shithub: zelda3

Download patch

ref: da4aac425f22887a697863fbf9175537c69fce0d
parent: 27cc763c2ed82742a14e90d7da5bb6eb5332512a
author: Snesrev <[email protected]>
date: Thu Oct 20 19:23:00 EDT 2022

Gamepad buttons can now be remapped

--- a/config.c
+++ b/config.c
@@ -22,6 +22,7 @@
 #define C(x) REMAP_SDL_KEYCODE(x) | kKeyMod_Ctrl
 #define N 0
 static const uint16 kDefaultKbdControls[kKeys_Total] = {
+  0,
   // Controls
   _(SDLK_UP), _(SDLK_DOWN), _(SDLK_LEFT), _(SDLK_RIGHT), _(SDLK_RSHIFT), _(SDLK_RETURN), _(SDLK_x), _(SDLK_z), _(SDLK_s), _(SDLK_a), _(SDLK_c), _(SDLK_v),
   // LoadState
@@ -53,6 +54,7 @@
 #define M(n) {#n, kKeys_##n, kKeys_##n##_Last - kKeys_##n + 1}
 #define S(n) {#n, kKeys_##n, 1}
 static const KeyNameId kKeyNameId[] = {
+  {"Null", kKeys_Null, 65535},
   M(Controls), M(Load), M(Save), M(Replay), M(LoadRef), M(ReplayRef),
   S(CheatLife), S(CheatKeys), S(CheatEquipment), S(CheatWalkThroughWalls),
   S(ClearKeyLog), S(StopReplay), S(Fullscreen), S(Reset),
@@ -69,7 +71,7 @@
 static int keymap_hash_size;
 static bool has_keynameid[countof(kKeyNameId)];
 
-bool KeyMapHash_Add(uint16 key, uint16 cmd) {
+static bool KeyMapHash_Add(uint16 key, uint16 cmd) {
   if ((keymap_hash_size & 0xff) == 0) {
     if (keymap_hash_size > 10000)
       Die("Too many keys");
@@ -101,12 +103,12 @@
       return ent->cmd;
     i = ent->next;
   }
-  return -1;
+  return 0;
 }
 
 int FindCmdForSdlKey(SDL_Keycode code, SDL_Keymod mod) {
   if (code & ~(SDLK_SCANCODE_MASK | 0x1ff))
-    return -1;
+    return 0;
   int key = mod & KMOD_ALT ? kKeyMod_Alt : 0;
   key |= mod & KMOD_CTRL ? kKeyMod_Ctrl : 0;
   key |= mod & KMOD_SHIFT ? kKeyMod_Shift : 0;
@@ -117,7 +119,7 @@
 static void ParseKeyArray(char *value, int cmd, int size) {
   char *s;
   int i = 0;
-  for (; i < size && (s = NextDelim(&value, ',')) != NULL; i++, cmd++) {
+  for (; i < size && (s = NextDelim(&value, ',')) != NULL; i++, cmd += (cmd != 0)) {
     if (*s == 0)
       continue;
     int key_with_mod = 0;
@@ -142,8 +144,110 @@
   }
 }
 
