initial import
[picodrive.git] / platform / uiq3 / engine / main.cpp
diff --git a/platform/uiq3/engine/main.cpp b/platform/uiq3/engine/main.cpp
new file mode 100644 (file)
index 0000000..93ef047
--- /dev/null
@@ -0,0 +1,999 @@
+// 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/picoInt.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/gzio_symb.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
+TPicoConfig *currentConfig = 0;\r
+static char noticeMsg[64];                                     // notice msg to draw\r
+static timeval noticeMsgTime = { 0, 0 };       // when started showing\r
+static CGameAudioMS *gameAudio = 0;                    // the audio object itself\r
+static int reset_timing, pico_was_reset;\r
+static int state_slot = 0;\r
+extern const char *RomFileName;\r
+extern RSemaphore initSemaphore;\r
+extern RSemaphore pauseSemaphore;\r
+\r
+// some forward declarations\r
+static void MainInit();\r
+static void MainExit();\r
+static void DumpMemInfo();\r
+void MainOldCleanup();\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 int snd_excess_add = 0, snd_excess_cnt = 0; // hack\r
+\r
+static void updateSound(void)\r
+{\r
+       int len = PsndLen;\r
+\r
+       snd_excess_cnt += snd_excess_add;\r
+       if (snd_excess_cnt >= 0x10000) {\r
+               snd_excess_cnt -= 0x10000;\r
+               if (PicoOpt&8) {\r
+                       PsndOut[len*2]   = PsndOut[len*2-2];\r
+                       PsndOut[len*2+1] = PsndOut[len*2-1];\r
+               } else {\r
+                       PsndOut[len]   = PsndOut[len-1];\r
+               }\r
+               len++;\r
+       }\r
+\r
+       PsndOut = gameAudio->NextFrameL(len);\r
+       if(!PsndOut) { // sound output problems?\r
+               strcpy(noticeMsg, "SOUND@OUTPUT@ERROR;@SOUND@DISABLED");\r
+               gettimeofday(&noticeMsgTime, 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
+       //TRawEvent blevent;\r
+\r
+       MainInit();\r
+       buff[0] = 0;\r
+\r
+       // just to keep the backlight on (works only on UIQ2)\r
+       //blevent.Set(TRawEvent::EActive);\r
+\r
+       // loop?\r
+       for(;;) {\r
+               if(gamestate == PGS_Running) {\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(&noticeMsgTime, 0);\r
+\r
+                       if (PsndOut) {\r
+                               snd_excess_cnt = 0;\r
+                               snd_excess_add = ((PsndRate - PsndLen*target_fps)<<16) / target_fps;\r
+                       }\r
+\r
+                       pico_was_reset = 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
+\r
+\r
+                                       thissec = tval.tv_sec;\r
+\r
+                                       if(PsndOut == 0 && currentConfig->iFrameskip >= 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
+                               }\r
+\r
+\r
+                               lim_time = (frames_done+1) * target_frametime;\r
+                               if(currentConfig->iFrameskip >= 0) { // frameskip enabled\r
+                                       for(i = 0; i < currentConfig->iFrameskip; i++) {\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
+                               } 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
+                               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->iFrameskip < 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
+                       }\r
+\r
+                       // save SRAM\r
+                       if((currentConfig->iFlags & 1) && SRam.changed) {\r
+                               saveLoadGame(0, 1);\r
+                               SRam.changed = 0;\r
+                       }\r
+                       CGameWindow::FreeResources();\r
+               } else if(gamestate == PGS_Paused) {\r
+                       DEBUGPRINT(_L("pausing.."));\r
+                       pauseSemaphore.Wait();\r
+               } else if(gamestate == PGS_KeyConfig) {\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
+                       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_next;\r
+                       #endif\r
+               } else if(gamestate == PGS_Quit) {\r
+                       break;\r
+               }\r
+       }\r
+\r
+       MainExit();\r
+}\r
+\r
+\r
+// main initialization\r
+static void MainInit()\r
+{\r
+       DEBUGPRINT(_L("\r\n\r\nstarting.."));\r
+\r
