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initial import
git-svn-id: file:///home/notaz/opt/svn/PicoDrive@2 be3aeb3a-fb24-0410-a615-afba39da0efa
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999
platform/uiq3/engine/main.cpp
Normal file
999
platform/uiq3/engine/main.cpp
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// mainloop with window server event handling
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// event polling mechnism was taken from
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// Peter van Sebille's projects
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// (c) Copyright 2006, notaz
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// All Rights Reserved
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#include <e32base.h>
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#include <hal.h>
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#include <e32keys.h>
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#include <w32std.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <sys/time.h>
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#include "debug.h"
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#include "../Engine.h"
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#include "../../../pico/picoInt.h"
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#include "vid.h"
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#include "polledAS.h"
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//#include "audio.h"
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#include "audio_mediaserver.h"
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#include <EZlib.h>
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#include "../../../zlib/gzio_symb.h"
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//#define BENCHMARK
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// scancodes we care about
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enum TUsedScanCodes {
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EStdKeyM600JogUp = EStdKeyDevice1,
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EStdKeyM600JogDown = EStdKeyDevice2,
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};
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static unsigned char keyFlags[256]; // lsb->msb: key_down, pulse_only, ?, ?, ?, ?, not_configurable, disabled
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static unsigned char pressedKeys[11]; // List of pressed key scancodes, up to 10
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// list of areas
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TPicoAreaConfigEntry areaConfig[] = {
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{ TRect( 0, 0, 0, 0) },
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// small corner bottons
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{ TRect( 0, 0, 15, 15) },
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{ TRect(224, 0, 239, 15) },
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{ TRect( 0, 304, 15, 319) },
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{ TRect(224, 304, 239, 319) },
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// normal buttons
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{ TRect( 0, 0, 79, 63) },
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{ TRect( 80, 0, 159, 63) },
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{ TRect(160, 0, 239, 63) },
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{ TRect( 0, 64, 79, 127) },
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{ TRect( 80, 64, 159, 127) },
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{ TRect(160, 64, 239, 127) },
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{ TRect( 0, 128, 79, 191) },
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{ TRect( 80, 128, 159, 191) },
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{ TRect(160, 128, 239, 191) },
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{ TRect( 0, 192, 79, 255) },
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{ TRect( 80, 192, 159, 255) },
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{ TRect(160, 192, 239, 255) },
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{ TRect( 0, 256, 79, 319) },
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{ TRect( 80, 256, 159, 319) },
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{ TRect(160, 256, 239, 319) },
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{ TRect( 0, 0, 0, 0) }
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};
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// PicoPad[] format: SACB RLDU
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const char *actionNames[] = {
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"UP", "DOWN", "LEFT", "RIGHT", "B", "C", "A", "START",
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0, 0, 0, 0, 0, 0, 0, 0, // Z, Y, X, MODE (enabled only when needed), ?, ?, ?, ?
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0, 0, 0, 0, "VOLUME@UP", "VOLUME@DOWN", "NEXT@SAVE@SLOT", "PREV@SAVE@SLOT", // ?, ?, ?, ?, vol_up, vol_down, next_slot, prev_slot
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0, 0, "PAUSE@EMU", "SAVE@STATE", "LOAD@STATE", 0, 0, "DONE" // ?, switch_renderer, [...], "FRAMESKIP@8", "AUTO@FRAMESKIP"
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};
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// globals are allowed, so why not to (ab)use them?
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//TInt machineUid = 0;
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int gamestate = PGS_Paused, gamestate_next = PGS_Paused;
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TPicoConfig *currentConfig = 0;
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static char noticeMsg[64]; // notice msg to draw
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static timeval noticeMsgTime = { 0, 0 }; // when started showing
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static CGameAudioMS *gameAudio = 0; // the audio object itself
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static int reset_timing, pico_was_reset;
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static int state_slot = 0;
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extern const char *RomFileName;
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extern RSemaphore initSemaphore;
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extern RSemaphore pauseSemaphore;
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// some forward declarations
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static void MainInit();
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static void MainExit();
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static void DumpMemInfo();
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void MainOldCleanup();
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class TPicoDirectScreenAccess : public MDirectScreenAccess
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{
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public: // implements MDirectScreenAccess
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void Restart(RDirectScreenAccess::TTerminationReasons aReason);
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public: // implements MAbortDirectScreenAccess
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void AbortNow(RDirectScreenAccess::TTerminationReasons aReason);
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};
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// just for a nicer grouping of WS related stuff
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class CGameWindow
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{
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public:
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static void ConstructResourcesL(void);
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static void FreeResources(void);
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static void DoKeys(void);
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static void DoKeysConfig(TUint &which);
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static void RunEvents(TUint32 which);
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static RWsSession* iWsSession;
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static RWindowGroup iWsWindowGroup;
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static RWindow iWsWindow;
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static CWsScreenDevice* iWsScreen;
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static CWindowGc* iWindowGc;
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static TRequestStatus iWsEventStatus;
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// static TThreadId iLauncherThreadId;
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// static RDirectScreenAccess* iDSA;
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// static TRequestStatus iDSAstatus;
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static TPicoDirectScreenAccess iPDSA;
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static CDirectScreenAccess* iDSA;
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};
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static int snd_excess_add = 0, snd_excess_cnt = 0; // hack
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static void updateSound(void)
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{
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int len = PsndLen;
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snd_excess_cnt += snd_excess_add;
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if (snd_excess_cnt >= 0x10000) {
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snd_excess_cnt -= 0x10000;
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if (PicoOpt&8) {
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PsndOut[len*2] = PsndOut[len*2-2];
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PsndOut[len*2+1] = PsndOut[len*2-1];
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} else {
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PsndOut[len] = PsndOut[len-1];
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}
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len++;
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}
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PsndOut = gameAudio->NextFrameL(len);
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if(!PsndOut) { // sound output problems?
