Added Linux Support.

This commit is contained in:
vetusmagnus
2026-10-14 11:32:01 -04:00
parent ae3418eef5
commit 3b12355f62
13 changed files with 1133 additions and 72 deletions
+2 -6
View File
@@ -2095,7 +2095,7 @@ static void uya_gs_gif_(const u32 *d, u32 qwc)
/* ---- init and display ---- */
/* UYA_RENDERER=gl|soft (or renderer= in rac1_wrapper.cfg): the GPU draws
* (default where there is GL: Windows) or the software rasterizer; GL falls
* (default) or the software rasterizer; GL falls
* back to software if it cannot start */
const char *uya_renderer_cfg;
void uya_gs_init(void)
@@ -2107,11 +2107,7 @@ void uya_gs_init(void)
{
const char *r = getenv("UYA_RENDERER");
if (!r) r = uya_renderer_cfg;
#ifdef _WIN32
if (!r) r = "gl";
#else
if (!r) r = "soft";
#endif
if (!r) r = "gl"; /* (with no window, as headless on Linux, GL does not start: software) */
if (!strcmp(r, "gl")) {
if (plat_gl_init() && gsgl_init(vram)) { plat_gl_active = 1; uya_log("GS: drawing with OpenGL"); }
else uya_log("GS: OpenGL not available, drawing in software");
+77 -28
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@@ -1,5 +1,6 @@
/* Linux (i386) platform layer: fixed mappings and the int3 trap for calls
* into PS2 code the host does not implement. */
* into PS2 code the host does not implement; the window, OpenGL, gamepads and
* sound through SDL2 (platform_linux_sdl.h), or headless for testing. */
#ifdef __linux__
#define _GNU_SOURCE
#include "uya_runtime.h"
@@ -81,10 +82,41 @@ static void on_trap(int sig, siginfo_t *si, void *ctxv)
g[REG_ESP] = esp + 4;
}
#include <dlfcn.h>
static void *dladdr_base(void) /* the game executable's own load address */
{
static void *b; Dl_info di;
if (!b && dladdr((void *)&dladdr_base, &di)) b = di.dli_fbase;
return b;
}
/* "name+0xoff" for an address in the game (its symbols are exported: -rdynamic) */
static const char *sym_name(uint32_t a, char *buf, int cap)
{
Dl_info di;
if (dladdr((void *)(uintptr_t)a, &di) && di.dli_sname) snprintf(buf, cap, "%s+0x%X", di.dli_sname, a - (uint32_t)(uintptr_t)di.dli_saddr);
else snprintf(buf, cap, "?");
return buf;
}
static void on_fault(int sig, siginfo_t *si, void *ctxv)
{
static volatile int in_crash;
if (__atomic_exchange_n(&in_crash, 1, __ATOMIC_SEQ_CST)) _exit(1); /* (a crash while reporting one) */
ucontext_t *uc = ctxv;
uya_log("crash: signal %d, fault address %p, eip=0x%08X", sig, si->si_addr, (uint32_t)uc->uc_mcontext.gregs[REG_EIP]);
greg_t *g = uc->uc_mcontext.gregs;
char nm[256];
uint32_t eip = (uint32_t)g[REG_EIP];
uya_log("crash: signal %d, fault address %p, eip=0x%08X", sig, si->si_addr, eip);
uya_log("crash: in %s", sym_name(eip, nm, sizeof nm));
{ /* the return addresses on the stack, named: the call chain */
const uint32_t *sp = (const uint32_t *)(uintptr_t)(uint32_t)g[REG_ESP];
Dl_info di;
for (int i = 0, shown = 0; i < 256 && shown < 12; i++) {
uint32_t v = sp[i];
if (v >= 0x40000000u && v < 0x80000000u && dladdr((void *)(uintptr_t)v, &di) && di.dli_sname && di.dli_fbase == dladdr_base()) {