+typedef struct GamepadMapEnt {
+  uint32 modifiers;
+  uint16 cmd, next;
+} GamepadMapEnt;
+
+static uint16 joymap_first[kGamepadBtn_Count];
+static GamepadMapEnt *joymap_ents;
+static int joymap_size;
+static bool has_joypad_controls;
+
+static int CountBits32(uint32 n) {
+  int count = 0;
+  for (; n != 0; count++)
+    n &= (n - 1);
+  return count;
+}
+
+static void GamepadMap_Add(int button, uint32 modifiers, uint16 cmd) {
+  if ((joymap_size & 0xff) == 0) {
+    if (joymap_size > 1000)
+      Die("Too many joypad keys");
+    joymap_ents = realloc(joymap_ents, sizeof(GamepadMapEnt) * (joymap_size + 64));
+    if (!joymap_ents) Die("realloc failure");
+  }
+  uint16 *p = &joymap_first[button];
+  // Insert it as early as possible but before after any entry with more modifiers.
+  int cb = CountBits32(modifiers);
+  while (*p && cb < CountBits32(joymap_ents[*p - 1].modifiers))
+    p = &joymap_ents[*p - 1].next;
+  int i = joymap_size++;
+  GamepadMapEnt *ent = &joymap_ents[i];
+  ent->modifiers = modifiers;
+  ent->cmd = cmd;
+  ent->next = *p;
+  *p = i + 1;
+}
+
+int FindCmdForGamepadButton(int button, uint32 modifiers) {
+  GamepadMapEnt *ent;
+  for(int e = joymap_first[button]; e != 0; e = ent->next) {
+    ent = &joymap_ents[e - 1];
+    if ((modifiers & ent->modifiers) == ent->modifiers)
+      return ent->cmd;
+  }
+  return 0;
+}
+
+static int ParseGamepadButtonName(const char **value) {
+  const char *s = *value;
+  // Longest substring first
+  static const char *const kGamepadKeyNames[] = {
+    "Back", "Guide", "Start", "L3", "R3",
+    "L1", "R1", "DpadUp", "DpadDown", "DpadLeft", "DpadRight", "L2", "R2",
+    "Lb", "Rb", "A", "B", "X", "Y"
+  };
+  static const uint8 kGamepadKeyIds[] = {
+    kGamepadBtn_Back, kGamepadBtn_Guide, kGamepadBtn_Start, kGamepadBtn_L3, kGamepadBtn_R3,
+    kGamepadBtn_L1, kGamepadBtn_R1, kGamepadBtn_DpadUp, kGamepadBtn_DpadDown, kGamepadBtn_DpadLeft, kGamepadBtn_DpadRight, kGamepadBtn_L2, kGamepadBtn_R2,
+    kGamepadBtn_L1, kGamepadBtn_R1, kGamepadBtn_A, kGamepadBtn_B, kGamepadBtn_X, kGamepadBtn_Y,
+  };
+  for (size_t i = 0; i != countof(kGamepadKeyNames); i++) {
+    const char *r = StringStartsWithNoCase(s, kGamepadKeyNames[i]);
+    if (r) {
+      *value = r;
+      return kGamepadKeyIds[i];
+    }
+  }
+  return kGamepadBtn_Invalid;
+}
+
+static const uint8 kDefaultGamepadCmds[] = {
+  kGamepadBtn_DpadUp, kGamepadBtn_DpadDown, kGamepadBtn_DpadLeft, kGamepadBtn_DpadRight, kGamepadBtn_Back, kGamepadBtn_Start,
+  kGamepadBtn_B, kGamepadBtn_A, kGamepadBtn_Y, kGamepadBtn_X, kGamepadBtn_L1, kGamepadBtn_R1,
+};
+
+static void ParseGamepadArray(char *value, int cmd, int size) {
+  char *s;
+  int i = 0;
+  for (; i < size && (s = NextDelim(&value, ',')) != NULL; i++, cmd += (cmd != 0)) {
+    if (*s == 0)
+      continue;
+    uint32 modifiers = 0;
+    const char *ss = s;
+    for (;;) {
+      int button = ParseGamepadButtonName(&ss);
+      if (button == kGamepadBtn_Invalid) BAD: {
+        fprintf(stderr, "Unknown gamepad button: '%s'\n", s);
+        break;
+      }
+      while (*ss == ' ' || *ss == '\t') ss++;
+      if (*ss == '+') {
+        ss++;
+        modifiers |= 1 << button;
+      } else if (*ss == 0) {
+        GamepadMap_Add(button, modifiers, cmd);
+        break;
+      } else
+        goto BAD;
+    }
+  }
+}
+
 static void RegisterDefaultKeys() {
-  for (int i = 0; i < countof(kKeyNameId); i++) {
+  for (int i = 1; i < countof(kKeyNameId); i++) {
     if (!has_keynameid[i]) {
       int size = kKeyNameId[i].size, k = kKeyNameId[i].id;
       for (int j = 0; j < size; j++, k++)
@@ -150,6 +254,10 @@
         KeyMapHash_Add(kDefaultKbdControls[k], k);
     }
   }
+  if (!has_joypad_controls) {
+    for (int i = 0; i < countof(kDefaultGamepadCmds); i++)
+      GamepadMap_Add(kDefaultGamepadCmds[i], 0, kKeys_Controls + i);
+  }
 }
 