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strcpy(noticeMsg, "SOUND@OUTPUT@ERROR;@SOUND@DISABLED");
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gettimeofday(¬iceMsgTime, 0);
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}
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}
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static void SkipFrame(void)
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{
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PicoSkipFrame=1;
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PicoFrame();
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PicoSkipFrame=0;
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}
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static void simpleWait(int thissec, int lim_time)
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{
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struct timeval tval;
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int sleep = 0;
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gettimeofday(&tval, 0);
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if(thissec != tval.tv_sec) tval.tv_usec+=1000000;
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sleep = lim_time - tval.tv_usec - 2000;
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if (sleep > 0) {
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// User::After((sleep = lim_time - tval.tv_usec));
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User::AfterHighRes(sleep);
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}
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}
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static void TargetEpocGameL()
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{
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char buff[24]; // fps count c string
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struct timeval tval; // timing
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int thissec = 0, frames_done = 0, frames_shown = 0;
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int target_fps, target_frametime;
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int i, lim_time;
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//TRawEvent blevent;
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MainInit();
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buff[0] = 0;
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// just to keep the backlight on (works only on UIQ2)
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//blevent.Set(TRawEvent::EActive);
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// loop?
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for(;;) {
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if(gamestate == PGS_Running) {
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// switch context to other thread
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User::After(50000);
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// prepare window and stuff
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CGameWindow::ConstructResourcesL();
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// if the system has something to do, it should better do it now
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User::After(50000);
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//CPolledActiveScheduler::Instance()->Schedule();
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// pal/ntsc might have changed, reset related stuff
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if(Pico.m.pal) {
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target_fps = 50;
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if(!noticeMsgTime.tv_sec) strcpy(noticeMsg, "PAL@SYSTEM@/@50@FPS");
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} else {
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target_fps = 60;
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if(!noticeMsgTime.tv_sec) strcpy(noticeMsg, "NTSC@SYSTEM@/@60@FPS");
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}
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target_frametime = 1000000/target_fps;
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if(!noticeMsgTime.tv_sec && pico_was_reset)
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gettimeofday(¬iceMsgTime, 0);
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if (PsndOut) {
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snd_excess_cnt = 0;
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snd_excess_add = ((PsndRate - PsndLen*target_fps)<<16) / target_fps;
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}
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pico_was_reset = 0;
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reset_timing = 1;
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while(gamestate == PGS_Running) {
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gettimeofday(&tval, 0);
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if(reset_timing) {
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reset_timing = 0;
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thissec = tval.tv_sec;
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frames_done = tval.tv_usec/target_frametime;
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}
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// show notice message?
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char *notice = 0;
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if(noticeMsgTime.tv_sec) {
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if((tval.tv_sec*1000000+tval.tv_usec) - (noticeMsgTime.tv_sec*1000000+noticeMsgTime.tv_usec) > 2000000) // > 2.0 sec
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noticeMsgTime.tv_sec = noticeMsgTime.tv_usec = 0;
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else notice = noticeMsg;
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}
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// second changed?
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if(thissec != tval.tv_sec) {
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#ifdef BENCHMARK
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static int bench = 0, bench_fps = 0, bench_fps_s = 0, bfp = 0, bf[4];
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if(++bench == 10) {
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bench = 0;
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bench_fps_s = bench_fps;
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bf[bfp++ & 3] = bench_fps;
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bench_fps = 0;
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}
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bench_fps += frames_shown;
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sprintf(buff, "%02i/%02i/%02i", frames_shown, bench_fps_s, (bf[0]+bf[1]+bf[2]+bf[3])>>2);
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#else
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if(currentConfig->iFlags & 2)
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sprintf(buff, "%02i/%02i", frames_shown, frames_done);
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#endif
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thissec = tval.tv_sec;
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if(PsndOut == 0 && currentConfig->iFrameskip >= 0) {
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frames_done = frames_shown = 0;
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} else {
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// it is quite common for this implementation to leave 1 fame unfinished
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// when second changes, but we don't want buffer to starve.
