soft scaler improved, menu bgs fixed
[fceu.git] / svga.c
1 /* FCE Ultra - NES/Famicom Emulator
2  *
3  * Copyright notice for this file:
4  *  Copyright (C) 1998 BERO
5  *  Copyright (C) 2002 Ben Parnell
6  *
7  * This program is free software; you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation; either version 2 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
20  */
21
22 /*                      SVGA High Level Routines
23                           FCE / FCE Ultra
24 */
25 #include <stdio.h>
26 #include <stdlib.h>
27 #include <math.h>
28 #include <string.h>
29
30 #include <stdarg.h>
31
32
33 #ifndef M_PI
34 #define M_PI 3.14159265358979323846
35 #endif
36
37 #include "types.h"
38 #include "svga.h"
39 #include "fce.h"
40 #include "general.h"
41 #include "video.h"
42 #include "sound.h"
43 #include "version.h"
44 #include "nsf.h"
45 #include "palette.h"
46 #include "fds.h"
47 #include "netplay.h"
48 #include "state.h"
49 #include "cart.h"
50 #include "input.h"
51
52 #include "vsuni.h"
53
54 FCEUS FSettings;
55
56 static int howlong;
57 static char errmsg[65];
58
59 void FCEU_PrintError(char *format, ...)
60 {
61  char temp[2048];
62
63  va_list ap;
64
65  va_start(ap,format);
66  vsprintf(temp,format,ap);
67  FCEUD_PrintError(temp);
68
69  va_end(ap);
70 }
71
72 void FCEU_DispMessage(char *format, ...)
73 {
74  va_list ap;
75
76  va_start(ap,format);
77  vsprintf(errmsg,format,ap);
78  va_end(ap);
79
80  howlong=180;
81  if (errmsg[0] != '|')
82   printf("%s\n", errmsg);
83 }
84
85 void FCEUI_SetRenderedLines(int ntscf, int ntscl, int palf, int pall)
86 {
87  FSettings.UsrFirstSLine[0]=ntscf;
88  FSettings.UsrLastSLine[0]=ntscl;
89  FSettings.UsrFirstSLine[1]=palf;
90  FSettings.UsrLastSLine[1]=pall;
91  if(PAL)
92  {
93   FSettings.FirstSLine=FSettings.UsrFirstSLine[1];
94   FSettings.LastSLine=FSettings.UsrLastSLine[1];
95  }
96  else
97  {
98   FSettings.FirstSLine=FSettings.UsrFirstSLine[0];
99   FSettings.LastSLine=FSettings.UsrLastSLine[0];
100  }
101
102 }
103
104 void FCEUI_SetVidSystem(int a)
105 {
106  FSettings.PAL=a?1:0;
107  FCEU_ResetVidSys();
108  FCEU_ResetPalette();
109 }
110
111 int FCEUI_GetCurrentVidSystem(int *slstart, int *slend)
112 {
113  if(slstart)
114   *slstart=FSettings.FirstSLine;
115  if(slend)
116   *slend=FSettings.LastSLine;
117  return(PAL);
118 }
119
120 #ifdef NETWORK
121 void FCEUI_SetNetworkPlay(int type)
122 {
123  FSettings.NetworkPlay=type;
124 }
125 #endif
126
127 void FCEUI_SetGameGenie(int a)
128 {
129  FSettings.GameGenie=a?1:0;
130 }
131
132 #ifndef NETWORK
133 #define netplay 0
134 #endif
135
136 uint8 Exit=0;
137
138 uint8 DIPS=0;
139
140 uint8 CommandQueue=0;
141
142
143 void FCEUI_SetSnapName(int a)
144 {
145  FSettings.SnapName=a;
146 }
147
148 void FCEUI_SaveExtraDataUnderBase(int a)
149 {
150  FSettings.SUnderBase=a;
151 }
152
153
154 void FCEUI_SelectState(int w)
155 {
156  // if(netplay!=2 && FCEUGameInfo.type!=GIT_NSF)
157  //  CommandQueue=42+w;
158 }
159
160 void FCEUI_SaveState(void)
161 {
162  // if(netplay!=2 && FCEUGameInfo.type!=GIT_NSF)
163  //  CommandQueue=40;
164
165  //CheckStates();
166  SaveState();
167 }
168
169 void FCEUI_LoadState(void)
170 {
171  // if(netplay!=2 && FCEUGameInfo.type!=GIT_NSF)
172  //  CommandQueue=41;
173  //CheckStates();
174  LoadState();
175 }
176
177 int32 FCEUI_GetDesiredFPS(void)
178 {
179   if(PAL)
180    return(838977920); // ~50.007
181   else
182    return(1008307711);  // ~60.1
183 }
184
185 static int dosnapsave=0;
186 void FCEUI_SaveSnapshot(void)
187 {
188  dosnapsave=1;
189 }
190
191 /* I like the sounds of breaking necks. */
192 static void ReallySnap(void)
193 {
194  int x=SaveSnapshot();
195  if(!x)
196   FCEU_DispMessage("Error saving screen snapshot.");
197  else
198   FCEU_DispMessage("Screen snapshot %d saved.",x-1);
199 }
200
201 void DriverInterface(int w, void *d)
202 {
203  switch(w)
204  {
205   case DES_RESET:if(netplay!=2) CommandQueue=30;break;
206   case DES_POWER:if(netplay!=2) CommandQueue=31;break;
207
208   case DES_VSUNIDIPSET:CommandQueue=10+(int)d;break;
209   case DES_VSUNITOGGLEDIPVIEW:CommandQueue=10;break;
