Refactor input handling in Emulator and Controller for improved key event management

This commit is contained in:
scawful
2024-11-18 14:34:08 -05:00
parent b38dc078fe
commit 36e5f7a150
3 changed files with 128 additions and 118 deletions

View File

@@ -48,119 +48,6 @@ void NewMasterFrame() {
}
}
void HandleKeyDown(SDL_Event &event, editor::EditorManager &editor) {
ImGuiIO &io = ImGui::GetIO();
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
switch (event.key.keysym.sym) {
case SDLK_z:
editor.emulator().snes().SetButtonState(1, 0, true);
break;
case SDLK_a:
editor.emulator().snes().SetButtonState(1, 1, true);
break;
case SDLK_RSHIFT:
editor.emulator().snes().SetButtonState(1, 2, true);
break;
case SDLK_RETURN:
editor.emulator().snes().SetButtonState(1, 3, true);
break;
case SDLK_UP:
editor.emulator().snes().SetButtonState(1, 4, true);
break;
case SDLK_DOWN:
editor.emulator().snes().SetButtonState(1, 5, true);
break;
case SDLK_LEFT:
editor.emulator().snes().SetButtonState(1, 6, true);
break;
case SDLK_RIGHT:
editor.emulator().snes().SetButtonState(1, 7, true);
break;
case SDLK_x:
editor.emulator().snes().SetButtonState(1, 8, true);
break;
case SDLK_s:
editor.emulator().snes().SetButtonState(1, 9, true);
break;
case SDLK_d:
editor.emulator().snes().SetButtonState(1, 10, true);
break;
case SDLK_c:
editor.emulator().snes().SetButtonState(1, 11, true);
break;
default:
break;
}
}
void HandleKeyUp(SDL_Event &event, editor::EditorManager &editor) {
ImGuiIO &io = ImGui::GetIO();
int key = event.key.keysym.scancode;
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
switch (event.key.keysym.sym) {
case SDLK_z:
editor.emulator().snes().SetButtonState(1, 0, false);
break;
case SDLK_a:
editor.emulator().snes().SetButtonState(1, 1, false);
break;
case SDLK_RSHIFT:
editor.emulator().snes().SetButtonState(1, 2, false);
break;
case SDLK_RETURN:
editor.emulator().snes().SetButtonState(1, 3, false);
break;
case SDLK_UP:
editor.emulator().snes().SetButtonState(1, 4, false);
break;
case SDLK_DOWN:
editor.emulator().snes().SetButtonState(1, 5, false);
break;
case SDLK_LEFT:
editor.emulator().snes().SetButtonState(1, 6, false);
break;
case SDLK_RIGHT:
editor.emulator().snes().SetButtonState(1, 7, false);
break;
case SDLK_x:
editor.emulator().snes().SetButtonState(1, 8, false);
break;
case SDLK_s:
editor.emulator().snes().SetButtonState(1, 9, false);
break;
case SDLK_d:
editor.emulator().snes().SetButtonState(1, 10, false);
break;
case SDLK_c:
editor.emulator().snes().SetButtonState(1, 11, false);
break;
default:
break;
}
}
void HandleMouseMovement(int &wheel) {
ImGuiIO &io = ImGui::GetIO();
int mouseX;
int mouseY;
const int buttons = SDL_GetMouseState(&mouseX, &mouseY);
io.DeltaTime = 1.0f / 60.0f;
io.MousePos = ImVec2(static_cast<float>(mouseX), static_cast<float>(mouseY));
io.MouseDown[0] = buttons & SDL_BUTTON(SDL_BUTTON_LEFT);
io.MouseDown[1] = buttons & SDL_BUTTON(SDL_BUTTON_RIGHT);
io.MouseDown[2] = buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE);
io.MouseWheel = static_cast<float>(wheel);
}
} // namespace
absl::Status Controller::OnEntry(std::string filename) {
@@ -195,10 +82,12 @@ void Controller::OnInput() {
ImGui_ImplSDL2_ProcessEvent(&event);
switch (event.type) {
case SDL_KEYDOWN:
HandleKeyDown(event, editor_manager_);
break;
case SDL_KEYUP:
HandleKeyUp(event, editor_manager_);
ImGuiIO &io = ImGui::GetIO();
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
break;
case SDL_WINDOWEVENT:
switch (event.window.event) {
@@ -218,7 +107,17 @@ void Controller::OnInput() {
}
}
HandleMouseMovement(wheel);
ImGuiIO &io = ImGui::GetIO();
int mouseX;
int mouseY;
const int buttons = SDL_GetMouseState(&mouseX, &mouseY);
io.DeltaTime = 1.0f / 60.0f;
io.MousePos = ImVec2(static_cast<float>(mouseX), static_cast<float>(mouseY));
io.MouseDown[0] = buttons & SDL_BUTTON(SDL_BUTTON_LEFT);
io.MouseDown[1] = buttons & SDL_BUTTON(SDL_BUTTON_RIGHT);
io.MouseDown[2] = buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE);
io.MouseWheel = static_cast<float>(wheel);
}
absl::Status Controller::OnLoad() {