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if(PsndOut && frames_done < target_fps && frames_done > target_fps-5) {
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SkipFrame(); frames_done++;
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}
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frames_done -= target_fps; if (frames_done < 0) frames_done = 0;
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frames_shown -= target_fps; if (frames_shown < 0) frames_shown = 0;
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if (frames_shown > frames_done) frames_shown = frames_done;
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}
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}
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lim_time = (frames_done+1) * target_frametime;
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if(currentConfig->iFrameskip >= 0) { // frameskip enabled
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for(i = 0; i < currentConfig->iFrameskip; i++) {
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CGameWindow::DoKeys();
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SkipFrame(); frames_done++;
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if (PsndOut) { // do framelimitting if sound is enabled
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gettimeofday(&tval, 0);
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if(thissec != tval.tv_sec) tval.tv_usec+=1000000;
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if(tval.tv_usec < lim_time) { // we are too fast
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simpleWait(thissec, lim_time);
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}
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}
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lim_time += target_frametime;
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}
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} else if(tval.tv_usec > lim_time) { // auto frameskip
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// no time left for this frame - skip
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CGameWindow::DoKeys();
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SkipFrame(); frames_done++;
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continue;
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}
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CGameWindow::DoKeys();
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PicoFrame();
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// check time
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gettimeofday(&tval, 0);
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if(thissec != tval.tv_sec) tval.tv_usec+=1000000;
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// sleep if we are still too fast
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if(PsndOut != 0 || currentConfig->iFrameskip < 0)
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{
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// TODO: check if User::After() is accurate
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gettimeofday(&tval, 0);
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if(thissec != tval.tv_sec) tval.tv_usec+=1000000;
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if(tval.tv_usec < lim_time)
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{
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// we are too fast
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simpleWait(thissec, lim_time);
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}
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}
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CPolledActiveScheduler::Instance()->Schedule();
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if (gamestate != PGS_Paused)
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vidDrawFrame(notice, buff, frames_shown);
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frames_done++; frames_shown++;
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}
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// save SRAM
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if((currentConfig->iFlags & 1) && SRam.changed) {
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saveLoadGame(0, 1);
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SRam.changed = 0;
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}
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CGameWindow::FreeResources();
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} else if(gamestate == PGS_Paused) {
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DEBUGPRINT(_L("pausing.."));
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pauseSemaphore.Wait();
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} else if(gamestate == PGS_KeyConfig) {
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// switch context to other thread
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User::After(50000);
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// prepare window and stuff
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CGameWindow::ConstructResourcesL();
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TUint whichAction = 0;
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while(gamestate == PGS_KeyConfig) {
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CGameWindow::DoKeysConfig(whichAction);
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CPolledActiveScheduler::Instance()->Schedule();
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if (gamestate != PGS_Paused)
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vidKeyConfigFrame(whichAction);
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User::After(150000);
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}
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CGameWindow::FreeResources();
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} else if(gamestate == PGS_DebugHeap) {
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#ifdef __DEBUG_PRINT
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TInt cells = User::CountAllocCells();
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TInt mem;
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User::AllocSize(mem);
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DEBUGPRINT(_L("worker: cels=%d, size=%d KB"), cells, mem/1024);
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gamestate = gamestate_next;
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#endif
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} else if(gamestate == PGS_Quit) {
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break;
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}
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}
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MainExit();
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}
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// main initialization
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static void MainInit()
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{
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DEBUGPRINT(_L("\r\n\r\nstarting.."));
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// our thread might have been crashed previously, so many other objects may be still floating around
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MainOldCleanup();
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DEBUGPRINT(_L("CPolledActiveScheduler::NewL()"));
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CPolledActiveScheduler::NewL(); // create Polled AS for the sound engine
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// HAL::Get(HALData::EMachineUid, machineUid); // find out the machine UID
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DumpMemInfo();
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// try to start pico
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DEBUGPRINT(_L("PicoInit();"));
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PicoInit();
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PicoDrawSetColorFormat(2);
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PicoWriteSound = updateSound;
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// if (pauseSemaphore.Handle() <= 0)
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// pauseSemaphore.CreateLocal(0);
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DEBUGPRINT(_L("initSemaphore.Signal()"));
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initSemaphore.Signal();
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}
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// does not return
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static void MainExit()
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{
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RThread thisThread;
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DEBUGPRINT(_L("%i: cleaning up.."), (TInt32) thisThread.Id());
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// save SRAM
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if((currentConfig->iFlags & 1) && SRam.changed) {
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saveLoadGame(0, 1);
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SRam.changed = 0;
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}
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PicoExit();
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// pauseSemaphore.Close();
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if(gameAudio) delete gameAudio;
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// Polled AS
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delete CPolledActiveScheduler::Instance();
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}
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void MainOldCleanup()
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{
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DEBUGPRINT(_L("MainOldCleanup.."));
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// There was previously a handle leak here, so thread stuff was not cleaned
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// and I thought I would have to do it mself.
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// clean any resources which might be left after a thread crash
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//CGameWindow::FreeResources(ETrue);
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//if(CPolledActiveScheduler::Instance())
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// delete CPolledActiveScheduler::Instance();
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}
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static void DumpMemInfo()
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{
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TInt ramSize, ramSizeFree, romSize;
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HAL::Get(HALData::EMemoryRAM, ramSize);
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HAL::Get(HALData::EMemoryRAMFree, ramSizeFree);
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HAL::Get(HALData::EMemoryROM, romSize);
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DEBUGPRINT(_L("ram=%dKB, ram_free=%dKB, rom=%dKB"), ramSize/1024, ramSizeFree/1024, romSize/1024);
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}
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TInt EmuThreadFunction(TAny*)
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{
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const TUint32 exs = KExceptionAbort|KExceptionKill|KExceptionUserInterrupt|KExceptionFpe|KExceptionFault|KExceptionInteger|KExceptionDebug;
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DEBUGPRINT(_L("EmuThreadFunction()"));
|
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User::SetExceptionHandler(ExceptionHandler, exs/*(TUint32) -1*/); // does not work?