uya_log("crash: called from %s", sym_name(v, nm, sizeof nm)); shown++;
}
}
}
uya_report();
_exit(1);
}
@@ -153,10 +185,10 @@ int plat_install_trap_handler(void)
#endif
#ifdef __linux__
/* No window on Linux (yet): with UYA_DUMP=dir every 15th presented frame is
* written there as a PPM, so output can be checked. */
/* Headless (no display, no SDL2, or UYA_HEADLESS / UYA_DUMP set): with UYA_DUMP=dir every
* 15th presented frame is written there as a PPM, so output can be checked. */
#include <stdlib.h>
int plat_present(const uint32_t *px, int w, int h)
static int hl_present(const uint32_t *px, int w, int h)
{
static unsigned long n;
const char *dir = getenv("UYA_DUMP");
@@ -189,8 +221,7 @@ static const struct { const char *name; unsigned bit; } pad_names[] = {
{"lup", 0x10000}, {"ldown", 0x20000}, {"lleft", 0x40000}, {"lright", 0x80000},
{"rup", 0x100000}, {"rdown", 0x200000}, {"rleft", 0x400000}, {"rright", 0x800000},
};
int plat_pad_sticks(uint8_t st[4]) { (void)st; return 0; }
unsigned plat_pad_buttons(void)
static unsigned hl_buttons(void)
{
const char *s = getenv("UYA_KEYS");
unsigned now = uya_frame_count(), bits = 0;
@@ -211,18 +242,9 @@ unsigned plat_pad_buttons(void)
return bits;
}
/* UYA_SKIPMOVIES=n skips the first n movies (plat_movie_started counts them) */
static int movies_started;
void plat_movie_started(void) { movies_started++; }
int plat_key_skip(void)
{
const char *e = getenv("UYA_SKIPMOVIES");
if (e && movies_started <= atoi(e)) return 1;
return (plat_pad_buttons() & 0x4008) != 0;
}
void plat_poll(void) {}
/* Sound on Linux: with UYA_DUMP set, each sound is saved there as a WAV file. */
void plat_audio_play(const int16_t *lr, size_t frames, int rate, const char *tag)
static void hl_audio_play(const int16_t *lr, size_t frames, int rate, const char *tag)
{
const char *dir = getenv("UYA_DUMP");
if (!dir) return;
@@ -241,7 +263,6 @@ void plat_audio_play(const int16_t *lr, size_t frames, int rate, const char *tag
fwrite(lr, 4, frames, f);
fclose(f);
}
void plat_audio_stop(void) {}
#endif
#ifdef __linux__
@@ -250,7 +271,7 @@ void plat_audio_stop(void) {}
static uint64_t stream_written, stream_t0;
uint64_t uya_fixed_clock(void);
static uint64_t stream_now(void) { uint64_t v = uya_fixed_clock(); return v ? v : plat_time_us(); } /* UYA_FIXEDTIME: the game's clock */
void plat_stream_write(const int16_t *lr, int frames)
static void hl_stream_write(const int16_t *lr, int frames)
{
static FILE *f;
static int tried;
@@ -263,18 +284,46 @@ void plat_stream_write(const int16_t *lr, int frames)
if (f) fwrite(lr, 4, (size_t)frames, f);
stream_written += (uint64_t)frames;
}
int plat_stream_queued(void)
static int hl_stream_queued(void)
{
if (!stream_t0) return 0;
uint64_t played = (stream_now() - stream_t0) * 48000 / 1000000;
return played >= stream_written ? 0 : (int)(stream_written - played);
}
/* OpenGL: this build is 32-bit static (musl) and cannot load a GL driver, so
* the GS draws in software (the GL renderer is tested with tools/gs_replay.c) */
int plat_gl_active;
int plat_gl_init(void) { return 0; }