View File

@@ -261,7 +261,101 @@ void Emulator::RenderNavBar() {
void Emulator::HandleEvents() {
// Handle user input events
// ...
if (ImGui::IsKeyPressed(keybindings_.a_button)) {
snes_.SetButtonState(1, 0, true);
}
if (ImGui::IsKeyPressed(keybindings_.b_button)) {
snes_.SetButtonState(1, 1, true);
}
if (ImGui::IsKeyPressed(keybindings_.select_button)) {
snes_.SetButtonState(1, 2, true);
}
if (ImGui::IsKeyPressed(keybindings_.start_button)) {
snes_.SetButtonState(1, 3, true);
}
if (ImGui::IsKeyPressed(keybindings_.up_button)) {
snes_.SetButtonState(1, 4, true);
}
if (ImGui::IsKeyPressed(keybindings_.down_button)) {
snes_.SetButtonState(1, 5, true);
}
if (ImGui::IsKeyPressed(keybindings_.left_button)) {
snes_.SetButtonState(1, 6, true);
}
if (ImGui::IsKeyPressed(keybindings_.right_button)) {
snes_.SetButtonState(1, 7, true);
}
if (ImGui::IsKeyPressed(keybindings_.x_button)) {
snes_.SetButtonState(1, 8, true);
}
if (ImGui::IsKeyPressed(keybindings_.y_button)) {
snes_.SetButtonState(1, 9, true);
}
if (ImGui::IsKeyPressed(keybindings_.l_button)) {
snes_.SetButtonState(1, 10, true);
}
if (ImGui::IsKeyPressed(keybindings_.r_button)) {
snes_.SetButtonState(1, 11, true);
}
if (ImGui::IsKeyReleased(keybindings_.a_button)) {
snes_.SetButtonState(1, 0, false);
}
if (ImGui::IsKeyReleased(keybindings_.b_button)) {
snes_.SetButtonState(1, 1, false);
}
if (ImGui::IsKeyReleased(keybindings_.select_button)) {
snes_.SetButtonState(1, 2, false);
}
if (ImGui::IsKeyReleased(keybindings_.start_button)) {
snes_.SetButtonState(1, 3, false);
}
if (ImGui::IsKeyReleased(keybindings_.up_button)) {
snes_.SetButtonState(1, 4, false);
}
if (ImGui::IsKeyReleased(keybindings_.down_button)) {
snes_.SetButtonState(1, 5, false);
}
if (ImGui::IsKeyReleased(keybindings_.left_button)) {
snes_.SetButtonState(1, 6, false);
}
if (ImGui::IsKeyReleased(keybindings_.right_button)) {
snes_.SetButtonState(1, 7, false);
}
if (ImGui::IsKeyReleased(keybindings_.x_button)) {
snes_.SetButtonState(1, 8, false);
}
if (ImGui::IsKeyReleased(keybindings_.y_button)) {
snes_.SetButtonState(1, 9, false);
}
if (ImGui::IsKeyReleased(keybindings_.l_button)) {
snes_.SetButtonState(1, 10, false);
}
if (ImGui::IsKeyReleased(keybindings_.r_button)) {
snes_.SetButtonState(1, 11, false);
}
}
void Emulator::RenderBreakpointList() {

View File

@@ -19,6 +19,21 @@ namespace app {
*/
namespace emu {
struct EmulatorKeybindings {
ImGuiKey a_button = ImGuiKey_Z;
ImGuiKey b_button = ImGuiKey_A;
ImGuiKey x_button = ImGuiKey_S;
ImGuiKey y_button = ImGuiKey_X;
ImGuiKey l_button = ImGuiKey_Q;
ImGuiKey r_button = ImGuiKey_W;
ImGuiKey start_button = ImGuiKey_RETURN;
ImGuiKey select_button = ImGuiKey_BACKSPACE;
ImGuiKey up_button = ImGuiKey_UP;
ImGuiKey down_button = ImGuiKey_DOWN;
ImGuiKey left_button = ImGuiKey_LEFT;
ImGuiKey right_button = ImGuiKey_RIGHT;
};
/**
* @class Emulator
* @brief A class for emulating and debugging SNES games.
@@ -145,6 +160,8 @@ class Emulator : public SharedRom {
std::vector<uint8_t> rom_data_;
EmulatorKeybindings keybindings_;
gui::zeml::Node emulator_node_;
};