH = 0x80000,
SBC_BUTTON_OVERRIDE = 0x100000,
SBC_BUTTON_NIGHT_SCOPE = 0x200000,
SBC_BUTTON_FUNC1 = 0x400000,
SBC_BUTTON_FUNC2 = 0x800000,
SBC_BUTTON_FUNC3 = 0x1000000,
SBC_BUTTON_MAIN_WEAPON_CONTROL = 0x2000000,
SBC_BUTTON_SUB_WEAPON_CONTROL = 0x4000000,
SBC_BUTTON_MAGAZINE_CHANGE = 0x8000000,
SBC_BUTTON_COM1 = 0x10000000,
SBC_BUTTON_COM2 = 0x20000000,
SBC_BUTTON_COM3 = 0x40000000,
SBC_BUTTON_COM4 = 0x80000000
};
#define SBC_BUTTON_COM5 \
0x100000000ULL // These last 7 buttons are in bMoreButtons
#define SBC_BUTTON_SIGHT_CHANGE 0x200000000ULL
#define SBC_BUTTON_FILT_CONTROL_SYSTEM 0x400000000ULL
#define SBC_BUTTON_OXYGEN_SUPPLY_SYSTEM 0x800000000ULL
#define SBC_BUTTON_FUEL_FLOW_RATE 0x1000000000ULL
#define SBC_BUTTON_BUFFER_MATERIAL 0x2000000000ULL
#define SBC_BUTTON_VT_LOCATION_MEASUREMENT 0x4000000000ULL
#define SBC_BUTTON_GEAR_UP 0x8000000000ULL
#define SBC_BUTTON_GEAR_DOWN 0x10000000000ULL
#define SBC_BUTTON_TUNER_LEFT 0x20000000000ULL
#define SBC_BUTTON_TUNER_RIGHT 0x40000000000ULL
enum controller_state_axis_index {
CONTROLLER_AXIS_LTRIG,
CONTROLLER_AXIS_RTRIG,
@ -66,6 +116,18 @@ enum controller_state_axis_index {
CONTROLLER_AXIS__COUNT,
};
enum steel_battalion_state_axis_index {
SBC_AXIS_AIMING_X,
SBC_AXIS_AIMING_Y,
SBC_AXIS_ROTATION_LEVER,
SBC_AXIS_LEFT_PEDAL,
SBC_AXIS_MIDDLE_PEDAL,
SBC_AXIS_RIGHT_PEDAL,
SBC_AXIS_SIGHT_CHANGE_X,
SBC_AXIS_SIGHT_CHANGE_Y,
SBC_AXIS__COUNT
};
enum controller_input_device_type {
INPUT_DEVICE_SDL_KEYBOARD,
INPUT_DEVICE_SDL_GAMECONTROLLER,
@ -78,23 +140,38 @@ typedef struct XmuState {
void *dev;
} XmuState;
typedef struct ControllerState {
QTAILQ_ENTRY(ControllerState) entry;
int64_t last_input_updated_ts;
int64_t last_rumble_updated_ts;
typedef struct GamepadState {
// Input state
uint16_t buttons;
int16_t axis[CONTROLLER_AXIS__COUNT];
// Rendering state hacked on here for convenience but needs to be moved (FIXME)
// Rendering state hacked on here for convenience but needs to be moved
// (FIXME)
uint32_t animate_guide_button_end;
uint32_t animate_trigger_end;
// Rumble state
bool rumble_enabled;
uint16_t rumble_l, rumble_r;
} GamepadState;
typedef struct SteelBattalionState {
uint64_t buttons;
uint64_t previousButtons;
int16_t axis[SBC_AXIS__COUNT];
uint8_t gearLever;
uint8_t tunerDial;
uint8_t toggleSwitches;
} SteelBattalionState;
typedef struct ControllerState {
QTAILQ_ENTRY(ControllerState) entry;
int64_t last_input_updated_ts;
int64_t last_rumble_updated_ts;
GamepadState gp;
SteelBattalionState sbc;
enum controller_input_device_type type;
const char *name;

View File

@ -112,7 +112,8 @@ static int guest_cursor;
static int guest_x, guest_y;
static SDL_Cursor *guest_sprite;
static Notifier mouse_mode_notifier;
static SDL_Window *m_window;
SDL_Window *m_window;
int viewport_coords[4];
static SDL_GLContext m_context;
// struct decal_shader *blit;

View File

@ -21,6 +21,7 @@
#include "common.hh"
#include "data/controller_mask.png.h"
#include "data/controller_mask_s.png.h"
#include "data/sb_controller_mask.png.h"
#include "data/logo_sdf.png.h"
#include "data/xemu_64x64.png.h"
#include "data/xmu_mask.png.h"
@ -33,8 +34,10 @@
#include "ui/shader/xemu-logo-frag.h"
extern int viewport_coords[4];
Fbo *controller_fbo, *xmu_fbo, *logo_fbo;
GLuint g_controller_duke_tex, g_controller_s_tex, g_logo_tex, g_icon_tex, g_xmu_tex;
GLuint g_controller_duke_tex, g_controller_s_tex, g_sb_controller_tex, g_logo_tex, g_icon_tex, g_xmu_tex;
enum class ShaderType {
Blit,
@ -425,6 +428,19 @@ static const struct rect tex_items[] = {
{ 0, 0, 512, 512 } // obj_xmu
};
static const struct rect sb_tex_items[] = {
{ 0, 148, 467, 364 }, // obj_controller
{ 2, 79, 7, 7 }, // radio_dial
{ 21, 55, 48, 29 }, // transmission lever
{ 70, 0, 50, 79 }, // Slide Step Pedal
{ 121, 4, 39, 63 }, // Brake Pedal
{ 160, 2, 40, 74 }, // Accel Pedal
{ 1, 55, 20, 22 }, // Sight Change Stick
{ 0, 0, 34, 55 }, // Left Stick
{ 34, 0, 33, 55 }, // Right Stick
{ 21, 2, 3, 3 } // Toggle
};
enum tex_item_names {
obj_controller,
obj_lstick,
@ -437,6 +453,18 @@ enum tex_item_names {
obj_xmu
};
enum sb_tex_item_names {
obj_radio_dial = 1,
obj_transmission_lever,
obj_slide_step_pedal,
obj_brake_pedal,
obj_accel_pedal,
obj_sight_change_stick,
obj_left_stick,
obj_right_stick,
obj_toggle
};
void InitCustomRendering(void)
{
glActiveTexture(GL_TEXTURE0);
@ -444,6 +472,8 @@ void InitCustomRendering(void)
LoadTextureFromMemory(controller_mask_data, controller_mask_size);
g_controller_s_tex =
LoadTextureFromMemory(controller_mask_s_data, controller_mask_s_size);
