dolphin/Source/Core/Core/Src/OnFrame.cpp
hrydgard 8cae2fee56 Merge the pad plugin into Dolphin. Since there's only one plugin left under active development, and it's awesome, we no longer have a need for a pad plugin mechanism.
In the future if we merge wiimote too, this will bring the advantage that the two will be able to cooperate, to no longer fight over control of input devices which can sometimes cause problems.

Thanks shuffle2 for the patience.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5670 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-13 09:14:40 +00:00

404 lines
9.9 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "OnFrame.h"
#include "Core.h"
#include "PluginManager.h"
#include "Thread.h"
#include "FileUtil.h"
#include "PowerPC/PowerPC.h"
Common::CriticalSection cs_frameSkip;
namespace Frame {
bool g_bFrameStep = false;
bool g_bFrameStop = false;
bool g_bAutoFire = false;
u32 g_autoFirstKey = 0, g_autoSecondKey = 0;
bool g_bFirstKey = true;
PlayMode g_playMode = MODE_NONE;
unsigned int g_framesToSkip = 0, g_frameSkipCounter = 0;
int g_numPads = 0;
ControllerState *g_padStates;
FILE *g_recordfd = NULL;
u64 g_frameCounter = 0, g_lagCounter = 0;
bool g_bPolled = false;
int g_numRerecords = 0;
std::string g_recordFile;
void FrameUpdate()
{
g_frameCounter++;
if(!g_bPolled)
g_lagCounter++;
if (g_bFrameStep)
Core::SetState(Core::CORE_PAUSE);
// ("framestop") the only purpose of this is to cause interpreter/jit Run() to return temporarily.
// after that we set it back to CPU_RUNNING and continue as normal.
if (g_bFrameStop)
*PowerPC::GetStatePtr() = PowerPC::CPU_STEPPING;
if(g_framesToSkip)
FrameSkipping();
if (g_bAutoFire)
g_bFirstKey = !g_bFirstKey;
// Dump/Read all controllers' states for this frame
if(IsRecordingInput())
fwrite(g_padStates, sizeof(ControllerState), g_numPads, g_recordfd);
else if(IsPlayingInput()) {
fread(g_padStates, sizeof(ControllerState), g_numPads, g_recordfd);
// End of recording
if(feof(g_recordfd))
EndPlayInput();
}
g_bPolled = false;
}
void SetFrameSkipping(unsigned int framesToSkip)
{
cs_frameSkip.Enter();
g_framesToSkip = framesToSkip;
g_frameSkipCounter = 0;
// Don't forget to re-enable rendering in case it wasn't...
// as this won't be changed anymore when frameskip is turned off
if (framesToSkip == 0)
CPluginManager::GetInstance().GetVideo()->Video_SetRendering(true);
cs_frameSkip.Leave();
}
int FrameSkippingFactor()
{
return g_framesToSkip;
}
void SetPolledDevice()
{
g_bPolled = true;
}
void SetAutoHold(bool bEnabled, u32 keyToHold)
{
g_bAutoFire = bEnabled;
if (bEnabled)
g_autoFirstKey = g_autoSecondKey = keyToHold;
else
g_autoFirstKey = g_autoSecondKey = 0;
}
void SetAutoFire(bool bEnabled, u32 keyOne, u32 keyTwo)
{
g_bAutoFire = bEnabled;
if (bEnabled) {
g_autoFirstKey = keyOne;
g_autoSecondKey = keyTwo;
} else
g_autoFirstKey = g_autoSecondKey = 0;
g_bFirstKey = true;
}
bool IsAutoFiring()
{
return g_bAutoFire;
}
void SetFrameStepping(bool bEnabled)
{
g_bFrameStep = bEnabled;
}
void SetFrameStopping(bool bEnabled) {
g_bFrameStop = bEnabled;
}
void ModifyController(SPADStatus *PadStatus, int controllerID)
{
if(controllerID < 0)
return;
u32 keyToPress = (g_bFirstKey) ? g_autoFirstKey : g_autoSecondKey;
