remove unused/unmaintained code
[picodrive.git] / platform / uiq2 / main.cpp
diff --git a/platform/uiq2/main.cpp b/platform/uiq2/main.cpp
deleted file mode 100644 (file)
index d937bf7..0000000
+++ /dev/null
@@ -1,1183 +0,0 @@
-// 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 <hal.h>\r
-\r
-#include <stdio.h>\r
-#include <stdlib.h>\r
-#include <sys/time.h>\r
-\r
-#include "debug.h"\r
-\r
-#include "pico/picoInt.h"\r
-#include "vid.h"\r
-#include "SimpleServer.h"\r
-#include "ClientServer.h"\r
-//#include "polledAS.h"\r
-#include "audio.h"\r
-\r
-#include <EZlib.h>\r
-#include "zlib/gzio_symb.h"\r
-\r
-\r
-#define BENCHMARK\r
-//#define TEST_FRAMEBUFF\r
-\r
-// keycodes we care about\r
-enum TPxxxKeyCodes {\r
-    EKeyPxxxPower    = EKeyDevice0,             //0xF842\r
-    EKeyPxxxBrowser  = EKeyApplication0,\r
-    EKeyPxxxCamera   = EKeyApplication1,\r
-    EKeyPxxxJogUp    = EKeyDevice1,\r
-    EKeyPxxxJogDown  = EKeyDevice2,\r
-    EKeyPxxxJogLeft  = EKeyDevice3,\r
-    EKeyPxxxJogRight = EKeyDevice9,\r
-    EKeyPxxxJogInward= EKeyDevice8,\r
-       // FC keys\r
-    //EKeyPxxxFcOk     = EKeyDevice8, // don't care about FC keycodes\r
-};\r
-// EKeyScreenDimension1 ~ EStdKeyF24 is sent when flip is closed,\r
-// EKeyScreenDimension0 ~ EStdKeyF23 when opened\r
-\r
-enum TMotAKeyCodes {\r
-    EKeyMotAUp       = EKeyDevice4,             //0xF846\r
-    EKeyMotADown     = EKeyDevice5,\r
-    EKeyMotALeft     = EKeyDevice6,\r
-    EKeyMotARight    = EKeyDevice7,\r
-    EKeyMotASelect   = EKeyDevice8,\r
-    EKeyMotAButton1  = EKeyApplicationA,\r
-    EKeyMotAButton2  = EKeyApplicationB,\r
-    EKeyMotAHome     = EKeyApplication0,\r
-    EKeyMotAShortcut = EKeyApplication1,\r
-    EKeyMotAVoice    = EKeyDeviceA,\r
-    EKeyMotACamera   = EKeyDeviceB,\r
-    EKeyMotAVolUp    = EKeyIncVolume,\r
-    EKeyMotAVolDn    = EKeyDecVolume,\r
-    EKeyMotASend     = EKeyYes,\r
-    EKeyMotAEnd      = EKeyNo,\r
-};\r
-\r
-// scancodes we care about\r
-enum TPxxxScanCodes {\r
-    EScanPxxxPower    = EStdKeyDevice0,                 // 0xa4\r
-    EScanPxxxBrowser  = EStdKeyApplication0,\r
-    EScanPxxxCamera   = EStdKeyApplication1,\r
-    EScanPxxxJogUp    = EStdKeyDevice1,\r
-    EScanPxxxJogDown  = EStdKeyDevice2,\r
-    EScanPxxxJogLeft  = EStdKeyDeviceE, // not consistent\r
-    EScanPxxxJogRight = EStdKeyDeviceD,\r
-    EScanPxxxJogInward= EStdKeyDevice8,\r
-       // FC keys\r
-       EScanPxxxFcOk      = EStdKeyDeviceF,\r
-       EScanPxxxFcBack    = EStdKeyDevice3,\r
-       EScanPxxxFcC       = EStdKeyDeviceA,\r
-       EScanPxxxFcMenu    = EStdKeyDevice9,\r
-       EScanPxxxFc0       = '0',\r
-       EScanPxxxFc1       = '1',\r
-       EScanPxxxFc2       = '2',\r
-       EScanPxxxFc3       = '3',\r
-       EScanPxxxFc4       = '4',\r
-       EScanPxxxFc5       = '5',\r
-       EScanPxxxFc6       = '6',\r
-       EScanPxxxFc7       = '7',\r
-       EScanPxxxFc8       = '8',\r
-       EScanPxxxFc9       = '9',\r
-       EScanPxxxFcHash    = EStdKeyHash,\r
-       EScanPxxxFcAsterisk= EStdKeyNkpAsterisk,\r
-};\r
-\r
-enum TMotAScanCodes {\r
-    EScanMotAUp       = EStdKeyDevice4,\r
-    EScanMotADown     = EStdKeyDevice5,\r
-    EScanMotALeft     = EStdKeyDevice6,\r
-    EScanMotARight    = EStdKeyDevice7,\r
-    EScanMotASelect   = EStdKeyDevice8,\r
-    EScanMotAButton1  = EStdKeyApplicationA,\r
-    EScanMotAButton2  = EStdKeyApplicationB,\r
-    EScanMotAHome     = EStdKeyApplication0,\r
-    EScanMotAShortcut = EStdKeyApplication1,\r
-    EScanMotAVoice    = EStdKeyDeviceA,\r
-    EScanMotACamera   = EStdKeyDeviceB,\r
-    EScanMotAVolUp    = EStdKeyIncVolume,\r
-    EScanMotAVolDn    = EStdKeyDecVolume,\r
-    EScanMotASend     = EStdKeyYes,\r
-    EScanMotAEnd      = EStdKeyNo,\r
-       // some extra codes, don't know if these are actually used\r
-       EScanMotAExtra    = EStdKeyApplicationC,\r
-       EScanMotAEsc      = EStdKeyApplicationD,\r
-       EScanMotAStart    = EStdKeyApplicationE,\r
-       EScanMotASelect2  = EStdKeyApplicationF,\r
-};\r
-\r
-\r
-// list of key names and codes\r
-TPicoKeyConfigEntry keyConfigPXXX[] = {\r
-       { EKeyPxxxPower,     EScanPxxxPower,     0, -1, -1, "POWER" },     // 0\r
-       { EKeyPxxxBrowser,   EScanPxxxBrowser,   0, -1, -1, "BROWSER" },\r
-       { EKeyPxxxCamera,    EScanPxxxCamera,    0, -1, -1, "CAMERA" },\r
-       { EKeyPxxxJogUp,     EScanPxxxJogUp,     2, -1, -1, "JOG@UP" },\r
-       { EKeyPxxxJogDown,   EScanPxxxJogDown,   2, -1, -1, "JOG@DOWN" },\r
-       { EKeyPxxxJogLeft,       EScanPxxxJogLeft,   0, -1, -1, "JOG@LEFT" },  // 5\r
-       { EKeyPxxxJogRight,  EScanPxxxJogRight,  0, -1, -1, "JOG@RIGHT" },\r
-       { 0,                 EScanPxxxJogInward, 0, -1, -1, "JOG@INWARD" },\r
-       { 0,                 EScanPxxxFcOk,      0, -1, -1, "FC@OK" },\r
-       { 0,                 EScanPxxxFcBack,    0, -1, -1, "FC@BACK" },\r
-       { 0,                 EScanPxxxFcC,       0, -1, -1, "FC@C" },      // 10\r
-       { 0,                 EScanPxxxFcMenu,    0, -1, -1, "FC@MENU" },\r
-       { 0,                 EScanPxxxFc0,       0, -1, -1, "FC@0" },\r
-       { 0,                 EScanPxxxFc1,       0, -1, -1, "FC@1" },\r
-       { 0,                 EScanPxxxFc2,       0, -1, -1, "FC@2" },\r
