AppleWin/source/frontends/sa2/emulator.cpp

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#include "frontends/sa2/emulator.h"
#include "frontends/sa2/sdirectsound.h"
#include <iostream>
#include "linux/videobuffer.h"
#include "linux/data.h"
#include "linux/paddle.h"
#include "linux/keyboard.h"
#include "StdAfx.h"
#include "Common.h"
#include "CardManager.h"
#include "Core.h"
#include "Disk.h"
#include "CPU.h"
#include "Frame.h"
#include "Video.h"
#include "Windows/WinVideo.h"
#include "NTSC.h"
#include "Mockingboard.h"
#include "Speaker.h"
namespace
{
void cycleVideoType(const std::shared_ptr<SDL_Window> & win)
{
g_eVideoType++;
if (g_eVideoType >= NUM_VIDEO_MODES)
g_eVideoType = 0;
SetWindowTitle();
SDL_SetWindowTitle(win.get(), g_pAppTitle.c_str());
Config_Save_Video();
VideoReinitialize();
VideoRedrawScreen();
}
void cycle50ScanLines(const std::shared_ptr<SDL_Window> & win)
{
VideoStyle_e videoStyle = GetVideoStyle();
videoStyle = VideoStyle_e(videoStyle ^ VS_HALF_SCANLINES);
SetVideoStyle(videoStyle);
SetWindowTitle();
SDL_SetWindowTitle(win.get(), g_pAppTitle.c_str());
Config_Save_Video();
VideoReinitialize();
VideoRedrawScreen();
}
void processAppleKey(const SDL_KeyboardEvent & key)
{
// using keycode (or scan code) one takes a physical view of the keyboard
// ignoring non US layouts
// SHIFT-3 on a A2 keyboard in # while on my UK keyboard is £?
// so for now all ASCII keys are handled as text below
// but this makes it impossible to detect CTRL-ASCII... more to follow
BYTE ch = 0;
switch (key.keysym.sym)
{
case SDLK_RETURN:
{
ch = 0x0d;
break;
}
case SDLK_BACKSPACE: // same as AppleWin
case SDLK_LEFT:
{
ch = 0x08;
break;
}
case SDLK_RIGHT:
{
ch = 0x15;
break;
}
case SDLK_UP:
{
ch = 0x0b;
break;
}
case SDLK_DOWN:
{
ch = 0x0a;
break;
}
case SDLK_DELETE:
{
ch = 0x7f;
break;
}
case SDLK_ESCAPE:
{
ch = 0x1b;
break;
}
case SDLK_TAB:
{
ch = 0x09;
break;
}
case SDLK_a ... SDLK_z:
{
ch = (key.keysym.sym - SDLK_a) + 0x01;
if (key.keysym.mod & KMOD_CTRL)
{
// ok
}
else if (key.keysym.mod & KMOD_SHIFT)
{
ch += 0x60;
}
else
{
ch += 0x40;
}
break;
}
}
if (ch)
{
addKeyToBuffer(ch);
std::cerr << "SDL KeyboardEvent: " << std::hex << (int)ch << std::dec << std::endl;
}
}
}
Emulator::Emulator(
const std::shared_ptr<SDL_Window> & window,
const std::shared_ptr<SDL_Renderer> & renderer,
const std::shared_ptr<SDL_Texture> & texture,
const bool fixedSpeed
)
: myWindow(window)
, myRenderer(renderer)
, myTexture(texture)
, myMultiplier(1)
, myFullscreen(false)
, mySpeed(fixedSpeed)
{
}
void Emulator::execute(const size_t next)
{
const size_t cyclesToExecute = mySpeed.getCyclesTillNext(next);
const bool bVideoUpdate = true;
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const UINT dwClksPerFrame = NTSC_GetCyclesPerFrame();
const DWORD executedCycles = CpuExecute(cyclesToExecute, bVideoUpdate);
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g_dwCyclesThisFrame = (g_dwCyclesThisFrame + executedCycles) % dwClksPerFrame;
GetCardMgr().GetDisk2CardMgr().UpdateDriveState(executedCycles);
MB_PeriodicUpdate(executedCycles);
SpkrUpdate(executedCycles);
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}
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SDL_Rect Emulator::updateTexture()
