// mainloop with window server event handling // event polling mechnism was taken from // Peter van Sebille's projects // (c) Copyright 2006, notaz // All Rights Reserved #include #include #include #include #include "debug.h" #include "pico/picoInt.h" #include "vid.h" #include "SimpleServer.h" #include "ClientServer.h" //#include "polledAS.h" #include "audio.h" #include #include "zlib/gzio_symb.h" #define BENCHMARK //#define TEST_FRAMEBUFF // keycodes we care about enum TPxxxKeyCodes { EKeyPxxxPower = EKeyDevice0, //0xF842 EKeyPxxxBrowser = EKeyApplication0, EKeyPxxxCamera = EKeyApplication1, EKeyPxxxJogUp = EKeyDevice1, EKeyPxxxJogDown = EKeyDevice2, EKeyPxxxJogLeft = EKeyDevice3, EKeyPxxxJogRight = EKeyDevice9, EKeyPxxxJogInward= EKeyDevice8, // FC keys //EKeyPxxxFcOk = EKeyDevice8, // don't care about FC keycodes }; // EKeyScreenDimension1 ~ EStdKeyF24 is sent when flip is closed, // EKeyScreenDimension0 ~ EStdKeyF23 when opened enum TMotAKeyCodes { EKeyMotAUp = EKeyDevice4, //0xF846 EKeyMotADown = EKeyDevice5, EKeyMotALeft = EKeyDevice6, EKeyMotARight = EKeyDevice7, EKeyMotASelect = EKeyDevice8, EKeyMotAButton1 = EKeyApplicationA, EKeyMotAButton2 = EKeyApplicationB, EKeyMotAHome = EKeyApplication0, EKeyMotAShortcut = EKeyApplication1, EKeyMotAVoice = EKeyDeviceA, EKeyMotACamera = EKeyDeviceB, EKeyMotAVolUp = EKeyIncVolume, EKeyMotAVolDn = EKeyDecVolume, EKeyMotASend = EKeyYes, EKeyMotAEnd = EKeyNo, }; // scancodes we care about enum TPxxxScanCodes { EScanPxxxPower = EStdKeyDevice0, // 0xa4 EScanPxxxBrowser = EStdKeyApplication0, EScanPxxxCamera = EStdKeyApplication1, EScanPxxxJogUp = EStdKeyDevice1, EScanPxxxJogDown = EStdKeyDevice2, EScanPxxxJogLeft = EStdKeyDeviceE, // not consistent EScanPxxxJogRight = EStdKeyDeviceD, EScanPxxxJogInward= EStdKeyDevice8, // FC keys EScanPxxxFcOk = EStdKeyDeviceF, EScanPxxxFcBack = EStdKeyDevice3, EScanPxxxFcC = EStdKeyDeviceA, EScanPxxxFcMenu = EStdKeyDevice9, EScanPxxxFc0 = '0', EScanPxxxFc1 = '1', EScanPxxxFc2 = '2', EScanPxxxFc3 = '3', EScanPxxxFc4 = '4', EScanPxxxFc5 = '5', EScanPxxxFc6 = '6', EScanPxxxFc7 = '7', EScanPxxxFc8 = '8', EScanPxxxFc9 = '9', EScanPxxxFcHash = EStdKeyHash, EScanPxxxFcAsterisk= EStdKeyNkpAsterisk, }; enum TMotAScanCodes { EScanMotAUp = EStdKeyDevice4, EScanMotADown = EStdKeyDevice5, EScanMotALeft = EStdKeyDevice6, EScanMotARight = EStdKeyDevice7, EScanMotASelect = EStdKeyDevice8, EScanMotAButton1 = EStdKeyApplicationA, EScanMotAButton2 = EStdKeyApplicationB, EScanMotAHome = EStdKeyApplication0, EScanMotAShortcut = EStdKeyApplication1, EScanMotAVoice = EStdKeyDeviceA, EScanMotACamera = EStdKeyDeviceB, EScanMotAVolUp = EStdKeyIncVolume, EScanMotAVolDn = EStdKeyDecVolume, EScanMotASend = EStdKeyYes, EScanMotAEnd = EStdKeyNo, // some extra codes, don't know if these are actually used EScanMotAExtra = EStdKeyApplicationC, EScanMotAEsc = EStdKeyApplicationD, EScanMotAStart = EStdKeyApplicationE, EScanMotASelect2 = EStdKeyApplicationF, }; // list of key names and codes TPicoKeyConfigEntry keyConfigPXXX[] = { { EKeyPxxxPower, EScanPxxxPower, 0, -1, -1, "POWER" }, // 0 { EKeyPxxxBrowser, EScanPxxxBrowser, 0, -1, -1, "BROWSER" }, { EKeyPxxxCamera, EScanPxxxCamera, 0, -1, -1, "CAMERA" }, { EKeyPxxxJogUp, EScanPxxxJogUp, 2, -1, -1, "JOG@UP" }, { EKeyPxxxJogDown, EScanPxxxJogDown, 2, -1, -1, "JOG@DOWN" }, { EKeyPxxxJogLeft, EScanPxxxJogLeft, 0, -1, -1, "JOG@LEFT" }, // 5 { EKeyPxxxJogRight, EScanPxxxJogRight, 