-// mainloop with window server event handling\r
-// event polling mechnism was taken from\r
-// Peter van Sebille's projects\r
-\r
-// (c) Copyright 2006, notaz\r
-// All Rights Reserved\r
-\r
-#include <e32base.h>\r
-#include <hal.h>\r
-#include <e32keys.h>\r
-#include <w32std.h>\r
-\r
-#include <stdio.h>\r
-#include <stdlib.h>\r
-#include <sys/time.h>\r
-\r
-#include "debug.h"\r
-#include "../Engine.h"\r
-\r
-#include <pico/pico_int.h>\r
-#include "../../common/emu.h"\r
-#include "../emu.h"\r
-#include "vid.h"\r
-#include "PolledAS.h"\r
-//#include "audio.h"\r
-#include "audio_mediaserver.h"\r
-\r
-//#include <ezlib.h>\r
-#include <zlib/zlib.h>\r
-\r
-\r
-//#define BENCHMARK\r
-\r
-\r
-// scancodes we care about\r
-enum TUsedScanCodes {\r
- EStdKeyM600JogUp = EStdKeyDevice1,\r
- EStdKeyM600JogDown = EStdKeyDevice2,\r
-};\r
-\r
-static unsigned char keyFlags[256]; // lsb->msb: key_down, pulse_only, ?, ?, ?, ?, not_configurable, disabled\r
-static unsigned char pressedKeys[11]; // List of pressed key scancodes, up to 10\r
-\r
-// list of areas\r
-TPicoAreaConfigEntry areaConfig[] = {\r
- { TRect( 0, 0, 0, 0) },\r
- // small corner bottons\r
- { TRect( 0, 0, 15, 15) },\r
- { TRect(224, 0, 239, 15) },\r
- { TRect( 0, 304, 15, 319) },\r
- { TRect(224, 304, 239, 319) },\r
- // normal buttons\r
- { TRect( 0, 0, 79, 63) },\r
- { TRect( 80, 0, 159, 63) },\r
- { TRect(160, 0, 239, 63) },\r
- { TRect( 0, 64, 79, 127) },\r
- { TRect( 80, 64, 159, 127) },\r
- { TRect(160, 64, 239, 127) },\r
- { TRect( 0, 128, 79, 191) },\r
- { TRect( 80, 128, 159, 191) },\r
- { TRect(160, 128, 239, 191) },\r
- { TRect( 0, 192, 79, 255) },\r
- { TRect( 80, 192, 159, 255) },\r
- { TRect(160, 192, 239, 255) },\r
- { TRect( 0, 256, 79, 319) },\r
- { TRect( 80, 256, 159, 319) },\r
- { TRect(160, 256, 239, 319) },\r
- { TRect( 0, 0, 0, 0) }\r
-};\r
-\r
-// PicoPad[] format: SACB RLDU\r
-const char *actionNames[] = {\r
- "UP", "DOWN", "LEFT", "RIGHT", "B", "C", "A", "START",\r
- 0, 0, 0, 0, 0, 0, 0, 0, // Z, Y, X, MODE (enabled only when needed), ?, ?, ?, ?\r
- 0, 0, 0, 0, "VOLUME@UP", "VOLUME@DOWN", "NEXT@SAVE@SLOT", "PREV@SAVE@SLOT", // ?, ?, ?, ?, vol_up, vol_down, next_slot, prev_slot\r
- 0, 0, "PAUSE@EMU", "SAVE@STATE", "LOAD@STATE", 0, 0, "DONE" // ?, switch_renderer, [...], "FRAMESKIP@8", "AUTO@FRAMESKIP"\r
-};\r
-\r
-\r
-// globals are allowed, so why not to (ab)use them?\r
-//TInt machineUid = 0;\r
-int gamestate = PGS_Paused, gamestate_next = PGS_Paused;\r
-char *loadrom_fname = NULL;\r
-int loadrom_result = 0;\r
-static timeval noticeMsgTime = { 0, 0 }; // when started showing\r
-static CGameAudioMS *gameAudio = 0; // the audio object itself\r
-static int reset_timing = 0;\r
-static int pico_was_reset = 0;\r
-extern RSemaphore initSemaphore;\r
-extern RSemaphore pauseSemaphore;\r
-extern RSemaphore loadWaitSemaphore;\r
-\r
-// some forward declarations\r
-static void MainInit();\r
-static void MainExit();\r
-static void DumpMemInfo();\r
-\r
-\r
-class TPicoDirectScreenAccess : public MDirectScreenAccess\r
-{\r
-public: // implements MDirectScreenAccess\r
- void Restart(RDirectScreenAccess::TTerminationReasons aReason);\r
-public: // implements MAbortDirectScreenAccess\r
- void AbortNow(RDirectScreenAccess::TTerminationReasons aReason);\r
-};\r
-\r
-\r
-// just for a nicer grouping of WS related stuff\r
-class CGameWindow\r
-{\r
-public:\r
- static void ConstructResourcesL(void);\r
- static void FreeResources(void);\r
- static void DoKeys(void);\r