if (!keyToPress)
return;
PadStatus->button |= keyToPress;
switch(keyToPress) {
default:
return;
case PAD_BUTTON_A:
PadStatus->analogA = 255;
break;
case PAD_BUTTON_B:
PadStatus->analogB = 255;
break;
case PAD_TRIGGER_L:
PadStatus->triggerLeft = 255;
break;
case PAD_TRIGGER_R:
PadStatus->triggerRight = 255;
break;
}
}
void FrameSkipping()
{
cs_frameSkip.Enter();
g_frameSkipCounter++;
if (g_frameSkipCounter > g_framesToSkip || Core::report_slow(g_frameSkipCounter) == false)
g_frameSkipCounter = 0;
CPluginManager::GetInstance().GetVideo()->Video_SetRendering(!g_frameSkipCounter);
cs_frameSkip.Leave();
}
bool IsRecordingInput()
{
return (g_playMode == MODE_RECORDING);
}
bool IsPlayingInput()
{
return (g_playMode == MODE_PLAYING);
}
// TODO: Add BeginRecordingFromSavestate
bool BeginRecordingInput(const char *filename, int controllers)
{
if(!filename || g_playMode != MODE_NONE || g_recordfd)
return false;
if(File::Exists(filename))
File::Delete(filename);
g_recordfd = fopen(filename, "wb");
if(!g_recordfd) {
PanicAlert("Error opening file %s for recording", filename);
return false;
}
// Write initial empty header
DTMHeader dummy;
fwrite(&dummy, sizeof(DTMHeader), 1, g_recordfd);
g_numPads = controllers;
g_padStates = new ControllerState[controllers];
g_frameCounter = 0;
g_lagCounter = 0;
g_playMode = MODE_RECORDING;
g_recordFile = filename;
return true;
}
void EndRecordingInput()
{
rewind(g_recordfd);
// Create the real header now and write it
DTMHeader header;
memset(&header, 0, sizeof(DTMHeader));
header.filetype[0] = 'D'; header.filetype[1] = 'T'; header.filetype[2] = 'M'; header.filetype[3] = 0x1A;
strncpy((char *)header.gameID, Core::g_CoreStartupParameter.GetUniqueID().c_str(), 6);
header.bWii = Core::g_CoreStartupParameter.bWii;
header.numControllers = g_numPads;
header.bFromSaveState = false; // TODO: add the case where it's true
header.frameCount = g_frameCounter;
header.lagCount = g_lagCounter;
// TODO
header.uniqueID = 0;
header.numRerecords = 0;
// header.author;
// header.videoPlugin;
// header.audioPlugin;
fwrite(&header, sizeof(DTMHeader), 1, g_recordfd);
fclose(g_recordfd);
g_recordfd = NULL;
delete[] g_padStates;
g_playMode = MODE_NONE;
}
void RecordInput(SPADStatus *PadStatus, int controllerID)
{
if(!IsRecordingInput() || controllerID >= g_numPads || controllerID < 0)
return;
g_padStates[controllerID].A = ((PadStatus->button & PAD_BUTTON_A) != 0);
g_padStates[controllerID].B = ((PadStatus->button & PAD_BUTTON_B) != 0);
g_padStates[controllerID].X = ((PadStatus->button & PAD_BUTTON_X) != 0);
g_padStates[controllerID].Y = ((PadStatus->button & PAD_BUTTON_Y) != 0);
g_padStates[controllerID].Z = ((PadStatus->button & PAD_TRIGGER_Z) != 0);
g_padStates[controllerID].Start = ((PadStatus->button & PAD_BUTTON_START) != 0);
g_padStates[controllerID].DPadUp = ((PadStatus->button & PAD_BUTTON_UP) != 0);
g_padStates[controllerID].DPadDown = ((PadStatus->button & PAD_BUTTON_DOWN) != 0);
g_padStates[controllerID].DPadLeft = ((PadStatus->button & PAD_BUTTON_LEFT) != 0);
g_padStates[controllerID].DPadRight = ((PadStatus->button & PAD_BUTTON_RIGHT) != 0);
g_padStates[controllerID].L = PadStatus->triggerLeft;