0, -1, -1, "JOG@RIGHT" }, { 0, EScanPxxxJogInward, 0, -1, -1, "JOG@INWARD" }, { 0, EScanPxxxFcOk, 0, -1, -1, "FC@OK" }, { 0, EScanPxxxFcBack, 0, -1, -1, "FC@BACK" }, { 0, EScanPxxxFcC, 0, -1, -1, "FC@C" }, // 10 { 0, EScanPxxxFcMenu, 0, -1, -1, "FC@MENU" }, { 0, EScanPxxxFc0, 0, -1, -1, "FC@0" }, { 0, EScanPxxxFc1, 0, -1, -1, "FC@1" }, { 0, EScanPxxxFc2, 0, -1, -1, "FC@2" }, { 0, EScanPxxxFc3, 0, -1, -1, "FC@3" }, { 0, EScanPxxxFc4, 0, -1, -1, "FC@4" }, { 0, EScanPxxxFc5, 0, -1, -1, "FC@5" }, { 0, EScanPxxxFc6, 0, -1, -1, "FC@6" }, { 0, EScanPxxxFc7, 0, -1, -1, "FC@7" }, { 0, EScanPxxxFc8, 0, -1, -1, "FC@8" }, { 0, EScanPxxxFc9, 0, -1, -1, "FC@9" }, { 0, EScanPxxxFcHash, 0, -1, -1, "FC@HASH" }, { 0, EScanPxxxFcAsterisk,0, -1, -1, "FC@AST" }, { 0, 0, 0, 0, 0, 0 } }; // Motorola A92x & A1000 support TPicoKeyConfigEntry keyConfigMotA[] = { { EKeyMotAUp, EScanMotAUp, 0, -1, -1, "UP" }, // 0 { EKeyMotADown, EScanMotADown, 0, -1, -1, "DOWN" }, { EKeyMotALeft, EScanMotALeft, 0, -1, -1, "LEFT" }, { EKeyMotARight, EScanMotARight, 0, -1, -1, "RIGHT" }, { EKeyMotASelect, EScanMotASelect, 0, -1, -1, "SELECT" }, { EKeyMotAButton1, EScanMotAButton1, 0, -1, -1, "BUTTON1" }, // 5 { EKeyMotAButton2, EScanMotAButton2, 0, -1, -1, "BUTTON2" }, { EKeyMotAHome, EScanMotAHome, 0, -1, -1, "HOME" }, { EKeyMotAShortcut, EScanMotAShortcut, 0, -1, -1, "SHORTCUT" }, { EKeyMotAVoice, EScanMotAVoice, 0, -1, -1, "VOICE" }, { EKeyMotACamera, EScanMotACamera, 0, -1, -1, "CAMERA" }, // 10 { EKeyMotAVolUp, EScanMotAVolUp, 0, -1, -1, "VOL@UP" }, { EKeyMotAVolDn, EScanMotAVolDn, 0, -1, -1, "VOL@DOWN" }, { EKeyMotASend, EScanMotASend, 0, -1, -1, "SEND" }, { EKeyMotAEnd, EScanMotAEnd, 0, -1, -1, "END" }, { 0, EScanMotAExtra, 0, -1, -1, "EXTRA" }, { 0, EScanMotAEsc, 0, -1, -1, "ESC" }, { 0, EScanMotAStart, 0, -1, -1, "START" }, { 0, EScanMotASelect2, 0, -1, -1, "SELECT" }, { 0, 0, 0, 0, 0, 0 } }; // list of areas TPicoAreaConfigEntry areaConfig[] = { { TRect( 0, 0, 0, 0) }, // small corner bottons { TRect( 0, 0, 15, 15) }, { TRect(192, 0, 207, 15) }, { TRect( 0, 304, 15, 319) }, { TRect(192, 304, 207, 319) }, // normal buttons { TRect( 0, 0, 68, 63) }, { TRect( 69, 0, 138, 63) }, { TRect(139, 0, 207, 63) }, { TRect( 0, 64, 68, 127) }, { TRect( 69, 64, 138, 127) }, { TRect(139, 64, 207, 127) }, { TRect( 0, 128, 68, 191) }, { TRect( 69, 128, 138, 191) }, { TRect(139, 128, 207, 191) }, { TRect( 0, 192, 68, 255) }, { TRect( 69, 192, 138, 255) }, { TRect(139, 192, 207, 255) }, { TRect( 0, 256, 68, 319) }, { TRect( 69, 256, 138, 319) }, { TRect(139, 256, 207, 319) }, { TRect( 0, 0, 0, 0) } }; // PicoPad[] format: SACB RLDU const char *actionNames[] = { "UP", "DOWN", "LEFT", "RIGHT", "B", "C", "A", "START", 0, 0, 0, 0, 0, 0, 0, 0, // Z, Y, X, MODE (enabled only when needed), ?, ?, ?, ? 0, 0, 0, 0, 0, 0, "NEXT@SAVE@SLOT", "PREV@SAVE@SLOT", // ?, ?, ?, ?, mot_vol_up, mot_vol_down, next_slot, prev_slot 0, 0, "PAUSE@EMU", "SAVE@STATE", "LOAD@STATE", "FRAMESKIP@8", "AUTO@FRAMESKIP", "DONE" // ?, switch_renderer }; // globals are allowed, so why not to (ab)use them? TInt machineUid = 0; int gamestate = PGS_Paused, gamestate_prev = PGS_Paused; TPicoConfig currentConfig; TPicoKeyConfigEntry *keyConfig = 0; // currently used keys static char noticeMsg[64]; // notice msg to draw static timeval noticeMsgTime = { 0, 0 }; // when started showing static RLibrary gameAudioLib; // audio object library