- static void DoKeysConfig(TUint &which);\r
- static void RunEvents(TUint32 which);\r
-\r
- static RWsSession* iWsSession;\r
- static RWindowGroup iWsWindowGroup;\r
- static RWindow iWsWindow;\r
- static CWsScreenDevice* iWsScreen;\r
- static CWindowGc* iWindowGc;\r
- static TRequestStatus iWsEventStatus;\r
-// static TThreadId iLauncherThreadId;\r
-// static RDirectScreenAccess* iDSA;\r
-// static TRequestStatus iDSAstatus;\r
- static TPicoDirectScreenAccess iPDSA;\r
- static CDirectScreenAccess* iDSA;\r
-};\r
-\r
-\r
-static void updateSound(int len)\r
-{\r
- PsndOut = gameAudio->NextFrameL(len);\r
- if(!PsndOut) { // sound output problems?\r
- strcpy(noticeMsg, "SOUND@OUTPUT@ERROR;@SOUND@DISABLED");\r
- gettimeofday(¬iceMsgTime, 0);\r
- }\r
-}\r
-\r
-\r
-static void SkipFrame(void)\r
-{\r
- PicoSkipFrame=1;\r
- PicoFrame();\r
- PicoSkipFrame=0;\r
-}\r
-\r
-\r
-static void simpleWait(int thissec, int lim_time)\r
-{\r
- struct timeval tval;\r
- int sleep = 0;\r
-\r
- gettimeofday(&tval, 0);\r
- if(thissec != tval.tv_sec) tval.tv_usec+=1000000;\r
-\r
- sleep = lim_time - tval.tv_usec - 2000;\r
- if (sleep > 0) {\r
-// User::After((sleep = lim_time - tval.tv_usec));\r
- User::AfterHighRes(sleep);\r
- }\r
-}\r
-\r
-\r
-static void TargetEpocGameL()\r
-{\r
- char buff[24]; // fps count c string\r
- struct timeval tval; // timing\r
- int thissec = 0, frames_done = 0, frames_shown = 0;\r
- int target_fps, target_frametime;\r
- int i, lim_time;\r
-\r
- MainInit();\r
- buff[0] = 0;\r
-\r
- // try to start pico\r
- DEBUGPRINT(_L("PicoInit()"));\r
- PicoInit();\r
- PicoDrawSetColorFormat(2);\r
- PicoWriteSound = updateSound;\r
-\r
- // loop?\r
- for(;;)\r
- {\r
- if (gamestate == PGS_Running)\r
- {\r
- #ifdef __DEBUG_PRINT\r
- TInt mem, cells = User::CountAllocCells();\r
- User::AllocSize(mem);\r
- DEBUGPRINT(_L("worker: cels=%d, size=%d KB"), cells, mem/1024);\r
- #endif\r
-\r
- // switch context to other thread\r
- User::After(50000);\r
- // prepare window and stuff\r
- CGameWindow::ConstructResourcesL();\r
-\r
- // if the system has something to do, it should better do it now\r
- User::After(50000);\r
- //CPolledActiveScheduler::Instance()->Schedule();\r
-\r
- // pal/ntsc might have changed, reset related stuff\r
- if(Pico.m.pal) {\r
- target_fps = 50;\r
- if(!noticeMsgTime.tv_sec) strcpy(noticeMsg, "PAL@SYSTEM@/@50@FPS");\r
- } else {\r
- target_fps = 60;\r
- if(!noticeMsgTime.tv_sec) strcpy(noticeMsg, "NTSC@SYSTEM@/@60@FPS");\r
- }\r
- target_frametime = 1000000/target_fps;\r
- if (!noticeMsgTime.tv_sec && pico_was_reset)\r
- gettimeofday(¬iceMsgTime, 0);\r
-\r
- // prepare CD buffer\r
- if (PicoAHW & PAHW_MCD) PicoCDBufferInit();\r
-\r
- pico_was_reset = 0;\r
- reset_timing = 1;\r
-\r
- while (gamestate == PGS_Running)\r
- {\r
- gettimeofday(&tval, 0);\r
- if(reset_timing) {\r
- reset_timing = 0;\r
- thissec = tval.tv_sec;\r
- frames_done = tval.tv_usec/target_frametime;\r
- }\r
-\r
- // show notice message?\r
- char *notice = 0;\r
- if(noticeMsgTime.tv_sec) {\r
- if((tval.tv_sec*1000000+tval.tv_usec) - (noticeMsgTime.tv_sec*1000000+noticeMsgTime.tv_usec) > 2000000) // > 2.0 sec\r
- noticeMsgTime.tv_sec = noticeMsgTime.tv_usec = 0;\r
- else notice = noticeMsg;\r
- }\r
-\r
- // second changed?\r
- if (thissec != tval.tv_sec)\r
- {\r
-#ifdef BENCHMARK\r
- static int bench = 0, bench_fps = 0, bench_fps_s = 0, bfp = 0, bf[4];\r
- if(++bench == 10) {\r
- bench = 0;\r
- bench_fps_s = bench_fps;\r
