Commit Graph

17 Commits

Author SHA1 Message Date
Mihai Parparita
fc13f6870b Enable HiDPI mode for SDL and ensure that we use nearest-neighbor scaling
Avoids blurriness on macOS hosts with Retina displays.

Smooth scaling can be toggled back on via control-S
2024-11-09 15:48:00 -08:00
Keith Kaisershot
d23f21b391 sdl: handle gamepad events
Add new GamepadButton enum with bits corresponding to AppleJack button bits.
Both the AppleJack controller and the SDL GameController coincidentally define
one d-pad, two shoulder buttons, four face buttons, and three system buttons.
This makes mapping modern game controllers to the AppleJack straightforward.
2024-10-06 23:28:05 -07:00
joevt
f09710a5f7 viacuda: Do shutdown.
Shutdown will enter the debugger or quit depending on the execution mode.
Quit is different from shutdown since it is triggered outside the guest by using the host Quit menu item.
2024-08-31 18:09:12 -07:00
dingusdev
2a8e5538b2 Partially addressing Issue #109
It'll be better to use a keycode file in the future. This will hopefully do for now.
2024-08-04 15:02:48 -07:00
dyharlan
7ba7bff3d5 Do not test for equality when checking if ctrl is pressed.
The initial change I committed worked fine before.
2024-07-11 10:38:57 +08:00
dingusdev
40b537767d
Update hostevents_sdl.cpp
A further fix by dyharlan to fix the mouse grabbing
2024-07-10 07:51:23 -07:00
dyharlan
0267fc82c9 fix indent of change 2024-07-10 19:03:37 +08:00
dyharlan
c4022f466f Fix modstate bug preventing mousegrab 2024-07-10 18:54:05 +08:00
joevt
59fba285b5 adbmouse: Add tablet and more bits and buttons.
Add absolute coordinates for tablets. Absolute coordinates is relative to window so it can't work for multiple displays? Doesn't work for single display without mouse driver modification.
Add arbitrary number of buttons. Previously, only one mouse button was supported.
Add arbitrary number of bits. Previously, only 7 bits per axis was supported which is good enough for relative movement but not absolute movement.
2024-05-06 06:49:15 -07:00
dingusdev
e56d4e63f4
Merge pull request #76 from mihaip/upstream-mouse-grab2
Add a basic mouse grab mode
2024-03-08 07:10:10 -07:00
joevt
177098c957 debugger: Fix interrupt signal.
Typing Control-C in Terminal app causes an interrupt signal that should enter the DPPC debugger but this only worked once since the signal handler never returned. Even if the signal handler reenabled the signal somehow, it calls enter_debugger recursively which is strange since the earlier calls to enter_debugger would never return.

Now the signal handler just sets a flag (power_on) which can be used to exit any loop (emulator loops, stepping loops, disassembly loops, dumping loops).

Main always calls enter_debugger now which calls the ppc_exec loop. The power_on flag will exit the ppc_exec loop to return to the debugger. Recursion of enter_debugger is eliminated except for calls to loguru's ABORT_F.

An enum power_off_reason is used to indicate why the power_on flag is set to false and to determine what happens next.
2024-03-02 12:57:02 -07:00
Mihai Parparita
bfbf4cb453 Add a basic mouse grab mode
Take 2 of 587eb48f61. We now implement
this at the SDL level, which works cross-platform and allows us to
ensure that the guest never gets the Control-G event.
2024-02-29 22:58:50 -08:00
dingusdev
7eb2fd23c3 Fixing typos 2023-12-01 14:04:26 -07:00
dingusdev
07030378c8 Non-US keyboard support started
This is quite unfinished, but should get some of the major targets started.
2023-12-01 10:23:41 -07:00
Mihai Parparita
73272b28dd Implement the ADB keyboard
Besides generating KeyboardEvents in the SDL event handler and
returning the key state in the register 0 reads of the AdbKeyboard
device, we also needed to generalize the ADB bus polling a bit. We now
check all devices that have the service request bit set, instead of
hardcoding the mouse.

The SDL key event -> ADB raw key code mapping is based on BasiliskII/
SheepShaver's, but cleaned up a bit.
2023-10-11 23:43:20 -07:00
Mihai Parparita
35c86ad6bf Clean up #includes
Result of running IWYU (https://include-what-you-use.org/) and
applying most of the suggestions about unncessary includes and
forward declarations.

Was motivated by observing that <thread> was being included in
ppcopcodes.cpp even though it was unused (found while researching
the use of threads), but seems generally good to help with build
times and correctness.
2023-11-03 00:33:47 -07:00
Mihai Parparita
1f7edfdb3b Make Emscripten build not depend on SDL2 or cubeb
While Emscripten has an SDL compabtility layer, it assumes that the
code is executing in the main browser process (and thus has access to
them DOM). The Infinite Mac project runs emulators in a worker thread
(for better performance) and has a custom API for the display, sound,
input, etc. Similarly, it does not need the cross-platform sound support
from cubeb, there there is a sound API as well.

This commit makes SDL (*_sdl.cpp) and cubeb-based (*_cubeb.cpp) code be
skipped when targeting Emscripten, and instead *_js.cpp files are used
instead (this is the cross-platform convention used by Chromium[^1], and
could be extended for other targets).

For hostevents.cpp and soundserver.cpp the entire file was replaced,
whereas for videoctrl.cpp there was enough shared logic that it was
kept, and the platform-specific bits were moved behind a Display class
that can have per-platform implementations. For cases where we need
additional private fields in the platform-specific classes, we use
a PIMPL pattern.

The *_js.cpp files with implementations are not included in this
commit, since they are closely tied to the Infinite Mac project, and
will live in its fork of DingusPPC.

[^1]: https://www.chromium.org/developers/design-documents/conventions-and-patterns-for-multi-platform-development/
2023-10-25 22:25:53 -07:00