ferretro/src/components/provided/sdl2.rs

324 lines
11 KiB
Rust

use std::error::Error;
use std::ffi::CStr;
use std::path::Path;
use std::time::{Duration, Instant};
use crate::prelude::*;
use crate::components::ControlFlow;
use sdl2::audio::{AudioCallback, AudioFormat, AudioSpec, AudioSpecDesired, AudioDevice};
use sdl2::controller::{GameController, Button, Axis};
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use sdl2::rect::Rect;
use sdl2::render::WindowCanvas;
// TODO: split up between video/audio/input!
pub struct Sdl2Component {
preferred_pad: Option<u32>,
av_info: SystemAvInfo,
_sdl_context: sdl2::Sdl,
// video bits
canvas: WindowCanvas,
pixel_format: sdl2::pixels::PixelFormatEnum,
// audio bits
audio_buffer: Vec<i16>,
audio_spec: AudioSpec,
audio_device: AudioDevice<MySdlAudio>,
audio_sender: crossbeam_channel::Sender<Vec<i16>>,
// input bits
gamepad_subsys: sdl2::GameControllerSubsystem,
gamepads: Vec<GameController>,
// timing and events
frame_begin: Instant,
event_pump: sdl2::EventPump,
}
impl RetroComponent for Sdl2Component {
fn pre_run(&mut self, _retro: &mut LibretroWrapper) -> ControlFlow {
self.frame_begin = Instant::now();
for event in self.event_pump.poll_iter() {
match event {
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape),
..
} => return ControlFlow::Break,
_ => {}
}
}
ControlFlow::Continue
}
fn post_run(&mut self, _retro: &mut LibretroWrapper) -> ControlFlow {
// The rest of the game loop goes here...
self.canvas.present();
// similar hack to the sample rate, make sure we don't divide by zero.
let mut spf = 1.0 / self.av_info.timing.fps;
if spf.is_nan() || spf.is_infinite() {
spf = 1.0 / 60.0;
}
Duration::from_secs_f64(spf)
.checked_sub(self.frame_begin.elapsed())
.map(std::thread::sleep);
ControlFlow::Continue
}
fn post_load_game(&mut self, retro: &mut LibretroWrapper, _rom: &Path) -> Result<(), Box<dyn Error>> {
if let Some(device) = self.preferred_pad {
for port in 0..self.gamepads.len() as u32 {
retro.set_controller_port_device(port, device);
}
}
self.audio_device.resume();
Ok(())
}
}
impl Sdl2Component {
pub fn new(retro: &LibretroWrapper) -> Self {
let sys_info = retro.get_system_info();
let title = format!(
"{} - ferretro",
unsafe { CStr::from_ptr(sys_info.library_name) }.to_string_lossy()
);
let mut av_info = retro.get_system_av_info();
let pixel_format = sdl2::pixels::PixelFormatEnum::ARGB1555;
// HACK: some cores don't report this 'til we get an environ call to set_system_av_info...
// which is too late for this constructor to pass along to SDL.
if av_info.timing.sample_rate == 0.0 {
av_info.timing.sample_rate = 32040.0;
}
let sdl_context = sdl2::init().unwrap();
let window = sdl_context
.video()
.unwrap()
.window(title.as_str(), av_info.geometry.base_width, av_info.geometry.base_height)
.opengl()
.build()
.unwrap();
let canvas = window.into_canvas().build().unwrap();
let (audio_sender, audio_receiver) = crossbeam_channel::bounded(2);
let audio = sdl_context.audio().unwrap();
let desired_spec = AudioSpecDesired {
freq: Some(av_info.timing.sample_rate.round() as i32),
channels: Some(2),
samples: None,
};
let mut audio_spec = None;
let audio_device = audio
.open_playback(None, &desired_spec, |spec| {
if spec.format != AudioFormat::S16LSB {
eprintln!("unsupported audio format {:?}", spec.format);
}
audio_spec = Some(spec.clone());
MySdlAudio {
audio_spec: spec,
audio_receiver,
}
})
.unwrap();
let gamepad_subsys = sdl_context.game_controller().unwrap();
let mut gamepads = Vec::new();
for i in 0..gamepad_subsys.num_joysticks().unwrap() {
gamepads.extend(gamepad_subsys.open(i).into_iter());
}
let event_pump = sdl_context.event_pump().unwrap();
Sdl2Component {
preferred_pad: None,
av_info,
_sdl_context: sdl_context,
canvas,
pixel_format,
audio_buffer: Default::default(),
audio_spec: audio_spec.unwrap(),
audio_device,
audio_sender,
gamepad_subsys,
gamepads,
frame_begin: Instant::now(),
event_pump,
}
}
fn send_audio_samples(&mut self) {
let stereo_samples = self.audio_spec.samples as usize * 2;
while self.audio_buffer.len() >= stereo_samples {
let remainder = self.audio_buffer.split_off(stereo_samples);
let msg = std::mem::replace(&mut self.audio_buffer, remainder);
let _ = self.audio_sender.try_send(msg);
}