static _gameAudioNew gameAudioNew; // audio object maker static IGameAudio *gameAudio = 0; // the audio object itself static TProcessId launcherProcessId; static int reset_timing, state_slot = 0; extern const char *RomFileName; extern int pico_was_reset; #ifdef TEST_FRAMEBUFF static TUint8 *iFrameBuffer = 0; #endif // some forward declarations static void MainInit(); static void MainExit(); static void CheckForLauncher(); static void DumpMemInfo(); // just for a nicer grouping of WS related stuff class CGameWindow { public: static void ConstructResourcesL(); static void FreeResources(); static void DoKeys(timeval &time); static void DoKeysConfig(TUint &which); static void RunEvents(TUint32 which); static void SendClientWsEvent(TInt type); static RWsSession iWsSession; static RWindowGroup iWsWindowGroup; static RWindow iWsWindow; static CWsScreenDevice* iWsScreen; static CWindowGc* iWindowGc; static TRequestStatus iWsEventStatus; static TThreadId iLauncherThreadId; static RDirectScreenAccess* iDSA; static TRequestStatus iDSAstatus; }; void SkipFrame(int do_sound) { PicoSkipFrame=1; PicoFrame(); PicoSkipFrame=0; if(do_sound && PsndOut) { PsndOut = gameAudio->NextFrameL(); if(!PsndOut) { // sound output problems? strcpy(noticeMsg, "SOUND@OUTPUT@ERROR;@SOUND@DISABLED"); gettimeofday(¬iceMsgTime, 0); } } /* int total=0; // V-Blanking period: if (Pico.video.reg[1]&0x20) SekInterrupt(6); // Set IRQ Pico.video.status|=0x88; // V-Int happened / go into vblank total+=SekRun(18560); // Active Scan: if (Pico.video.reg[1]&0x40) Pico.video.status&=~8; // Come out of vblank if display is enabled SekInterrupt(0); // Clear IRQ total+=SekRun(127969-total); */ } void TargetEpocGameL() { char buff[24]; // fps count c string struct timeval tval; // timing int thissec = 0, frames_done = 0, frames_shown = 0; int target_fps, target_frametime, too_fast, too_fast_time; int i, underflow; TRawEvent blevent; MainInit(); buff[0] = 0; // just to keep the backlight on.. blevent.Set(TRawEvent::EActive); // loop? for(;;) { if(gamestate == PGS_Running) { // prepare window and stuff CGameWindow::ConstructResourcesL(); // if the system has something to do, it should better do it now User::After(50000); //CPolledActiveScheduler::Instance()->Schedule(); // pal/ntsc might have changed, reset related stuff if(Pico.m.pal) { target_fps = 50; if(!noticeMsgTime.tv_sec) strcpy(noticeMsg, "PAL@SYSTEM@/@50@FPS"); } else { target_fps = 60; if(!noticeMsgTime.tv_sec) strcpy(noticeMsg, "NTSC@SYSTEM@/@60@FPS"); } target_frametime = 1000000/target_fps; if(!noticeMsgTime.tv_sec && pico_was_reset) gettimeofday(¬iceMsgTime, 0); pico_was_reset = too_fast = 0; reset_timing = 1; while(gamestate == PGS_Running) { gettimeofday(&tval, 0); if(reset_timing) { reset_timing = 0; thissec = tval.tv_sec; frames_done = tval.tv_usec/target_frametime; } // show notice message? char *notice = 0; if(noticeMsgTime.tv_sec) { if((tval.tv_sec*1000000+tval.tv_usec) - (noticeMsgTime.tv_sec*1000000+noticeMsgTime.tv_usec) > 2000000) // > 2.0 sec noticeMsgTime.tv_sec = noticeMsgTime.tv_usec = 0; else notice = noticeMsg; } // second changed? if(thissec != tval.tv_sec) { #ifdef BENCHMARK static int bench = 0, bench_fps = 0, bench_fps_s = 0, bfp = 0, bf[4]; if(++bench == 10) { bench = 0; bench_fps_s = bench_fps; bf[bfp++ & 3] = bench_fps; bench_fps = 0; } bench_fps += frames_shown; sprintf(buff, "%02i/%02i/%02i", frames_shown, bench_fps_s, (bf[0]+bf[1]+bf[2]+bf[3])>>2); #else