g_sb_controller_tex =
LoadTextureFromMemory(sb_controller_mask_data, sb_controller_mask_size);
g_decal_shader = NewDecalShader(ShaderType::Mask);
controller_fbo = new Fbo(512, 512);
@ -517,12 +547,12 @@ static void RenderDukeController(float frame_x, float frame_y, uint32_t primary_
// Check to see if the guide button is pressed
const uint32_t animate_guide_button_duration = 2000;
if (state->buttons & CONTROLLER_BUTTON_GUIDE) {
state->animate_guide_button_end = now + animate_guide_button_duration;
if (state->gp.buttons & CONTROLLER_BUTTON_GUIDE) {
state->gp.animate_guide_button_end = now + animate_guide_button_duration;
}
if (now < state->animate_guide_button_end) {
t = 1.0f - (float)(state->animate_guide_button_end-now)/(float)animate_guide_button_duration;
if (now < state->gp.animate_guide_button_end) {
t = 1.0f - (float)(state->gp.animate_guide_button_end-now)/(float)animate_guide_button_duration;
float sin_wav = (1-sin(M_PI * t / 2.0f));
// Animate guide button by highlighting logo jewel and fading out over time
@ -549,7 +579,7 @@ static void RenderDukeController(float frame_x, float frame_y, uint32_t primary_
// The controller has alpha cutouts where the buttons are. Draw a surface
// behind the buttons if they are activated
for (int i = 0; i < 12; i++) {
if (state->buttons & (1 << i)) {
if (state->gp.buttons & (1 << i)) {
RenderDecal(g_decal_shader, frame_x + buttons[i].x,
frame_y + buttons[i].y, buttons[i].w, buttons[i].h, 0,
0, 1, 1, 0, 0, primary_color + 0xff);
@ -563,14 +593,14 @@ static void RenderDukeController(float frame_x, float frame_y, uint32_t primary_
float h = tex_items[obj_lstick].h;
float c_x = frame_x+lstick_ctr.x;
float c_y = frame_y+lstick_ctr.y;
float lstick_x = (float)state->axis[CONTROLLER_AXIS_LSTICK_X]/32768.0;
float lstick_y = (float)state->axis[CONTROLLER_AXIS_LSTICK_Y]/32768.0;
float lstick_x = (float)state->gp.axis[CONTROLLER_AXIS_LSTICK_X]/32768.0;
float lstick_y = (float)state->gp.axis[CONTROLLER_AXIS_LSTICK_Y]/32768.0;
RenderDecal(g_decal_shader, (int)(c_x - w / 2.0f + 10.0f * lstick_x),
(int)(c_y - h / 2.0f + 10.0f * lstick_y), w, h,
tex_items[obj_lstick].x, tex_items[obj_lstick].y, w, h,
(state->buttons & CONTROLLER_BUTTON_LSTICK) ? secondary_color :
(state->gp.buttons & CONTROLLER_BUTTON_LSTICK) ? secondary_color :
primary_color,
(state->buttons & CONTROLLER_BUTTON_LSTICK) ? primary_color :
(state->gp.buttons & CONTROLLER_BUTTON_LSTICK) ? primary_color :
secondary_color,
0);
@ -579,33 +609,33 @@ static void RenderDukeController(float frame_x, float frame_y, uint32_t primary_
h = tex_items[obj_rstick].h;
c_x = frame_x+rstick_ctr.x;
c_y = frame_y+rstick_ctr.y;
float rstick_x = (float)state->axis[CONTROLLER_AXIS_RSTICK_X]/32768.0;
float rstick_y = (float)state->axis[CONTROLLER_AXIS_RSTICK_Y]/32768.0;
float rstick_x = (float)state->gp.axis[CONTROLLER_AXIS_RSTICK_X]/32768.0;
float rstick_y = (float)state->gp.axis[CONTROLLER_AXIS_RSTICK_Y]/32768.0;
RenderDecal(g_decal_shader, (int)(c_x - w / 2.0f + 10.0f * rstick_x),
(int)(c_y - h / 2.0f + 10.0f * rstick_y), w, h,
tex_items[obj_rstick].x, tex_items[obj_rstick].y, w, h,
(state->buttons & CONTROLLER_BUTTON_RSTICK) ? secondary_color :
(state->gp.buttons & CONTROLLER_BUTTON_RSTICK) ? secondary_color :
primary_color,
(state->buttons & CONTROLLER_BUTTON_RSTICK) ? primary_color :
(state->gp.buttons & CONTROLLER_BUTTON_RSTICK) ? primary_color :
secondary_color,
0);
glBlendFunc(GL_ONE, GL_ZERO); // Don't blend, just overwrite values in buffer
// Render trigger bars
float ltrig = state->axis[CONTROLLER_AXIS_LTRIG] / 32767.0;
float rtrig = state->axis[CONTROLLER_AXIS_RTRIG] / 32767.0;
float ltrig = state->gp.axis[CONTROLLER_AXIS_LTRIG] / 32767.0;
float rtrig = state->gp.axis[CONTROLLER_AXIS_RTRIG] / 32767.0;
const uint32_t animate_trigger_duration = 1000;
if ((ltrig > 0) || (rtrig > 0)) {
state->animate_trigger_end = now + animate_trigger_duration;
state->gp.animate_trigger_end = now + animate_trigger_duration;
rumble_l = fmax(rumble_l, ltrig);
rumble_r = fmax(rumble_r, rtrig);
}
// Animate trigger alpha down after a period of inactivity
alpha = 0x80;
if (state->animate_trigger_end > now) {
t = 1.0f - (float)(state->animate_trigger_end-now)/(float)animate_trigger_duration;
if (state->gp.animate_trigger_end > now) {
t = 1.0f - (float)(state->gp.animate_trigger_end-now)/(float)animate_trigger_duration;
float sin_wav = (1-sin(M_PI * t / 2.0f));
alpha += fmin(sin_wav * 0x40, 0x80);
}
@ -619,8 +649,8 @@ static void RenderDukeController(float frame_x, float frame_y, uint32_t primary_