210   case DES_VSUNICOIN:CommandQueue=19;break;
211 #if 0
212   case DES_NTSCDEC:
213                   if(ntsccol && FCEUGameInfo.type!=GIT_VSUNI && !PAL && FCEUGameInfo.type!=GIT_NSF)
214                   {
215                    char which;
216                    if(controlselect)
217                    {
218                     if(controllength)
219                     {
220                      which=controlselect==1?ntschue:ntsctint;
221                      which--;
222                      if(which<0) which=0;
223                          if(controlselect==1)
224                           ntschue=which;
225                          else ntsctint=which;
226                      CalculatePalette();
227                     }
228                    controllength=360;
229                     }
230                    }
231                   break;
232   case DES_NTSCINC:
233                    if(ntsccol && FCEUGameInfo.type!=GIT_VSUNI && !PAL && FCEUGameInfo.type!=GIT_NSF)
234                      if(controlselect)
235                      {
236                       if(controllength)
237                       {
238                        switch(controlselect)
239                        {
240                         case 1:ntschue++;
241                                if(ntschue>128) ntschue=128;
242                                CalculatePalette();
243                                break;
244                         case 2:ntsctint++;
245                                if(ntsctint>128) ntsctint=128;
246                                CalculatePalette();
247                                break;
248                        }
249                       }
250                       controllength=360;
251                      }
252                     break;
253 #endif
254   }
255 }
256
257
258 #include "drawing.h"
259 #ifdef FRAMESKIP
260 void FCEU_PutImageDummy(void)
261 {
262  if(howlong) howlong--; /* DrawMessage() */
263  #ifdef FPS
264  {
265   extern uint64 frcount;
266   frcount++;
267  }
268  #endif
269
270 }
271 #endif
272
273 void FCEU_PutImage(void)
274 {
275         if(FCEUGameInfo.type==GIT_NSF)
276         {
277          DrawNSF(XBuf);
278          /* Save snapshot after NSF screen is drawn.  Why would we want to
279             do it before?
280          */
281          if(dosnapsave)
282          {
283           ReallySnap();
284           dosnapsave=0;
285          }
286         }
287         else
288         {
289          /* Save snapshot before overlay stuff is written. */
290          if(dosnapsave)
291          {
292           ReallySnap();
293           dosnapsave=0;
294          }
295          if(FCEUGameInfo.type==GIT_VSUNI)
296                  FCEU_VSUniDraw(XBuf);
297
298          //FCEU_DrawSaveStates(XBuf);
299          //FCEU_DrawMovies(XBuf);
300          //FCEU_DrawNTSCControlBars(XBuf);
301          //FCEU_DrawRecordingStatus(XBuf);
302
303          //if(controllength) {controllength--;DrawBars();}
304         }
305         DrawMessage();
306         #ifdef FPS
307         {
308         extern uint64 frcount;
309         frcount++;
310         }
311         #endif
312         DrawInput(XBuf+8);
313 }
314
315 #if 0
316 void DoCommand(uint8 c)
317 {
318  switch(c)
319  {
320   case 1:FDSControl(FDS_SELECT);break;
321   case 2:FDSControl(FDS_IDISK);break;
322   case 3:FDSControl(FDS_EJECT);break;
323
324   case 10:DIPS^=2;break;
325   case 11:vsdip^=1;DIPS|=2;break;
326   case 12:vsdip^=2;DIPS|=2;break;
327   case 13:vsdip^=4;DIPS|=2;break;
328   case 14:vsdip^=8;DIPS|=2;break;
329   case 15:vsdip^=0x10;DIPS|=2;break;
330   case 16:vsdip^=0x20;DIPS|=2;break;
331   case 17:vsdip^=0x40;DIPS|=2;break;
332   case 18:vsdip^=0x80;DIPS|=2;break;
333   case 19:coinon=6;break;
334   case 30:ResetNES();break;
335   case 31:PowerNES();break;
336   case 40:CheckStates();StateShow=0;SaveState();break;
337   case 41:CheckStates();StateShow=0;LoadState();break;
338   case 42: case 43: case 44: case 45: case 46: case 47: case 48: case 49:
339   case 50: case 51:StateShow=180;CurrentState=c-42;CheckStates();break;
340  }
341 }
342 #endif
343