if(currentConfig.iFlags & 2) sprintf(buff, "%02i/%02i", frames_shown, frames_done); #endif thissec = tval.tv_sec; if((thissec & 7) == 7) UserSvr::AddEvent(blevent); // in is quite common for this implementation to leave 1 fame unfinished // when second changes. This creates sound clicks, so it's probably better to // skip that frame and render sound if(PsndOut && frames_done < target_fps && frames_done > target_fps-5) { SkipFrame(1); frames_done++; } // try to prevent sound buffer underflows by making sure we did _exactly_ // target_fps sound updates and copying last samples over and over again if(PsndOut && frames_done < target_fps) for(; frames_done < target_fps; frames_done++) { PsndOut = gameAudio->DupeFrameL(underflow); if(!PsndOut) { // sound output problems? strcpy(noticeMsg, "SOUND@OUTPUT@ERROR;@SOUND@DISABLED"); gettimeofday(¬iceMsgTime, 0); break; } if(underflow) break; } frames_done = frames_shown = 0; } if(currentConfig.iFrameskip >= 0) { // frameskip enabled for(i = 0; i < currentConfig.iFrameskip; i++) { SkipFrame(frames_done < target_fps); frames_done++; CGameWindow::DoKeys(tval); } } else if(tval.tv_usec > (frames_done+1)*target_frametime) { // auto frameskip // no time left for this frame - skip SkipFrame(1); frames_done++; CGameWindow::DoKeys(tval); too_fast = 0; continue; } else if(tval.tv_usec < (too_fast_time=frames_done*target_frametime)) { // we are too fast if(++too_fast > 2) { User::After(too_fast_time-tval.tv_usec); too_fast = 0; }// sleep, but only if we are _really_ fast } // draw vidDrawFrame(notice, buff, frames_shown); if(PsndOut && frames_done < target_fps) { PsndOut = gameAudio->NextFrameL(); if(!PsndOut) { // sound output problems? strcpy(noticeMsg, "SOUND@OUTPUT@ERROR;@SOUND@DISABLED"); gettimeofday(¬iceMsgTime, 0); } } frames_done++; frames_shown++; CGameWindow::DoKeys(tval); } // save SRAM if((currentConfig.iFlags & 1) && SRam.changed) { saveLoadGame(0, 1); SRam.changed = 0; } CGameWindow::SendClientWsEvent(EEventGamePaused); CGameWindow::FreeResources(); } else if(gamestate == PGS_Paused) { for(i = 0; gamestate == PGS_Paused; i++) { User::After(250000); if(!(i & 0x7F)) CheckForLauncher(); // every 32 secs } } else if(gamestate == PGS_KeyConfig) { // prepare window and stuff CGameWindow::ConstructResourcesL(); TUint whichAction = 0; while(gamestate == PGS_KeyConfig) { vidKeyConfigFrame(whichAction, CGameWindow::iWsScreen->CurrentScreenMode()); CGameWindow::DoKeysConfig(whichAction); User::After(200000); } CGameWindow::SendClientWsEvent(EEventKeyCfgDone); CGameWindow::SendClientWsEvent(EEventGamePaused); CGameWindow::FreeResources(); } else if(gamestate == PGS_DebugHeap) { #ifdef __DEBUG_PRINT TInt cells = User::CountAllocCells(); TInt mem; User::AllocSize(mem); DEBUGPRINT(_L("worker: cels=%d, size=%d KB"), cells, mem/1024); gamestate = gamestate_prev; #endif } else if(gamestate == PGS_Quit) { break; } } MainExit(); } // gameAudio default "maker", which simply leaves IGameAudio *gameAudioNew_failer(TInt aRate, TBool aStereo, TInt aPcmFrames, TInt aBufferedFrames) { User::Leave(1); return 0; // shouldn't happen } // main initialization static void MainInit() { RProcess thisProcess, launcherProcess; TInt err = KErrGeneral; DEBUGPRINT(_L("\r\n\r\nstarting..")); //CPolledActiveScheduler::NewL(); // create Polled AS for the sound engine // get launcher id