-       { 0,                 EScanPxxxFc3,       0, -1, -1, "FC@3" },\r
-       { 0,                 EScanPxxxFc4,       0, -1, -1, "FC@4" },\r
-       { 0,                 EScanPxxxFc5,       0, -1, -1, "FC@5" },\r
-       { 0,                 EScanPxxxFc6,       0, -1, -1, "FC@6" },\r
-       { 0,                 EScanPxxxFc7,       0, -1, -1, "FC@7" },\r
-       { 0,                 EScanPxxxFc8,       0, -1, -1, "FC@8" },\r
-       { 0,                 EScanPxxxFc9,       0, -1, -1, "FC@9" },\r
-       { 0,                 EScanPxxxFcHash,    0, -1, -1, "FC@HASH" },\r
-       { 0,                 EScanPxxxFcAsterisk,0, -1, -1, "FC@AST" },\r
-       { 0,                 0,                  0,  0,  0, 0 }\r
-};\r
-\r
-// Motorola A92x & A1000 support\r
-TPicoKeyConfigEntry keyConfigMotA[] = {\r
-       { EKeyMotAUp,        EScanMotAUp,        0, -1, -1, "UP" },      // 0\r
-       { EKeyMotADown,      EScanMotADown,      0, -1, -1, "DOWN" },\r
-       { EKeyMotALeft,      EScanMotALeft,      0, -1, -1, "LEFT" },\r
-       { EKeyMotARight,     EScanMotARight,     0, -1, -1, "RIGHT" },\r
-       { EKeyMotASelect,    EScanMotASelect,    0, -1, -1, "SELECT" },\r
-       { EKeyMotAButton1,   EScanMotAButton1,   0, -1, -1, "BUTTON1" }, // 5\r
-       { EKeyMotAButton2,   EScanMotAButton2,   0, -1, -1, "BUTTON2" },\r
-       { EKeyMotAHome,      EScanMotAHome,      0, -1, -1, "HOME" },\r
-       { EKeyMotAShortcut,  EScanMotAShortcut,  0, -1, -1, "SHORTCUT" },\r
-       { EKeyMotAVoice,     EScanMotAVoice,     0, -1, -1, "VOICE" },\r
-       { EKeyMotACamera,    EScanMotACamera,    0, -1, -1, "CAMERA" },  // 10\r
-       { EKeyMotAVolUp,     EScanMotAVolUp,     0, -1, -1, "VOL@UP" },\r
-       { EKeyMotAVolDn,     EScanMotAVolDn,     0, -1, -1, "VOL@DOWN" },\r
-       { EKeyMotASend,      EScanMotASend,      0, -1, -1, "SEND" },\r
-       { EKeyMotAEnd,       EScanMotAEnd,       0, -1, -1, "END" },\r
-       { 0,                 EScanMotAExtra,     0, -1, -1, "EXTRA" },\r
-       { 0,                 EScanMotAEsc,       0, -1, -1, "ESC" },\r
-       { 0,                 EScanMotAStart,     0, -1, -1, "START" },\r
-       { 0,                 EScanMotASelect2,   0, -1, -1, "SELECT" },\r
-       { 0,                 0,                  0,  0,  0, 0 }\r
-};\r
-\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(192,   0, 207,  15) },\r
-       { TRect(  0, 304,  15, 319) },\r
-       { TRect(192, 304, 207, 319) },\r
-       // normal buttons\r
-       { TRect(  0,   0,  68,  63) },\r
-       { TRect( 69,   0, 138,  63) },\r
-       { TRect(139,   0, 207,  63) },\r
-       { TRect(  0,  64,  68, 127) },\r
-       { TRect( 69,  64, 138, 127) },\r
-       { TRect(139,  64, 207, 127) },\r
-       { TRect(  0, 128,  68, 191) },\r
-       { TRect( 69, 128, 138, 191) },\r
-       { TRect(139, 128, 207, 191) },\r
-       { TRect(  0, 192,  68, 255) },\r
-       { TRect( 69, 192, 138, 255) },\r
-       { TRect(139, 192, 207, 255) },\r
-       { TRect(  0, 256,  68, 319) },\r
-       { TRect( 69, 256, 138, 319) },\r
-       { TRect(139, 256, 207, 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, 0, 0, "NEXT@SAVE@SLOT", "PREV@SAVE@SLOT", // ?, ?, ?, ?, mot_vol_up, mot_vol_down, next_slot, prev_slot\r
-       0, 0, "PAUSE@EMU", "SAVE@STATE", "LOAD@STATE", "FRAMESKIP@8", "AUTO@FRAMESKIP", "DONE" // ?, switch_renderer\r
-};\r
-\r
-\r
-// globals are allowed, so why not to (ab)use them?\r
-TInt machineUid = 0;\r
-int gamestate = PGS_Paused, gamestate_prev = PGS_Paused;\r
-TPicoConfig currentConfig;\r
-TPicoKeyConfigEntry *keyConfig = 0;                    // currently used keys\r
-static char noticeMsg[64];                                     // notice msg to draw\r
-static timeval noticeMsgTime = { 0, 0 };       // when started showing\r
-static RLibrary gameAudioLib;                          // audio object library\r
-static _gameAudioNew gameAudioNew;                     // audio object maker\r
-static IGameAudio *gameAudio = 0;                      // the audio object itself\r
-static TProcessId launcherProcessId;\r
-static int reset_timing, state_slot = 0;\r
-extern const char *RomFileName;\r
-extern int pico_was_reset;     \r
-#ifdef TEST_FRAMEBUFF\r
-static TUint8 *iFrameBuffer = 0;\r
-#endif\r
-\r
-// some forward declarations\r
-static void MainInit();\r
-static void MainExit();\r
-static void CheckForLauncher();\r
-static void DumpMemInfo();\r
-\r
-// just for a nicer grouping of WS related stuff\r
-class CGameWindow\r
-{\r
-public:\r
-       static void ConstructResourcesL();\r
-       static void FreeResources();\r
-       static void DoKeys(timeval &time);\r
-       static void DoKeysConfig(TUint &which);\r
-       static void RunEvents(TUint32 which);\r
-       static void SendClientWsEvent(TInt type);\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
-};\r
-\r
-\r
-void SkipFrame(int do_sound)\r
-{\r
-  PicoSkipFrame=1;\r
-  PicoFrame();\r
-  PicoSkipFrame=0;\r
-\r
-  if(do_sound && PsndOut) {\r
-    PsndOut = gameAudio->NextFrameL();\r
-       if(!PsndOut) { // sound output problems?\r
-      strcpy(noticeMsg, "SOUND@OUTPUT@ERROR;@SOUND@DISABLED");\r
-      gettimeofday(&noticeMsgTime, 0);\r
-       }\r
-  }\r
-\r
-/*\r
