picodrive/platform/uiq2/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

1183 lines
38 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 <hal.h>
#include <stdio.h>
#include <stdlib.h>
#include <sys/time.h>
#include "debug.h"
#include "pico/picoInt.h"
#include "vid.h"
#include "SimpleServer.h"
#include "ClientServer.h"
//#include "polledAS.h"
#include "audio.h"
#include <EZlib.h>
#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(&noticeMsgTime, 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(&noticeMsgTime, 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(&noticeMsgTime, 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(&noticeMsgTime, 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<TScreenInfoV01> 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(&noticeMsgTime, 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(&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); // 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(&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;
TThreadId CGameWindow::iLauncherThreadId = 0;
RDirectScreenAccess* CGameWindow::iDSA;
TRequestStatus CGameWindow::iDSAstatus = KRequestPending;