void plat_gl_current(int on) { (void)on; }
void plat_gl_swap(void) {}
void plat_gl_size(int *w, int *h) { *w = 640; *h = 480; }
void *plat_gl_proc(const char *name) { (void)name; return 0; }
#include "platform_linux_sdl.h"
/* ---- what the game calls: SDL when there is a display, else headless (testing) ---- */
int plat_present(const uint32_t *px, int w, int h) { return sdl_on() ? sdl_present(px, w, h) : hl_present(px, w, h); }
int plat_pad_sticks(uint8_t st[4]) { return sdl_on() ? sdl_sticks(st) : 0; }
unsigned plat_pad_buttons(void) { return hl_buttons() | (sdl_on() ? sdl_buttons() : 0); } /* (UYA_KEYS: scripted presses) */
/* movies: a fresh press of Cross or Start skips (buttons already held when the movie starts do not);
* UYA_SKIPMOVIES=n skips the first n movies (testing) */
static int movies_started;
static unsigned skip_held;
void plat_movie_started(void) { movies_started++; pump(); skip_held = plat_pad_buttons() & 0x4008; }
int plat_key_skip(void)
{
const char *e = getenv("UYA_SKIPMOVIES");
if (e && movies_started <= atoi(e)) return 1;
pump();
unsigned b = plat_pad_buttons() & 0x4008, fresh = b & ~skip_held;
skip_held = b;
return fresh != 0;
}
void plat_poll(void)
{
if (!win) return;
pump();
if (win_closed) { uya_log("window closed"); exit(0); }
}
void plat_audio_play(const int16_t *lr, size_t frames, int rate, const char *tag) { if (sdl_on()) sdl_audio_play(lr, frames, rate); else hl_audio_play(lr, frames, rate, tag); }
void plat_audio_stop(void) { if (sdl_on()) sdl_audio_stop(); }
void plat_stream_write(const int16_t *lr, int frames) { if (sdl_on()) sdl_stream_write(lr, frames); else hl_stream_write(lr, frames); }
int plat_stream_queued(void) { return sdl_on() ? sdl_stream_queued() : hl_stream_queued(); }
/* OpenGL through SDL (none headless: the GS draws in software) */
int plat_gl_init(void) { return sdl_gl_init(); }
void plat_gl_current(int on) { sdl_gl_current(on); }
void plat_gl_swap(void) { sdl_gl_swap(); }
void plat_gl_size(int *w, int *h) { sdl_gl_size(w, h); }
void *plat_gl_proc(const char *name) { return sdl_gl_proc(name); }
#endif
+310
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@@ -0,0 +1,310 @@
/* platform_linux_sdl.h: the window, OpenGL, gamepads and sound on Linux, through SDL2
* (included once by platform_linux.c).
*
* libSDL2-2.0.so.0 is loaded at run time (dlopen), so the game builds without SDL's
* headers and still runs headless (testing) where there is no SDL or no display. Only
* the few SDL2 declarations used are written out here (SDL2's ABI is stable).
*
* window one resizable window, 640x480 to start; F11 or UYA_FULLSCREEN=1 for full screen
* OpenGL a 3.3 core context for the GS renderer (gs_gl.c); vsync with UYA_VSYNC=1
* gamepads SDL's game controller API: Xbox, PlayStation, Switch and Steam Deck controls
* by position (south = Cross, east = Circle, west = Square, north = Triangle)
* sound two queued audio devices: one-shot sounds (plat_audio_play), and the 48 kHz
* effects stream (plat_stream_write) */
#include <dlfcn.h>
/* ---- SDL2 declarations (SDL.h, 2.0.x) ---- */
