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authorMike Pavone <pavone@retrodev.com>2013-06-14 00:25:04 -0700
committerMike Pavone <pavone@retrodev.com>2013-06-14 00:25:04 -0700
commita26f6e7deefcfc4402b4469bf25bb716a4c8ba34 (patch)
tree2e12581b620756d713234983f687b84e7c4a132d /blastem.c
parent176fd949e121edcea17af0907198cfb8d8250d28 (diff)
Make keybindings data driven so they can be populated from a config file later
Diffstat (limited to 'blastem.c')
-rw-r--r--blastem.c169
1 files changed, 169 insertions, 0 deletions
diff --git a/blastem.c b/blastem.c
index e6cf065..42d3479 100644
--- a/blastem.c
+++ b/blastem.c
@@ -988,6 +988,174 @@ m68k_context * write_bank_reg_b(uint32_t address, m68k_context * context, uint8_
return context;
}
+enum {
+ BIND_NONE,
+ BIND_GAMEPAD1,
+ BIND_GAMEPAD2,
+ BIND_UI
+};
+
+typedef enum {
+ UI_DEBUG_MODE_INC,
+ UI_DEBUG_PAL_INC,
+ UI_ENTER_DEBUGGER
+} ui_action;
+
+typedef struct {
+ uint8_t bind_type;
+ uint8_t subtype_a;
+ uint8_t subtype_b;
+ uint8_t value;
+} keybinding;
+
+keybinding * bindings[256];
+
+void bind_key(int keycode, uint8_t bind_type, uint8_t subtype_a, uint8_t subtype_b, uint8_t value)
+{
+ int bucket = keycode >> 8 & 0xFF;
+ if (!bindings[bucket]) {
+ bindings[bucket] = malloc(sizeof(keybinding) * 256);
+ memset(bindings[bucket], 0, sizeof(keybinding) * 256);
+ }
+ int idx = keycode & 0xFF;
+ bindings[bucket][idx].bind_type = bind_type;
+ bindings[bucket][idx].subtype_a = subtype_a;
+ bindings[bucket][idx].subtype_b = subtype_b;
+ bindings[bucket][idx].value = value;
+}
+
+#define GAMEPAD_BUTTON(PRI_SLOT, SEC_SLOT, VALUE) (PRI_SLOT << 12 | SEC_SLOT << 8 | VALUE)
+
+#define DPAD_UP GAMEPAD_BUTTON(GAMEPAD_TH0, GAMEPAD_TH1, 0x01)
+#define BUTTON_Z GAMEPAD_BUTTON(GAMEPAD_EXTRA, GAMEPAD_NONE, 0x01)
+#define DPAD_DOWN GAMEPAD_BUTTON(GAMEPAD_TH0, GAMEPAD_TH1, 0x02)
+#define BUTTON_Y GAMEPAD_BUTTON(GAMEPAD_EXTRA, GAMEPAD_NONE, 0x02)
+#define DPAD_LEFT GAMEPAD_BUTTON(GAMEPAD_TH1, GAMEPAD_NONE, 0x04)
+#define BUTTON_X GAMEPAD_BUTTON(GAMEPAD_EXTRA, GAMEPAD_NONE, 0x04)
+#define DPAD_RIGHT GAMEPAD_BUTTON(GAMEPAD_TH1, GAMEPAD_NONE, 0x08)
+#define BUTTON_MODE GAMEPAD_BUTTON(GAMEPAD_EXTRA, GAMEPAD_NONE, 0x08)
+#define BUTTON_A GAMEPAD_BUTTON(GAMEPAD_TH0, GAMEPAD_NONE, 0x10)
+#define BUTTON_B GAMEPAD_BUTTON(GAMEPAD_TH1, GAMEPAD_NONE, 0x10)
+#define BUTTON_START GAMEPAD_BUTTON(GAMEPAD_TH0, GAMEPAD_NONE, 0x20)
+#define BUTTON_C GAMEPAD_BUTTON(GAMEPAD_TH1, GAMEPAD_NONE, 0x20)
+
+void bind_gamepad(int keycode, int gamepadnum, int button)
+{
+
+ if (gamepadnum < 1 || gamepadnum > 2) {
+ return;
+ }
+ uint8_t bind_type = gamepadnum - 1 + BIND_GAMEPAD1;
+ bind_key(keycode, bind_type, button >> 12, button >> 8 & 0xF, button & 0xFF);
+}
+
+void bind_ui(int keycode, ui_action action)
+{