rtrig, primary_color + alpha, primary_color + 0xff);
// Apply rumble updates
state->rumble_l = (int)(rumble_l * (float)0xffff);
state->rumble_r = (int)(rumble_r * (float)0xffff);
state->gp.rumble_l = (int)(rumble_l * (float)0xffff);
state->gp.rumble_r = (int)(rumble_r * (float)0xffff);
glBindVertexArray(0);
glUseProgram(0);
@ -676,13 +706,13 @@ static void RenderControllerS(float frame_x, float frame_y, uint32_t primary_col
// Check to see if the guide button is pressed
const uint32_t animate_guide_button_duration = 2000;
if (state->buttons & CONTROLLER_BUTTON_GUIDE) {
state->animate_guide_button_end =
if (state->gp.buttons & CONTROLLER_BUTTON_GUIDE) {
state->gp.animate_guide_button_end =
now + animate_guide_button_duration;
}
if (now < state->animate_guide_button_end) {
t = 1.0f - (float)(state->animate_guide_button_end - now) /
if (now < state->gp.animate_guide_button_end) {
t = 1.0f - (float)(state->gp.animate_guide_button_end - now) /
(float)animate_guide_button_duration;
float sin_wav = (1 - sin(M_PI * t / 2.0f));
@ -712,7 +742,7 @@ static void RenderControllerS(float frame_x, float frame_y, uint32_t primary_col
// The controller has alpha cutouts where the buttons are. Draw a surface
// behind the buttons if they are activated
for (int i = 0; i < 12; i++) {
if (state->buttons & (1 << i)) {
if (state->gp.buttons & (1 << i)) {
RenderDecal(g_decal_shader, frame_x + buttons[i].x,
frame_y + buttons[i].y, buttons[i].w, buttons[i].h, 0,
0, 1, 1, 0, 0, primary_color + 0xff);
@ -726,15 +756,15 @@ static void RenderControllerS(float frame_x, float frame_y, uint32_t primary_col
float h = tex_items[obj_lstick].h;
float c_x = frame_x + lstick_ctr.x;
float c_y = frame_y + lstick_ctr.y;
float lstick_x = (float)state->axis[CONTROLLER_AXIS_LSTICK_X] / 32768.0;
float lstick_y = (float)state->axis[CONTROLLER_AXIS_LSTICK_Y] / 32768.0;
float lstick_x = (float)state->gp.axis[CONTROLLER_AXIS_LSTICK_X] / 32768.0;
float lstick_y = (float)state->gp.axis[CONTROLLER_AXIS_LSTICK_Y] / 32768.0;
RenderDecal(
g_decal_shader, (int)(c_x - w / 2.0f + 10.0f * lstick_x),
(int)(c_y - h / 2.0f + 10.0f * lstick_y), w, h, tex_items[obj_lstick].x,
tex_items[obj_lstick].y, w, h,
(state->buttons & CONTROLLER_BUTTON_LSTICK) ? secondary_color :
(state->gp.buttons & CONTROLLER_BUTTON_LSTICK) ? secondary_color :
primary_color,
(state->buttons & CONTROLLER_BUTTON_LSTICK) ? primary_color :
(state->gp.buttons & CONTROLLER_BUTTON_LSTICK) ? primary_color :
secondary_color,
0);
@ -743,15 +773,15 @@ static void RenderControllerS(float frame_x, float frame_y, uint32_t primary_col
h = tex_items[obj_rstick].h;
c_x = frame_x + rstick_ctr.x;
c_y = frame_y + rstick_ctr.y;
float rstick_x = (float)state->axis[CONTROLLER_AXIS_RSTICK_X] / 32768.0;
float rstick_y = (float)state->axis[CONTROLLER_AXIS_RSTICK_Y] / 32768.0;
float rstick_x = (float)state->gp.axis[CONTROLLER_AXIS_RSTICK_X] / 32768.0;
float rstick_y = (float)state->gp.axis[CONTROLLER_AXIS_RSTICK_Y] / 32768.0;
RenderDecal(
g_decal_shader, (int)(c_x - w / 2.0f + 10.0f * rstick_x),
(int)(c_y - h / 2.0f + 10.0f * rstick_y), w, h, tex_items[obj_rstick].x,
tex_items[obj_rstick].y, w, h,
(state->buttons & CONTROLLER_BUTTON_RSTICK) ? secondary_color :
(state->gp.buttons & CONTROLLER_BUTTON_RSTICK) ? secondary_color :
primary_color,
(state->buttons & CONTROLLER_BUTTON_RSTICK) ? primary_color :
(state->gp.buttons & CONTROLLER_BUTTON_RSTICK) ? primary_color :
secondary_color,
0);
@ -759,19 +789,19 @@ static void RenderControllerS(float frame_x, float frame_y, uint32_t primary_col
GL_ZERO); // Don't blend, just overwrite values in buffer
// Render trigger bars
float ltrig = state->axis[CONTROLLER_AXIS_LTRIG] / 32767.0;
float rtrig = state->axis[CONTROLLER_AXIS_RTRIG] / 32767.0;
float ltrig = state->gp.axis[CONTROLLER_AXIS_LTRIG] / 32767.0;
float rtrig = state->gp.axis[CONTROLLER_AXIS_RTRIG] / 32767.0;
const uint32_t animate_trigger_duration = 1000;
if ((ltrig > 0) || (rtrig > 0)) {
state->animate_trigger_end = now + animate_trigger_duration;
state->gp.animate_trigger_end = now + animate_trigger_duration;
rumble_l = fmax(rumble_l, ltrig);
rumble_r = fmax(rumble_r, rtrig);
}
// Animate trigger alpha down after a period of inactivity
alpha = 0x80;
if (state->animate_trigger_end > now) {
t = 1.0f - (float)(state->animate_trigger_end - now) /
if (state->gp.animate_trigger_end > now) {
t = 1.0f - (float)(state->gp.animate_trigger_end - now) /
(float)animate_trigger_duration;
float sin_wav = (1 - sin(M_PI * t / 2.0f));