typedef struct SDL_Window SDL_Window;
typedef struct SDL_GameController SDL_GameController;
typedef void *SDL_GLContext;
typedef uint32_t SDL_AudioDeviceID;
typedef struct { int freq; uint16_t format; uint8_t channels, silence; uint16_t samples, padding; uint32_t size; void *callback, *userdata; } SDL_AudioSpec;
typedef struct { int x, y, w, h; } SDL_Rect;
typedef struct { uint32_t flags; void *format; int w, h, pitch; void *pixels; } SDL_Surface_head; /* (the start of SDL_Surface) */
#define SDL_INIT_AUDIO 0x10u
#define SDL_INIT_VIDEO 0x20u
#define SDL_INIT_GAMECONTROLLER 0x2000u
#define SDL_WINDOWPOS_CENTERED 0x2FFF0000
#define SDL_WINDOW_FULLSCREEN_DESKTOP 0x1001u
#define SDL_WINDOW_OPENGL 0x2u
#define SDL_WINDOW_SHOWN 0x4u
#define SDL_WINDOW_RESIZABLE 0x20u
#define SDL_WINDOW_ALLOW_HIGHDPI 0x2000u
#define SDL_QUIT_EV 0x100u
#define SDL_WINDOWEVENT_EV 0x200u
#define SDL_KEYDOWN_EV 0x300u
#define SDL_WINDOWEVENT_CLOSE 14
#define SDL_SCANCODE_F9 66
#define SDL_SCANCODE_F11 68
#define SDL_GL_DOUBLEBUFFER 5
#define SDL_GL_CONTEXT_MAJOR_VERSION 17
#define SDL_GL_CONTEXT_MINOR_VERSION 18
#define SDL_GL_CONTEXT_PROFILE_MASK 21
#define SDL_GL_CONTEXT_PROFILE_CORE 1
#define AUDIO_S16LSB 0x8010
#define SDL_PIXELFORMAT_RGB888 0x16161804u /* (XRGB8888: the frames' BGRX bytes) */
static struct {
int (*Init)(uint32_t);
const char *(*GetError)(void);
int (*SetHint)(const char *, const char *);
SDL_Window *(*CreateWindow)(const char *, int, int, int, int, uint32_t);
void (*SetWindowTitle)(SDL_Window *, const char *);
int (*SetWindowFullscreen)(SDL_Window *, uint32_t);
uint32_t (*GetWindowFlags)(SDL_Window *);
void (*GetWindowSize)(SDL_Window *, int *, int *);
int (*PollEvent)(void *);
void (*PumpEvents)(void);
int (*ShowCursor)(int);
int (*GL_SetAttribute)(int, int);
SDL_GLContext (*GL_CreateContext)(SDL_Window *);
int (*GL_MakeCurrent)(SDL_Window *, SDL_GLContext);
void (*GL_SwapWindow)(SDL_Window *);
void *(*GL_GetProcAddress)(const char *);
int (*GL_SetSwapInterval)(int);
void (*GL_GetDrawableSize)(SDL_Window *, int *, int *);
void *(*GetWindowSurface)(SDL_Window *);
int (*UpdateWindowSurface)(SDL_Window *);
void *(*CreateRGBSurfaceWithFormatFrom)(void *, int, int, int, int, uint32_t);
void (*FreeSurface)(void *);
int (*FillRect)(void *, const SDL_Rect *, uint32_t);
int (*UpperBlitScaled)(void *, const SDL_Rect *, void *, SDL_Rect *);
int (*NumJoysticks)(void);
int (*IsGameController)(int);
SDL_GameController *(*GameControllerOpen)(int);
void (*GameControllerClose)(SDL_GameController *);
int (*GameControllerGetAttached)(SDL_GameController *);
const char *(*GameControllerName)(SDL_GameController *);
uint8_t (*GameControllerGetButton)(SDL_GameController *, int);
int16_t (*GameControllerGetAxis)(SDL_GameController *, int);
SDL_AudioDeviceID (*OpenAudioDevice)(const char *, int, const SDL_AudioSpec *, SDL_AudioSpec *, int);
void (*CloseAudioDevice)(SDL_AudioDeviceID);
void (*PauseAudioDevice)(SDL_AudioDeviceID, int);
int (*QueueAudio)(SDL_AudioDeviceID, const void *, uint32_t);