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{
uint8_t * data;
int width;
int height;
int sx, sy;
int sw, sh;
getScreenData(data, width, height, sx, sy, sw, sh);
SDL_UpdateTexture(myTexture.get(), nullptr, data, width * 4);
SDL_Rect srect;
srect.x = sx;
srect.y = sy;
srect.w = sw;
srect.h = sh;
return srect;
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}
void Emulator::refreshVideo(const SDL_Rect & rect)
{
SDL_RenderCopyEx(myRenderer.get(), myTexture.get(), &rect, nullptr, 0.0, nullptr, SDL_FLIP_VERTICAL);
SDL_RenderPresent(myRenderer.get());
}
void Emulator::processEvents(bool & quit)
{
SDL_Event e;
while (SDL_PollEvent(&e) != 0)
{
switch (e.type)
{
case SDL_QUIT:
{
quit = true;
break;
}
case SDL_KEYDOWN:
{
processKeyDown(e.key, quit);
break;
}
case SDL_KEYUP:
{
processKeyUp(e.key);
break;
}
case SDL_TEXTINPUT:
{
processText(e.text);
break;
}
}
}
}
void Emulator::processKeyDown(const SDL_KeyboardEvent & key, bool & quit)
{
// scancode vs keycode
// scancode is relative to the position on the keyboard
// keycode is what the os maps it to
// if the user has decided to change the layout, we just go with it and use the keycode
if (!key.repeat)
{
switch (key.keysym.sym)
{
case SDLK_F9:
{
cycleVideoType(myWindow);
break;
}
case SDLK_F6:
{
if ((key.keysym.mod & KMOD_CTRL) && (key.keysym.mod & KMOD_SHIFT))
{
cycle50ScanLines(myWindow);
}
else if (key.keysym.mod & KMOD_CTRL)
{
myMultiplier = myMultiplier == 1 ? 2 : 1;
const int sw = GetFrameBufferBorderlessWidth();
const int sh = GetFrameBufferBorderlessHeight();
SDL_SetWindowSize(myWindow.get(), sw * myMultiplier, sh * myMultiplier);
}
else if (!(key.keysym.mod & KMOD_SHIFT))
{
myFullscreen = !myFullscreen;
SDL_SetWindowFullscreen(myWindow.get(), myFullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
}
break;
}
case SDLK_F5:
{
CardManager & cardManager = GetCardMgr();
if (cardManager.QuerySlot(SLOT6) == CT_Disk2)
{
dynamic_cast<Disk2InterfaceCard*>(cardManager.GetObj(SLOT6))->DriveSwap();
}
break;
}
case SDLK_F2:
{
quit = true;
break;
}
case SDLK_F1:
{
SDirectSound::printInfo();
break;
}
case SDLK_LALT:
{
Paddle::setButtonPressed(Paddle::ourOpenApple);
break;
}
case SDLK_RALT:
{
Paddle::setButtonPressed(Paddle::ourSolidApple);
break;
}
}
}
processAppleKey(key);
#if LOGGING_VERBOSE
std::cerr << "KEY DOWN: " << key.keysym.scancode << "," << key.keysym.sym << "," << key.keysym.mod << "," << bool(key.repeat) << std::endl;
#endif
}
void Emulator::processKeyUp(const SDL_KeyboardEvent & key)
{
switch (key.keysym.sym)
{
case SDLK_LALT:
{
Paddle::setButtonReleased(Paddle::ourOpenApple);
break;
}
case SDLK_RALT:
{
Paddle::setButtonReleased(Paddle::ourSolidApple);
break;
}
}
#if LOGGING_VERBOSE
std::cerr << "KEY UP: " << key.keysym.scancode << "," << key.keysym.sym << "," << key.keysym.mod << "," << bool(key.repeat) << std::endl;
#endif
}
void Emulator::processText(const SDL_TextInputEvent & text)
{
if (strlen(text.text) == 1)
{
const char key = text.text[0];
switch (key) {
case 0x20 ... 0x40:
case 0x5b ... 0x60:
case 0x7b ... 0x7e:
{
// not the letters
// this is very simple, but one cannot handle CRTL-key combination.
addKeyToBuffer(key);
std::cerr << "SDL TextInputEvent: " << std::hex << (int)key << std::dec << std::endl;
break;
}
}
}
}