- bf[bfp++ & 3] = bench_fps;\r
- bench_fps = 0;\r
- }\r
- bench_fps += frames_shown;\r
- sprintf(buff, "%02i/%02i/%02i", frames_shown, bench_fps_s, (bf[0]+bf[1]+bf[2]+bf[3])>>2);\r
-#else\r
- if (currentConfig.EmuOpt & EOPT_SHOW_FPS) \r
- sprintf(buff, "%02i/%02i", frames_shown, frames_done);\r
-#endif\r
-\r
-\r
- thissec = tval.tv_sec;\r
-\r
- if(PsndOut == 0 && currentConfig.Frameskip >= 0) {\r
- frames_done = frames_shown = 0;\r
- } else {\r
- // it is quite common for this implementation to leave 1 fame unfinished\r
- // when second changes, but we don't want buffer to starve.\r
- if(PsndOut && frames_done < target_fps && frames_done > target_fps-5) {\r
- SkipFrame(); frames_done++;\r
- }\r
-\r
- frames_done -= target_fps; if (frames_done < 0) frames_done = 0;\r
- frames_shown -= target_fps; if (frames_shown < 0) frames_shown = 0;\r
- if (frames_shown > frames_done) frames_shown = frames_done;\r
- }\r
- User::ResetInactivityTime();\r
- }\r
-\r
-\r
- lim_time = (frames_done+1) * target_frametime;\r
- if (currentConfig.Frameskip >= 0) // frameskip enabled\r
- {\r
- for (i = 0; i < currentConfig.Frameskip && gamestate == PGS_Running; i++)\r
- {\r
- CGameWindow::DoKeys();\r
- SkipFrame(); frames_done++;\r
- if (PsndOut) { // do framelimitting if sound is enabled\r
- gettimeofday(&tval, 0);\r
- if(thissec != tval.tv_sec) tval.tv_usec+=1000000;\r
- if(tval.tv_usec < lim_time) { // we are too fast\r
- simpleWait(thissec, lim_time);\r
- }\r
- }\r
- lim_time += target_frametime;\r
- }\r
- }\r
- else if(tval.tv_usec > lim_time) { // auto frameskip\r
- // no time left for this frame - skip\r
- CGameWindow::DoKeys();\r
- SkipFrame(); frames_done++;\r
- continue;\r
- }\r
-\r
- // we might have lost focus already\r
- if (gamestate != PGS_Running) break;\r
-\r
- CGameWindow::DoKeys();\r
- PicoFrame();\r
-\r
- // check time\r
- gettimeofday(&tval, 0);\r
- if(thissec != tval.tv_sec) tval.tv_usec+=1000000;\r
-\r
- // sleep if we are still too fast\r
- if(PsndOut != 0 || currentConfig.Frameskip < 0)\r
- {\r
- // TODO: check if User::After() is accurate\r
- gettimeofday(&tval, 0);\r
- if(thissec != tval.tv_sec) tval.tv_usec+=1000000;\r
- if(tval.tv_usec < lim_time)\r
- {\r
- // we are too fast\r
- simpleWait(thissec, lim_time);\r
- }\r
- }\r
-\r
- CPolledActiveScheduler::Instance()->Schedule();\r
-\r
- if (gamestate != PGS_Paused)\r
- vidDrawFrame(notice, buff, frames_shown);\r
-\r
- frames_done++; frames_shown++;\r
- } // while\r
-\r
- if (PicoAHW & PAHW_MCD) PicoCDBufferFree();\r
-\r
- // save SRAM\r
- if ((currentConfig.EmuOpt & EOPT_EN_SRAM) && SRam.changed) {\r
- emu_save_load_game(0, 1);\r
- SRam.changed = 0;\r
- }\r
- CPolledActiveScheduler::Instance()->Schedule();\r
- CGameWindow::FreeResources();\r
- }\r
- else if(gamestate == PGS_Reset)\r
- {\r
- PicoReset();\r
- pico_was_reset = 1;\r
- gamestate = PGS_Running;\r
- }\r
- else if(gamestate == PGS_ReloadRom)\r
- {\r
- loadrom_result = emu_reload_rom(loadrom_fname);\r
- pico_was_reset = 1;\r
- if (loadrom_result)\r
- gamestate = PGS_Running;\r
- else {\r
- extern char menuErrorMsg[];\r
- gamestate = PGS_Paused;\r
- lprintf("%s\n", menuErrorMsg);\r
- }\r
- DEBUGPRINT(_L("done loading ROM, retval=%i"), loadrom_result);\r
- loadWaitSemaphore.Signal();\r
- User::After(50000);\r
- }\r
- else if(gamestate == PGS_Paused) {\r
- DEBUGPRINT(_L("pausing.."));\r
- pauseSemaphore.Wait();\r
- }\r
- else if(gamestate == PGS_KeyConfig)\r
- {\r
- // switch context to other thread\r
- User::After(50000);\r
