#include "frontends/sdl/emulator.h" #include "frontends/sdl/sdirectsound.h" #include "frontends/sdl/utils.h" #include #include "linux/videobuffer.h" #include "linux/paddle.h" #include "linux/keyboard.h" #include "StdAfx.h" #include "Common.h" #include "Interface.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" #include "Utilities.h" #include "SaveState.h" #include "SoundCore.h" // #define KEY_LOGGING_VERBOSE namespace { void updateWindowTitle(const std::shared_ptr & win) { GetAppleWindowTitle(); SDL_SetWindowTitle(win.get(), g_pAppTitle.c_str()); } void cycleVideoType(const std::shared_ptr & win) { g_eVideoType++; if (g_eVideoType >= NUM_VIDEO_MODES) g_eVideoType = 0; Config_Save_Video(); VideoReinitialize(); VideoRedrawScreen(); updateWindowTitle(win); } void cycle50ScanLines(const std::shared_ptr & win) { VideoStyle_e videoStyle = GetVideoStyle(); videoStyle = VideoStyle_e(videoStyle ^ VS_HALF_SCANLINES); SetVideoStyle(videoStyle); Config_Save_Video(); VideoReinitialize(); VideoRedrawScreen(); updateWindowTitle(win); } 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 & window, const std::shared_ptr & renderer, const std::shared_ptr & texture, const bool fixedSpeed ) : myWindow(window) , myRenderer(renderer) , myTexture(texture) , myMultiplier(1) , myFullscreen(false) , mySpeed(fixedSpeed) { myRect.x = GetFrameBufferBorderWidth(); myRect.y = GetFrameBufferBorderHeight(); myRect.w = GetFrameBufferBorderlessWidth(); myRect.h = GetFrameBufferBorderlessHeight(); myPitch = GetFrameBufferWidth() * sizeof(bgra_t); } void Emulator::execute(const size_t next) { if (g_nAppMode == MODE_RUNNING) { const size_t cyclesToExecute = mySpeed.getCyclesTillNext(next * 1000); const bool bVideoUpdate = true; const UINT dwClksPerFrame = NTSC_GetCyclesPerFrame(); const DWORD executedCycles = CpuExecute(cyclesToExecute, bVideoUpdate); g_dwCyclesThisFrame = (g_dwCyclesThisFrame + executedCycles) % dwClksPerFrame; GetCardMgr().GetDisk2CardMgr().UpdateDriveState(executedCycles); MB_PeriodicUpdate(executedCycles); SpkrUpdate(executedCycles); } } void Emulator::updateTexture() { SDL_UpdateTexture(myTexture.get(), nullptr, g_pFramebufferbits, myPitch); } void Emulator::refreshVideo() { SDL_RenderCopyEx(myRenderer.get(), myTexture.get(), &myRect, 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_F12: { Snapshot_LoadState(); mySpeed.reset(); break; } case SDLK_F11: { const std::string & pathname = Snapshot_GetPathname(); const std::string message = "Do you want to save the state to " + pathname + "?"; SoundCore_SetFade(FADE_OUT); if (show_yes_no_dialog(myWindow, "Save state", message)) { Snapshot_SaveState(); } SoundCore_SetFade(FADE_IN); mySpeed.reset(); break; } 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(cardManager.GetObj(SLOT6))->DriveSwap(); } break; } case SDLK_F2: { if (key.keysym.mod & KMOD_CTRL) { CtrlReset(); } else { ResetMachineState(); } break; } case SDLK_F1: { SDirectSound::printInfo(); break; } case SDLK_LALT: { Paddle::setButtonPressed(Paddle::ourOpenApple); break; } case SDLK_RALT: { Paddle::setButtonPressed(Paddle::ourSolidApple); break; } case SDLK_PAUSE: { switch (g_nAppMode) { case MODE_RUNNING: g_nAppMode = MODE_PAUSED; SoundCore_SetFade(FADE_OUT); break; case MODE_PAUSED: g_nAppMode = MODE_RUNNING; SoundCore_SetFade(FADE_IN); mySpeed.reset(); break; } updateWindowTitle(myWindow); break; } } } processAppleKey(key); #ifdef KEY_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; } } #ifdef KEY_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; } } } }