 static int GetIniSection(const char *s) {
@@ -163,6 +271,8 @@
     return 3;
   if (StringEqualsNoCase(s, "[Features]"))
     return 4;
+  if (StringEqualsNoCase(s, "[GamepadMap]"))
+    return 5;
   return -1;
 }
 
@@ -202,6 +312,15 @@
       if (StringEqualsNoCase(key, kKeyNameId[i].name)) {
         has_keynameid[i] = true;
         ParseKeyArray(value, kKeyNameId[i].id, kKeyNameId[i].size);
+        return true;
+      }
+    }
+  } else if (section == 5) {
+    for (int i = 0; i < countof(kKeyNameId); i++) {
+      if (StringEqualsNoCase(key, kKeyNameId[i].name)) {
+        if (i == 1)
+          has_joypad_controls = true;
+        ParseGamepadArray(value, kKeyNameId[i].id, kKeyNameId[i].size);
         return true;
       }
     }
--- a/config.h
+++ b/config.h
@@ -3,7 +3,8 @@
 #include <SDL_keycode.h>
 
 enum {
-  kKeys_Controls = 0,
+  kKeys_Null,
+  kKeys_Controls,
   kKeys_Controls_Last = kKeys_Controls + 11,
   kKeys_Load,
   kKeys_Load_Last = kKeys_Load + 19,
@@ -78,9 +79,30 @@
   kMsuEnabled_MsuDeluxe = 2,
   kMsuEnabled_Opuz = 4,
 };
+enum {
+  kGamepadBtn_Invalid = -1,
+  kGamepadBtn_A,
+  kGamepadBtn_B,
+  kGamepadBtn_X,
+  kGamepadBtn_Y,
+  kGamepadBtn_Back,
+  kGamepadBtn_Guide,
+  kGamepadBtn_Start,
+  kGamepadBtn_L3,
+  kGamepadBtn_R3,
+  kGamepadBtn_L1,
+  kGamepadBtn_R1,
+  kGamepadBtn_DpadUp,
+  kGamepadBtn_DpadDown,
+  kGamepadBtn_DpadLeft,
+  kGamepadBtn_DpadRight,
+  kGamepadBtn_L2,
+  kGamepadBtn_R2,
+  kGamepadBtn_Count,
+};
 
-
 extern Config g_config;
 
 void ParseConfigFile(const char *filename);
 int FindCmdForSdlKey(SDL_Keycode code, SDL_Keymod mod);
+int FindCmdForGamepadButton(int button, uint32 modifiers);
--- a/main.c
+++ b/main.c
@@ -37,6 +37,7 @@
 static void RenderNumber(uint8 *dst, size_t pitch, int n, bool big);
 static void HandleInput(int keyCode, int modCode, bool pressed);
 static void HandleCommand(uint32 j, bool pressed);
+static int RemapSdlButton(int button);
 static void HandleGamepadInput(int button, bool pressed);
 static void HandleGamepadAxisInput(int gamepad_id, int axis, int value);
 static void OpenOneGamepad(int i);
@@ -68,6 +69,8 @@
 static int g_snes_width, g_snes_height;
 static int g_sdl_audio_mixer_volume = SDL_MIX_MAXVOLUME;
 static struct RendererFuncs g_renderer_funcs;
+static uint32 g_gamepad_modifiers;
+static uint16 g_gamepad_last_cmd[kGamepadBtn_Count];
 
 void NORETURN Die(const char *error) {
 #if defined(NDEBUG) && defined(_WIN32)
@@ -77,16 +80,6 @@
   exit(1);
 }
 