- // prepare window and stuff\r
- CGameWindow::ConstructResourcesL();\r
-\r
- TUint whichAction = 0;\r
- while(gamestate == PGS_KeyConfig) {\r
- CGameWindow::DoKeysConfig(whichAction);\r
- CPolledActiveScheduler::Instance()->Schedule();\r
- if (gamestate != PGS_Paused)\r
- vidKeyConfigFrame(whichAction);\r
- User::After(150000);\r
- }\r
-\r
- emu_write_config(0);\r
- CGameWindow::FreeResources();\r
- } else if(gamestate == PGS_Quit) {\r
- break;\r
- }\r
- }\r
-\r
- // this thread has to close it's own handles,\r
- // other one will crash trying to do that\r
- PicoExit();\r
-\r
- MainExit();\r
-}\r
-\r
-\r
-// main initialization\r
-static void MainInit()\r
-{\r
- DEBUGPRINT(_L("\r\n\r\nstarting.."));\r
-\r
- DEBUGPRINT(_L("CPolledActiveScheduler::NewL()"));\r
- CPolledActiveScheduler::NewL(); // create Polled AS for the sound engine\r
-\r
-// HAL::Get(HALData::EMachineUid, machineUid); // find out the machine UID\r
-\r
- DumpMemInfo();\r
-\r
-// if (pauseSemaphore.Handle() <= 0)\r
-// pauseSemaphore.CreateLocal(0);\r
- DEBUGPRINT(_L("initSemaphore.Signal()"));\r
- initSemaphore.Signal();\r
-}\r
-\r
-\r
-// does not return\r
-static void MainExit()\r
-{\r
- RThread thisThread;\r
-\r
- DEBUGPRINT(_L("%i: cleaning up.."), (TInt32) thisThread.Id());\r
-\r
-// pauseSemaphore.Close();\r
-\r
- if(gameAudio) delete gameAudio;\r
-\r
- // Polled AS\r
- delete CPolledActiveScheduler::Instance();\r
-}\r
-\r
-static void DumpMemInfo()\r
-{\r
- TInt ramSize, ramSizeFree, romSize;\r
- \r
- HAL::Get(HALData::EMemoryRAM, ramSize);\r
- HAL::Get(HALData::EMemoryRAMFree, ramSizeFree);\r
- HAL::Get(HALData::EMemoryROM, romSize);\r
-\r
- DEBUGPRINT(_L("ram=%dKB, ram_free=%dKB, rom=%dKB"), ramSize/1024, ramSizeFree/1024, romSize/1024);\r
-}\r
-\r
-\r
-extern "C" TInt my_SetExceptionHandler(TInt, TExceptionHandler, TUint32);\r
-\r
-TInt EmuThreadFunction(TAny*)\r
-{\r
- TInt ret;\r
- const TUint32 exs = KExceptionAbort|KExceptionKill|KExceptionUserInterrupt|KExceptionFpe|KExceptionFault|KExceptionInteger|KExceptionDebug;\r
- \r
- DEBUGPRINT(_L("EmuThreadFunction(), def ExceptionHandler %08x, my %08x"),\r
- User::ExceptionHandler(), ExceptionHandler);\r
- User::SetJustInTime(1);\r
- ret = User::SetExceptionHandler(ExceptionHandler, exs/*(TUint32) -1*/); // does not work :(\r
- // my_SetExceptionHandler(KCurrentThreadHandle, ExceptionHandler, 0xffffffff);\r
- DEBUGPRINT(_L("SetExceptionHandler %i, %08x"), ret, User::ExceptionHandler());\r
- User::ModifyExceptionMask(0, exs);\r
-\r
- //TInt pc, sp;\r
- //asm volatile ("str pc, %0" : "=m" (pc) );\r
- //asm volatile ("str sp, %0" : "=m" (sp) );\r
- //RDebug::Print(_L("executing @ 0x%08x, sp=0x%08x"), pc, sp);\r
-\r
-/*\r
- RDebug::Print(_L("Base Bottom Top Size RW Name"));\r
- TBuf<4> l_r(_L("R")), l_w(_L("W")), l_d(_L("-"));\r
- RChunk chunk;\r
- TFullName chunkname;\r
- TFindChunk findChunk(_L("*"));\r
- while( findChunk.Next(chunkname) != KErrNotFound ) {\r
- chunk.Open(findChunk);\r
- 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);\r
- chunk.Close();\r
- }\r
-*/\r
-\r
- // can't do that, will crash here\r
-// if(cleanup) {\r
-// DEBUGPRINT(_L("found old CTrapCleanup, deleting.."));\r
-// delete cleanup;\r
-// }\r
- \r
- CTrapCleanup *cleanup = CTrapCleanup::New();\r
-\r
- TRAPD(error, TargetEpocGameL());\r
-\r
- __ASSERT_ALWAYS(!error, User::Panic(_L("PicoDrive"), error));\r
- delete cleanup;\r
-\r
- DEBUGPRINT(_L("exitting..")); \r
- return 1;\r
-}\r
-\r
-\r