alpha += fmin(sin_wav * 0x40, 0x80);
@ -786,8 +816,300 @@ static void RenderControllerS(float frame_x, float frame_y, uint32_t primary_col
rtrig, primary_color + alpha, primary_color + 0xff);
// Apply rumble updates
state->rumble_l = (int)(rumble_l * (float)0xffff);
state->rumble_r = (int)(rumble_r * (float)0xffff);
state->gp.rumble_l = (int)(rumble_l * (float)0xffff);
state->gp.rumble_r = (int)(rumble_r * (float)0xffff);
glBindVertexArray(0);
glUseProgram(0);
}
void RenderSteelBattalionController(float frame_x, float frame_y, uint32_t primary_color,
uint32_t secondary_color, ControllerState *state)
{
// Location within the controller texture of masked button locations,
// relative to the origin of the controller
const struct rect lstick_ctr = { 122, 263, 0, 0 };
const struct rect rstick_ctr = { 349, 263, 0, 0 };
const struct rect accel_pedal = { 281, 92, 0, 0 };
const struct rect brake_pedal = { 216, 96, 0, 0 };
const struct rect slide_step_pedal = { 133, 92, 0, 0 };
const struct rect radio_dial_ctr = { 205, 243, 0, 0 };
const struct rect sight_change_ctr = { 123, 329, 0, 0 };
const struct rect transmission_lever_ctr_R = { 44, 210, 0, 0 };
const struct rect transmission_lever_ctr_N = { 44, 219, 0, 0 };
const struct rect transmission_lever_ctr_1 = { 44, 228, 0, 0 };
const struct rect transmission_lever_ctr_2 = { 44, 238, 0, 0 };
const struct rect transmission_lever_ctr_3 = { 44, 248, 0, 0 };
const struct rect transmission_lever_ctr_4 = { 44, 258, 0, 0 };
const struct rect transmission_lever_ctr_5 = { 44, 268, 0, 0 };
const struct rect filt_ctrl_sys_ctr = { 103, 194, 0, 0 };
const struct rect oxygen_supply_system_ctr = { 112, 205, 0, 0 };
const struct rect fuel_flow_rate_ctr = { 126, 188, 0, 0 };
const struct rect buffer_material_ctr = { 135, 200, 0, 0 };
const struct rect vt_location_measurement_ctr = { 145, 210, 0, 0 };
const struct rect buttons[33] = {
{ 350, 309, 11, 29 }, // SBC_BUTTON_MAIN_WEAPON
{ 380, 308, 9, 35 }, // SBC_BUTTON_SUB_WEAPON
{ 336, 316, 12, 12 }, // SBC_BUTTON_LOCK_ON
{ 418, 263, 16, 15 }, // SBC_BUTTON_EJECT
{ 418, 228, 16, 15 }, // SBC_BUTTON_COCKPIT_HATCH
{ 418, 206, 16, 15 }, // SBC_BUTTON_IGNITION
{ 418, 184, 16, 15 }, // SBC_BUTTON_START
{ 339, 209, 22, 6 }, // SBC_BUTTON_OPEN_CLOSE
{ 375, 209, 22, 6 }, // SBC_BUTTON_MAP_ZOOM_IN_OUT
{ 339, 198, 22, 6 }, // SBC_BUTTON_MODE_SELECT
{ 375, 198, 22, 6 }, // SBC_BUTTON_SUB_MONITOR_MODE_SELECT
{ 339, 186, 22, 6 }, // SBC_BUTTON_ZOOM_IN
{ 375, 186, 22, 6 }, // SBC_BUTTON_ZOOM_OUT
{ 279, 274, 7, 13 }, // SBC_BUTTON_FSS
{ 279, 252, 7, 13 }, // SBC_BUTTON_MANIPULATOR
{ 279, 230, 7, 13 }, // SBC_BUTTON_LINE_COLOR_CHANGE
{ 190, 204, 22, 6 }, // SBC_BUTTON_WASHING
{ 223, 204, 22, 6 }, // SBC_BUTTON_EXTINGUISHER
{ 256, 204, 22, 6 }, // SBC_BUTTON_CHAFF
{ 268, 274, 7, 13 }, // SBC_BUTTON_TANK_DETACH
{ 268, 252, 7, 13 }, // SBC_BUTTON_OVERRIDE
{ 268, 230, 7, 13 }, // SBC_BUTTON_NIGHT_SCOPE
{ 257, 274, 7, 13 }, // SBC_BUTTON_FUNC1
{ 257, 252, 7, 13 }, // SBC_BUTTON_FUNC2
{ 257, 230, 7, 13 }, // SBC_BUTTON_FUNC3
{ 190, 189, 22, 6 }, // SBC_BUTTON_MAIN_WEAPON_CONTROL
{ 223, 189, 22, 6 }, // SBC_BUTTON_SUB_WEAPON_CONTROL
{ 256, 189, 22, 6 }, // SBC_BUTTON_MAGAZINE_CHANGE
{ 181, 272, 7, 13 }, // SBC_BUTTON_COM1
{ 192, 272, 7, 13 }, // SBC_BUTTON_COM2
{ 202, 272, 7, 13 }, // SBC_BUTTON_COM3
{ 213, 272, 7, 13 }, // SBC_BUTTON_COM4
{ 223, 272, 7, 13 } // SBC_BUTTON_COM5
};
glUseProgram(g_decal_shader->prog);
glBindVertexArray(g_decal_shader->vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_sb_controller_tex);
// Add a 5 pixel space around the controller so we can wiggle the controller
// around to visualize rumble in action
frame_x += 5;
frame_y += 5;
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ZERO);
// Render controller texture
RenderDecal(g_decal_shader, frame_x + 0, frame_y + 0,
sb_tex_items[obj_controller].w, sb_tex_items[obj_controller].h,
sb_tex_items[obj_controller].x, sb_tex_items[obj_controller].y,
sb_tex_items[obj_controller].w, sb_tex_items[obj_controller].h,
primary_color, secondary_color, 0);
glBlendFunc(GL_ONE_MINUS_DST_ALPHA,
GL_ONE); // Blend with controller cutouts
// The controller has alpha cutouts where the buttons are. Draw a surface
// behind the buttons if they are activated
for (int i = 0; i < 33; i++) {
if (state->sbc.buttons & (1ULL << i)) {
RenderDecal(g_decal_shader, frame_x + buttons[i].x,
frame_y + buttons[i].y, buttons[i].w, buttons[i].h, 0,
0, 1, 1, 0, 0, primary_color + 0xff);
}
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Blend with controller