uint32_t (*GetQueuedAudioSize)(SDL_AudioDeviceID);
void (*ClearQueuedAudio)(SDL_AudioDeviceID);
} sdl;
/* 1: SDL is there and a display is (the game draws in a window); 0: headless */
static int sdl_state = -1;
static int sdl_on(void)
{
if (sdl_state >= 0) return sdl_state;
sdl_state = 0;
if (getenv("UYA_HEADLESS") || getenv("UYA_DUMP")) return 0; /* (testing: frames and sound to files) */
if (!getenv("DISPLAY") && !getenv("WAYLAND_DISPLAY")) { uya_log("no display: running without a window"); return 0; }
void *h = dlopen("libSDL2-2.0.so.0", RTLD_NOW | RTLD_GLOBAL);
if (!h) h = dlopen("libSDL2.so", RTLD_NOW | RTLD_GLOBAL);
if (!h) { uya_log("SDL2 not found (%s): install the 32-bit SDL2 library (libSDL2-2.0.so.0, i386)", dlerror()); return 0; }
static const char *const names[] = {
"SDL_Init", "SDL_GetError", "SDL_SetHint", "SDL_CreateWindow", "SDL_SetWindowTitle", "SDL_SetWindowFullscreen",
"SDL_GetWindowFlags", "SDL_GetWindowSize", "SDL_PollEvent", "SDL_PumpEvents", "SDL_ShowCursor",
"SDL_GL_SetAttribute", "SDL_GL_CreateContext", "SDL_GL_MakeCurrent", "SDL_GL_SwapWindow", "SDL_GL_GetProcAddress",
"SDL_GL_SetSwapInterval", "SDL_GL_GetDrawableSize", "SDL_GetWindowSurface", "SDL_UpdateWindowSurface",
"SDL_CreateRGBSurfaceWithFormatFrom", "SDL_FreeSurface", "SDL_FillRect", "SDL_UpperBlitScaled",
"SDL_NumJoysticks", "SDL_IsGameController", "SDL_GameControllerOpen", "SDL_GameControllerClose",
"SDL_GameControllerGetAttached", "SDL_GameControllerName", "SDL_GameControllerGetButton", "SDL_GameControllerGetAxis",
"SDL_OpenAudioDevice", "SDL_CloseAudioDevice", "SDL_PauseAudioDevice", "SDL_QueueAudio", "SDL_GetQueuedAudioSize",
"SDL_ClearQueuedAudio",
};
void **fp = (void **)&sdl;
for (unsigned i = 0; i < sizeof names / sizeof names[0]; i++)
if (!(fp[i] = dlsym(h, names[i]))) { uya_log("SDL2: %s missing (SDL 2.0.10 or newer needed)", names[i]); return 0; }
sdl.SetHint("SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS", "1");
sdl.SetHint("SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR", "0");
if (sdl.Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) != 0 && sdl.Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) != 0) {
uya_log("SDL2: cannot start (%s)", sdl.GetError());
return 0;
}
sdl_state = 1;
return 1;
}
/* ---- the window ---- */
static SDL_Window *win;
static SDL_GLContext glc;
int plat_gl_active;
static void win_create(uint32_t extra)
{
if (win || !sdl_on()) return;
uint32_t fl = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI | extra;
const char *fs = getenv("UYA_FULLSCREEN");
if (fs && atoi(fs)) fl |= SDL_WINDOW_FULLSCREEN_DESKTOP;
win = sdl.CreateWindow("Project Solana", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, fl);
if (!win) uya_log("SDL2: no window (%s)", sdl.GetError());
else if (fl & SDL_WINDOW_FULLSCREEN_DESKTOP) sdl.ShowCursor(0);
}
static void toggle_fullscreen(void)
{
if (!win) return;
int fs = (sdl.GetWindowFlags(win) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN_DESKTOP;
sdl.SetWindowFullscreen(win, fs ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP);