}
}
impl RetroCallbacks for Sdl2Component {
fn video_refresh(&mut self, data: &[u8], width: u32, height: u32, pitch: u32) {
let rect = Rect::new(0, 0, width, height);
if let Ok(mut tex) =
self.canvas
.texture_creator()
.create_texture_static(self.pixel_format, width, height)
{
if tex.update(rect, data, pitch as usize).is_ok() {
self.canvas.clear();
self.canvas.copy(&tex, None, None).unwrap();
}
}
}
fn audio_sample(&mut self, left: i16, right: i16) {
self.audio_buffer.push(left);
self.audio_buffer.push(right);
self.send_audio_samples()
}
fn audio_sample_batch(&mut self, stereo_pcm: &[i16]) -> usize {
self.audio_buffer.extend(stereo_pcm);
self.send_audio_samples();
stereo_pcm.len()
}
fn input_poll(&mut self) {
self.gamepad_subsys.update();
}
fn input_state(&mut self, port: u32, device: InputDeviceId, index: InputIndex) -> i16 {
match self.gamepads.get(port as usize) {
Some(gamepad) => {
match device {
InputDeviceId::Joypad(button) => {
match button_map(&button) {
Some(x) => gamepad.button(x) as i16,
None => match button {
JoypadButton::L2 => gamepad.axis(Axis::TriggerLeft),
JoypadButton::R2 => gamepad.axis(Axis::TriggerRight),
_ => 0,
}
}
}
InputDeviceId::Analog(axis) => gamepad.axis(axis_map(index, axis)),
_ => 0,
}
}
None => 0,
}
}
fn set_pixel_format(&mut self, pix_fmt: PixelFormat) -> Option<bool> {
self.pixel_format = match pix_fmt {
PixelFormat::ARGB1555 => sdl2::pixels::PixelFormatEnum::RGB555,
PixelFormat::ARGB8888 => sdl2::pixels::PixelFormatEnum::ARGB8888,
PixelFormat::RGB565 => sdl2::pixels::PixelFormatEnum::RGB565,
};
Some(true)
}
fn get_variable(&mut self, key: &str) -> Option<String> {
match key {
"beetle_saturn_analog_stick_deadzone" => Some("15%".to_string()),
"parallel-n64-gfxplugin" => Some("angrylion".to_string()),
"parallel-n64-astick-deadzone" => Some("15%".to_string()),
_ => None,
}
}
fn get_input_device_capabilities(&mut self) -> Option<u64> {
let bits = (1 << (DeviceType::Joypad as u32)) | (1 << (DeviceType::Analog as u32));
Some(bits as u64)
}
fn set_system_av_info(&mut self, av_info: &SystemAvInfo) -> Option<bool> {
self.set_geometry(&av_info.geometry);
self.av_info = av_info.clone();
Some(true)
}
fn set_controller_info(&mut self, controller_info: &Vec<ControllerDescription2>) -> Option<bool> {
for ci in controller_info {
// so we can have analog support in beetle/mednafen saturn
if ci.name.as_str() == "3D Control Pad" {
self.preferred_pad = Some(ci.device_id());
break;
}
}
Some(true)
}
fn set_geometry(&mut self, geom: &GameGeometry) -> Option<bool> {
let _ = self.canvas.window_mut().set_size(geom.base_width, geom.base_height);
let _ = self.canvas.set_logical_size(geom.base_width, geom.base_height);
self.av_info.geometry = geom.clone();
Some(true)
}
}
struct MySdlAudio {
audio_spec: AudioSpec,
audio_receiver: crossbeam_channel::Receiver<Vec<i16>>,
}
impl AudioCallback for MySdlAudio {
type Channel = i16;
fn callback(&mut self, out: &mut [Self::Channel]) {
if self.audio_spec.format == AudioFormat::S16LSB {
if let Ok(samples) = self.audio_receiver.recv_timeout(Duration::from_millis(500)) {
out.copy_from_slice(&samples[..out.len()]);
}
}
}
}
fn button_map(retro_button: &JoypadButton) -> Option<Button> {
match retro_button {
JoypadButton::B => Some(Button::A),
JoypadButton::Y => Some(Button::X),
JoypadButton::Select => Some(Button::Back),
JoypadButton::Start => Some(Button::Start),
JoypadButton::Up => Some(Button::DPadUp),
JoypadButton::Down => Some(Button::DPadDown),
JoypadButton::Left => Some(Button::DPadLeft),
JoypadButton::Right => Some(Button::DPadRight),
JoypadButton::A => Some(Button::B),
JoypadButton::X => Some(Button::Y),
JoypadButton::L => Some(Button::LeftShoulder),
JoypadButton::R => Some(Button::RightShoulder),
// SDL2 controller API doesn't have L2/R2 as buttons, they're considered axes
JoypadButton::L2 => None,
JoypadButton::R2 => None,
JoypadButton::L3 => Some(Button::LeftStick),
JoypadButton::R3 => Some(Button::RightStick),
}
}
fn axis_map(index: InputIndex, axis: AnalogAxis) -> Axis {
match (index, axis) {
(InputIndex::Left, AnalogAxis::X) => Axis::LeftX,
(InputIndex::Left, AnalogAxis::Y) => Axis::LeftY,
(InputIndex::Right, AnalogAxis::X) => Axis::RightX,
(InputIndex::Right, AnalogAxis::Y) => Axis::RightY,
}
}