// Render sight change joystick
float w = sb_tex_items[obj_sight_change_stick].w;
float h = sb_tex_items[obj_sight_change_stick].h;
float c_x = frame_x + sight_change_ctr.x;
float c_y = frame_y + sight_change_ctr.y;
float scstick_x = (float)state->sbc.axis[SBC_AXIS_SIGHT_CHANGE_X] / 32768.0;
float scstick_y = (float)state->sbc.axis[SBC_AXIS_SIGHT_CHANGE_Y] / 32768.0;
RenderDecal(
g_decal_shader, (int)(c_x - w / 2.0f + 5.0f * scstick_x),
(int)(c_y - h / 2.0f - 5.0f * scstick_y), w, h,
sb_tex_items[obj_sight_change_stick].x,
sb_tex_items[obj_sight_change_stick].y, w, h,
(state->sbc.buttons & SBC_BUTTON_SIGHT_CHANGE) ? secondary_color :
primary_color,
(state->sbc.buttons & SBC_BUTTON_SIGHT_CHANGE) ? primary_color :
secondary_color,
0);
// Render left joystick
w = sb_tex_items[obj_left_stick].w;
h = sb_tex_items[obj_left_stick].h;
c_x = frame_x + lstick_ctr.x;
c_y = frame_y + lstick_ctr.y;
float lstick_x = (float)state->sbc.axis[SBC_AXIS_ROTATION_LEVER] / 32768.0;
RenderDecal(g_decal_shader, (int)(c_x - w / 2.0f + 23.0f * lstick_x),
(int)(c_y - h / 2.0f), w, h, sb_tex_items[obj_left_stick].x,
sb_tex_items[obj_left_stick].y, w, h, primary_color,
secondary_color, 0);
// Render right joystick
w = sb_tex_items[obj_right_stick].w;
h = sb_tex_items[obj_right_stick].h;
c_x = frame_x + rstick_ctr.x;
c_y = frame_y + rstick_ctr.y;
float rstick_x = (float)state->sbc.axis[SBC_AXIS_AIMING_X] / 32768.0;
float rstick_y = (float)state->sbc.axis[SBC_AXIS_AIMING_Y] / 32768.0;
RenderDecal(g_decal_shader, (int)(c_x - w / 2.0f + 23.0f * rstick_x),
(int)(c_y - h / 2.0f - 20.0f * rstick_y), w, h,
sb_tex_items[obj_right_stick].x,
sb_tex_items[obj_right_stick].y, w, h, primary_color,
secondary_color, 0);
// Render accel pedal
w = sb_tex_items[obj_accel_pedal].w;
h = sb_tex_items[obj_accel_pedal].h;
c_x = frame_x + accel_pedal.x;
c_y = frame_y + accel_pedal.y;
RenderDecal(g_decal_shader, c_x,
c_y + 10.0f * state->sbc.axis[SBC_AXIS_RIGHT_PEDAL] / 32768.0f,
w, h, sb_tex_items[obj_accel_pedal].x,
sb_tex_items[obj_accel_pedal].y, w, h, primary_color,
secondary_color, 0);
// Brake accel pedal
w = sb_tex_items[obj_brake_pedal].w;
h = sb_tex_items[obj_brake_pedal].h;
c_x = frame_x + brake_pedal.x;
c_y = frame_y + brake_pedal.y;
RenderDecal(g_decal_shader, c_x,
c_y + 10.0f * state->sbc.axis[SBC_AXIS_MIDDLE_PEDAL] / 32768.0f,
w, h, sb_tex_items[obj_brake_pedal].x,
sb_tex_items[obj_brake_pedal].y, w, h, primary_color,
secondary_color, 0);
// Slide step pedal
w = sb_tex_items[obj_slide_step_pedal].w;
h = sb_tex_items[obj_slide_step_pedal].h;
c_x = frame_x + slide_step_pedal.x;
c_y = frame_y + slide_step_pedal.y;
RenderDecal(g_decal_shader, c_x,
c_y + 10.0f * state->sbc.axis[SBC_AXIS_LEFT_PEDAL] / 32768.0f,
w, h, sb_tex_items[obj_slide_step_pedal].x,
sb_tex_items[obj_slide_step_pedal].y, w, h, primary_color,
secondary_color, 0);
// Render the radio dial
w = sb_tex_items[obj_radio_dial].w;
h = sb_tex_items[obj_radio_dial].h;
c_x = frame_x + radio_dial_ctr.x;
c_y = frame_x + radio_dial_ctr.y;
float tunerStep = 0.125f * 3.14159f;
// TODO: Figure out a way to either rotate the decal or remove the dot and
// move the dot based on current radio channel
RenderDecal(
g_decal_shader,
(int)(c_x - w / 2.0f - 9 * cosf(tunerStep * state->sbc.tunerDial)),
(int)(c_y - h / 2.0f + 11 * sinf(tunerStep * state->sbc.tunerDial)), w,
h, sb_tex_items[obj_radio_dial].x, sb_tex_items[obj_radio_dial].y, w, h,
primary_color, secondary_color, 0);
// Render the transmission lever
w = sb_tex_items[obj_transmission_lever].w;
h = sb_tex_items[obj_transmission_lever].h;
c_x = frame_x + transmission_lever_ctr_1.x;
c_y = frame_x + transmission_lever_ctr_1.y;
switch (state->sbc.gearLever) {
case 254:
c_y = frame_y + transmission_lever_ctr_R.y;
break;
case 255:
c_y = frame_y + transmission_lever_ctr_N.y;
break;
case 1:
c_y = frame_y + transmission_lever_ctr_1.y;
break;
case 2:
c_y = frame_y + transmission_lever_ctr_2.y;
break;
case 3:
c_y = frame_y + transmission_lever_ctr_3.y;
break;
case 4:
c_y = frame_y + transmission_lever_ctr_4.y;
break;
case 5:
c_y = frame_y + transmission_lever_ctr_5.y;
break;
}
// Determine the correct value for c_y based on the currently selected gear
RenderDecal(g_decal_shader, (int)(c_x - w / 2.0f), (int)(c_y - h / 2.0f), w,
h, sb_tex_items[obj_transmission_lever].x,
sb_tex_items[obj_transmission_lever].y, w, h, primary_color,
secondary_color, 0);
// Filter Control System
w = sb_tex_items[obj_toggle].w;
h = sb_tex_items[obj_toggle].h;
c_x = frame_x + filt_ctrl_sys_ctr.x;