+       // our thread might have been crashed previously, so many other objects may be still floating around\r
+       MainOldCleanup();\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
+       // try to start pico\r
+       DEBUGPRINT(_L("PicoInit();"));\r
+       PicoInit();\r
+       PicoDrawSetColorFormat(2);\r
+       PicoWriteSound = updateSound;\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
+       // save SRAM\r
+       if((currentConfig->iFlags & 1) && SRam.changed) {\r
+               saveLoadGame(0, 1);\r
+               SRam.changed = 0;\r
+       }\r
+\r
+       PicoExit();\r
+//     pauseSemaphore.Close();\r
+\r
+       if(gameAudio) delete gameAudio;\r
+\r
+       // Polled AS\r
+       delete CPolledActiveScheduler::Instance();\r
+}\r
+\r
+void MainOldCleanup()\r
+{\r
+       DEBUGPRINT(_L("MainOldCleanup.."));\r
+\r
+       // There was previously a handle leak here, so thread stuff was not cleaned\r
+       // and I thought I would have to do it mself.\r
+\r
+       // clean any resources which might be left after a thread crash\r
+       //CGameWindow::FreeResources(ETrue);\r
+\r
+       //if(CPolledActiveScheduler::Instance())\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
+TInt EmuThreadFunction(TAny*)\r
+{\r
+       const TUint32 exs = KExceptionAbort|KExceptionKill|KExceptionUserInterrupt|KExceptionFpe|KExceptionFault|KExceptionInteger|KExceptionDebug;\r
+       \r
+       DEBUGPRINT(_L("EmuThreadFunction()"));\r
+       User::SetExceptionHandler(ExceptionHandler, exs/*(TUint32) -1*/); // does not work?\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("Picosmall"), 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->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 = CGameAudioMS::NewL(PsndRate, (PicoOpt&8) ? 1 : 0, Pico.m.pal ? 50 : 60));\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(&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
+       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
+       // emu might change renderer by itself, so we may need to sync config\r
+       if(currentConfig && currentConfig->iPicoOpt != PicoOpt) {\r
+               currentConfig->iFlags |= 0x80;\r
+       }\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->iAreaBinds[i];\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->iKeyBinds[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
+\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->iAreaBinds[i] ^= 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->iKeyBinds[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->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::PMFit &&\r
+                       (currentConfig->iScreenRotation == TPicoConfig::PRot0 || currentConfig->iScreenRotation == TPicoConfig::PRot180))) {\r
+\r
+                       PicoOpt^=0x10;\r
+                       vidInit(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);\r
+       if(which & 0x0010) if(gameAudio) gameAudio->ChangeVolume(1);\r
+}\r
+\r
+\r
+// must use wrappers, or else will run into some weird loader error (see pico/area.c)\r
+static size_t fRead2(void *p, size_t _s, size_t _n, void *file)\r
+{\r
+       return fread(p, _s, _n, (FILE *) file);\r
+}\r
+\r
+static size_t fWrite2(void *p, size_t _s, size_t _n, void *file)\r
+{\r
+       return fwrite(p, _s, _n, (FILE *) file);\r
+}\r
+\r
+static size_t gzRead2(void *p, size_t, size_t _n, void *file)\r
+{\r
+       return gzread(file, p, _n);\r
+}\r
+\r
+static size_t gzWrite2(void *p, size_t, 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(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  = fRead2;\r
+                               areaWrite = fWrite2;\r
+                       }\r
+               }\r
+               if(PmovFile) {\r
+                       PmovState(load ? 6 : 5, PmovFile); // load/save\r
+                       strcpy(noticeMsg, load ? "GAME@LOADED" : "GAME@SAVED");\r
+                       if(areaRead == gzRead2)\r
+                                gzclose(PmovFile);\r
+                       else fclose ((FILE *) PmovFile);\r
+                       PmovFile = 0;\r
+                       if (load) Pico.m.dirtyPal=1;\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
+//RDirectScreenAccess* CGameWindow::iDSA;\r
+//TRequestStatus                       CGameWindow::iDSAstatus = KRequestPending;\r
+TPicoDirectScreenAccess        CGameWindow::iPDSA;\r
+CDirectScreenAccess*   CGameWindow::iDSA = NULL;\r
+\r