-  int total=0;\r
-\r
-  // V-Blanking period:\r
-  if (Pico.video.reg[1]&0x20) SekInterrupt(6); // Set IRQ\r
-  Pico.video.status|=0x88; // V-Int happened / go into vblank\r
-  total+=SekRun(18560);\r
-\r
-  // Active Scan:\r
-  if (Pico.video.reg[1]&0x40) Pico.video.status&=~8; // Come out of vblank if display is enabled\r
-  SekInterrupt(0); // Clear IRQ\r
-  total+=SekRun(127969-total);\r
-*/\r
-}\r
-\r
-\r
-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, too_fast, too_fast_time;\r
-       int i, underflow;\r
-       TRawEvent blevent;\r
-\r
-       MainInit();\r
-       buff[0] = 0;\r
-\r
-       // just to keep the backlight on..\r
-       blevent.Set(TRawEvent::EActive);\r
-\r
-       // loop?\r
-       for(;;) {\r
-               if(gamestate == PGS_Running) {\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(&noticeMsgTime, 0);\r
-\r
-                       pico_was_reset = too_fast = 0;\r
-                       reset_timing = 1;\r
-\r
-                       while(gamestate == PGS_Running) {\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
-#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.iFlags & 2) \r
-                                               sprintf(buff, "%02i/%02i", frames_shown, frames_done);\r
-#endif\r
-                                       thissec = tval.tv_sec;\r
-                                       if((thissec & 7) == 7) UserSvr::AddEvent(blevent);\r
-                                       // in is quite common for this implementation to leave 1 fame unfinished\r
-                                       // when second changes. This creates sound clicks, so it's probably better to\r
-                                       // skip that frame and render sound\r
-                                       if(PsndOut && frames_done < target_fps && frames_done > target_fps-5) {\r
-                                               SkipFrame(1); frames_done++;\r
-                                       }\r
-                                       // try to prevent sound buffer underflows by making sure we did _exactly_\r
-                                       // target_fps sound updates and copying last samples over and over again\r
-                                       if(PsndOut && frames_done < target_fps)\r
-                                               for(; frames_done < target_fps; frames_done++) {\r
-                                                       PsndOut = gameAudio->DupeFrameL(underflow);\r
-                                                       if(!PsndOut) { // sound output problems?\r
-                                                               strcpy(noticeMsg, "SOUND@OUTPUT@ERROR;@SOUND@DISABLED");\r
-                                                               gettimeofday(&noticeMsgTime, 0);\r
-                                                               break;\r
-                                                       }\r
-                                                       if(underflow) break;\r
-                                               }\r
-                                       frames_done = frames_shown = 0;\r
-                               }\r
-\r
-                               if(currentConfig.iFrameskip >= 0) { // frameskip enabled\r
-                                       for(i = 0; i < currentConfig.iFrameskip; i++) {\r
-                                               SkipFrame(frames_done < target_fps); frames_done++;\r
-                                               CGameWindow::DoKeys(tval);\r
-                                       }\r
-                               } else if(tval.tv_usec > (frames_done+1)*target_frametime) { // auto frameskip\r
-                                       // no time left for this frame - skip\r
-                                       SkipFrame(1); frames_done++;\r
-                                       CGameWindow::DoKeys(tval);\r
-                                       too_fast = 0;\r
-                                       continue;\r
-                               } else if(tval.tv_usec < (too_fast_time=frames_done*target_frametime)) { // we are too fast\r
-                                       if(++too_fast > 2) { User::After(too_fast_time-tval.tv_usec); too_fast = 0; }// sleep, but only if we are _really_ fast\r
-                               }\r
-\r
-                               // draw\r
-                               vidDrawFrame(notice, buff, frames_shown);\r
-                               if(PsndOut && frames_done < target_fps) {\r
-                                       PsndOut = gameAudio->NextFrameL();\r
-                                       if(!PsndOut) { // sound output problems?\r
-                                               strcpy(noticeMsg, "SOUND@OUTPUT@ERROR;@SOUND@DISABLED");\r
-                                               gettimeofday(&noticeMsgTime, 0);\r
-                                       }\r
-                               }\r
-                               frames_done++; frames_shown++;\r
-                               CGameWindow::DoKeys(tval);\r
-                       }\r
-\r
-                       // save SRAM\r
-                       if((currentConfig.iFlags & 1) && SRam.changed) {\r