if(thisProcess.Owner(launcherProcess) == KErrNone) { launcherProcessId = launcherProcess.Id(); launcherProcess.Close(); // messing with launcherProcess too much strangely reboots my phone } else { DEBUGPRINT(_L("%i: couldn't find owner, terminating.."), thisProcess.Id()); thisProcess.Terminate(1); } // also get launcher thread id (for sending events, nasty way) TFindThread findThread; TFullName dummy1; RThread tmpThread; RProcess tmpProcess; while(findThread.Next(dummy1) == KErrNone) { tmpThread.Open(findThread); tmpThread.Process(tmpProcess); if(tmpProcess.Id() == launcherProcessId) { CGameWindow::iLauncherThreadId = tmpThread.Id(); break; } tmpThread.Close(); tmpProcess.Close(); } // start event listening thread, which waits for GUI commands if(StartThread() < 0) { // communication thread failed to start, we serve no purpose now, so suicide DEBUGPRINT(_L("%i: StartThread() failed, terminating.."), thisProcess.Id()); thisProcess.Terminate(1); } HAL::Get(HALData::EMachineUid, machineUid); // find out the machine UID // get current dir TFileName pfName = thisProcess.FileName(); TParse parse; parse.Set(pfName, 0, 0); TPtrC currDir = parse.DriveAndPath(); DEBUGPRINT(_L("current dir: %S"), &currDir); static TPtrC audio_dlls[] = { _L("audio_motorola.dll"), _L("audio_mediaserver.dll") }; // find our audio object maker for(TInt i=0; i < 2; i++) { DEBUGPRINT(_L("trying audio DLL: %S"), &audio_dlls[i]); err = gameAudioLib.Load(audio_dlls[i], currDir); if(err == KErrNone) { // great, we loaded a dll! gameAudioNew = (_gameAudioNew) gameAudioLib.Lookup(1); if(!gameAudioNew) { gameAudioLib.Close(); err = KErrGeneral; DEBUGPRINT(_L(" loaded, but Lookup(1) failed.")); } else break; // done } else DEBUGPRINT(_L(" load failed! (%i)"), err);; } if(err != KErrNone) gameAudioNew = gameAudioNew_failer; else DEBUGPRINT(_L(" audio dll loaded!"));; DumpMemInfo(); // try to start pico DEBUGPRINT(_L("PicoInit();")); PicoInit(); #ifdef TEST_FRAMEBUFF iFrameBuffer = (TUint8 *) malloc(208*320*4); #endif } // does not return static void MainExit() { RProcess thisProcess; DEBUGPRINT(_L("%i: cleaning up.."), thisProcess.Id()); // save SRAM if((currentConfig.iFlags & 1) && SRam.changed) { saveLoadGame(0, 1); SRam.changed = 0; } PicoExit(); if(gameAudio) delete gameAudio; if(gameAudioLib.Handle()) gameAudioLib.Close(); // Polled AS //delete CPolledActiveScheduler::Instance(); DEBUGPRINT(_L("%i: terminating.."), thisProcess.Id()); thisProcess.Terminate(0); } static void CheckForLauncher() { RProcess launcherProcess; // check for launcher, we are useless without it if(launcherProcess.Open(launcherProcessId) != KErrNone || launcherProcess.ExitCategory().Length() != 0) { #ifdef __DEBUG_PRINT RProcess thisProcess; DEBUGPRINT(_L("%i: launcher process is gone, terminating.."), thisProcess.Id()); if(launcherProcess.Handle()) { TExitCategoryName ecn = launcherProcess.ExitCategory(); DEBUGPRINT(_L("%i: launcher exit category: %S"), thisProcess.Id(), &ecn); launcherProcess.Close(); } #endif MainExit(); } launcherProcess.Close(); } void DumpMemInfo() { TInt ramSize, ramSizeFree, romSize; HAL::Get(HALData::EMemoryRAM, ramSize); HAL::Get(HALData::EMemoryRAMFree, ramSizeFree); HAL::Get(HALData::EMemoryROM, romSize); DEBUGPRINT(_L("ram=%dKB, ram_free=%dKB, rom=%dKB"), ramSize/1024, ramSizeFree/1024, romSize/1024); } TInt E32Main() { // first thing's first RThread().SetExceptionHandler(&ExceptionHandler, -1); //TInt pc, sp; //asm volatile ("str pc, %0" : "=m" (pc) ); //asm volatile ("str sp, %0" : "=m" (sp) ); //RDebug::Print(_L("executing @ 0x%08x, sp=0x%08x"), pc, sp); /* 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; 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(); } */ CTrapCleanup* cleanup=CTrapCleanup::New(); TRAPD(error, TargetEpocGameL()); __ASSERT_ALWAYS(!error, User::Panic(_L("Picosmall"), error)); delete cleanup; return 0; } void CGameWindow::ConstructResourcesL() { // connect to window server // tried to create it globally and not re-connect everytime, // but my window started to lose focus strangely 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! ;-) CGameWindow::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(); // request access through RDirectScreenAccess api, but don't care about the result 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); // now get the screenbuffer TScreenInfoV01 screenInfo; TPckg sI(screenInfo); UserSvr::ScreenInfo(sI); if(!screenInfo.iScreenAddressValid) User::Leave(KErrNotSupported); #ifndef TEST_FRAMEBUFF TUint8 *iFrameBuffer = (TUint8*) screenInfo.iScreenAddress; #endif TInt p800 = 0; switch(machineUid) { case 0x101f6b26: // A9xx & A10xx case 0x101f6b27: // Chinese A10xx case 0x101fd279: // P3x iFrameBuffer += 32; keyConfig = keyConfigMotA; break; case 0x101f408b: // P800 p800 = 1; //case 0x101fb2ae: // P900 //case 0x10200ac6: // P910 default: keyConfig = keyConfigPXXX; break; } DEBUGPRINT(_L("framebuffer=0x%08x (%dx%d)"), iFrameBuffer, screenInfo.iScreenSize.iWidth, screenInfo.iScreenSize.iHeight); // vidInit User::LeaveIfError(vidInit(iWsScreen->DisplayMode(), iFrameBuffer, p800)); // register for keyevents for(TPicoKeyConfigEntry *e = keyConfig; e->name; e++) { // release all keys e->flags &= ~1; if(e->flags & 0x80) { // key disabled e->handle1 = e->handle2 = -1; continue; } e->handle1 = iWsWindowGroup.CaptureKeyUpAndDowns(e->scanCode, 0, 0, 2); // although we only use UpAndDown events, register simple events too, // just to prevent fireing their default actions. if(e->keyCode) e->handle2 = iWsWindowGroup.CaptureKey(e->keyCode, 0, 0, 2); // priority of 1 is not enough on my phone } // 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 = gameAudioNew(PsndRate, (PicoOpt&8) ? 1 : 0, PsndLen, Pico.m.pal ? 10 : 12)); } 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; } // start key WS event polling iWsSession.EventReady(&iWsEventStatus); DEBUGPRINT(_L("CGameWindow::ConstructResourcesL() finished.")); } void CGameWindow::FreeResources() { if(gameAudio) gameAudio->Pause(); // free RDirectScreenAccess stuff iDSA->Cancel(); iDSA->Close(); delete iDSA; iDSA = NULL; iWsSession.EventReadyCancel(); for(TPicoKeyConfigEntry *e = keyConfig; e->name; e++) { if(e->handle2 >= 0) iWsWindowGroup.CancelCaptureKey(e->handle2); if(e->handle1 >= 0) iWsWindowGroup.CancelCaptureKeyUpAndDowns(e->handle1); } if(iWsWindow.WsHandle()) iWsWindow.Close(); if(iWsWindowGroup.WsHandle()) iWsWindowGroup.Close(); // these must be deleted before calling iWsSession.Close() // delete iWindowGc; // iWindowGc = NULL; delete iWsScreen; iWsScreen = NULL; // emu might change renderer by itself, so we may need to sync config if(PicoOpt != currentConfig.iPicoOpt) { currentConfig.iFlags |= 0x80; CGameWindow::SendClientWsEvent(EEventKeyCfgDone); } if(iWsSession.WsHandle()) iWsSession.Close(); vidFree(); #ifdef TEST_FRAMEBUFF FILE *tmp = fopen("d:\\temp\\screen.raw", "wb"); fwrite(iFrameBuffer, 1, 208*320*4, tmp); fclose(tmp); #endif } void CGameWindow::DoKeys(timeval &time) { TWsEvent iWsEvent; TInt iWsEventType; unsigned long allActions = 0; static unsigned long areaActions = 0, forceUpdate = 0; int i, nEvents; // detect if user is holding power button static timeval powerPushed = { 0, 0 }; if(powerPushed.tv_sec) { if((time.tv_sec*1000000+time.tv_usec) - (powerPushed.tv_sec*1000000+powerPushed.tv_usec) > 1000000) { // > 1 sec gamestate = PGS_Paused; powerPushed.tv_sec = powerPushed.tv_usec = 0; } } 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; } } } else if(iWsEventType == EEventKeyDown || iWsEventType == EEventKeyUp) { TInt iScanCode = iWsEvent.Key()->iScanCode; for(TPicoKeyConfigEntry *e = keyConfig; e->name; e++) if(iScanCode == e->scanCode) { if(iWsEventType == EEventKeyDown) e->flags |= 1; else if((e->flags & 2) == 0) e->flags &= ~1; break; } // power? if(iScanCode == EScanPxxxPower || iScanCode == EScanMotAEnd) { if(iWsEventType == EEventKeyDown) powerPushed = time; else powerPushed.tv_sec = powerPushed.tv_usec = 0; } } else if(iWsEventType == EEventScreenDeviceChanged) { // we have the priority, so the launcher will not be able to process this, but it has to User::After(500000); reset_timing = 1; } else if(iWsEventType == EEventFocusGroupChanged) { TInt launcherGrpId = iWsSession.FindWindowGroupIdentifier(0, iLauncherThreadId); TInt focusGrpId = iWsSession.GetFocusWindowGroup(); DEBUGPRINT(_L("EEventFocusGroupChanged: %i, our: %i, launcher: %i"), focusGrpId, iWsWindowGroup.Identifier(), launcherGrpId); // if it is not us and not launcher that got focus, pause emu if(focusGrpId != iWsWindowGroup.Identifier() && focusGrpId != launcherGrpId) gamestate = PGS_Paused; } iWsEventStatus = KRequestPending; iWsSession.EventReady(&iWsEventStatus); } if(nEvents || forceUpdate) { allActions = areaActions; forceUpdate = 0; // add all pushed button actions i = 0; for(TPicoKeyConfigEntry *e = keyConfig; e->name; e++, i++) { if(e->flags & 1) allActions |= currentConfig.iKeyBinds[i]; if((e->flags& 3) == 3) forceUpdate = 1; if(e->flags & 2) e->flags &= ~1; } PicoPad[0] = (unsigned short) allActions; if(allActions & 0xFFFF0000) { RunEvents(allActions >> 16); areaActions = 0; } } } void CGameWindow::DoKeysConfig(TUint &which) { TWsEvent iWsEvent; int i; // to detect if user is holding power button static int powerIters = 0; while(iWsEventStatus != KRequestPending) { TUint currentActCode = 1 << which; iWsSession.GetEvent(iWsEvent); // pointer events? if(iWsEvent.Type() == EEventPointer) { TPoint p = iWsEvent.Pointer()->iPosition; TRect prev(190, 112, 208, 126); TRect next(190, 194, 208, 208); 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) { //if(iWsEvent.Type() == EEventKey) // DEBUGPRINT(_L("iWsEvent.Key()->iCode=0x%08x"), iWsEvent.Key()->iCode); //if(iWsEvent.Type() == EEventKeyDown) // DEBUGPRINT(_L("EEventKeyDown iScanCode=0x%08x"), iWsEvent.Key()->iScanCode); //if(iWsEvent.Type() == EEventKeyUp) // DEBUGPRINT(_L("EEventKeyUp iScanCode=0x%08x"), iWsEvent.Key()->iScanCode); // key events? if(iWsEvent.Type() == EEventKeyDown) { if(iWsScreen->CurrentScreenMode() == 1 && iWsEvent.Key()->iScanCode == EScanPxxxJogUp) { do { which = (which-1) & 0x1F; } while(!actionNames[which]); } else if(iWsScreen->CurrentScreenMode() == 1 && iWsEvent.Key()->iScanCode == EScanPxxxJogDown) { do { which = (which+1) & 0x1F; } while(!actionNames[which]); } else if(which == 31) { gamestate = PGS_Paused; if(iWsScreen->CurrentScreenMode()) // flip closed vidDrawFCconfigDone(); } else { i = 0; for(TPicoKeyConfigEntry *e = keyConfig; e->name; e++, i++) if(iWsEvent.Key()->iScanCode == e->scanCode) if(!