|
||||
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//TInt pc, sp;
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//asm volatile ("str pc, %0" : "=m" (pc) );
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//asm volatile ("str sp, %0" : "=m" (sp) );
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//RDebug::Print(_L("executing @ 0x%08x, sp=0x%08x"), pc, sp);
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||||
|
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/*
|
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RDebug::Print(_L("Base Bottom Top Size RW Name"));
|
||||
TBuf<4> l_r(_L("R")), l_w(_L("W")), l_d(_L("-"));
|
||||
RChunk chunk;
|
||||
TFullName chunkname;
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||||
TFindChunk findChunk(_L("*"));
|
||||
while( findChunk.Next(chunkname) != KErrNotFound ) {
|
||||
chunk.Open(findChunk);
|
||||
RDebug::Print(_L("%08x %08x %08x %08x %S%S %S"), chunk.Base(), chunk.Base()+chunk.Bottom(), chunk.Base()+chunk.Top(), chunk.Size(), chunk.IsReadable() ? &l_r : &l_d, chunk.IsWritable() ? &l_w : &l_d, &chunkname);
|
||||
chunk.Close();
|
||||
}
|
||||
*/
|
||||
|
||||
// can't do that, will crash here
|
||||
// if(cleanup) {
|
||||
// DEBUGPRINT(_L("found old CTrapCleanup, deleting.."));
|
||||
// delete cleanup;
|
||||
// }
|
||||
|
||||
CTrapCleanup *cleanup = CTrapCleanup::New();
|
||||
|
||||
TRAPD(error, TargetEpocGameL());
|
||||
|
||||
__ASSERT_ALWAYS(!error, User::Panic(_L("Picosmall"), error));
|
||||
delete cleanup;
|
||||
|
||||
DEBUGPRINT(_L("exitting.."));
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
void TPicoDirectScreenAccess::Restart(RDirectScreenAccess::TTerminationReasons aReason)
|
||||
{
|
||||
DEBUGPRINT(_L("TPicoDirectScreenAccess::Restart(%i)"), aReason);
|
||||
|
||||
// if (CGameWindow::iDSA) {
|
||||
// TRAPD(error, CGameWindow::iDSA->StartL());
|
||||
// if (error) DEBUGPRINT(_L("iDSA->StartL() error: %i"), error);
|
||||
// }
|
||||
}
|
||||
|
||||
|
||||
void TPicoDirectScreenAccess::AbortNow(RDirectScreenAccess::TTerminationReasons aReason)
|
||||
{
|
||||
DEBUGPRINT(_L("TPicoDirectScreenAccess::AbortNow(%i)"), aReason);
|
||||
|
||||
// the WS wants us to stop, so let's obey
|
||||
gamestate = PGS_Paused;
|
||||
}
|
||||
|
||||
|
||||
void CGameWindow::ConstructResourcesL()
|
||||
{
|
||||
DEBUGPRINT(_L("ConstructResourcesL()"));
|
||||
// connect to window server
|
||||
// tried to create it globally and not re-connect everytime,
|
||||
// but my window started to lose focus strangely
|
||||
iWsSession = new(ELeave) RWsSession();
|
||||
User::LeaveIfError(iWsSession->Connect());
|
||||
|
||||
// * Tell the Window Server not to mess about with our process priority
|
||||
// * Also, because of the way legacy games are written, they never sleep
|
||||
// * and thus never voluntarily yield the CPU. We set our process priority
|
||||
// * to EPriorityForeground and hope that a Telephony application on
|
||||
// * this device runs at EPriorityForeground as well. If not, tough! ;-)
|
||||
|
||||
iWsSession->ComputeMode(RWsSession::EPriorityControlDisabled);
|
||||
RProcess me;
|
||||
me.SetPriority(EPriorityForeground);
|
||||
|
||||
iWsScreen = new(ELeave) CWsScreenDevice(*iWsSession);
|
||||
User::LeaveIfError(iWsScreen->Construct());
|
||||
// User::LeaveIfError(iWsScreen->CreateContext(iWindowGc));
|
||||
|
||||
iWsWindowGroup = RWindowGroup(*iWsSession);
|
||||
User::LeaveIfError(iWsWindowGroup.Construct((TUint32)&iWsWindowGroup));
|
||||
//iWsWindowGroup.SetOrdinalPosition(0);
|
||||
//iWsWindowGroup.SetName(KServerWGName);
|
||||
iWsWindowGroup.EnableScreenChangeEvents(); // flip events (EEventScreenDeviceChanged)
|
||||
iWsWindowGroup.EnableFocusChangeEvents(); // EEventFocusGroupChanged
|
||||
iWsWindowGroup.SetOrdinalPosition(0, 1); // TInt aPos, TInt aOrdinalPriority
|
||||
|
||||
iWsWindow=RWindow(*iWsSession);
|
||||
User::LeaveIfError(iWsWindow.Construct(iWsWindowGroup, (TUint32)&iWsWindow));
|
||||
iWsWindow.SetSize(iWsScreen->SizeInPixels());
|
||||
iWsWindow.PointerFilter(EPointerFilterDrag, 0);
|
||||
iWsWindow.SetPointerGrab(ETrue);
|
||||
iWsWindow.SetVisible(ETrue);
|
||||
iWsWindow.Activate();
|
||||
|
||||
#if 0
|
||||
// request access through RDirectScreenAccess api, but don't care about the result
|
||||
// hangs?
