picodrive/platform/uiq3/engine/main.cpp
notaz cc68a136aa initial import
git-svn-id: file:///home/notaz/opt/svn/PicoDrive@2 be3aeb3a-fb24-0410-a615-afba39da0efa
2006-12-19 20:53:21 +00:00

999 lines
29 KiB
C++

// 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 <e32base.h>
#include <hal.h>
#include <e32keys.h>
#include <w32std.h>
#include <stdio.h>
#include <stdlib.h>
#include <sys/time.h>
#include "debug.h"
#include "../Engine.h"
#include "../../../pico/picoInt.h"
#include "vid.h"
#include "polledAS.h"
//#include "audio.h"
#include "audio_mediaserver.h"
#include <EZlib.h>
#include "../../../zlib/gzio_symb.h"
//#define BENCHMARK
// scancodes we care about
enum TUsedScanCodes {
EStdKeyM600JogUp = EStdKeyDevice1,
EStdKeyM600JogDown = EStdKeyDevice2,
};
static unsigned char keyFlags[256]; // lsb->msb: key_down, pulse_only, ?, ?, ?, ?, not_configurable, disabled
static unsigned char pressedKeys[11]; // List of pressed key scancodes, up to 10
// list of areas
TPicoAreaConfigEntry areaConfig[] = {
{ TRect( 0, 0, 0, 0) },
// small corner bottons
{ TRect( 0, 0, 15, 15) },
{ TRect(224, 0, 239, 15) },
{ TRect( 0, 304, 15, 319) },
{ TRect(224, 304, 239, 319) },
// normal buttons
{ TRect( 0, 0, 79, 63) },
{ TRect( 80, 0, 159, 63) },
{ TRect(160, 0, 239, 63) },
{ TRect( 0, 64, 79, 127) },
{ TRect( 80, 64, 159, 127) },
{ TRect(160, 64, 239, 127) },
{ TRect( 0, 128, 79, 191) },
{ TRect( 80, 128, 159, 191) },
{ TRect(160, 128, 239, 191) },
{ TRect( 0, 192, 79, 255) },
{ TRect( 80, 192, 159, 255) },
{ TRect(160, 192, 239, 255) },
{ TRect( 0, 256, 79, 319) },
{ TRect( 80, 256, 159, 319) },
{ TRect(160, 256, 239, 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, "VOLUME@UP", "VOLUME@DOWN", "NEXT@SAVE@SLOT", "PREV@SAVE@SLOT", // ?, ?, ?, ?, vol_up, vol_down, next_slot, prev_slot
0, 0, "PAUSE@EMU", "SAVE@STATE", "LOAD@STATE", 0, 0, "DONE" // ?, switch_renderer, [...], "FRAMESKIP@8", "AUTO@FRAMESKIP"
};
// globals are allowed, so why not to (ab)use them?
//TInt machineUid = 0;
int gamestate = PGS_Paused, gamestate_next = PGS_Paused;
TPicoConfig *currentConfig = 0;
static char noticeMsg[64]; // notice msg to draw
static timeval noticeMsgTime = { 0, 0 }; // when started showing
static CGameAudioMS *gameAudio = 0; // the audio object itself
static int reset_timing, pico_was_reset;
static int state_slot = 0;
extern const char *RomFileName;
extern RSemaphore initSemaphore;
extern RSemaphore pauseSemaphore;
// some forward declarations
static void MainInit();
static void MainExit();
static void DumpMemInfo();
void MainOldCleanup();
class TPicoDirectScreenAccess : public MDirectScreenAccess
{
public: // implements MDirectScreenAccess
void Restart(RDirectScreenAccess::TTerminationReasons aReason);
public: // implements MAbortDirectScreenAccess
void AbortNow(RDirectScreenAccess::TTerminationReasons aReason);
};
// just for a nicer grouping of WS related stuff
class CGameWindow
{
public:
static void ConstructResourcesL(void);
static void FreeResources(void);
static void DoKeys(void);
static void DoKeysConfig(TUint &which);
static void RunEvents(TUint32 which);
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;
static TPicoDirectScreenAccess iPDSA;
static CDirectScreenAccess* iDSA;
};
static int snd_excess_add = 0, snd_excess_cnt = 0; // hack
static void updateSound(void)
{
int len = PsndLen;
snd_excess_cnt += snd_excess_add;
if (snd_excess_cnt >= 0x10000) {
snd_excess_cnt -= 0x10000;
if (PicoOpt&8) {
PsndOut[len*2] = PsndOut[len*2-2];
PsndOut[len*2+1] = PsndOut[len*2-1];
} else {
PsndOut[len] = PsndOut[len-1];
}
len++;
}
PsndOut = gameAudio->NextFrameL(len);
if(!PsndOut) { // sound output problems?
strcpy(noticeMsg, "SOUND@OUTPUT@ERROR;@SOUND@DISABLED");
gettimeofday(&noticeMsgTime, 0);
}
}
static void SkipFrame(void)
{
PicoSkipFrame=1;
PicoFrame();
PicoSkipFrame=0;
}
static void simpleWait(int thissec, int lim_time)
{
struct timeval tval;
int sleep = 0;
gettimeofday(&tval, 0);
if(thissec != tval.tv_sec) tval.tv_usec+=1000000;
sleep = lim_time - tval.tv_usec - 2000;
if (sleep > 0) {
// User::After((sleep = lim_time - tval.tv_usec));
User::AfterHighRes(sleep);
}
}
static 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;
int i, lim_time;
//TRawEvent blevent;
MainInit();
buff[0] = 0;
// just to keep the backlight on (works only on UIQ2)
//blevent.Set(TRawEvent::EActive);
// loop?