(e->flags&0x40)) currentConfig.iKeyBinds[i] ^= currentActCode; } } // power? if(iWsEvent.Key()->iScanCode == EScanPxxxPower || iWsEvent.Key()->iScanCode == EScanMotAEnd) { if(iWsEvent.Type() == EEventKeyDown) powerIters = 1; else if(iWsEvent.Type() == EEventKeyUp) powerIters = 0; } } else if(iWsEvent.Type() == EEventScreenDeviceChanged) { // trying to fix the P910 problem when something steals focus (and returns it after a while?) User::After(300000); } else if(iWsEvent.Type() == EEventFocusGroupChanged) { TInt launcherGrpId = iWsSession.FindWindowGroupIdentifier(0, iLauncherThreadId); TInt focusGrpId = iWsSession.GetFocusWindowGroup(); DEBUGPRINT(_L("EEventFocusGroupChanged: %i, our: %i, launcher: %i"), focusGrpId, iWsWindowGroup.Identifier(), launcherGrpId); // if it is not us and not launcher that got focus, exit config mode if(focusGrpId != iWsWindowGroup.Identifier() && focusGrpId != launcherGrpId) { // don't give up that easily. May be the focus will be given back. for (int i = 0; i < 4; i++) { User::After(200000); focusGrpId = iWsSession.GetFocusWindowGroup(); if(focusGrpId == iWsWindowGroup.Identifier() || focusGrpId == launcherGrpId) break; } if(focusGrpId != iWsWindowGroup.Identifier() && focusGrpId != launcherGrpId) // we probably should give up now gamestate = PGS_Paused; } } iWsEventStatus = KRequestPending; iWsSession.EventReady(&iWsEventStatus); } if(powerIters) { // iterations when power was down powerIters++; if(powerIters > 5) { gamestate = PGS_Paused; powerIters = 0; } } } 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::PMCenter && !noticeMsgTime.tv_sec && (currentConfig.iScreenRotation == TPicoConfig::PRot90 || currentConfig.iScreenRotation == TPicoConfig::PRot270)) { PicoOpt^=0x10; vidInit(iWsScreen->DisplayMode(), 0, 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); // for Motorolas (broken?) if(which & 0x0010) if(gameAudio) gameAudio->ChangeVolume(1); } // send event to launcher windowgroup (WS session MUST be alive) void CGameWindow::SendClientWsEvent(TInt type) { if(!iWsSession.Handle()) { DEBUGPRINT(_L("SendClientWsEvent(%i) called on dead iWsSession."), type); return; } TWsEvent event; event.SetType(type); event.SetTimeNow(); TInt launcherGrpId = iWsSession.FindWindowGroupIdentifier(0, iLauncherThreadId); if(launcherGrpId != KErrNotFound) iWsSession.SendEventToWindowGroup(launcherGrpId, event); else DEBUGPRINT(_L("failed to send event %i to launcher."), event.Type()); } size_t gzRead2(void *p, size_t _size, size_t _n, void *file) { return gzread(file, p, _n); } size_t gzWrite2(void *p, size_t _size, 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((FILE *) 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 = fread; areaWrite = fwrite; } } if(PmovFile) { PmovState(load ? 6 : 5, PmovFile); strcpy(noticeMsg, load ? "GAME@LOADED" : "GAME@SAVED"); if(areaRead == gzRead2) gzclose(PmovFile); else fclose ((FILE *) PmovFile); PmovFile = 0; } 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; TThreadId CGameWindow::iLauncherThreadId = 0; RDirectScreenAccess* CGameWindow::iDSA; TRequestStatus CGameWindow::iDSAstatus = KRequestPending;