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Merge pull request #853 from TomHarte/AppleIIReset
Improves Apple II keyboard input, especially under SDL.
This commit is contained in:
commit
c9ca1fc7a0
@ -804,38 +804,62 @@ template <Analyser::Static::AppleII::Target::Model model> class ConcreteMachine:
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m6502_.run_for(cycles);
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m6502_.run_for(cycles);
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}
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}
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void reset_all_keys(Inputs::Keyboard *) final {
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void reset_all_keys() final {
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open_apple_is_pressed_ = closed_apple_is_pressed_ = key_is_down_ = false;
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open_apple_is_pressed_ = closed_apple_is_pressed_ = key_is_down_ = false;
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}
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}
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bool prefers_logical_input() final {
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return true;
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}
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bool set_key_pressed(Key key, char value, bool is_pressed) final {
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bool set_key_pressed(Key key, char value, bool is_pressed) final {
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// If no ASCII value is supplied, look for a few special cases.
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switch(key) {
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switch(key) {
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default: break;
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case Key::Left: value = 0x08; break;
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case Key::F12:
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case Key::Right: value = 0x15; break;
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m6502_.set_reset_line(is_pressed);
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case Key::Down: value = 0x0a; break;
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return true;
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case Key::Up: value = 0x0b; break;
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case Key::Backspace: value = 0x7f; break;
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case Key::Enter: value = 0x0d; break;
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case Key::Tab: value = '\t'; break;
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case Key::Escape: value = 0x1b; break;
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case Key::LeftOption:
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case Key::LeftOption:
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case Key::RightMeta:
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open_apple_is_pressed_ = is_pressed;
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open_apple_is_pressed_ = is_pressed;
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return true;
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return true;
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case Key::RightOption:
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case Key::RightOption:
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case Key::LeftMeta:
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closed_apple_is_pressed_ = is_pressed;
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closed_apple_is_pressed_ = is_pressed;
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return true;
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return true;
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}
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// If no ASCII value is supplied, look for a few special cases.
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case Key::F1: case Key::F2: case Key::F3: case Key::F4:
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if(!value) {
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case Key::F5: case Key::F6: case Key::F7: case Key::F8:
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switch(key) {
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case Key::F9: case Key::F10: case Key::F11: case Key::F12:
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case Key::Left: value = 0x08; break;
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case Key::PrintScreen:
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case Key::Right: value = 0x15; break;
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case Key::ScrollLock:
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case Key::Down: value = 0x0a; break;
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case Key::Pause:
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case Key::Up: value = 0x0b; break;
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case Key::Insert:
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case Key::Backspace: value = 0x7f; break;
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case Key::Home:
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default: return false;
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case Key::PageUp:
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}
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case Key::PageDown:
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}
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case Key::End:
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// Accept a bunch non-symbolic other keys, as
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// reset, in the hope that the user can find
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// at least one usable key.
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m6502_.set_reset_line(is_pressed);
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return true;
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// Prior to the IIe, the keyboard could produce uppercase only.
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default:
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if(!is_iie()) value = char(toupper(value));
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if(!value) {
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return false;
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}
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// Prior to the IIe, the keyboard could produce uppercase only.
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if(!is_iie()) value = char(toupper(value));
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break;
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}
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if(is_pressed) {
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if(is_pressed) {
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keyboard_input_ = uint8_t(value | 0x80);
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keyboard_input_ = uint8_t(value | 0x80);
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@ -32,6 +32,11 @@ struct KeyActions {
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Instructs that all keys should now be treated as released.
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Instructs that all keys should now be treated as released.
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*/
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*/
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virtual void clear_all_keys() {}
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virtual void clear_all_keys() {}
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/*!
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Indicates whether a machine most naturally accepts logical rather than physical input.
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*/
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virtual bool prefers_logical_input() { return false; }
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};
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};
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/*!
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/*!