-void TPicoDirectScreenAccess::Restart(RDirectScreenAccess::TTerminationReasons aReason)\r
-{\r
- DEBUGPRINT(_L("TPicoDirectScreenAccess::Restart(%i)"), aReason);\r
-\r
-// if (CGameWindow::iDSA) {\r
-// TRAPD(error, CGameWindow::iDSA->StartL());\r
-// if (error) DEBUGPRINT(_L("iDSA->StartL() error: %i"), error);\r
-// }\r
-}\r
-\r
-\r
-void TPicoDirectScreenAccess::AbortNow(RDirectScreenAccess::TTerminationReasons aReason)\r
-{\r
- DEBUGPRINT(_L("TPicoDirectScreenAccess::AbortNow(%i)"), aReason);\r
-\r
- // the WS wants us to stop, so let's obey\r
- gamestate = PGS_Paused;\r
-}\r
-\r
-\r
-void CGameWindow::ConstructResourcesL()\r
-{\r
- DEBUGPRINT(_L("ConstructResourcesL()"));\r
- // connect to window server\r
- // tried to create it globally and not re-connect everytime,\r
- // but my window started to lose focus strangely\r
- iWsSession = new(ELeave) RWsSession();\r
- User::LeaveIfError(iWsSession->Connect());\r
-\r
- // * Tell the Window Server not to mess about with our process priority\r
- // * Also, because of the way legacy games are written, they never sleep\r
- // * and thus never voluntarily yield the CPU. We set our process priority\r
- // * to EPriorityForeground and hope that a Telephony application on\r
- // * this device runs at EPriorityForeground as well. If not, tough! ;-)\r
-\r
- iWsSession->ComputeMode(RWsSession::EPriorityControlDisabled);\r
- RProcess me;\r
- me.SetPriority(EPriorityForeground);\r
-\r
- iWsScreen = new(ELeave) CWsScreenDevice(*iWsSession);\r
- User::LeaveIfError(iWsScreen->Construct());\r
-// User::LeaveIfError(iWsScreen->CreateContext(iWindowGc));\r
-\r
- iWsWindowGroup = RWindowGroup(*iWsSession);\r
- User::LeaveIfError(iWsWindowGroup.Construct((TUint32)&iWsWindowGroup));\r
- //iWsWindowGroup.SetOrdinalPosition(0);\r
- //iWsWindowGroup.SetName(KServerWGName);\r
- iWsWindowGroup.EnableScreenChangeEvents(); // flip events (EEventScreenDeviceChanged)\r
- iWsWindowGroup.EnableFocusChangeEvents(); // EEventFocusGroupChanged\r
- iWsWindowGroup.SetOrdinalPosition(0, 1); // TInt aPos, TInt aOrdinalPriority\r
-\r
- iWsWindow=RWindow(*iWsSession);\r
- User::LeaveIfError(iWsWindow.Construct(iWsWindowGroup, (TUint32)&iWsWindow));\r
- iWsWindow.SetSize(iWsScreen->SizeInPixels());\r
- iWsWindow.PointerFilter(EPointerFilterDrag, 0);\r
- iWsWindow.SetPointerGrab(ETrue);\r
- iWsWindow.SetVisible(ETrue);\r
- iWsWindow.Activate();\r
-\r
-#if 0\r
- // request access through RDirectScreenAccess api, but don't care about the result\r
- // hangs?\r
- RRegion *dsa_region = 0;\r
- iDSA = new(ELeave) RDirectScreenAccess(*iWsSession);\r
- if(iDSA->Construct() == KErrNone)\r
- iDSA->Request(dsa_region, iDSAstatus, iWsWindow);\r
- DEBUGPRINT(_L("DSA: %i"), dsa_region ? dsa_region->Count() : -1);\r
-#endif\r
-\r
- TInt ret;\r
-\r
- // request access through CDirectScreenAccess\r
- iDSA = CDirectScreenAccess::NewL(*iWsSession, *iWsScreen, iWsWindow, iPDSA);\r
-\r
- // now get the screenbuffer\r
- TScreenInfoV01 screenInfo;\r
- TPckg<TScreenInfoV01> sI(screenInfo);\r
- UserSvr::ScreenInfo(sI);\r
-\r
- if(!screenInfo.iScreenAddressValid)\r
- User::Leave(KErrNotSupported);\r
-\r
- DEBUGPRINT(_L("framebuffer=0x%08x (%dx%d)"), screenInfo.iScreenAddress,\r
- screenInfo.iScreenSize.iWidth, screenInfo.iScreenSize.iHeight);\r
- \r
- // vidInit\r
- DEBUGPRINT(_L("vidInit()"));\r
- ret = vidInit((void *)screenInfo.iScreenAddress, 0);\r
- DEBUGPRINT(_L("vidInit() done (%i)"), ret);\r
-\r
- User::LeaveIfError(ret);\r
-\r