-                               saveLoadGame(0, 1);\r
-                               SRam.changed = 0;\r
-                       }\r
-                       CGameWindow::SendClientWsEvent(EEventGamePaused);\r
-                       CGameWindow::FreeResources();\r
-               } else if(gamestate == PGS_Paused) {\r
-                       for(i = 0; gamestate == PGS_Paused; i++) {\r
-                               User::After(250000);\r
-                               if(!(i & 0x7F)) CheckForLauncher(); // every 32 secs\r
-                       }\r
-               } else if(gamestate == PGS_KeyConfig) {\r
-                       // prepare window and stuff\r
-                       CGameWindow::ConstructResourcesL();\r
-\r
-                       TUint whichAction = 0;\r
-                       while(gamestate == PGS_KeyConfig) {\r
-                               vidKeyConfigFrame(whichAction, CGameWindow::iWsScreen->CurrentScreenMode());\r
-                               CGameWindow::DoKeysConfig(whichAction);\r
-                               User::After(200000);\r
-                       }\r
-\r
-                       CGameWindow::SendClientWsEvent(EEventKeyCfgDone);\r
-                       CGameWindow::SendClientWsEvent(EEventGamePaused);\r
-                       CGameWindow::FreeResources();\r
-               } else if(gamestate == PGS_DebugHeap) {\r
-                       #ifdef __DEBUG_PRINT\r
-                       TInt cells = User::CountAllocCells();\r
-                       TInt mem;\r
-                       User::AllocSize(mem);\r
-                       DEBUGPRINT(_L("worker: cels=%d, size=%d KB"), cells, mem/1024);\r
-                       gamestate = gamestate_prev;\r
-                       #endif\r
-               } else if(gamestate == PGS_Quit) {\r
-                       break;\r
-               }\r
-       }\r
-\r
-       MainExit();\r
-}\r
-\r
-\r
-// gameAudio default "maker", which simply leaves\r
-IGameAudio *gameAudioNew_failer(TInt aRate, TBool aStereo, TInt aPcmFrames, TInt aBufferedFrames)\r
-{\r
-       User::Leave(1);\r
-       return 0; // shouldn't happen\r
-}\r
-\r
-\r
-// main initialization\r
-static void MainInit()\r
-{\r
-       RProcess thisProcess, launcherProcess;\r
-       TInt err = KErrGeneral;\r
-\r
-       DEBUGPRINT(_L("\r\n\r\nstarting.."));\r
-\r
-       //CPolledActiveScheduler::NewL(); // create Polled AS for the sound engine\r
-\r
-       // get launcher id\r
-       if(thisProcess.Owner(launcherProcess) == KErrNone) {\r
-               launcherProcessId = launcherProcess.Id();\r
-               launcherProcess.Close(); // messing with launcherProcess too much strangely reboots my phone\r
-       } else {\r
-               DEBUGPRINT(_L("%i: couldn't find owner, terminating.."), thisProcess.Id());\r
-               thisProcess.Terminate(1);\r
-       }\r
-\r
-       // also get launcher thread id (for sending events, nasty way)\r
-       TFindThread findThread;\r
-       TFullName dummy1;\r
-       RThread  tmpThread;\r
-       RProcess tmpProcess;\r
-\r
-       while(findThread.Next(dummy1) == KErrNone)\r
-       {\r
-               tmpThread.Open(findThread);\r
-               tmpThread.Process(tmpProcess);\r
-               if(tmpProcess.Id() == launcherProcessId) {\r
-                       CGameWindow::iLauncherThreadId = tmpThread.Id();\r
-                       break;\r
-               }\r
-               tmpThread.Close();\r
-               tmpProcess.Close();\r
-       }\r
-\r
-       // start event listening thread, which waits for GUI commands\r
-       if(StartThread() < 0) {\r
-               // communication thread failed to start, we serve no purpose now, so suicide\r
-               DEBUGPRINT(_L("%i: StartThread() failed, terminating.."), thisProcess.Id());\r
-               thisProcess.Terminate(1);\r
-       }\r
-\r
-       HAL::Get(HALData::EMachineUid, machineUid); // find out the machine UID\r
-\r
-       // get current dir\r
-       TFileName pfName = thisProcess.FileName();\r
-       TParse parse;\r
-       parse.Set(pfName, 0, 0);\r
-       TPtrC currDir = parse.DriveAndPath();\r
-       DEBUGPRINT(_L("current dir: %S"), &currDir);\r
-\r
-       static TPtrC audio_dlls[] = { _L("audio_motorola.dll"), _L("audio_mediaserver.dll") };\r
-\r
-       // find our audio object maker\r
-       for(TInt i=0; i < 2; i++) {\r
-               DEBUGPRINT(_L("trying audio DLL: %S"), &audio_dlls[i]);\r
-               err = gameAudioLib.Load(audio_dlls[i], currDir);\r
-               if(err == KErrNone) { // great, we loaded a dll!\r
-                       gameAudioNew = (_gameAudioNew) gameAudioLib.Lookup(1);\r
-                       if(!gameAudioNew) {\r
-                               gameAudioLib.Close();\r
-                               err = KErrGeneral;\r
-                               DEBUGPRINT(_L("  loaded, but Lookup(1) failed."));\r
-                       } else\r
-                               break; // done\r
-               } else\r
-                       DEBUGPRINT(_L("  load failed! (%i)"), err);;\r
-       }\r
-\r
-       if(err != KErrNone)\r
-                gameAudioNew = gameAudioNew_failer;\r
-       else DEBUGPRINT(_L("  audio dll loaded!"));;\r