|
||||
RRegion *dsa_region = 0;
|
||||
iDSA = new(ELeave) RDirectScreenAccess(*iWsSession);
|
||||
if(iDSA->Construct() == KErrNone)
|
||||
iDSA->Request(dsa_region, iDSAstatus, iWsWindow);
|
||||
DEBUGPRINT(_L("DSA: %i"), dsa_region ? dsa_region->Count() : -1);
|
||||
#endif
|
||||
|
||||
TInt ret;
|
||||
|
||||
// request access through CDirectScreenAccess
|
||||
iDSA = CDirectScreenAccess::NewL(*iWsSession, *iWsScreen, iWsWindow, iPDSA);
|
||||
|
||||
// now get the screenbuffer
|
||||
TScreenInfoV01 screenInfo;
|
||||
TPckg<TScreenInfoV01> sI(screenInfo);
|
||||
UserSvr::ScreenInfo(sI);
|
||||
|
||||
if(!screenInfo.iScreenAddressValid)
|
||||
User::Leave(KErrNotSupported);
|
||||
|
||||
DEBUGPRINT(_L("framebuffer=0x%08x (%dx%d)"), screenInfo.iScreenAddress,
|
||||
screenInfo.iScreenSize.iWidth, screenInfo.iScreenSize.iHeight);
|
||||
|
||||
// vidInit
|
||||
DEBUGPRINT(_L("vidInit()"));
|
||||
ret = vidInit((void *)screenInfo.iScreenAddress, 0);
|
||||
DEBUGPRINT(_L("vidInit() done (%i)"), ret);
|
||||
|
||||
User::LeaveIfError(ret);
|
||||
|
||||
memset(keyFlags, 0, 256);
|
||||
keyFlags[EStdKeyM600JogUp] = keyFlags[EStdKeyM600JogDown] = 2; // add "pulse only" for jog up/down
|
||||
keyFlags[EStdKeyOff] = 0x40; // not configurable
|
||||
|
||||
// try to start the audio engine
|
||||
static int PsndRate_old = 0, PicoOpt_old = 0, pal_old = 0;
|
||||
|
||||
if(gamestate == PGS_Running && (currentConfig->iFlags & 4)) {
|
||||
TInt err = 0;
|
||||
if(PsndRate != PsndRate_old || (PicoOpt&11) != (PicoOpt_old&11) || Pico.m.pal != pal_old) {
|
||||
// if rate changed, reset all enabled chips, else reset only those chips, which were recently enabled
|
||||
//sound_reset(PsndRate != PsndRate_old ? PicoOpt : (PicoOpt&(PicoOpt^PicoOpt_old)));
|
||||
sound_rerate();
|
||||
}
|
||||
if(!gameAudio || PsndRate != PsndRate_old || ((PicoOpt&8) ^ (PicoOpt_old&8)) || Pico.m.pal != pal_old) { // rate or stereo or pal/ntsc changed
|
||||
if(gameAudio) delete gameAudio; gameAudio = 0;
|
||||
DEBUGPRINT(_L("starting audio: %i len: %i stereo: %i, pal: %i"), PsndRate, PsndLen, PicoOpt&8, Pico.m.pal);
|
||||
TRAP(err, gameAudio = CGameAudioMS::NewL(PsndRate, (PicoOpt&8) ? 1 : 0, Pico.m.pal ? 50 : 60));
|
||||
}
|
||||
if( gameAudio) {
|
||||
TRAP(err, PsndOut = gameAudio->ResumeL());
|
||||
}
|
||||
if(err) {
|
||||
if(gameAudio) delete gameAudio;
|
||||
gameAudio = 0;
|
||||
PsndOut = 0;
|
||||
strcpy(noticeMsg, "SOUND@STARTUP@FAILED");
|
||||
gettimeofday(¬iceMsgTime, 0);
|
||||
}
|
||||
PsndRate_old = PsndRate;
|
||||
PicoOpt_old = PicoOpt;
|
||||
pal_old = Pico.m.pal;
|
||||
} else {
|
||||
if(gameAudio) delete gameAudio;
|
||||
gameAudio = 0;
|
||||
PsndOut = 0;
|
||||
}
|
||||
|
||||
CPolledActiveScheduler::Instance()->Schedule();
|
||||
|
||||
// start key WS event polling
|
||||
iWsSession->EventReady(&iWsEventStatus);
|
||||
|
||||
iWsSession->Flush(); // check: short hang in UIQ2
|
||||
User::After(1);
|
||||
|
||||
// I don't know why but the Window server sometimes hangs completely (hanging the phone too) after calling StartL()
|
||||
// Is this a sync broblem? weird bug?
|
||||
TRAP(ret, iDSA->StartL());
|
||||
if (ret) DEBUGPRINT(_L("iDSA->StartL() error: %i"), ret);
|
||||
|
||||
// User::After(1);
|
||||
// CPolledActiveScheduler::Instance()->Schedule();
|
||||
|
||||
DEBUGPRINT(_L("CGameWindow::ConstructResourcesL() finished."));
|
||||
}
|
||||
|
||||
// this may be run even if there is nothing to free
|
||||
void CGameWindow::FreeResources()
|
||||
{
|
||||
if(gameAudio) gameAudio->Pause();
|
||||
|
||||
//DEBUGPRINT(_L("CPolledActiveScheduler::Instance(): %08x"), CPolledActiveScheduler::Instance());
|
||||
if(CPolledActiveScheduler::Instance())
|
||||
CPolledActiveScheduler::Instance()->Schedule();
|
||||
|
||||
#if 0
|
||||
// free RDirectScreenAccess stuff (seems to be deleted automatically after crash?)