- memset(keyFlags, 0, 256);\r
- keyFlags[EStdKeyM600JogUp] = keyFlags[EStdKeyM600JogDown] = 2; // add "pulse only" for jog up/down\r
- keyFlags[EStdKeyOff] = 0x40; // not configurable\r
-\r
- // try to start the audio engine\r
- static int PsndRate_old = 0, PicoOpt_old = 0, pal_old = 0;\r
-\r
- if (gamestate == PGS_Running && (currentConfig.EmuOpt & EOPT_EN_SOUND))\r
- {\r
- TInt err = 0;\r
- if(PsndRate != PsndRate_old || (PicoOpt&11) != (PicoOpt_old&11) || Pico.m.pal != pal_old) {\r
- // if rate changed, reset all enabled chips, else reset only those chips, which were recently enabled\r
- //sound_reset(PsndRate != PsndRate_old ? PicoOpt : (PicoOpt&(PicoOpt^PicoOpt_old)));\r
- PsndRerate(1);\r
- }\r
- if(!gameAudio || PsndRate != PsndRate_old || ((PicoOpt&8) ^ (PicoOpt_old&8)) || Pico.m.pal != pal_old) { // rate or stereo or pal/ntsc changed\r
- if(gameAudio) delete gameAudio; gameAudio = 0;\r
- DEBUGPRINT(_L("starting audio: %i len: %i stereo: %i, pal: %i"), PsndRate, PsndLen, PicoOpt&8, Pico.m.pal);\r
- TRAP(err, gameAudio = CGameAudioMS::NewL(PsndRate, (PicoOpt&8) ? 1 : 0,\r
- Pico.m.pal ? 50 : 60, currentConfig.volume));\r
- }\r
- if( gameAudio) {\r
- TRAP(err, PsndOut = gameAudio->ResumeL());\r
- }\r
- if(err) {\r
- if(gameAudio) delete gameAudio;\r
- gameAudio = 0;\r
- PsndOut = 0;\r
- strcpy(noticeMsg, "SOUND@STARTUP@FAILED");\r
- gettimeofday(¬iceMsgTime, 0);\r
- }\r
- PsndRate_old = PsndRate;\r
- PicoOpt_old = PicoOpt;\r
- pal_old = Pico.m.pal;\r
- } else {\r
- if(gameAudio) delete gameAudio;\r
- gameAudio = 0;\r
- PsndOut = 0;\r
- }\r
-\r
- CPolledActiveScheduler::Instance()->Schedule();\r
-\r
- // start key WS event polling\r
- iWsSession->EventReady(&iWsEventStatus);\r
-\r
- iWsSession->Flush(); // check: short hang in UIQ2\r
- User::After(1);\r
-\r
- // I don't know why but the Window server sometimes hangs completely (hanging the phone too) after calling StartL()\r
- // Is this a sync broblem? weird bug?\r
- TRAP(ret, iDSA->StartL());\r
- if (ret) DEBUGPRINT(_L("iDSA->StartL() error: %i"), ret);\r
-\r
-// User::After(1);\r
-// CPolledActiveScheduler::Instance()->Schedule();\r
-\r
- DEBUGPRINT(_L("CGameWindow::ConstructResourcesL() finished."));\r
-}\r
-\r
-// this may be run even if there is nothing to free\r
-void CGameWindow::FreeResources()\r
-{\r
- if(gameAudio) gameAudio->Pause();\r
-\r
- //DEBUGPRINT(_L("CPolledActiveScheduler::Instance(): %08x"), CPolledActiveScheduler::Instance());\r
- if(CPolledActiveScheduler::Instance())\r
- CPolledActiveScheduler::Instance()->Schedule();\r
-\r
-#if 0\r
- // free RDirectScreenAccess stuff (seems to be deleted automatically after crash?)\r
- if(iDSA) {\r
- iDSA->Cancel();\r
- iDSA->Close();\r
- delete iDSA;\r
- }\r
- iDSA = NULL;\r
-#endif\r
- if(iDSA) delete iDSA;\r
- iDSA = 0;\r
-\r
- if(iWsSession->WsHandle() > 0 && iWsEventStatus != KRequestPending) // TODO: 2 UIQ2 (?)\r
- iWsSession->EventReadyCancel();\r
-\r
- if(iWsWindow.WsHandle() > 0)\r
- iWsWindow.Close();\r
-\r
- if(iWsWindowGroup.WsHandle() > 0)\r
- iWsWindowGroup.Close();\r
-\r
- // these must be deleted before calling iWsSession->Close()\r
- if(iWsScreen) {\r
- delete iWsScreen;\r
- iWsScreen = NULL;\r
- }\r
-\r
- if(iWsSession->WsHandle() > 0) {\r
- iWsSession->Close();\r
- delete iWsSession;\r
- }\r
- \r
- vidFree();\r
-}\r
-\r
-\r
-void CGameWindow::DoKeys(void)\r
-{\r
- TWsEvent iWsEvent;\r
- TInt iWsEventType;\r
- unsigned long allActions = 0;\r
- static unsigned long areaActions = 0, forceUpdate = 0;\r