-\r
-       DumpMemInfo();\r
-\r
-       // try to start pico\r
-       DEBUGPRINT(_L("PicoInit();"));\r
-       PicoInit();\r
-\r
-#ifdef TEST_FRAMEBUFF\r
-       iFrameBuffer = (TUint8 *) malloc(208*320*4);\r
-#endif\r
-}\r
-\r
-\r
-// does not return\r
-static void MainExit()\r
-{\r
-       RProcess thisProcess;\r
-\r
-       DEBUGPRINT(_L("%i: cleaning up.."), thisProcess.Id());\r
-\r
-       // save SRAM\r
-       if((currentConfig.iFlags & 1) && SRam.changed) {\r
-               saveLoadGame(0, 1);\r
-               SRam.changed = 0;\r
-       }\r
-\r
-       PicoExit();\r
-\r
-       if(gameAudio) delete gameAudio;\r
-\r
-       if(gameAudioLib.Handle()) gameAudioLib.Close();\r
-\r
-       // Polled AS\r
-       //delete CPolledActiveScheduler::Instance();\r
-\r
-       DEBUGPRINT(_L("%i: terminating.."), thisProcess.Id());  \r
-       thisProcess.Terminate(0);\r
-}\r
-\r
-\r
-static void CheckForLauncher()\r
-{\r
-       RProcess launcherProcess;\r
-\r
-       // check for launcher, we are useless without it\r
-       if(launcherProcess.Open(launcherProcessId) != KErrNone || launcherProcess.ExitCategory().Length() != 0) {\r
-               #ifdef __DEBUG_PRINT\r
-               RProcess thisProcess;\r
-               DEBUGPRINT(_L("%i: launcher process is gone, terminating.."), thisProcess.Id());\r
-               if(launcherProcess.Handle()) {\r
-                               TExitCategoryName ecn = launcherProcess.ExitCategory();\r
-                       DEBUGPRINT(_L("%i: launcher exit category: %S"), thisProcess.Id(), &ecn);\r
-                       launcherProcess.Close();\r
-               }\r
-               #endif\r
-               MainExit();\r
-       }\r
-       launcherProcess.Close();\r
-}\r
-\r
-\r
-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
-\r
-TInt E32Main()\r
-{\r
-       // first thing's first\r
-       RThread().SetExceptionHandler(&ExceptionHandler, -1);\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
-       CTrapCleanup* cleanup=CTrapCleanup::New();\r
-\r
-       TRAPD(error, TargetEpocGameL());\r
-\r
-       __ASSERT_ALWAYS(!error, User::Panic(_L("Picosmall"), error));\r
-       delete cleanup;\r
-\r
-       return 0;\r
-}\r
-\r
-\r
-void CGameWindow::ConstructResourcesL()\r
-{\r
-\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
-       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
-       CGameWindow::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
-       // request access through RDirectScreenAccess api, but don't care about the result\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
-\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
-#ifndef TEST_FRAMEBUFF\r
-       TUint8 *iFrameBuffer = (TUint8*) screenInfo.iScreenAddress;\r
-#endif\r
-       TInt p800 = 0;\r
-\r
-       switch(machineUid)\r
-       {\r
-               case 0x101f6b26: // A9xx & A10xx\r
-               case 0x101f6b27: // Chinese A10xx\r
-               case 0x101fd279: // P3x\r
-                  iFrameBuffer += 32;\r
-                  keyConfig = keyConfigMotA;\r
-                  break;\r
-               case 0x101f408b: // P800\r
-                  p800 = 1;\r
-               //case 0x101fb2ae: // P900\r
-               //case 0x10200ac6: // P910\r
-               default:        \r
-                  keyConfig = keyConfigPXXX;\r
-                  break;\r
-       }\r
-       DEBUGPRINT(_L("framebuffer=0x%08x (%dx%d)"), iFrameBuffer,\r
-                                       screenInfo.iScreenSize.iWidth, screenInfo.iScreenSize.iHeight);\r
-\r
-       // vidInit\r
-       User::LeaveIfError(vidInit(iWsScreen->DisplayMode(), iFrameBuffer, p800));\r
-\r
-       // register for keyevents\r
-       for(TPicoKeyConfigEntry *e = keyConfig; e->name; e++) {\r
-               // release all keys\r
-               e->flags &= ~1;\r
-               if(e->flags & 0x80) {\r
-                       // key disabled\r
-                       e->handle1 = e->handle2 = -1;\r
-                       continue;\r
-               }\r
-               e->handle1 = iWsWindowGroup.CaptureKeyUpAndDowns(e->scanCode, 0, 0, 2);\r
-               // although we only use UpAndDown events, register simple events too,\r
-               // just to prevent fireing their default actions.\r
-               if(e->keyCode) e->handle2 = iWsWindowGroup.CaptureKey(e->keyCode, 0, 0, 2); // priority of 1 is not enough on my phone\r
-       }\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.iFlags & 4)) {\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
-                       sound_rerate();\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 = gameAudioNew(PsndRate, (PicoOpt&8) ? 1 : 0, PsndLen, Pico.m.pal ? 10 : 12));\r
-               }\r
-               if( gameAudio)\r
-                       TRAP(err, PsndOut = gameAudio->ResumeL());\r
-               if(err) {\r
-                       if(gameAudio) delete gameAudio;\r
-                       gameAudio = 0;\r
-                       PsndOut = 0;\r
-                       strcpy(noticeMsg, "SOUND@STARTUP@FAILED");\r
-                       gettimeofday(&noticeMsgTime, 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
-       // start key WS event polling\r