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@ -5175,6 +5175,7 @@
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"$(USER_LIBRARY_DIR)/Frameworks",
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"$(USER_LIBRARY_DIR)/Frameworks",
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);
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);
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GCC_C_LANGUAGE_STANDARD = gnu11;
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GCC_C_LANGUAGE_STANDARD = gnu11;
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MACOSX_DEPLOYMENT_TARGET = 10.13;
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PRODUCT_NAME = "$(TARGET_NAME)";
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PRODUCT_NAME = "$(TARGET_NAME)";
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};
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};
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name = Debug;
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name = Debug;
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@ -5197,6 +5198,8 @@
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GCC_C_LANGUAGE_STANDARD = gnu11;
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GCC_C_LANGUAGE_STANDARD = gnu11;
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GCC_OPTIMIZATION_LEVEL = 2;
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GCC_OPTIMIZATION_LEVEL = 2;
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GCC_PREPROCESSOR_DEFINITIONS = NDEBUG;
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GCC_PREPROCESSOR_DEFINITIONS = NDEBUG;
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MACOSX_DEPLOYMENT_TARGET = 10.13;
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ONLY_ACTIVE_ARCH = YES;
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PRODUCT_NAME = "$(TARGET_NAME)";
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PRODUCT_NAME = "$(TARGET_NAME)";
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};
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};
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name = Release;
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name = Release;
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@ -31,7 +31,7 @@
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</Testables>
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</Testables>
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</TestAction>
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</TestAction>
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<LaunchAction
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<LaunchAction
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buildConfiguration = "Release"
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buildConfiguration = "Debug"
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selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
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selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
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selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
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selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
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disableMainThreadChecker = "YES"
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disableMainThreadChecker = "YES"
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@ -58,8 +58,16 @@
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</CommandLineArgument>
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</CommandLineArgument>
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<CommandLineArgument
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<CommandLineArgument
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argument = ""/Users/thomasharte/Library/Mobile Documents/com~apple~CloudDocs/Desktop/Soft/Macintosh/MusicWorks 0.42.image""
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argument = ""/Users/thomasharte/Library/Mobile Documents/com~apple~CloudDocs/Desktop/Soft/Macintosh/MusicWorks 0.42.image""
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isEnabled = "NO">
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</CommandLineArgument>
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<CommandLineArgument
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argument = "/Users/thomasharte/Library/Mobile\ Documents/com\~apple\~CloudDocs/Desktop/Soft/Apple\ II/Keplermatik.dsk"
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isEnabled = "YES">
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isEnabled = "YES">
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</CommandLineArgument>
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</CommandLineArgument>
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<CommandLineArgument
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argument = "/Users/thomasharte/Library/Mobile\ Documents/com\~apple\~CloudDocs/Desktop/Soft/Apple\ II/WOZs/Prince\ of\ Persia\ side\ A.woz"
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isEnabled = "NO">
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</CommandLineArgument>
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<CommandLineArgument
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<CommandLineArgument
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argument = "--volume=0.001"
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argument = "--volume=0.001"
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isEnabled = "NO">
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isEnabled = "NO">
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@ -783,8 +783,10 @@ int main(int argc, char *argv[]) {
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}
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}
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}
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}
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// Check whether a 'logical' keyboard has been requested.
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// Check whether a 'logical' keyboard has been requested, or the machine would prefer one anyway.
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const bool logical_keyboard = arguments.selections.find("logical-keyboard") != arguments.selections.end();
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const bool logical_keyboard =
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(arguments.selections.find("logical-keyboard") != arguments.selections.end()) ||
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(machine->keyboard_machine() && machine->keyboard_machine()->prefers_logical_input());
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if(logical_keyboard) {
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if(logical_keyboard) {
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SDL_StartTextInput();
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SDL_StartTextInput();
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}
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}
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@ -1162,13 +1164,8 @@ int main(int argc, char *argv[]) {
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} else {
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} else {
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// This is a slightly terrible way of obtaining a symbol for the key, e.g. for letters it will always return
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// This is a slightly terrible way of obtaining a symbol for the key, e.g. for letters it will always return
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// the capital letter version, at least empirically. But it'll have to do for now.
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// the capital letter version, at least empirically. But it'll have to do for now.
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//
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// TODO: ideally have a keyboard machine declare whether it wants either key events or text input? But that
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// doesn't match machines like the IIe that, to some extent, expose both. So then eliding as attempted above,
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// and keeping ephemeral track of which symbols have been tied to which keys for the benefit of future key up
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// events is probably the way forward?
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const char *key_name = SDL_GetKeyName(keypress.keycode);
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const char *key_name = SDL_GetKeyName(keypress.keycode);
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if(keyboard_machine->get_keyboard().set_key_pressed(key, key_name[0], keypress.is_down)) {
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if(keyboard_machine->get_keyboard().set_key_pressed(key, (strlen(key_name) == 1) ? key_name[0] : 0, keypress.is_down)) {
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continue;
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continue;
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}
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}
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}
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}
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@ -194,8 +194,9 @@ std::vector<std::string> ScanTarget::bindings(ShaderType type) const {
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std::string ScanTarget::sampling_function() const {
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std::string ScanTarget::sampling_function() const {
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std::string fragment_shader;
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std::string fragment_shader;
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const auto modals = BufferingScanTarget::modals();
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const auto modals = BufferingScanTarget::modals();
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const bool is_svideo = modals.display_type == DisplayType::SVideo;
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if(modals.display_type == DisplayType::SVideo) {
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if(is_svideo) {
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fragment_shader +=
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fragment_shader +=
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"vec2 svideo_sample(vec2 coordinate, float angle) {";
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"vec2 svideo_sample(vec2 coordinate, float angle) {";
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} else {
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} else {
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@ -203,7 +204,6 @@ std::string ScanTarget::sampling_function() const {
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"float composite_sample(vec2 coordinate, float angle) {";
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"float composite_sample(vec2 coordinate, float angle) {";
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}
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}
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const bool is_svideo = modals.display_type == DisplayType::SVideo;
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switch(modals.input_data_type) {
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switch(modals.input_data_type) {
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case InputDataType::Luminance1:
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case InputDataType::Luminance1:
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case InputDataType::Luminance8:
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case InputDataType::Luminance8:
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