+ bind_key(keycode, BIND_UI, action, 0, 0);
+}
+
+void handle_keydown(int keycode)
+{
+ int bucket = keycode >> 8 & 0xFF;
+ if (!bindings[bucket]) {
+ return;
+ }
+ int idx = keycode & 0xFF;
+ keybinding * binding = bindings[bucket] + idx;
+ switch(binding->bind_type)
+ {
+ case BIND_GAMEPAD1:
+ if (binding->subtype_a <= GAMEPAD_EXTRA) {
+ gamepad_1.input[binding->subtype_a] |= binding->value;
+ }
+ if (binding->subtype_b <= GAMEPAD_EXTRA) {
+ gamepad_1.input[binding->subtype_b] |= binding->value;
+ }
+ break;
+ case BIND_GAMEPAD2:
+ if (binding->subtype_a <= GAMEPAD_EXTRA) {
+ gamepad_2.input[binding->subtype_a] |= binding->value;
+ }
+ if (binding->subtype_b <= GAMEPAD_EXTRA) {
+ gamepad_2.input[binding->subtype_b] |= binding->value;
+ }
+ break;
+ }
+}
+
+uint8_t ui_debug_mode = 0;
+uint8_t ui_debug_pal = 0;
+
+void handle_keyup(int keycode)
+{
+ int bucket = keycode >> 8 & 0xFF;
+ if (!bindings[bucket]) {
+ return;
+ }
+ int idx = keycode & 0xFF;
+ keybinding * binding = bindings[bucket] + idx;
+ switch(binding->bind_type)
+ {
+ case BIND_GAMEPAD1:
+ if (binding->subtype_a <= GAMEPAD_EXTRA) {
+ gamepad_1.input[binding->subtype_a] &= ~binding->value;
+ }
+ if (binding->subtype_b <= GAMEPAD_EXTRA) {
+ gamepad_1.input[binding->subtype_b] &= ~binding->value;
+ }
+ break;
+ case BIND_GAMEPAD2:
+ if (binding->subtype_a <= GAMEPAD_EXTRA) {
+ gamepad_2.input[binding->subtype_a] &= ~binding->value;
+ }
+ if (binding->subtype_b <= GAMEPAD_EXTRA) {
+ gamepad_2.input[binding->subtype_b] &= ~binding->value;
+ }
+ break;
+ case BIND_UI:
+ switch (binding->subtype_a)
+ {
+ case UI_DEBUG_MODE_INC:
+ ui_debug_mode++;
+ if (ui_debug_mode == 4) {
+ ui_debug_mode = 0;
+ }
+ render_debug_mode(ui_debug_mode);
+ break;
+ case UI_DEBUG_PAL_INC:
+ ui_debug_pal++;
+ if (ui_debug_pal == 4) {
+ ui_debug_pal = 0;
+ }
+ render_debug_pal(ui_debug_pal);
+ break;
+ case UI_ENTER_DEBUGGER:
+ break_on_sync = 1;
+ break;
+ }
+ break;
+ }
+}
+
+void set_keybindings()
+{
+ bind_gamepad(RENDERKEY_UP, 1, DPAD_UP);
+ bind_gamepad(RENDERKEY_DOWN, 1, DPAD_DOWN);
+ bind_gamepad(RENDERKEY_LEFT, 1, DPAD_LEFT);
+ bind_gamepad(RENDERKEY_RIGHT, 1, DPAD_RIGHT);
+ bind_gamepad('a', 1, BUTTON_A);
+ bind_gamepad('s', 1, BUTTON_B);
+ bind_gamepad('d', 1, BUTTON_C);
+ bind_gamepad('q', 1, BUTTON_X);
+ bind_gamepad('w', 1, BUTTON_Y);
+ bind_gamepad('e', 1, BUTTON_Z);
+ bind_gamepad('\r', 1, BUTTON_START);
+ bind_gamepad('f', 1, BUTTON_MODE);
+ bind_ui('[', UI_DEBUG_MODE_INC);
+ bind_ui(']', UI_DEBUG_PAL_INC);
+ bind_ui('u', UI_ENTER_DEBUGGER);
+}
+
typedef struct bp_def {
struct bp_def * next;
uint32_t address;
@@ -2000,6 +2168,7 @@ int main(int argc, char ** argv)
if (i < 0) {
strcpy(sram_filename + fname_size, ".sram");
}
+ set_keybindings();
init_run_cpu(&gen, debug, address_log);
return 0;