sdl.ShowCursor(fs);
}
static volatile int win_closed;
static void pump(void)
{
if (!win) return;
union { uint32_t type; uint8_t b[64]; struct { uint32_t type, ts, wid; uint8_t state, repeat, p2, p3; int32_t scancode, sym; } key;
struct { uint32_t type, ts, wid; uint8_t event; } w; uint8_t pad[128]; } ev;
while (sdl.PollEvent(&ev)) {
if (ev.type == SDL_QUIT_EV) win_closed = 1;
else if (ev.type == SDL_WINDOWEVENT_EV && ev.w.event == SDL_WINDOWEVENT_CLOSE) win_closed = 1;
else if (ev.type == SDL_KEYDOWN_EV && !ev.key.repeat) {
if (ev.key.scancode == SDL_SCANCODE_F9) { void uya_gs_rec_hotkey(void); uya_gs_rec_hotkey(); } /* testing: record the GS input */
if (ev.key.scancode == SDL_SCANCODE_F11) toggle_fullscreen();
}
}
}
/* ---- OpenGL ---- */
void *sdl_gl_proc(const char *name) { return sdl.GL_GetProcAddress ? sdl.GL_GetProcAddress(name) : 0; }
static int sdl_gl_init(void)
{
if (!sdl_on()) return 0;
sdl.GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
sdl.GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
sdl.GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
sdl.GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
win_create(SDL_WINDOW_OPENGL);
if (!win) return 0;
glc = sdl.GL_CreateContext(win);
if (!glc) { uya_log("GL: no OpenGL 3.3 core context (%s)", sdl.GetError()); return 0; }
{ /* UYA_VSYNC=1: swaps wait for the monitor (the game paces itself anyway) */
const char *e = getenv("UYA_VSYNC");
sdl.GL_SetSwapInterval(e ? atoi(e) : 0);
}
return 1;
}
static void sdl_gl_current(int on) { if (glc) sdl.GL_MakeCurrent(win, on ? glc : 0); }
static void sdl_gl_swap(void) { if (glc) sdl.GL_SwapWindow(win); }
static void sdl_gl_size(int *w, int *h)
{
*w = 640; *h = 480;
if (win && glc) sdl.GL_GetDrawableSize(win, w, h); /* pixels (HiDPI) */
else if (win) sdl.GetWindowSize(win, w, h);
}
/* the frame rate in the title, as on Windows */
static void title_fps(void)
{
extern unsigned long long nsends;
static uint64_t t0; static unsigned long long s0;
uint64_t t = plat_time_us();
if (!t0) { t0 = t; s0 = nsends; return; }
if (t - t0 < 1000000) return;
char title[64];
snprintf(title, sizeof title, "Project Solana - %.0f FPS", (double)(nsends - s0) / ((double)(t - t0) / 1e6));
sdl.SetWindowTitle(win, title);
t0 = t; s0 = nsends;
}
/* the software renderer's frames (when there is no OpenGL): scaled into the window, 4:3 */
static int sdl_present(const uint32_t *px, int w, int h)
{
win_create(0);
pump();
if (win_closed) return 0;
if (!win) return 1;
title_fps();
if (plat_gl_active || !px) return 1; /* (GL: the GS thread draws the window) */
void *dst = sdl.GetWindowSurface(win);
void *src = sdl.CreateRGBSurfaceWithFormatFrom((void *)px, w, h, 32, w * 4, SDL_PIXELFORMAT_RGB888);
if (dst && src) {
const SDL_Surface_head *d = dst;
int vw = d->w, vh = d->w * 3 / 4;
if (vh > d->h) { vh = d->h; vw = d->h * 4 / 3; }
SDL_Rect r = { (d->w - vw) / 2, (d->h - vh) / 2, vw, vh };
sdl.FillRect(dst, 0, 0);
sdl.UpperBlitScaled(src, 0, dst, &r);
sdl.UpdateWindowSurface(win);
}
if (src) sdl.FreeSurface(src);