-       iWsSession.EventReady(&iWsEventStatus);\r
-       DEBUGPRINT(_L("CGameWindow::ConstructResourcesL() finished."));\r
-}\r
-\r
-\r
-void CGameWindow::FreeResources()\r
-{\r
-       if(gameAudio) gameAudio->Pause();\r
-\r
-       // free RDirectScreenAccess stuff\r
-       iDSA->Cancel();\r
-       iDSA->Close();\r
-       delete iDSA;\r
-       iDSA = NULL;\r
-\r
-       iWsSession.EventReadyCancel();\r
-\r
-       for(TPicoKeyConfigEntry *e = keyConfig; e->name; e++) {\r
-               if(e->handle2 >= 0) iWsWindowGroup.CancelCaptureKey(e->handle2);\r
-               if(e->handle1 >= 0) iWsWindowGroup.CancelCaptureKeyUpAndDowns(e->handle1);\r
-       }\r
-\r
-       if(iWsWindow.WsHandle())\r
-               iWsWindow.Close();\r
-\r
-       if(iWsWindowGroup.WsHandle())\r
-               iWsWindowGroup.Close();\r
-\r
-       // these must be deleted before calling iWsSession.Close()\r
-//     delete iWindowGc;\r
-//     iWindowGc = NULL;\r
-\r
-       delete iWsScreen;\r
-       iWsScreen = NULL;\r
-\r
-       // emu might change renderer by itself, so we may need to sync config\r
-       if(PicoOpt != currentConfig.iPicoOpt) {\r
-               currentConfig.iFlags |= 0x80;\r
-               CGameWindow::SendClientWsEvent(EEventKeyCfgDone);\r
-       }\r
-\r
-       if(iWsSession.WsHandle())\r
-               iWsSession.Close();\r
-       \r
-       vidFree();\r
-\r
-#ifdef TEST_FRAMEBUFF\r
-       FILE *tmp = fopen("d:\\temp\\screen.raw", "wb");\r
-       fwrite(iFrameBuffer, 1, 208*320*4, tmp);\r
-       fclose(tmp);\r
-#endif\r
-}\r
-\r
-\r
-void CGameWindow::DoKeys(timeval &time)\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
-       // detect if user is holding power button\r
-       static timeval powerPushed = { 0, 0 };\r
-       if(powerPushed.tv_sec) {\r
-               if((time.tv_sec*1000000+time.tv_usec) - (powerPushed.tv_sec*1000000+powerPushed.tv_usec) > 1000000) { // > 1 sec\r
-                       gamestate = PGS_Paused;\r
-                       powerPushed.tv_sec = powerPushed.tv_usec = 0;\r
-               }\r
-       }\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.iAreaBinds[i];\r
-                                               break;\r
-                                       }\r
-                       }\r
-               }\r
-               else if(iWsEventType == EEventKeyDown || iWsEventType == EEventKeyUp) {\r
-                       TInt iScanCode = iWsEvent.Key()->iScanCode;\r
-\r
-                       for(TPicoKeyConfigEntry *e = keyConfig; e->name; e++)\r
-                               if(iScanCode == e->scanCode) {\r
-                                       if(iWsEventType == EEventKeyDown) e->flags |=  1;\r
-                                       else if((e->flags & 2) == 0)      e->flags &= ~1;\r
-                                       break;\r
-                               }\r
-\r
-                       // power?\r
-                       if(iScanCode == EScanPxxxPower || iScanCode == EScanMotAEnd) {\r
-                               if(iWsEventType == EEventKeyDown)\r
-                                        powerPushed = time;\r
-                               else powerPushed.tv_sec = powerPushed.tv_usec = 0;\r
-                       }\r
-               }\r
-               else if(iWsEventType == EEventScreenDeviceChanged) {\r
-                       // we have the priority, so the launcher will not be able to process this, but it has to\r
-                       User::After(500000);\r
-                       reset_timing = 1;\r
-               }\r
-               else if(iWsEventType == EEventFocusGroupChanged) {\r
-                       TInt launcherGrpId = iWsSession.FindWindowGroupIdentifier(0, iLauncherThreadId);\r
-                       TInt focusGrpId = iWsSession.GetFocusWindowGroup();\r
-                       DEBUGPRINT(_L("EEventFocusGroupChanged: %i, our: %i, launcher: %i"),\r
-                                               focusGrpId, iWsWindowGroup.Identifier(), launcherGrpId);\r
-                       // if it is not us and not launcher that got focus, pause emu\r
-                       if(focusGrpId != iWsWindowGroup.Identifier() && focusGrpId != launcherGrpId)\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
-               i = 0;\r
-               for(TPicoKeyConfigEntry *e = keyConfig; e->name; e++, i++) {\r
-                       if(e->flags & 1) allActions |= currentConfig.iKeyBinds[i];\r
-                       if((e->flags& 3) == 3) forceUpdate = 1;\r
-                       if(e->flags & 2) e->flags &= ~1;\r
-               }\r
-\r
-               PicoPad[0] = (unsigned short) allActions;\r
-               if(allActions & 0xFFFF0000) {\r
-                       RunEvents(allActions >> 16);\r
-                       areaActions = 0;\r
-               }\r
-       }\r
-}\r
-\r
-\r
-void CGameWindow::DoKeysConfig(TUint &which)\r
-{\r
-       TWsEvent iWsEvent;\r
-       int i;\r
-\r
-       // to detect if user is holding power button\r
-       static int powerIters = 0;\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(190, 112, 208, 126);\r
-                       TRect next(190, 194, 208, 208);\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.iAreaBinds[i] ^= currentActCode;\r
