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SourMesen 37de357b75 NES: FDS - Performance improvements (#143)
-ProcessCpuClock was used to check for events that don't need to be checked that often (auto-switch disk + auto fast-forward options). This has been moved to an EndFrame callback.
-This was even slower than intended because of the call to _emu->GetFrameCount() which was, relatively speaking, fairly slow. To improve its performance (since it's used rarely for some things like turbo button processing), a separate GetFrameCount function was added on all console classes, and Emulator::GetFrameCount was also optimized to be faster when called from the emulation thread.

When the auto-switch disk option is enabled, this can improve performance by about 25-30%. When the option is not enabled, this still improves performance by 4-5%.
2026-05-27 04:02:54 -07:00

127 lines
3.1 KiB
C++

#pragma once
#include "pch.h"
#include "Shared/BaseControlDevice.h"
#include "Shared/Emulator.h"
#include "Shared/EmuSettings.h"
#include "Shared/InputHud.h"
#include "Utilities/Serializer.h"
class GbaController : public BaseControlDevice
{
private:
uint32_t _turboSpeed = 0;
protected:
string GetKeyNames() override
{
return "UDLRSsBARL";
}
void InternalSetStateFromInput() override
{
bool turboOn = IsTurboOn(_turboSpeed);
for(KeyMapping& keyMapping : _keyMappings) {
SetPressedState(Buttons::A, keyMapping.A);
SetPressedState(Buttons::B, keyMapping.B);
SetPressedState(Buttons::Start, keyMapping.Start);
SetPressedState(Buttons::Select, keyMapping.Select);
SetPressedState(Buttons::Up, keyMapping.Up);
SetPressedState(Buttons::Down, keyMapping.Down);
SetPressedState(Buttons::Left, keyMapping.Left);
SetPressedState(Buttons::Right, keyMapping.Right);
SetPressedState(Buttons::L, keyMapping.L);
SetPressedState(Buttons::R, keyMapping.R);
if(turboOn) {
SetPressedState(Buttons::A, keyMapping.TurboA);
SetPressedState(Buttons::B, keyMapping.TurboB);
SetPressedState(Buttons::L, keyMapping.TurboL);
SetPressedState(Buttons::R, keyMapping.TurboR);
}
if(!_emu->GetSettings()->GetGbaConfig().AllowInvalidInput) {
//If both U+D or L+R are pressed at the same time, act as if neither is pressed
if(IsPressed(Buttons::Up) && IsPressed(Buttons::Down)) {
ClearBit(Buttons::Down);
ClearBit(Buttons::Up);
}
if(IsPressed(Buttons::Left) && IsPressed(Buttons::Right)) {
ClearBit(Buttons::Left);
ClearBit(Buttons::Right);
}
}
}
}
void RefreshStateBuffer() override
{
}
public:
enum Buttons
{
Up = 0,
Down,
Left,
Right,
Start,
Select,
B,
A,
L,
R
};
GbaController(Emulator* emu, uint8_t port, KeyMappingSet keyMappings) : BaseControlDevice(emu, ControllerType::GbaController, port, keyMappings)
{
_turboSpeed = keyMappings.TurboSpeed;
}
uint8_t ReadRam(uint16_t addr) override
{
return 0;
}
void WriteRam(uint16_t addr, uint8_t value) override
{
}
void InternalDrawController(InputHud& hud) override
{
hud.DrawOutline(35, 14);
hud.DrawButton(5, 3, 3, 3, IsPressed(Buttons::Up));
hud.DrawButton(5, 9, 3, 3, IsPressed(Buttons::Down));
hud.DrawButton(2, 6, 3, 3, IsPressed(Buttons::Left));
hud.DrawButton(8, 6, 3, 3, IsPressed(Buttons::Right));
hud.DrawButton(5, 6, 3, 3, false);
hud.DrawButton(30, 7, 3, 3, IsPressed(Buttons::A));
hud.DrawButton(25, 7, 3, 3, IsPressed(Buttons::B));
hud.DrawButton(4, 0, 5, 2, IsPressed(Buttons::L));
hud.DrawButton(26, 0, 5, 2, IsPressed(Buttons::R));
hud.DrawButton(13, 9, 4, 2, IsPressed(Buttons::Select));
hud.DrawButton(18, 9, 4, 2, IsPressed(Buttons::Start));
hud.DrawNumber(_port + 1, 16, 2);
}
vector<DeviceButtonName> GetKeyNameAssociations() override
{
return {
{ "a", Buttons::A },
{ "b", Buttons::B },
{ "start", Buttons::Start },
{ "select", Buttons::Select },
{ "up", Buttons::Up },
{ "down", Buttons::Down },
{ "left", Buttons::Left },
{ "right", Buttons::Right },
{ "l", Buttons::L },
{ "r", Buttons::R },
};
}
};