mirror of
https://github.com/SourMesen/Mesen2.git
synced 2025-04-02 10:21:44 -04:00
142 lines
4.3 KiB
C#
142 lines
4.3 KiB
C#
using Mesen.Interop;
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using ReactiveUI.Fody.Helpers;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace Mesen.Config
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{
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public class GameboyConfig : BaseConfig<GameboyConfig>
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{
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[Reactive] public ControllerConfig Controller { get; set; } = new();
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[Reactive] public GameboyModel Model { get; set; } = GameboyModel.AutoFavorGbc;
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[Reactive] public bool UseSgb2 { get; set; } = true;
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[Reactive] public bool BlendFrames { get; set; } = true;
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[Reactive] public bool GbcAdjustColors { get; set; } = true;
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[Reactive] public bool DisableBackground { get; set; } = false;
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[Reactive] public bool DisableSprites { get; set; } = false;
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[Reactive] public RamState RamPowerOnState { get; set; } = RamState.Random;
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[Reactive] public UInt32[] BgColors { get; set; } = new UInt32[] { 0xFFFFFFFF, 0xFFB0B0B0, 0xFF686868, 0xFF000000 };
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[Reactive] public UInt32[] Obj0Colors { get; set; } = new UInt32[] { 0xFFFFFFFF, 0xFFB0B0B0, 0xFF686868, 0xFF000000 };
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[Reactive] public UInt32[] Obj1Colors { get; set; } = new UInt32[] { 0xFFFFFFFF, 0xFFB0B0B0, 0xFF686868, 0xFF000000 };
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[Reactive][MinMax(0, 100)] public UInt32 Square1Vol { get; set; } = 100;
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[Reactive][MinMax(0, 100)] public UInt32 Square2Vol { get; set; } = 100;
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[Reactive][MinMax(0, 100)] public UInt32 NoiseVol { get; set; } = 100;
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[Reactive][MinMax(0, 100)] public UInt32 WaveVol { get; set; } = 100;
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public void ApplyConfig()
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{
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ConfigApi.SetGameboyConfig(new InteropGameboyConfig() {
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Controller = Controller.ToInterop(),
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Model = Model,
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UseSgb2 = UseSgb2,
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BlendFrames = BlendFrames,
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GbcAdjustColors = GbcAdjustColors,
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DisableBackground = DisableBackground,
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DisableSprites = DisableSprites,
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RamPowerOnState = RamPowerOnState,
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BgColors = BgColors,
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Obj0Colors = Obj0Colors,
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Obj1Colors = Obj1Colors,
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Square1Vol = Square1Vol,
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Square2Vol = Square2Vol,
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NoiseVol = NoiseVol,
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WaveVol = WaveVol
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});
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}
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internal void InitializeDefaults(DefaultKeyMappingType defaultMappings)
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{
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List<KeyMapping> mappings = new List<KeyMapping>();
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if(defaultMappings.HasFlag(DefaultKeyMappingType.Xbox)) {
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KeyMapping mapping = new();
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KeyPresets.ApplyXboxLayout(mapping, 0, ControllerType.GameboyController);
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mappings.Add(mapping);
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}
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if(defaultMappings.HasFlag(DefaultKeyMappingType.Ps4)) {
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KeyMapping mapping = new();
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KeyPresets.ApplyPs4Layout(mapping, 0, ControllerType.GameboyController);
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mappings.Add(mapping);
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}
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if(defaultMappings.HasFlag(DefaultKeyMappingType.WasdKeys)) {
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KeyMapping mapping = new();
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KeyPresets.ApplyWasdLayout(mapping, ControllerType.GameboyController);
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mappings.Add(mapping);
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}
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if(defaultMappings.HasFlag(DefaultKeyMappingType.ArrowKeys)) {
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KeyMapping mapping = new();
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KeyPresets.ApplyArrowLayout(mapping, ControllerType.GameboyController);
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mappings.Add(mapping);
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}
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Controller.Type = ControllerType.GameboyController;
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Controller.TurboSpeed = 2;
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if(mappings.Count > 0) {
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Controller.Mapping1 = mappings[0];
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if(mappings.Count > 1) {
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Controller.Mapping2 = mappings[1];
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if(mappings.Count > 2) {
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Controller.Mapping3 = mappings[2];
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if(mappings.Count > 3) {
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Controller.Mapping4 = mappings[3];
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}
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}
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}
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}
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct InteropGameboyConfig
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{
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public InteropControllerConfig Controller;
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public GameboyModel Model;
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[MarshalAs(UnmanagedType.I1)] public bool UseSgb2;
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[MarshalAs(UnmanagedType.I1)] public bool BlendFrames;
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[MarshalAs(UnmanagedType.I1)] public bool GbcAdjustColors;
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[MarshalAs(UnmanagedType.I1)] public bool DisableBackground;
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[MarshalAs(UnmanagedType.I1)] public bool DisableSprites;
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public RamState RamPowerOnState;
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[MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)]
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public UInt32[] BgColors;
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[MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)]
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public UInt32[] Obj0Colors;
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[MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)]
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public UInt32[] Obj1Colors;
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public UInt32 Square1Vol;
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public UInt32 Square2Vol;
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public UInt32 NoiseVol;
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public UInt32 WaveVol;
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}
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public enum GameboyModel
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{
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AutoFavorGbc,
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AutoFavorSgb,
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AutoFavorGb,
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Gameboy,
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GameboyColor,
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SuperGameboy
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}
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}
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