g_padStates[controllerID].R = PadStatus->triggerRight;
g_padStates[controllerID].AnalogStickX = PadStatus->stickX;
g_padStates[controllerID].AnalogStickY = PadStatus->stickY;
g_padStates[controllerID].CStickX = PadStatus->substickX;
g_padStates[controllerID].CStickY = PadStatus->substickY;
PlayController(PadStatus, controllerID);
}
bool PlayInput(const char *filename)
{
if(!filename || g_playMode != MODE_NONE || g_recordfd)
return false;
if(!File::Exists(filename))
return false;
DTMHeader header;
g_recordfd = fopen(filename, "rb");
if(!g_recordfd)
return false;
fread(&header, sizeof(DTMHeader), 1, g_recordfd);
if(header.filetype[0] != 'D' || header.filetype[1] != 'T' || header.filetype[2] != 'M' || header.filetype[3] != 0x1A) {
PanicAlert("Invalid recording file");
goto cleanup;
}
// Load savestate (and skip to frame data)
if(header.bFromSaveState) {
// TODO
}
/* TODO: Put this verification somewhere we have the gameID of the played game
// TODO: Replace with Unique ID
if(header.uniqueID != 0) {
PanicAlert("Recording Unique ID Verification Failed");
goto cleanup;
}
if(strncmp((char *)header.gameID, Core::g_CoreStartupParameter.GetUniqueID().c_str(), 6)) {
PanicAlert("The recorded game (%s) is not the same as the selected game (%s)", header.gameID, Core::g_CoreStartupParameter.GetUniqueID().c_str());
goto cleanup;
}
*/
g_numPads = header.numControllers;
g_padStates = new ControllerState[g_numPads];
g_numRerecords = header.numRerecords;
g_recordFile = filename;
g_playMode = MODE_PLAYING;
return true;
cleanup:
fclose(g_recordfd);
g_recordfd = NULL;
return false;
}
void PlayController(SPADStatus *PadStatus, int controllerID)
{
if(!IsPlayingInput() || controllerID >= g_numPads || controllerID < 0)
return;
memset(PadStatus, 0, sizeof(SPADStatus));
PadStatus->button |= PAD_USE_ORIGIN;
if(g_padStates[controllerID].A) {
PadStatus->button |= PAD_BUTTON_A;
PadStatus->analogA = 0xFF;
}
if(g_padStates[controllerID].B) {
PadStatus->button |= PAD_BUTTON_B;
PadStatus->analogB = 0xFF;
}
if(g_padStates[controllerID].X)
PadStatus->button |= PAD_BUTTON_X;
if(g_padStates[controllerID].Y)
PadStatus->button |= PAD_BUTTON_Y;
if(g_padStates[controllerID].Z)
PadStatus->button |= PAD_TRIGGER_Z;
if(g_padStates[controllerID].Start)
PadStatus->button |= PAD_BUTTON_START;
if(g_padStates[controllerID].DPadUp)
PadStatus->button |= PAD_BUTTON_UP;
if(g_padStates[controllerID].DPadDown)
PadStatus->button |= PAD_BUTTON_DOWN;
if(g_padStates[controllerID].DPadLeft)
PadStatus->button |= PAD_BUTTON_LEFT;
if(g_padStates[controllerID].DPadRight)
PadStatus->button |= PAD_BUTTON_RIGHT;
PadStatus->triggerLeft = g_padStates[controllerID].L;
if(PadStatus->triggerLeft > 230)
PadStatus->button |= PAD_TRIGGER_L;
PadStatus->triggerRight = g_padStates[controllerID].R;
if(PadStatus->triggerRight > 230)
PadStatus->button |= PAD_TRIGGER_R;
PadStatus->stickX = g_padStates[controllerID].AnalogStickX;
PadStatus->stickY = g_padStates[controllerID].AnalogStickY;
PadStatus->substickX = g_padStates[controllerID].CStickX;
PadStatus->substickY = g_padStates[controllerID].CStickY;
}
void EndPlayInput() {
fclose(g_recordfd);
g_recordfd = NULL;
g_numPads = 0;
delete[] g_padStates;
g_playMode = MODE_NONE;
}
};