- int i, nEvents;\r
-\r
- for(nEvents = 0; iWsEventStatus != KRequestPending; nEvents++)\r
- {\r
- iWsSession->GetEvent(iWsEvent);\r
- iWsEventType = iWsEvent.Type();\r
-\r
- // pointer events?\r
- if(iWsEventType == EEventPointer) {\r
- if(iWsEvent.Pointer()->iType == TPointerEvent::EButton1Up) {\r
- areaActions = 0; // remove all directionals\r
- } else { // if(iWsEvent.Pointer()->iType == TPointerEvent::EButton1Down) {\r
- TPoint p = iWsEvent.Pointer()->iPosition;\r
- const TPicoAreaConfigEntry *e = areaConfig + 1;\r
- for(i = 0; !e->rect.IsEmpty(); e++, i++)\r
- if(e->rect.Contains(p)) {\r
- areaActions = currentConfig.KeyBinds[i+256];\r
- break;\r
- }\r
- //DEBUGPRINT(_L("pointer event: %i %i"), p.iX, p.iY);\r
- }\r
- }\r
- else if(iWsEventType == EEventKeyDown || iWsEventType == EEventKeyUp) {\r
- TInt iScanCode = iWsEvent.Key()->iScanCode;\r
- //DEBUGPRINT(_L("key event: 0x%02x"), iScanCode);\r
-\r
- if(iScanCode < 256)\r
- {\r
- if(iWsEventType == EEventKeyDown) {\r
- keyFlags[iScanCode] |= 1;\r
- for(i=0; i < 10; i++) {\r
- if( pressedKeys[i] == (TUint8) iScanCode) break;\r
- if(!pressedKeys[i]) { pressedKeys[i] = (TUint8) iScanCode; break; }\r
- }\r
- } else if(!(keyFlags[iScanCode]&2)) {\r
- keyFlags[iScanCode] &= ~1;\r
- for(i=0; i < 10; i++) {\r
- if(pressedKeys[i] == (TUint8) iScanCode) { pressedKeys[i] = 0; break; }\r
- }\r
- }\r
-\r
- // power?\r
- if(iScanCode == EStdKeyOff) gamestate = PGS_Paused;\r
- } else {\r
- DEBUGPRINT(_L("weird scancode: 0x%02x"), iScanCode);\r
- }\r
- }\r
- else if(iWsEventType == EEventScreenDeviceChanged) {\r
- // ???\r
- //User::After(500000);\r
- //reset_timing = 1;\r
- DEBUGPRINT(_L("EEventScreenDeviceChanged, focus: %i, our: %i"),\r
- iWsSession->GetFocusWindowGroup(), iWsWindowGroup.Identifier());\r
- }\r
- else if(iWsEventType == EEventFocusGroupChanged) {\r
- TInt focusGrpId = iWsSession->GetFocusWindowGroup();\r
- DEBUGPRINT(_L("EEventFocusGroupChanged: %i, our: %i"),\r
- focusGrpId, iWsWindowGroup.Identifier());\r
- // if it is not us and not launcher that got focus, pause emu\r
- if(focusGrpId != iWsWindowGroup.Identifier())\r
- gamestate = PGS_Paused;\r
- }\r
-\r
- iWsEventStatus = KRequestPending;\r
- iWsSession->EventReady(&iWsEventStatus);\r
- }\r
-\r
- if(nEvents || forceUpdate) {\r
- allActions = areaActions;\r
- forceUpdate = 0;\r
-\r
- // add all pushed button actions\r
- for(i = 9; i >= 0; i--) {\r
- int scan = pressedKeys[i];\r
- if(scan) {\r
- if(keyFlags[scan] & 1) allActions |= currentConfig.KeyBinds[scan];\r
- if((keyFlags[scan]& 3)==3) forceUpdate = 1;\r
- if(keyFlags[scan] & 2) keyFlags[scan] &= ~1;\r
- }\r
- }\r
-\r
- PicoPad[0] = (unsigned short) allActions;\r
- if(allActions & 0xFFFF0000) {\r
- RunEvents(allActions >> 16);\r
- areaActions = 0;\r
- }\r
- }\r
-\r
- if (movie_data) emu_updateMovie();\r
-}\r
-\r
-\r
-void CGameWindow::DoKeysConfig(TUint &which)\r
-{\r
- TWsEvent iWsEvent;\r
- int i;\r
-\r
- while(iWsEventStatus != KRequestPending)\r
- {\r
- TUint currentActCode = 1 << which;\r
-\r
- iWsSession->GetEvent(iWsEvent);\r
-\r
- // pointer events?\r
- if(iWsEvent.Type() == EEventPointer) {\r
- TPoint p = iWsEvent.Pointer()->iPosition;\r
- TRect prev(56, 0, 120, 26);\r
- TRect next(120, 0, 180, 26);\r
-\r
- if(iWsEvent.Pointer()->iType == TPointerEvent::EButton1Down) {\r
- if(prev.Contains(p)) do { which = (which-1) & 0x1F; } while(!actionNames[which]);\r
- else if(next.Contains(p)) do { which = (which+1) & 0x1F; } while(!actionNames[which]);\r