-void SetButtonState(int button, bool pressed) {
-  // set key in constroller
-  if (pressed) {
-    g_input1_state |= 1 << button;
-  } else {
-    g_input1_state &= ~(1 << button);
-  }
-}
-
-
 void ChangeWindowScale(int scale_step) {
   if ((SDL_GetWindowFlags(g_window) & (SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_FULLSCREEN | SDL_WINDOW_MINIMIZED | SDL_WINDOW_MAXIMIZED)) != 0)
     return;
@@ -419,11 +412,12 @@
         HandleGamepadAxisInput(event.caxis.which, event.caxis.axis, event.caxis.value);
         break;
       case SDL_CONTROLLERBUTTONDOWN:
-        HandleGamepadInput(event.cbutton.button, event.cbutton.state == SDL_PRESSED);
+      case SDL_CONTROLLERBUTTONUP: {
+        int b = RemapSdlButton(event.cbutton.button);
+        if (b >= 0)
+          HandleGamepadInput(b, event.type == SDL_CONTROLLERBUTTONDOWN);
         break;
-      case SDL_CONTROLLERBUTTONUP:
-        HandleGamepadInput(event.cbutton.button, event.cbutton.state == SDL_PRESSED);
-        break;
+      }
       case SDL_MOUSEWHEEL:
         if (SDL_GetModState() & KMOD_CTRL && event.wheel.y != 0)
           ChangeWindowScale(event.wheel.y > 0 ? 1 : -1);
@@ -572,8 +566,11 @@
 
 static void HandleCommand(uint32 j, bool pressed) {
   if (j <= kKeys_Controls_Last) {
-    static const uint8 kKbdRemap[12] = { 4, 5, 6, 7, 2, 3, 8, 0, 9, 1, 10, 11 };
-    SetButtonState(kKbdRemap[j], pressed);
+    static const uint8 kKbdRemap[] = { 0, 4, 5, 6, 7, 2, 3, 8, 0, 9, 1, 10, 11 };
+    if (pressed)
+      g_input1_state |= 1 << kKbdRemap[j];
+    else
+      g_input1_state &= ~(1 << kKbdRemap[j]);
     return;
   }
 
@@ -656,7 +653,7 @@
 
 static void HandleInput(int keyCode, int keyMod, bool pressed) {
   int j = FindCmdForSdlKey(keyCode, keyMod);
-  if (j >= 0)
+  if (j != 0)
     HandleCommand(j, pressed);
 }
 
@@ -668,23 +665,37 @@
   }
 }
 
-static void HandleGamepadInput(int button, bool pressed) {
+static int RemapSdlButton(int button) {
   switch (button) {
-  case SDL_CONTROLLER_BUTTON_A: SetButtonState(0, pressed); break;
-  case SDL_CONTROLLER_BUTTON_X: SetButtonState(1, pressed); break;
-  case SDL_CONTROLLER_BUTTON_BACK: SetButtonState(2, pressed); break;
-  case SDL_CONTROLLER_BUTTON_START: SetButtonState(3, pressed); break;
-  case SDL_CONTROLLER_BUTTON_DPAD_UP: SetButtonState(4, pressed); break;
-  case SDL_CONTROLLER_BUTTON_DPAD_DOWN: SetButtonState(5, pressed); break;
-  case SDL_CONTROLLER_BUTTON_DPAD_LEFT: SetButtonState(6, pressed); break;
-  case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: SetButtonState(7, pressed); break;
-  case SDL_CONTROLLER_BUTTON_B: SetButtonState(8, pressed); break;
-  case SDL_CONTROLLER_BUTTON_Y: SetButtonState(9, pressed); break;
-  case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: SetButtonState(10, pressed); break;
-  case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: SetButtonState(11, pressed); break;
+  case SDL_CONTROLLER_BUTTON_A: return kGamepadBtn_A;
+  case SDL_CONTROLLER_BUTTON_B: return kGamepadBtn_B;
+  case SDL_CONTROLLER_BUTTON_X: return kGamepadBtn_X;
+  case SDL_CONTROLLER_BUTTON_Y: return kGamepadBtn_Y;
+  case SDL_CONTROLLER_BUTTON_BACK: return kGamepadBtn_Back;
+  case SDL_CONTROLLER_BUTTON_GUIDE: return kGamepadBtn_Guide;
+  case SDL_CONTROLLER_BUTTON_START: return kGamepadBtn_Start;
+  case SDL_CONTROLLER_BUTTON_LEFTSTICK: return kGamepadBtn_L3;
+  case SDL_CONTROLLER_BUTTON_RIGHTSTICK: return kGamepadBtn_R3;
+  case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: return kGamepadBtn_L1;
+  case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: return kGamepadBtn_R1;
+  case SDL_CONTROLLER_BUTTON_DPAD_UP: return kGamepadBtn_DpadUp;
+  case SDL_CONTROLLER_BUTTON_DPAD_DOWN: return kGamepadBtn_DpadDown;
+  case SDL_CONTROLLER_BUTTON_DPAD_LEFT: return kGamepadBtn_DpadLeft;
+  case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: return kGamepadBtn_DpadRight;
+  default: return -1;
   }
 }
 