-                                                       break;\r
-                                               }\r
-                               }\r
-                       }\r
-               }\r
-               else if(iWsEvent.Type() == EEventKeyDown || iWsEvent.Type() == EEventKeyUp)\r
-               {\r
-                       //if(iWsEvent.Type() == EEventKey)\r
-                       //      DEBUGPRINT(_L("iWsEvent.Key()->iCode=0x%08x"), iWsEvent.Key()->iCode);\r
-\r
-                       //if(iWsEvent.Type() == EEventKeyDown)\r
-                       //      DEBUGPRINT(_L("EEventKeyDown iScanCode=0x%08x"), iWsEvent.Key()->iScanCode);\r
-\r
-                       //if(iWsEvent.Type() == EEventKeyUp)\r
-                       //      DEBUGPRINT(_L("EEventKeyUp   iScanCode=0x%08x"), iWsEvent.Key()->iScanCode);\r
-\r
-                       // key events?\r
-                       if(iWsEvent.Type() == EEventKeyDown) {\r
-                               if(iWsScreen->CurrentScreenMode() == 1 && iWsEvent.Key()->iScanCode == EScanPxxxJogUp) {\r
-                                       do { which = (which-1) & 0x1F; } while(!actionNames[which]);\r
-                               } else if(iWsScreen->CurrentScreenMode() == 1 && iWsEvent.Key()->iScanCode == EScanPxxxJogDown) {\r
-                                       do { which = (which+1) & 0x1F; } while(!actionNames[which]);\r
-                               } else if(which == 31) {\r
-                                       gamestate = PGS_Paused;\r
-                                       if(iWsScreen->CurrentScreenMode()) // flip closed\r
-                                               vidDrawFCconfigDone();\r
-                               } else {\r
-                                       i = 0;\r
-                                       for(TPicoKeyConfigEntry *e = keyConfig; e->name; e++, i++)\r
-                                               if(iWsEvent.Key()->iScanCode == e->scanCode)\r
-                                                       if(!(e->flags&0x40)) currentConfig.iKeyBinds[i] ^= currentActCode;\r
-                               }\r
-                       }\r
-\r
-                       // power?\r
-                       if(iWsEvent.Key()->iScanCode == EScanPxxxPower || iWsEvent.Key()->iScanCode == EScanMotAEnd)\r
-                       {\r
-                                        if(iWsEvent.Type() == EEventKeyDown) powerIters = 1;\r
-                               else if(iWsEvent.Type() == EEventKeyUp)   powerIters = 0;\r
-                       }\r
-               }\r
-               else if(iWsEvent.Type() == EEventScreenDeviceChanged) {\r
-                       // trying to fix the P910 problem when something steals focus (and returns it after a while?)\r
-                       User::After(300000);\r
-               }\r
-               else if(iWsEvent.Type() == EEventFocusGroupChanged) {\r
-                       TInt launcherGrpId = iWsSession.FindWindowGroupIdentifier(0, iLauncherThreadId);\r
-                       TInt focusGrpId = iWsSession.GetFocusWindowGroup();\r
-                       DEBUGPRINT(_L("EEventFocusGroupChanged: %i, our: %i, launcher: %i"),\r
-                                               focusGrpId, iWsWindowGroup.Identifier(), launcherGrpId);\r
-                       // if it is not us and not launcher that got focus, exit config mode\r
-                       if(focusGrpId != iWsWindowGroup.Identifier() && focusGrpId != launcherGrpId) {\r
-                               // don't give up that easily. May be the focus will be given back.\r
-                               for (int i = 0; i < 4; i++) {\r
-                                       User::After(200000);\r
-                                       focusGrpId = iWsSession.GetFocusWindowGroup();\r
-                                       if(focusGrpId == iWsWindowGroup.Identifier() || focusGrpId == launcherGrpId) break;\r
-                               }\r
-                               if(focusGrpId != iWsWindowGroup.Identifier() && focusGrpId != launcherGrpId) \r
-                                       // we probably should give up now\r
-                                       gamestate = PGS_Paused;\r
-                       }\r
-               }\r
-\r
-               iWsEventStatus = KRequestPending;\r
-               iWsSession.EventReady(&iWsEventStatus);\r
-       }\r
-\r
-       if(powerIters) { // iterations when power was down\r
-               powerIters++;\r
-               if(powerIters > 5) {\r
-                       gamestate = PGS_Paused;\r
-                       powerIters = 0;\r
-               }\r
-       }\r
-}\r
-\r
-\r
-void CGameWindow::RunEvents(TUint32 which)\r
-{\r
-       if(which & 0x4000) currentConfig.iFrameskip = -1;\r
-       if(which & 0x2000) currentConfig.iFrameskip =  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
-               saveLoadGame(which & 0x1000);\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.iScreenMode == TPicoConfig::PMCenter && !noticeMsgTime.tv_sec &&\r
-                       (currentConfig.iScreenRotation == TPicoConfig::PRot90 || currentConfig.iScreenRotation == TPicoConfig::PRot270)) {\r