return 1;
}
/* ---- gamepads ---- */
static SDL_GameController *pad;
static uint64_t pad_next;
static SDL_GameController *pad_get(void)
{
if (pad && !sdl.GameControllerGetAttached(pad)) { uya_log("gamepad: disconnected"); sdl.GameControllerClose(pad); pad = 0; }
if (pad) return pad;
uint64_t t = plat_time_us();
if (t < pad_next) return 0;
pad_next = t + 1000000; /* looked for every second */
int n = sdl.NumJoysticks();
for (int i = 0; i < n && !pad; i++)
if (sdl.IsGameController(i) && (pad = sdl.GameControllerOpen(i))) uya_log("gamepad: %s", sdl.GameControllerName(pad));
return pad;
}
static unsigned sdl_buttons(void)
{
if (!sdl_on()) return 0;
if (!win) sdl.PumpEvents();
SDL_GameController *g = pad_get();
if (!g) return 0;
/* SDL_GameControllerButton: A B X Y Back Guide Start LS RS LB RB Up Down Left Right */
static const unsigned map[15] = { 0x4000, 0x2000, 0x8000, 0x1000, 0x0001, 0, 0x0008, 0x0002, 0x0004, 0x0400, 0x0800, 0x0010, 0x0040, 0x0080, 0x0020 };
unsigned b = 0;
for (int i = 0; i < 15; i++) if (map[i] && sdl.GameControllerGetButton(g, i)) b |= map[i];
if (sdl.GameControllerGetAxis(g, 4) > 8000) b |= 0x0100; /* L2 */
if (sdl.GameControllerGetAxis(g, 5) > 8000) b |= 0x0200; /* R2 */
return b;
}
static uint8_t sdl_axis(int16_t v) /* -32768..32767 -> 0..255, 0x80 centre, with a dead zone; down is + (as the PS2) */
{
int x = v / 256;
if (x > -24 && x < 24) return 0x7F;
x += 0x80;
return (uint8_t)(x < 0 ? 0 : x > 255 ? 255 : x);
}
static int sdl_sticks(uint8_t st[4])
{
if (!sdl_on()) return 0;
SDL_GameController *g = pad_get();
if (!g) return 0;
for (int i = 0; i < 4; i++) st[i] = sdl_axis(sdl.GameControllerGetAxis(g, i));
return 1;
}
/* ---- sound ---- */
static SDL_AudioDeviceID one_dev, stream_dev;
static int stream_failed;
static SDL_AudioDeviceID audio_open(int rate)
{
SDL_AudioSpec want, have;
memset(&want, 0, sizeof want);
want.freq = rate; want.format = AUDIO_S16LSB; want.channels = 2; want.samples = 1024;
SDL_AudioDeviceID d = sdl.OpenAudioDevice(0, 0, &want, &have, 0); /* (SDL converts to what the device takes) */
if (!d) { uya_log("sound: no output device (%s)", sdl.GetError()); return 0; }
sdl.PauseAudioDevice(d, 0);
return d;
}
static void sdl_audio_stop(void)
{
if (!one_dev) return;
sdl.ClearQueuedAudio(one_dev);
sdl.CloseAudioDevice(one_dev);
one_dev = 0;
}
static void sdl_audio_play(const int16_t *lr, size_t frames, int rate)
{
sdl_audio_stop();
if (!(one_dev = audio_open(rate))) return;
sdl.QueueAudio(one_dev, lr, (uint32_t)(frames * 4));
}
#define STREAM_MAX_FRAMES (32 * 1024) /* as the Windows ring: beyond it, writes are dropped */
static int sdl_stream_queued(void)
{
if (!stream_dev) return stream_failed ? 1 << 20 : 0;
return (int)(sdl.GetQueuedAudioSize(stream_dev) / 4);
}
static void sdl_stream_write(const int16_t *lr, int frames)
{
if (!stream_dev && !stream_failed && !(stream_dev = audio_open(48000))) stream_failed = 1;
if (!stream_dev || sdl_stream_queued() + frames > STREAM_MAX_FRAMES) return;
sdl.QueueAudio(stream_dev, lr, (uint32_t)frames * 4);
}