+static void HandleGamepadInput(int button, bool pressed) {
+  if (!!(g_gamepad_modifiers & (1 << button)) == pressed)
+    return;
+  g_gamepad_modifiers ^= 1 << button;
+  if (pressed)
+    g_gamepad_last_cmd[button] = FindCmdForGamepadButton(button, g_gamepad_modifiers);
+  if (g_gamepad_last_cmd[button] != 0)
+    HandleCommand(g_gamepad_last_cmd[button], pressed);
+}
+
 static void HandleVolumeAdjustment(int volume_adjustment) {
 #if SYSTEM_VOLUME_MIXER_AVAILABLE
   int current_volume = GetApplicationVolume();
@@ -748,6 +759,9 @@
       buttons = kSegmentToButtons[(uint8)(angle + 16 + 64) >> 5];
     }
     g_gamepad_buttons = buttons;
+  } else if ((axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT || axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) {
+    if (value < 12000 || value >= 16000)  // hysteresis
+      HandleGamepadInput(axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT ? kGamepadBtn_L2 : kGamepadBtn_R2, value >= 12000);
   }
 }
 
--- a/util.c
+++ b/util.c
@@ -28,13 +28,13 @@
   }
 }
 
-bool StringStartsWithNoCase(const char *a, const char *b) {
-  for (;;) {
-    int aa = ToLower(*a++), bb = ToLower(*b++);
+const char *StringStartsWithNoCase(const char *a, const char *b) {
+  for (;; a++, b++) {
+    int aa = ToLower(*a), bb = ToLower(*b);
     if (bb == 0)
-      return true;
+      return a;
     if (aa != bb)
-      return false;
+      return NULL;
   }
 }
 
--- a/util.h
+++ b/util.h
@@ -29,7 +29,7 @@
 char *NextPossiblyQuotedString(char **s);
 char *SplitKeyValue(char *p);
 bool StringEqualsNoCase(const char *a, const char *b);
-bool StringStartsWithNoCase(const char *a, const char *b);
+const char *StringStartsWithNoCase(const char *a, const char *b);
 bool ParseBool(const char *value, bool *result);
 const char *SkipPrefix(const char *big, const char *little);
 void StrSet(char **rv, const char *s);
--- a/zelda3.ini
+++ b/zelda3.ini
@@ -163,3 +163,8 @@
 
 LoadRef = 1,2,3,4,5,6,7,8,9,0,-,=,Backspace
 ReplayRef = Ctrl+1,Ctrl+2,Ctrl+3,Ctrl+4,Ctrl+5,Ctrl+6,Ctrl+7,Ctrl+8,Ctrl+9,Ctrl+0,Ctrl+-,Ctrl+=,Ctrl+Backspace
+
+[GamepadMap]
+# Any keys used in KeyMap can be used also in this section.
+# The shoulder button is called L1/Lb and L2, and the thumbstick button is called L3
+Controls = DpadUp, DpadDown, DpadLeft, DpadRight, Back, Start, B, A, Y, X, Lb, Rb