-\r
-                       PicoOpt^=0x10;\r
-                       vidInit(iWsScreen->DisplayMode(), 0, 0, 1);\r
-\r
-                       strcpy(noticeMsg, (PicoOpt&0x10) ? "ALT@RENDERER" : "DEFAULT@RENDERER");\r
-                       gettimeofday(&noticeMsgTime, 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(&noticeMsgTime, 0);\r
-       }\r
-       if(which & 0x0020) if(gameAudio) gameAudio->ChangeVolume(0); // for Motorolas (broken?)\r
-       if(which & 0x0010) if(gameAudio) gameAudio->ChangeVolume(1);\r
-}\r
-\r
-\r
-// send event to launcher windowgroup (WS session MUST be alive)\r
-void CGameWindow::SendClientWsEvent(TInt type)\r
-{\r
-       if(!iWsSession.Handle()) {\r
-               DEBUGPRINT(_L("SendClientWsEvent(%i) called on dead iWsSession."), type);\r
-               return;\r
-       }\r
-\r
-       TWsEvent event;\r
-       event.SetType(type);\r
-       event.SetTimeNow();\r
-\r
-       TInt launcherGrpId = iWsSession.FindWindowGroupIdentifier(0, iLauncherThreadId);\r
-       if(launcherGrpId != KErrNotFound)\r
-                iWsSession.SendEventToWindowGroup(launcherGrpId, event);\r
-       else DEBUGPRINT(_L("failed to send event %i to launcher."), event.Type());\r
-}\r
-\r
-\r
-size_t gzRead2(void *p, size_t _size, size_t _n, void *file)\r
-{\r
-       return gzread(file, p, _n);\r
-}\r
-\r
-\r
-size_t gzWrite2(void *p, size_t _size, size_t _n, void *file)\r
-{\r
-       return gzwrite(file, p, _n);\r
-}\r
-\r
-\r
-// this function is shared between both threads\r
-int saveLoadGame(int load, int sram)\r
-{\r
-       int res = 0;\r
-\r
-       if(!RomFileName) return -1;\r
-\r
-       // make save filename\r
-       char saveFname[KMaxFileName];\r
-       strcpy(saveFname, RomFileName);\r
-       saveFname[KMaxFileName-8] = 0;\r
-       if(saveFname[strlen(saveFname)-4] == '.') saveFname[strlen(saveFname)-4] = 0;\r
-       if(sram) strcat(saveFname, ".srm");\r
-       else {\r
-               if(state_slot > 0 && state_slot < 10) sprintf(saveFname, "%s.%i", saveFname, state_slot);\r
-               strcat(saveFname, ".mds");\r
-       }\r
-       \r
-       DEBUGPRINT(_L("saveLoad (%i, %i): %S"), load, sram, DO_CONV(saveFname));\r
-\r
-       if(sram) {\r
-               FILE *sramFile;\r
-               int sram_size = SRam.end-SRam.start+1;\r
-               if(SRam.reg_back & 4) sram_size=0x2000;\r
-               if(!SRam.data) return 0; // SRam forcefully disabled for this game\r
-               if(load) {\r
-                       sramFile = fopen(saveFname, "rb");\r
-                       if(!sramFile) return -1;\r
-                       fread(SRam.data, 1, sram_size, sramFile);\r
-                       fclose(sramFile);\r
-               } else {\r
-                       // sram save needs some special processing\r
-                       // see if we have anything to save\r
-                       for(; sram_size > 0; sram_size--)\r
-                               if(SRam.data[sram_size-1]) break;\r
-                       \r
-                       if(sram_size) {\r
-                               sramFile = fopen(saveFname, "wb");\r
-                               res = fwrite(SRam.data, 1, sram_size, sramFile);\r
-                               res = (res != sram_size) ? -1 : 0;\r
-                               fclose((FILE *) sramFile);\r
-                       }\r
-               }\r
-               return res;\r
-       } else {\r
-               void *PmovFile = NULL;\r
-               // try gzip first\r
-               if(currentConfig.iFlags & 0x80) {\r
-                       strcat(saveFname, ".gz");\r
-                       if( (PmovFile = gzopen(saveFname, load ? "rb" : "wb")) ) {\r
-                               areaRead  = gzRead2;\r
-                               areaWrite = gzWrite2;\r
-                               if(!load) gzsetparams(PmovFile, 9, Z_DEFAULT_STRATEGY);\r
-                       } else\r
-                               saveFname[strlen(saveFname)-3] = 0;\r
-               }\r
-               if(!PmovFile) { // gzip failed or was disabled\r
-                       if( (PmovFile = fopen(saveFname, load ? "rb" : "wb")) ) {\r
-                               areaRead  = fread;\r
-                               areaWrite = fwrite;\r
-                       }\r
-               }\r
-               if(PmovFile) {\r
-                       PmovState(load ? 6 : 5, PmovFile);\r
-                       strcpy(noticeMsg, load ? "GAME@LOADED" : "GAME@SAVED");\r
-                       if(areaRead == gzRead2)\r
-                                gzclose(PmovFile);\r
-                       else fclose ((FILE *) PmovFile);\r
-                       PmovFile = 0;\r
-               } else {\r
-                       strcpy(noticeMsg, load ? "LOAD@FAILED" : "SAVE@FAILED");\r
-                       res = -1;\r
-               }\r
-\r
-               gettimeofday(&noticeMsgTime, 0);\r
-               return res;\r
-       }\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
-TThreadId                              CGameWindow::iLauncherThreadId = 0;\r
-RDirectScreenAccess*   CGameWindow::iDSA;\r
-TRequestStatus                 CGameWindow::iDSAstatus = KRequestPending;\r