|
||||
if(iDSA) {
|
||||
iDSA->Cancel();
|
||||
iDSA->Close();
|
||||
delete iDSA;
|
||||
}
|
||||
iDSA = NULL;
|
||||
#endif
|
||||
if(iDSA) delete iDSA;
|
||||
iDSA = 0;
|
||||
|
||||
if(iWsSession->WsHandle() > 0 && iWsEventStatus != KRequestPending) // TODO: 2 UIQ2 (?)
|
||||
iWsSession->EventReadyCancel();
|
||||
|
||||
if(iWsWindow.WsHandle() > 0)
|
||||
iWsWindow.Close();
|
||||
|
||||
if(iWsWindowGroup.WsHandle() > 0)
|
||||
iWsWindowGroup.Close();
|
||||
|
||||
// these must be deleted before calling iWsSession->Close()
|
||||
if(iWsScreen) {
|
||||
delete iWsScreen;
|
||||
iWsScreen = NULL;
|
||||
}
|
||||
|
||||
if(iWsSession->WsHandle() > 0) {
|
||||
iWsSession->Close();
|
||||
delete iWsSession;
|
||||
}
|
||||
|
||||
vidFree();
|
||||
|
||||
// emu might change renderer by itself, so we may need to sync config
|
||||
if(currentConfig && currentConfig->iPicoOpt != PicoOpt) {
|
||||
currentConfig->iFlags |= 0x80;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CGameWindow::DoKeys(void)
|
||||
{
|
||||
TWsEvent iWsEvent;
|
||||
TInt iWsEventType;
|
||||
unsigned long allActions = 0;
|
||||
static unsigned long areaActions = 0, forceUpdate = 0;
|
||||
int i, nEvents;
|
||||
|
||||
for(nEvents = 0; iWsEventStatus != KRequestPending; nEvents++)
|
||||
{
|
||||
iWsSession->GetEvent(iWsEvent);
|
||||
iWsEventType = iWsEvent.Type();
|
||||
|
||||
// pointer events?
|
||||
if(iWsEventType == EEventPointer) {
|
||||
if(iWsEvent.Pointer()->iType == TPointerEvent::EButton1Up) {
|
||||
areaActions = 0; // remove all directionals
|
||||
} else { // if(iWsEvent.Pointer()->iType == TPointerEvent::EButton1Down) {
|
||||
TPoint p = iWsEvent.Pointer()->iPosition;
|
||||
const TPicoAreaConfigEntry *e = areaConfig + 1;
|
||||
for(i = 0; !e->rect.IsEmpty(); e++, i++)
|
||||
if(e->rect.Contains(p)) {
|
||||
areaActions = currentConfig->iAreaBinds[i];
|
||||
break;
|
||||
}
|
||||
//DEBUGPRINT(_L("pointer event: %i %i"), p.iX, p.iY);
|
||||
}
|
||||
}
|
||||
else if(iWsEventType == EEventKeyDown || iWsEventType == EEventKeyUp) {
|
||||
TInt iScanCode = iWsEvent.Key()->iScanCode;
|
||||
//DEBUGPRINT(_L("key event: 0x%02x"), iScanCode);
|
||||
|
||||
if(iScanCode < 256)
|
||||
{
|
||||
if(iWsEventType == EEventKeyDown) {
|
||||
keyFlags[iScanCode] |= 1;
|
||||
for(i=0; i < 10; i++) {
|
||||
if( pressedKeys[i] == (TUint8) iScanCode) break;
|
||||
if(!pressedKeys[i]) { pressedKeys[i] = (TUint8) iScanCode; break; }
|
||||
}
|
||||
} else if(!(keyFlags[iScanCode]&2)) {
|
||||
keyFlags[iScanCode] &= ~1;
|
||||
for(i=0; i < 10; i++) {
|
||||
if(pressedKeys[i] == (TUint8) iScanCode) { pressedKeys[i] = 0; break; }
|
||||
}
|
||||
}
|
||||
|
||||
// power?
|
||||
if(iScanCode == EStdKeyOff) gamestate = PGS_Paused;
|
||||
} else {
|
||||
DEBUGPRINT(_L("weird scancode: 0x%02x"), iScanCode);
|
||||
}
|
||||
}
|
||||
else if(iWsEventType == EEventScreenDeviceChanged) {
|
||||
// ???
|
||||
//User::After(500000);
|
||||
//reset_timing = 1;
|
||||
DEBUGPRINT(_L("EEventScreenDeviceChanged, focus: %i, our: %i"),
|
||||
iWsSession->GetFocusWindowGroup(), iWsWindowGroup.Identifier());
|
||||
}
|
||||
else if(iWsEventType == EEventFocusGroupChanged) {
|
||||
TInt focusGrpId = iWsSession->GetFocusWindowGroup();
|
||||
DEBUGPRINT(_L("EEventFocusGroupChanged: %i, our: %i"),
|
||||
focusGrpId, iWsWindowGroup.Identifier());
|
||||
// if it is not us and not launcher that got focus, pause emu
|
||||
if(focusGrpId != iWsWindowGroup.Identifier())
|
||||
gamestate = PGS_Paused;
|
||||
}
|
||||
|
||||
iWsEventStatus = KRequestPending;
|
||||
iWsSession->EventReady(&iWsEventStatus);
|
||||
}
|
||||
|
||||
if(nEvents || forceUpdate) {
|
||||
allActions = areaActions;
|
||||
forceUpdate = 0;
|
||||
|
||||
// add all pushed button actions
|
||||
for(i = 9; i >= 0; i--) {
|
||||
int scan = pressedKeys[i];
|
||||
if(scan) {
|
||||
if(keyFlags[scan] & 1) allActions |= currentConfig->iKeyBinds[scan];
|
||||
if((keyFlags[scan]& 3)==3) forceUpdate = 1;
|
||||
if(keyFlags[scan] & 2) keyFlags[scan] &= ~1;
|
||||
}
|
||||
}
|
||||
|
||||
PicoPad[0] = (unsigned short) allActions;
|
||||
if(allActions & 0xFFFF0000) {
|
||||
RunEvents(allActions >> 16);
|
||||
areaActions = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CGameWindow::DoKeysConfig(TUint &which)
|
||||
{
|
||||
TWsEvent iWsEvent;
|
||||
int i;
|
||||
|
||||
while(iWsEventStatus != KRequestPending)
|
||||
{
|
||||
TUint currentActCode = 1 << which;
|
||||
|
||||
iWsSession->GetEvent(iWsEvent);
|
||||
|
||||
// pointer events?