- else if(which == 31) gamestate = PGS_Paused; // done\r
- else {\r
- const TPicoAreaConfigEntry *e = areaConfig + 1;\r
- for(i = 0; e->rect != TRect(0,0,0,0); e++, i++)\r
- if(e->rect.Contains(p)) {\r
- currentConfig.KeyBinds[i+256] ^= currentActCode;\r
- break;\r
- }\r
- }\r
- }\r
- }\r
- else if(iWsEvent.Type() == EEventKeyDown || iWsEvent.Type() == EEventKeyUp)\r
- {\r
- TUint scan = (TUint) iWsEvent.Key()->iScanCode;\r
-\r
- // key events?\r
- if(iWsEvent.Type() == EEventKeyDown) {\r
- if(which == 31) {\r
- gamestate = PGS_Paused;\r
- } else if (scan < 256) {\r
- if(!(keyFlags[scan]&0x40)) currentConfig.KeyBinds[scan] ^= currentActCode;\r
- }\r
- }\r
-\r
- // power?\r
- if(iWsEvent.Key()->iScanCode == EStdKeyOff) gamestate = PGS_Paused;\r
- }\r
- else if(iWsEvent.Type() == EEventFocusGroupChanged) {\r
- TInt focusGrpId = iWsSession->GetFocusWindowGroup();\r
- // if we lost focus, exit config mode\r
- if(focusGrpId != iWsWindowGroup.Identifier())\r
- gamestate = PGS_Paused;\r
- }\r
-\r
-// iWsEventStatus = KRequestPending;\r
- iWsSession->EventReady(&iWsEventStatus);\r
- }\r
-}\r
-\r
-\r
-void CGameWindow::RunEvents(TUint32 which)\r
-{\r
- if (which & 0x4000) currentConfig.Frameskip = -1;\r
- if (which & 0x2000) currentConfig.Frameskip = 8;\r
- if (which & 0x1800) { // save or load (but not both)\r
- if(PsndOut) gameAudio->Pause(); // this may take a while, so we pause sound output\r
-\r
- vidDrawNotice((which & 0x1000) ? "LOADING@GAME" : "SAVING@GAME");\r
- emu_save_load_game(which & 0x1000, 0);\r
-\r
- if(PsndOut) PsndOut = gameAudio->ResumeL();\r
- reset_timing = 1;\r
- }\r
- if (which & 0x0400) gamestate = PGS_Paused;\r
- if (which & 0x0200) { // switch renderer\r
- if (!(currentConfig.scaling == TPicoConfig::PMFit &&\r
- (currentConfig.rotation == TPicoConfig::PRot0 || currentConfig.rotation == TPicoConfig::PRot180)))\r
- {\r
- PicoOpt^=0x10;\r
- vidInit(0, 1);\r
-\r
- strcpy(noticeMsg, (PicoOpt&0x10) ? "ALT@RENDERER" : "DEFAULT@RENDERER");\r
- gettimeofday(¬iceMsgTime, 0);\r
- }\r
- }\r
- if(which & 0x00c0) {\r
- if(which&0x0080) {\r
- state_slot -= 1;\r
- if(state_slot < 0) state_slot = 9;\r
- } else {\r
- state_slot += 1;\r
- if(state_slot > 9) state_slot = 0;\r
- }\r
- sprintf(noticeMsg, "SAVE@SLOT@%i@SELECTED", state_slot);\r
- gettimeofday(¬iceMsgTime, 0);\r
- }\r
- if ((which & 0x0030) && gameAudio != NULL) {\r
- currentConfig.volume = gameAudio->ChangeVolume((which & 0x0010) ? 1 : 0);\r
- sprintf(noticeMsg, "VOL@%02i@", currentConfig.volume);\r
- gettimeofday(¬iceMsgTime, 0);\r
- }\r
-}\r
-\r
-\r
-extern "C" void plat_status_msg(const char *format, ...)\r
-{\r
- va_list vl;\r
- char *p;\r
-\r
- va_start(vl, format);\r
- vsnprintf(noticeMsg, sizeof(noticeMsg), fmt, vl);\r
- va_end(vl);\r
-\r
- p = noticeMsg;\r
- while (*p) {\r
- if (*p == ' ') *p = '@';\r
- if (*p < '0' || *p > 'Z') { *p = 0; break; }\r
- p++;\r
- }\r
- gettimeofday(¬iceMsgTime, 0);\r
-}\r
-\r
-// static class members\r
-RWsSession* CGameWindow::iWsSession;\r
-RWindowGroup CGameWindow::iWsWindowGroup;\r
-RWindow CGameWindow::iWsWindow;\r
-CWsScreenDevice* CGameWindow::iWsScreen = NULL;\r
-CWindowGc* CGameWindow::iWindowGc = NULL;\r
-TRequestStatus CGameWindow::iWsEventStatus = KRequestPending;\r
-//RDirectScreenAccess* CGameWindow::iDSA;\r
-//TRequestStatus CGameWindow::iDSAstatus = KRequestPending;\r
-TPicoDirectScreenAccess CGameWindow::iPDSA;\r
-CDirectScreenAccess* CGameWindow::iDSA = NULL;\r
-\r