for(;;) {
if(gamestate == PGS_Running) {
// switch context to other thread
User::After(50000);
// 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(&noticeMsgTime, 0);
if (PsndOut) {
snd_excess_cnt = 0;
snd_excess_add = ((PsndRate - PsndLen*target_fps)<<16) / target_fps;
}
pico_was_reset = 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(PsndOut == 0 && currentConfig->iFrameskip >= 0) {
frames_done = frames_shown = 0;
} else {
// it is quite common for this implementation to leave 1 fame unfinished
// when second changes, but we don't want buffer to starve.
if(PsndOut && frames_done < target_fps && frames_done > target_fps-5) {
SkipFrame(); frames_done++;
}
frames_done -= target_fps; if (frames_done < 0) frames_done = 0;
frames_shown -= target_fps; if (frames_shown < 0) frames_shown = 0;
if (frames_shown > frames_done) frames_shown = frames_done;
}
}
lim_time = (frames_done+1) * target_frametime;
if(currentConfig->iFrameskip >= 0) { // frameskip enabled
for(i = 0; i < currentConfig->iFrameskip; i++) {
CGameWindow::DoKeys();
SkipFrame(); frames_done++;
if (PsndOut) { // do framelimitting if sound is enabled
gettimeofday(&tval, 0);
if(thissec != tval.tv_sec) tval.tv_usec+=1000000;
if(tval.tv_usec < lim_time) { // we are too fast
simpleWait(thissec, lim_time);
}
}
lim_time += target_frametime;
}
} else if(tval.tv_usec > lim_time) { // auto frameskip
// no time left for this frame - skip
CGameWindow::DoKeys();
SkipFrame(); frames_done++;
continue;
}
CGameWindow::DoKeys();
PicoFrame();
// check time
gettimeofday(&tval, 0);
if(thissec != tval.tv_sec) tval.tv_usec+=1000000;
// sleep if we are still too fast
if(PsndOut != 0 || currentConfig->iFrameskip < 0)
{
// TODO: check if User::After() is accurate
gettimeofday(&tval, 0);
if(thissec != tval.tv_sec) tval.tv_usec+=1000000;
if(tval.tv_usec < lim_time)
{
// we are too fast
simpleWait(thissec, lim_time);
}
}
CPolledActiveScheduler::Instance()->Schedule();
if (gamestate != PGS_Paused)
vidDrawFrame(notice, buff, frames_shown);
frames_done++; frames_shown++;
}
// save SRAM
if((currentConfig->iFlags & 1) && SRam.changed) {
saveLoadGame(0, 1);
SRam.changed = 0;
}
CGameWindow::FreeResources();
} else if(gamestate == PGS_Paused) {
DEBUGPRINT(_L("pausing.."));
pauseSemaphore.Wait();
} else if(gamestate == PGS_KeyConfig) {
// switch context to other thread
User::After(50000);
// prepare window and stuff
CGameWindow::ConstructResourcesL();
TUint whichAction = 0;
while(gamestate == PGS_KeyConfig) {
CGameWindow::DoKeysConfig(whichAction);
CPolledActiveScheduler::Instance()->Schedule();
if (gamestate != PGS_Paused)
vidKeyConfigFrame(whichAction);
User::After(150000);
}
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_next;
#endif
} else if(gamestate == PGS_Quit) {
break;
}
}
MainExit();
}
// main initialization
static void MainInit()
{
DEBUGPRINT(_L("\r\n\r\nstarting.."));
// our thread might have been crashed previously, so many other objects may be still floating around
MainOldCleanup();
DEBUGPRINT(_L("CPolledActiveScheduler::NewL()"));
CPolledActiveScheduler::NewL(); // create Polled AS for the sound engine
// HAL::Get(HALData::EMachineUid, machineUid); // find out the machine UID
DumpMemInfo();
// try to start pico
DEBUGPRINT(_L("PicoInit();"));
PicoInit();
PicoDrawSetColorFormat(2);
PicoWriteSound = updateSound;
// if (pauseSemaphore.Handle() <= 0)
// pauseSemaphore.CreateLocal(0);
DEBUGPRINT(_L("initSemaphore.Signal()"));
initSemaphore.Signal();
}
// does not return
static void MainExit()
{
RThread thisThread;
DEBUGPRINT(_L("%i: cleaning up.."), (TInt32) thisThread.Id());
// save SRAM
if((currentConfig->iFlags & 1) && SRam.changed) {
saveLoadGame(0, 1);
SRam.changed = 0;
}
PicoExit();
// pauseSemaphore.Close();
if(gameAudio) delete gameAudio;
// Polled AS
delete CPolledActiveScheduler::Instance();
}
void MainOldCleanup()
{
DEBUGPRINT(_L("MainOldCleanup.."));
// There was previously a handle leak here, so thread stuff was not cleaned
// and I thought I would have to do it mself.
// clean any resources which might be left after a thread crash
//CGameWindow::FreeResources(ETrue);
//if(CPolledActiveScheduler::Instance())
// delete CPolledActiveScheduler::Instance();
}
static 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 EmuThreadFunction(TAny*)
{
const TUint32 exs = KExceptionAbort|KExceptionKill|KExceptionUserInterrupt|KExceptionFpe|KExceptionFault|KExceptionInteger|KExceptionDebug;
DEBUGPRINT(_L("EmuThreadFunction()"));
User::SetExceptionHandler(ExceptionHandler, exs/*(TUint32) -1*/); // does not work?
//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();
}
*/
// 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(&noticeMsgTime, 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(&noticeMsgTime, 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(&noticeMsgTime, 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(&noticeMsgTime, 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;