|
||||
if(iWsEvent.Type() == EEventPointer) {
|
||||
TPoint p = iWsEvent.Pointer()->iPosition;
|
||||
TRect prev(56, 0, 120, 26);
|
||||
TRect next(120, 0, 180, 26);
|
||||
|
||||
if(iWsEvent.Pointer()->iType == TPointerEvent::EButton1Down) {
|
||||
if(prev.Contains(p)) do { which = (which-1) & 0x1F; } while(!actionNames[which]);
|
||||
else if(next.Contains(p)) do { which = (which+1) & 0x1F; } while(!actionNames[which]);
|
||||
else if(which == 31) gamestate = PGS_Paused; // done
|
||||
else {
|
||||
const TPicoAreaConfigEntry *e = areaConfig + 1;
|
||||
for(i = 0; e->rect != TRect(0,0,0,0); e++, i++)
|
||||
if(e->rect.Contains(p)) {
|
||||
currentConfig->iAreaBinds[i] ^= currentActCode;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if(iWsEvent.Type() == EEventKeyDown || iWsEvent.Type() == EEventKeyUp)
|
||||
{
|
||||
TUint scan = (TUint) iWsEvent.Key()->iScanCode;
|
||||
|
||||
// key events?
|
||||
if(iWsEvent.Type() == EEventKeyDown) {
|
||||
if(which == 31) {
|
||||
gamestate = PGS_Paused;
|
||||
} else if (scan < 256) {
|
||||
if(!(keyFlags[scan]&0x40)) currentConfig->iKeyBinds[scan] ^= currentActCode;
|
||||
}
|
||||
}
|
||||
|
||||
// power?
|
||||
if(iWsEvent.Key()->iScanCode == EStdKeyOff) gamestate = PGS_Paused;
|
||||
}
|
||||
else if(iWsEvent.Type() == EEventFocusGroupChanged) {
|
||||
TInt focusGrpId = iWsSession->GetFocusWindowGroup();
|
||||
// if we lost focus, exit config mode
|
||||
if(focusGrpId != iWsWindowGroup.Identifier())
|
||||
gamestate = PGS_Paused;
|
||||
}
|
||||
|
||||
// iWsEventStatus = KRequestPending;
|
||||
iWsSession->EventReady(&iWsEventStatus);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CGameWindow::RunEvents(TUint32 which)
|
||||
{
|
||||
if(which & 0x4000) currentConfig->iFrameskip = -1;
|
||||
if(which & 0x2000) currentConfig->iFrameskip = 8;
|
||||
if(which & 0x1800) { // save or load (but not both)
|
||||
if(PsndOut) gameAudio->Pause(); // this may take a while, so we pause sound output
|
||||
|
||||
vidDrawNotice((which & 0x1000) ? "LOADING@GAME" : "SAVING@GAME");
|
||||
saveLoadGame(which & 0x1000);
|
||||
|
||||
if(PsndOut) PsndOut = gameAudio->ResumeL();
|
||||
reset_timing = 1;
|
||||
}
|
||||
if(which & 0x0400) gamestate = PGS_Paused;
|
||||
if(which & 0x0200) { // switch renderer
|
||||
if(!(currentConfig->iScreenMode == TPicoConfig::PMFit &&
|
||||
(currentConfig->iScreenRotation == TPicoConfig::PRot0 || currentConfig->iScreenRotation == TPicoConfig::PRot180))) {
|
||||
|
||||
PicoOpt^=0x10;
|
||||
vidInit(0, 1);
|
||||
|
||||
strcpy(noticeMsg, (PicoOpt&0x10) ? "ALT@RENDERER" : "DEFAULT@RENDERER");
|
||||
gettimeofday(¬iceMsgTime, 0);
|
||||
}
|
||||
}
|
||||
if(which & 0x00c0) {
|
||||
if(which&0x0080) {
|
||||
state_slot -= 1;
|
||||
if(state_slot < 0) state_slot = 9;
|
||||
} else {
|
||||
state_slot += 1;
|
||||
if(state_slot > 9) state_slot = 0;
|
||||
}
|
||||
sprintf(noticeMsg, "SAVE@SLOT@%i@SELECTED", state_slot);
|
||||
gettimeofday(¬iceMsgTime, 0);
|
||||
}
|
||||
if(which & 0x0020) if(gameAudio) gameAudio->ChangeVolume(0);
|
||||
if(which & 0x0010) if(gameAudio) gameAudio->ChangeVolume(1);
|
||||
}
|
||||
|
||||
|
||||
// must use wrappers, or else will run into some weird loader error (see pico/area.c)
|
||||
static size_t fRead2(void *p, size_t _s, size_t _n, void *file)
|
||||
{
|
||||
return fread(p, _s, _n, (FILE *) file);
|
||||
}
|
||||
|
||||
static size_t fWrite2(void *p, size_t _s, size_t _n, void *file)
|
||||
{
|
||||