c_y = frame_y + filt_ctrl_sys_ctr.y;
if (state->sbc.toggleSwitches & (SBC_BUTTON_FILT_CONTROL_SYSTEM >> 32)) {
c_x -= 3;
c_y += 4;
}
RenderDecal(g_decal_shader, (int)(c_x - w / 2.0f), (int)(c_y - h / 2.0f), w,
h, sb_tex_items[obj_toggle].x, sb_tex_items[obj_toggle].y, w, h,
primary_color, secondary_color, 0);
// Oxygen Supply System
w = sb_tex_items[obj_toggle].w;
h = sb_tex_items[obj_toggle].h;
c_x = frame_x + oxygen_supply_system_ctr.x;
c_y = frame_y + oxygen_supply_system_ctr.y;
if (state->sbc.toggleSwitches & (SBC_BUTTON_OXYGEN_SUPPLY_SYSTEM >> 32)) {
c_x -= 3;
c_y += 4;
}
RenderDecal(g_decal_shader, (int)(c_x - w / 2.0f), (int)(c_y - h / 2.0f), w,
h, sb_tex_items[obj_toggle].x, sb_tex_items[obj_toggle].y, w, h,
primary_color, secondary_color, 0);
// Fuel Flow Rate
w = sb_tex_items[obj_toggle].w;
h = sb_tex_items[obj_toggle].h;
c_x = frame_x + fuel_flow_rate_ctr.x;
c_y = frame_y + fuel_flow_rate_ctr.y;
if (state->sbc.toggleSwitches & (SBC_BUTTON_FUEL_FLOW_RATE >> 32)) {
c_x -= 3;
c_y += 4;
}
RenderDecal(g_decal_shader, (int)(c_x - w / 2.0f), (int)(c_y - h / 2.0f), w,
h, sb_tex_items[obj_toggle].x, sb_tex_items[obj_toggle].y, w, h,
primary_color, secondary_color, 0);
// Buffer Material
w = sb_tex_items[obj_toggle].w;
h = sb_tex_items[obj_toggle].h;
c_x = frame_x + buffer_material_ctr.x;
c_y = frame_y + buffer_material_ctr.y;
if (state->sbc.toggleSwitches & (SBC_BUTTON_BUFFER_MATERIAL >> 32)) {
c_x -= 3;
c_y += 4;
}
RenderDecal(g_decal_shader, (int)(c_x - w / 2.0f), (int)(c_y - h / 2.0f), w,
h, sb_tex_items[obj_toggle].x, sb_tex_items[obj_toggle].y, w, h,
primary_color, secondary_color, 0);
// VT Location Measurement
w = sb_tex_items[obj_toggle].w;
h = sb_tex_items[obj_toggle].h;
c_x = frame_x + vt_location_measurement_ctr.x;
c_y = frame_y + vt_location_measurement_ctr.y;
if (state->sbc.toggleSwitches &
(SBC_BUTTON_VT_LOCATION_MEASUREMENT >> 32)) {
c_x -= 3;
c_y += 4;
}
RenderDecal(g_decal_shader, (int)(c_x - w / 2.0f), (int)(c_y - h / 2.0f), w,
h, sb_tex_items[obj_toggle].x, sb_tex_items[obj_toggle].y, w, h,
primary_color, secondary_color, 0);
glBlendFunc(GL_ONE,
GL_ZERO); // Don't blend, just overwrite values in buffer
glBindVertexArray(0);
glUseProgram(0);
@ -799,6 +1121,9 @@ void RenderController(float frame_x, float frame_y, uint32_t primary_color,
if (strcmp(bound_drivers[state->bound], DRIVER_S) == 0)
RenderControllerS(frame_x, frame_y, primary_color, secondary_color,
state);
if (strcmp(bound_drivers[state->bound], DRIVER_STEEL_BATTALION) == 0)
RenderSteelBattalionController(frame_x, frame_y, primary_color, secondary_color,
state);
else if (strcmp(bound_drivers[state->bound], DRIVER_DUKE) == 0)
RenderDukeController(frame_x, frame_y, primary_color, secondary_color,
state);
@ -933,6 +1258,7 @@ void RenderFramebuffer(GLint tex, int width, int height, bool flip)
{
int tw, th;
float scale[2];
int viewport_width, viewport_height;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
@ -961,6 +1287,14 @@ void RenderFramebuffer(GLint tex, int width, int height, bool flip)
}
}
viewport_width = (int)(width * scale[0]);
viewport_height = (int)(height * scale[1]);
viewport_coords[0] = (width - viewport_width) / 2;
viewport_coords[1] = (height - viewport_height) / 2;
viewport_coords[2] = viewport_width;
viewport_coords[3] = viewport_height;
RenderFramebuffer(tex, width, height, flip, scale);
}

View File

@ -21,11 +21,11 @@ void InputManager::Update()
ControllerState *iter;
QTAILQ_FOREACH(iter, &available_controllers, entry) {
if (iter->type != INPUT_DEVICE_SDL_GAMECONTROLLER) continue;
m_buttons |= iter->buttons;
m_buttons |= iter->gp.buttons;
// We simply take any axis that is >10 % activation
for (int i = 0; i < CONTROLLER_AXIS__COUNT; i++) {
if ((iter->axis[i] > 3276) || (iter->axis[i] < -3276)) {
axis[i] = iter->axis[i];
if ((iter->gp.axis[i] > 3276) || (iter->gp.axis[i] < -3276)) {
axis[i] = iter->gp.axis[i];
}
}
}

View File

@ -172,14 +172,22 @@ void MainMenuInputView::Draw()
driver = DRIVER_DUKE_DISPLAY_NAME;
else if (strcmp(driver, DRIVER_S) == 0)
driver = DRIVER_S_DISPLAY_NAME;
else if (strcmp(driver, DRIVER_STEEL_BATTALION) == 0)
driver = DRIVER_STEEL_BATTALION_DISPLAY_NAME;
ImGui::SetNextItemWidth(-FLT_MIN);
if (ImGui::BeginCombo("###InputDrivers", driver,
ImGuiComboFlags_NoArrowButton)) {
const char *available_drivers[] = { DRIVER_DUKE, DRIVER_S };
const char *available_drivers[] = {
DRIVER_DUKE,
DRIVER_S,
DRIVER_STEEL_BATTALION
};
const char *driver_display_names[] = {
DRIVER_DUKE_DISPLAY_NAME,
DRIVER_S_DISPLAY_NAME
DRIVER_S_DISPLAY_NAME,
DRIVER_STEEL_BATTALION_DISPLAY_NAME
};
bool is_selected = false;
int num_drivers = sizeof(driver_display_names) / sizeof(driver_display_names[0]);
@ -324,162 +332,169 @@ void MainMenuInputView::Draw()
ImGui::SetCursorPos(pos);
if (bound_state) {
SectionTitle("Expansion Slots");
// Begin a 2-column layout to render the expansion slots
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing,
g_viewport_mgr.Scale(ImVec2(0, 12)));
ImGui::Columns(2, "mixed", false);
bool hasInternalHub =
strcmp(bound_drivers[active], DRIVER_STEEL_BATTALION) != 0;
if (hasInternalHub) {
SectionTitle("Expansion Slots");
// Begin a 2-column layout to render the expansion slots
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing,
g_viewport_mgr.Scale(ImVec2(0, 12)));
ImGui::Columns(2, "mixed", false);
xmu_fbo->Target();
id = (ImTextureID)(intptr_t)xmu_fbo->Texture();
xmu_fbo->Target();
id = (ImTextureID)(intptr_t)xmu_fbo->Texture();
const char *img_file_filters = ".img Files\0*.img\0All Files\0*.*\0";
const char *comboLabels[2] = { "###ExpansionSlotA",
"###ExpansionSlotB" };
for (int i = 0; i < 2; i++) {
// Display a combo box to allow the user to choose the type of
// peripheral they want to use
enum peripheral_type selected_type =
bound_state->peripheral_types[i];
const char *peripheral_type_names[2] = { "None", "Memory Unit" };
const char *selected_peripheral_type =
peripheral_type_names[selected_type];
ImGui::SetNextItemWidth(-FLT_MIN);
if (ImGui::BeginCombo(comboLabels[i], selected_peripheral_type,
ImGuiComboFlags_NoArrowButton)) {
// Handle all available peripheral types
for (int j = 0; j < 2; j++) {
bool is_selected = selected_type == j;
ImGui::PushID(j);
const char *selectable_label = peripheral_type_names[j];
const char *img_file_filters = ".img Files\0*.img\0All Files\0*.*\0";
const char *comboLabels[2] = { "###ExpansionSlotA",
"###ExpansionSlotB" };
for (int i = 0; i < 2; i++) {
// Display a combo box to allow the user to choose the type of
// peripheral they want to use
enum peripheral_type selected_type =
bound_state->peripheral_types[i];
const char *peripheral_type_names[2] = { "None", "Memory Unit" };
const char *selected_peripheral_type =
peripheral_type_names[selected_type];
ImGui::SetNextItemWidth(-FLT_MIN);
if (ImGui::BeginCombo(comboLabels[i], selected_peripheral_type,
ImGuiComboFlags_NoArrowButton)) {
// Handle all available peripheral types
for (int j = 0; j < 2; j++) {
bool is_selected = selected_type == j;
ImGui::PushID(j);
const char *selectable_label = peripheral_type_names[j];
if (ImGui::Selectable(selectable_label, is_selected)) {
// Free any existing peripheral
if (bound_state->peripherals[i] != NULL) {
if (bound_state->peripheral_types[i] ==
PERIPHERAL_XMU) {
// Another peripheral was already bound.
// Unplugging
xemu_input_unbind_xmu(active, i);
if (ImGui::Selectable(selectable_label, is_selected)) {
// Free any existing peripheral
if (bound_state->peripherals[i] != NULL) {
if (bound_state->peripheral_types[i] ==
PERIPHERAL_XMU) {
// Another peripheral was already bound.
// Unplugging
xemu_input_unbind_xmu(active, i);
}
// Free the existing state
g_free((void *)bound_state->peripherals[i]);
bound_state->peripherals[i] = NULL;
}
// Free the existing state
g_free((void *)bound_state->peripherals[i]);
bound_state->peripherals[i] = NULL;
// Change the peripheral type to the newly selected type
bound_state->peripheral_types[i] =
(enum peripheral_type)j;
// Allocate state for the new peripheral
if (j == PERIPHERAL_XMU) {
bound_state->peripherals[i] =
g_malloc(sizeof(XmuState));
memset(bound_state->peripherals[i], 0,
sizeof(XmuState));
}
xemu_save_peripheral_settings(
active, i, bound_state->peripheral_types[i], NULL);
}
// Change the peripheral type to the newly selected type
bound_state->peripheral_types[i] =
(enum peripheral_type)j;
// Allocate state for the new peripheral
if (j == PERIPHERAL_XMU) {
bound_state->peripherals[i] =
g_malloc(sizeof(XmuState));
memset(bound_state->peripherals[i], 0,
sizeof(XmuState));
if (is_selected) {
ImGui::SetItemDefaultFocus();
}
xemu_save_peripheral_settings(
active, i, bound_state->peripheral_types[i], NULL);
ImGui::PopID();
}
if (is_selected) {
ImGui::SetItemDefaultFocus();
ImGui::EndCombo();
}
DrawComboChevron();
// Set an X offset to center the image button within the column
ImGui::SetCursorPosX(
ImGui::GetCursorPosX() +
(int)((ImGui::GetColumnWidth() -
xmu_w * g_viewport_mgr.m_scale -
2 * port_padding * g_viewport_mgr.m_scale) /
2));
selected_type = bound_state->peripheral_types[i];
if (selected_type == PERIPHERAL_XMU) {
float x = xmu_x + i * xmu_x_stride;
float y = xmu_y;
XmuState *xmu = (XmuState *)bound_state->peripherals[i];
if (xmu->filename != NULL && strlen(xmu->filename) > 0) {
RenderXmu(x, y, 0x81dc8a00, 0x0f0f0f00);
} else {
RenderXmu(x, y, 0x1f1f1f00, 0x0f0f0f00);
}
ImVec2 xmu_display_size;
if (ImGui::GetContentRegionMax().x <
xmu_h * g_viewport_mgr.m_scale) {
xmu_display_size.x = ImGui::GetContentRegionMax().x / 2;
xmu_display_size.y = xmu_display_size.x * xmu_h / xmu_w;
} else {
xmu_display_size = ImVec2(xmu_w * g_viewport_mgr.m_scale,
xmu_h * g_viewport_mgr.m_scale);
}
ImGui::SetCursorPosX(
ImGui::GetCursorPosX() +
(int)((ImGui::GetColumnWidth() - xmu_display_size.x) /
2.0));
ImGui::Image(id, xmu_display_size, ImVec2(0.5f * i, 1),
ImVec2(0.5f * (i + 1), 0));
ImVec2 pos = ImGui::GetCursorPos();
ImGui::SetCursorPos(pos);
// Button to generate a new XMU
ImGui::PushID(i);
if (ImGui::Button("New Image", ImVec2(250, 0))) {
int flags = NOC_FILE_DIALOG_SAVE |
NOC_FILE_DIALOG_OVERWRITE_CONFIRMATION;
const char *new_path = PausedFileOpen(
flags, img_file_filters, NULL, "xmu.img");
if (new_path) {
if (create_fatx_image(new_path, DEFAULT_XMU_SIZE)) {
// XMU was created successfully. Bind it
xemu_input_bind_xmu(active, i, new_path, false);
} else {
// Show alert message
char *msg = g_strdup_printf(
"Unable to create XMU image at %s", new_path);
xemu_queue_error_message(msg);
g_free(msg);
}
}
}
const char *xmu_port_path = NULL;
if (xmu->filename == NULL)
xmu_port_path = g_strdup("");
else
xmu_port_path = g_strdup(xmu->filename);
if (FilePicker("Image", &xmu_port_path, img_file_filters)) {
if (strlen(xmu_port_path) == 0) {
xemu_input_unbind_xmu(active, i);
} else {
xemu_input_bind_xmu(active, i, xmu_port_path, false);
}
}
g_free((void *)xmu_port_path);
ImGui::PopID();
}
ImGui::EndCombo();
}
DrawComboChevron();
// Set an X offset to center the image button within the column
ImGui::SetCursorPosX(
ImGui::GetCursorPosX() +
(int)((ImGui::GetColumnWidth() -
xmu_w * g_viewport_mgr.m_scale -
2 * port_padding * g_viewport_mgr.m_scale) /
2));
selected_type = bound_state->peripheral_types[i];
if (selected_type == PERIPHERAL_XMU) {
float x = xmu_x + i * xmu_x_stride;
float y = xmu_y;
XmuState *xmu = (XmuState *)bound_state->peripherals[i];
if (xmu->filename != NULL && strlen(xmu->filename) > 0) {
RenderXmu(x, y, 0x81dc8a00, 0x0f0f0f00);
} else {
RenderXmu(x, y, 0x1f1f1f00, 0x0f0f0f00);
}
ImVec2 xmu_display_size;
if (ImGui::GetContentRegionMax().x <
xmu_h * g_viewport_mgr.m_scale) {
xmu_display_size.x = ImGui::GetContentRegionMax().x / 2;
xmu_display_size.y = xmu_display_size.x * xmu_h / xmu_w;
} else {
xmu_display_size = ImVec2(xmu_w * g_viewport_mgr.m_scale,
xmu_h * g_viewport_mgr.m_scale);
}
ImGui::SetCursorPosX(
ImGui::GetCursorPosX() +
(int)((ImGui::GetColumnWidth() - xmu_display_size.x) /
2.0));
ImGui::Image(id, xmu_display_size, ImVec2(0.5f * i, 1),
ImVec2(0.5f * (i + 1), 0));
// Button to generate a new XMU
ImGui::PushID(i);
if (ImGui::Button("New Image", ImVec2(250, 0))) {
int flags = NOC_FILE_DIALOG_SAVE |
NOC_FILE_DIALOG_OVERWRITE_CONFIRMATION;
const char *new_path = PausedFileOpen(
flags, img_file_filters, NULL, "xmu.img");
if (new_path) {
if (create_fatx_image(new_path, DEFAULT_XMU_SIZE)) {
// XMU was created successfully. Bind it
xemu_input_bind_xmu(active, i, new_path, false);
} else {
// Show alert message
char *msg = g_strdup_printf(
"Unable to create XMU image at %s", new_path);
xemu_queue_error_message(msg);
g_free(msg);
}
}
}
const char *xmu_port_path = NULL;
if (xmu->filename == NULL)
xmu_port_path = g_strdup("");
else
xmu_port_path = g_strdup(xmu->filename);
if (FilePicker("Image", &xmu_port_path, img_file_filters)) {
if (strlen(xmu_port_path) == 0) {
xemu_input_unbind_xmu(active, i);
} else {
xemu_input_bind_xmu(active, i, xmu_port_path, false);
}
}
g_free((void *)xmu_port_path);
ImGui::PopID();
ImGui::NextColumn();
}
ImGui::NextColumn();
xmu_fbo->Restore();
ImGui::PopStyleVar(); // ItemSpacing
ImGui::Columns(1);
}
xmu_fbo->Restore();
ImGui::PopStyleVar(); // ItemSpacing
ImGui::Columns(1);
}
SectionTitle("Options");

View File

@ -286,9 +286,7 @@ void xemu_hud_render(void)
g_scene_mgr.PushScene(g_main_menu);
} else if (ImGui::IsKeyPressed(ImGuiKey_F2)) {
g_scene_mgr.PushScene(g_popup_menu);
} else if (menu_button ||
(ImGui::IsMouseClicked(ImGuiMouseButton_Right) &&
!ImGui::IsAnyItemFocused() && !ImGui::IsAnyItemHovered())) {
} else if (menu_button) {
g_scene_mgr.PushScene(g_popup_menu);
}