return fwrite(p, _s, _n, (FILE *) file);
|
||||
}
|
||||
|
||||
static size_t gzRead2(void *p, size_t, size_t _n, void *file)
|
||||
{
|
||||
return gzread(file, p, _n);
|
||||
}
|
||||
|
||||
static size_t gzWrite2(void *p, size_t, size_t _n, void *file)
|
||||
{
|
||||
return gzwrite(file, p, _n);
|
||||
}
|
||||
|
||||
|
||||
// this function is shared between both threads
|
||||
int saveLoadGame(int load, int sram)
|
||||
{
|
||||
int res = 0;
|
||||
|
||||
if(!RomFileName) return -1;
|
||||
|
||||
// make save filename
|
||||
char saveFname[KMaxFileName];
|
||||
strcpy(saveFname, RomFileName);
|
||||
saveFname[KMaxFileName-8] = 0;
|
||||
if(saveFname[strlen(saveFname)-4] == '.') saveFname[strlen(saveFname)-4] = 0;
|
||||
if(sram) strcat(saveFname, ".srm");
|
||||
else {
|
||||
if(state_slot > 0 && state_slot < 10) sprintf(saveFname, "%s.%i", saveFname, state_slot);
|
||||
strcat(saveFname, ".mds");
|
||||
}
|
||||
|
||||
DEBUGPRINT(_L("saveLoad (%i, %i): %S"), load, sram, DO_CONV(saveFname));
|
||||
|
||||
if(sram) {
|
||||
FILE *sramFile;
|
||||
int sram_size = SRam.end-SRam.start+1;
|
||||
if(SRam.reg_back & 4) sram_size=0x2000;
|
||||
if(!SRam.data) return 0; // SRam forcefully disabled for this game
|
||||
if(load) {
|
||||
sramFile = fopen(saveFname, "rb");
|
||||
if(!sramFile) return -1;
|
||||
fread(SRam.data, 1, sram_size, sramFile);
|
||||
fclose(sramFile);
|
||||
} else {
|
||||
// sram save needs some special processing
|
||||
// see if we have anything to save
|
||||
for(; sram_size > 0; sram_size--)
|
||||
if(SRam.data[sram_size-1]) break;
|
||||
|
||||
if(sram_size) {
|
||||
sramFile = fopen(saveFname, "wb");
|
||||
res = fwrite(SRam.data, 1, sram_size, sramFile);
|
||||
res = (res != sram_size) ? -1 : 0;
|
||||
fclose(sramFile);
|
||||
}
|
||||
}
|
||||
return res;
|
||||
} else {
|
||||
void *PmovFile = NULL;
|
||||
// try gzip first
|
||||
if(currentConfig->iFlags & 0x80) {
|
||||
strcat(saveFname, ".gz");
|
||||
if( (PmovFile = gzopen(saveFname, load ? "rb" : "wb")) ) {
|
||||
areaRead = gzRead2;
|
||||
areaWrite = gzWrite2;
|
||||
if(!load) gzsetparams(PmovFile, 9, Z_DEFAULT_STRATEGY);
|
||||
} else
|
||||
saveFname[strlen(saveFname)-3] = 0;
|
||||
}
|
||||
if(!PmovFile) { // gzip failed or was disabled
|
||||
if( (PmovFile = fopen(saveFname, load ? "rb" : "wb")) ) {
|
||||
areaRead = fRead2;
|
||||
areaWrite = fWrite2;
|
||||
}
|
||||
}
|
||||
if(PmovFile) {
|
||||
PmovState(load ? 6 : 5, PmovFile); // load/save
|
||||
strcpy(noticeMsg, load ? "GAME@LOADED" : "GAME@SAVED");
|
||||
if(areaRead == gzRead2)
|
||||
gzclose(PmovFile);
|
||||
else fclose ((FILE *) PmovFile);
|
||||
PmovFile = 0;
|
||||
if (load) Pico.m.dirtyPal=1;
|
||||
} else {
|
||||
strcpy(noticeMsg, load ? "LOAD@FAILED" : "SAVE@FAILED");
|
||||
res = -1;
|
||||
}
|
||||
|
||||
gettimeofday(¬iceMsgTime, 0);
|
||||
return res;
|
||||
}
|
||||
}
|
||||
|
||||
// static class members
|
||||
RWsSession* CGameWindow::iWsSession;
|
||||
RWindowGroup CGameWindow::iWsWindowGroup;
|
||||
RWindow CGameWindow::iWsWindow;
|
||||
CWsScreenDevice* CGameWindow::iWsScreen = NULL;
|
||||
CWindowGc* CGameWindow::iWindowGc = NULL;
|
||||
TRequestStatus CGameWindow::iWsEventStatus = KRequestPending;
|
||||
//RDirectScreenAccess* CGameWindow::iDSA;
|
||||
//TRequestStatus CGameWindow::iDSAstatus = KRequestPending;
|
||||
TPicoDirectScreenAccess CGameWindow::iPDSA;
|
||||
CDirectScreenAccess* CGameWindow::iDSA = NULL;
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue