// mainloop with window server event handling // event polling mechnism was taken from // Peter van Sebille's projects // (c) Copyright 2006, notaz // All Rights Reserved #include #include #include #include #include #include #include #include "debug.h" #include "../Engine.h" #include #include "../../common/emu.h" #include "../emu.h" #include "vid.h" #include "PolledAS.h" //#include "audio.h" #include "audio_mediaserver.h" //#include #include //#define BENCHMARK // scancodes we care about enum TUsedScanCodes { EStdKeyM600JogUp = EStdKeyDevice1, EStdKeyM600JogDown = EStdKeyDevice2, }; static unsigned char keyFlags[256]; // lsb->msb: key_down, pulse_only, ?, ?, ?, ?, not_configurable, disabled static unsigned char pressedKeys[11]; // List of pressed key scancodes, up to 10 // list of areas TPicoAreaConfigEntry areaConfig[] = { { TRect( 0, 0, 0, 0) }, // small corner bottons { TRect( 0, 0, 15, 15) }, { TRect(224, 0, 239, 15) }, { TRect( 0, 304, 15, 319) }, { TRect(224, 304, 239, 319) }, // normal buttons { TRect( 0, 0, 79, 63) }, { TRect( 80, 0, 159, 63) }, { TRect(160, 0, 239, 63) }, { TRect( 0, 64, 79, 127) }, { TRect( 80, 64, 159, 127) }, { TRect(160, 64, 239, 127) }, { TRect( 0, 128, 79, 191) }, { TRect( 80, 128, 159, 191) }, { TRect(160, 128, 239, 191) }, { TRect( 0, 192, 79, 255) }, { TRect( 80, 192, 159, 255) }, { TRect(160, 192, 239, 255) }, { TRect( 0, 256, 79, 319) }, { TRect( 80, 256, 159, 319) }, { TRect(160, 256, 239, 319) }, { TRect( 0, 0, 0, 0) } }; // PicoPad[] format: SACB RLDU const char *actionNames[] = { "UP", "DOWN", "LEFT", "RIGHT", "B", "C", "A", "START", 0, 0, 0, 0, 0, 0, 0, 0, // Z, Y, X, MODE (enabled only when needed), ?, ?, ?, ? 0, 0, 0, 0, "VOLUME@UP", "VOLUME@DOWN", "NEXT@SAVE@SLOT", "PREV@SAVE@SLOT", // ?, ?, ?, ?, vol_up, vol_down, next_slot, prev_slot 0, 0, "PAUSE@EMU", "SAVE@STATE", "LOAD@STATE", 0, 0, "DONE" // ?, switch_renderer, [...], "FRAMESKIP@8", "AUTO@FRAMESKIP" }; // globals are allowed, so why not to (ab)use them? //TInt machineUid = 0; int gamestate = PGS_Paused, gamestate_next = PGS_Paused; char *loadrom_fname = NULL; int loadrom_result = 0; static timeval noticeMsgTime = { 0, 0 }; // when started showing static CGameAudioMS *gameAudio = 0; // the audio object itself static int reset_timing; extern int pico_was_reset; extern RSemaphore initSemaphore; extern RSemaphore pauseSemaphore; extern RSemaphore loadWaitSemaphore; // some forward declarations static void MainInit(); static void MainExit(); static void DumpMemInfo(); class TPicoDirectScreenAccess : public MDirectScreenAccess { public: // implements MDirectScreenAccess void Restart(RDirectScreenAccess::TTerminationReasons aReason); public: // implements MAbortDirectScreenAccess void AbortNow(RDirectScreenAccess::TTerminationReasons aReason); }; // just for a nicer grouping of WS related stuff class CGameWindow { public: static void ConstructResourcesL(void); static void FreeResources(void); static void DoKeys(void); static void DoKeysConfig(TUint &which); static void RunEvents(TUint32 which); static RWsSession* iWsSession; static RWindowGroup iWsWindowGroup; static RWindow iWsWindow; static CWsScreenDevice* iWsScreen; static CWindowGc* iWindowGc; static TRequestStatus iWsEventStatus; // static TThreadId iLauncherThreadId; // static RDirectScreenAccess* iDSA; // static TRequestStatus iDSAstatus; static TPicoDirectScreenAccess iPDSA; static CDirectScreenAccess* iDSA; }; static void updateSound(int len) { PsndOut = gameAudio->NextFrameL(len); if(!PsndOut) { // sound output problems? strcpy(noticeMsg, "SOUND@OUTPUT@ERROR;@SOUND@DISABLED"); gettimeofday(¬iceMsgTime, 0); } } static void SkipFrame(void) { PicoSkipFrame=1; PicoFrame(); PicoSkipFrame=0; } static void simpleWait(int thissec, int lim_time) { struct timeval tval; int sleep = 0; gettimeofday(&tval, 0); if(thissec != tval.tv_sec) tval.tv_usec+=1000000; sleep = lim_time - tval.tv_usec - 2000; if (sleep > 0) { // User::After((sleep = lim_time - tval.tv_usec)); User::AfterHighRes(sleep); } } static void TargetEpocGameL() { char buff[24]; // fps count c string struct timeval tval; // timing int thissec = 0, frames_done = 0, frames_shown = 0; int target_fps, target_frametime; int i, lim_time; //TRawEvent blevent; MainInit(); buff[0] = 0; PicoInit(); // just to keep the backlight on (works only on UIQ2) //blevent.Set(TRawEvent::EActive); // loop? for(;;) { if (gamestate == PGS_Running) { // switch context to other thread User::After(50000); // prepare window and stuff CGameWindow::ConstructResourcesL(); // if the system has something to do, it should better do it now User::After(50000); //CPolledActiveScheduler::Instance()->Schedule(); // pal/ntsc might have changed, reset related stuff if(Pico.m.pal) { target_fps = 50; if(!noticeMsgTime.tv_sec) strcpy(noticeMsg, "PAL@SYSTEM@/@50@FPS"); } else { target_fps = 60; if(!noticeMsgTime.tv_sec) strcpy(noticeMsg, "NTSC@SYSTEM@/@60@FPS"); } target_frametime = 1000000/target_fps; if(!noticeMsgTime.tv_sec && pico_was_reset) gettimeofday(¬iceMsgTime, 0); // prepare CD buffer if (PicoAHW & PAHW_MCD) PicoCDBufferInit(); pico_was_reset = 0; reset_timing = 1; while (gamestate == PGS_Running) { gettimeofday(&tval, 0); if(reset_timing) { reset_timing = 0; thissec = tval.tv_sec; frames_done = tval.tv_usec/target_frametime; } // show notice message? char *notice = 0; if(noticeMsgTime.tv_sec) { if((tval.tv_sec*1000000+tval.tv_usec) - (noticeMsgTime.tv_sec*1000000+noticeMsgTime.tv_usec) > 2000000) // > 2.0 sec noticeMsgTime.tv_sec = noticeMsgTime.tv_usec = 0; else notice = noticeMsg; } // second changed? if (thissec != tval.tv_sec) { #ifdef BENCHMARK static int bench = 0, bench_fps = 0, bench_fps_s = 0, bfp = 0, bf[4]; if(++bench == 10) { bench = 0; bench_fps_s = bench_fps; bf[bfp++ & 3] = bench_fps; bench_fps = 0; } bench_fps += frames_shown; sprintf(buff, "%02i/%02i/%02i", frames_shown, bench_fps_s, (bf[0]+bf[1]+bf[2]+bf[3])>>2); #else if (currentConfig.EmuOpt & EOPT_SHOW_FPS) sprintf(buff, "%02i/%02i", frames_shown, frames_done); #endif thissec = tval.tv_sec; if(PsndOut == 0 && currentConfig.Frameskip >= 0) { frames_done = frames_shown = 0; } else { // it is quite common for this implementation to leave 1 fame unfinished // when second changes, but we don't want buffer to starve. if(PsndOut && frames_done < target_fps && frames_done > target_fps-5) { SkipFrame(); frames_done++; } frames_done -= target_fps; if (frames_done < 0) frames_done = 0; frames_shown -= target_fps; if (frames_shown < 0) frames_shown = 0; if (frames_shown > frames_done) frames_shown = frames_done; } } lim_time = (frames_done+1) * target_frametime; if (currentConfig.Frameskip >= 0) // frameskip enabled { for (i = 0; i < currentConfig.Frameskip && gamestate == PGS_Running; i++) { CGameWindow::DoKeys(); SkipFrame(); frames_done++; if (PsndOut) { // do framelimitting if sound is enabled gettimeofday(&tval, 0); if(thissec != tval.tv_sec) tval.tv_usec+=1000000; if(tval.tv_usec < lim_time) { // we are too fast simpleWait(thissec, lim_time); } } lim_time += target_frametime; } } else if(tval.tv_usec > lim_time) { // auto frameskip // no time left for this frame - skip CGameWindow::DoKeys(); SkipFrame(); frames_done++; continue; } // we might have lost focus already if (gamestate != PGS_Running) break; CGameWindow::DoKeys(); PicoFrame(); // check time gettimeofday(&tval, 0); if(thissec != tval.tv_sec) tval.tv_usec+=1000000; // sleep if we are still too fast if(PsndOut != 0 || currentConfig.Frameskip < 0) { // TODO: check if User::After() is accurate gettimeofday(&tval, 0); if(thissec != tval.tv_sec) tval.tv_usec+=1000000; if(tval.tv_usec < lim_time) { // we are too fast simpleWait(thissec, lim_time); } } CPolledActiveScheduler::Instance()->Schedule(); if (gamestate != PGS_Paused) vidDrawFrame(notice, buff, frames_shown); frames_done++; frames_shown++; } // while if (PicoAHW & PAHW_MCD) PicoCDBufferFree(); // save SRAM if ((currentConfig.EmuOpt & EOPT_USE_SRAM) && SRam.changed) { emu_SaveLoadGame(0, 1); SRam.changed = 0; } CPolledActiveScheduler::Instance()->Schedule(); CGameWindow::FreeResources(); } else if(gamestate == PGS_ReloadRom) { loadrom_result = emu_ReloadRom(loadrom_fname); pico_was_reset = 1; if (loadrom_result) gamestate = PGS_Running; else gamestate = PGS_Paused; DEBUGPRINT(_L("done loading ROM, retval=%i"), loadrom_result); loadWaitSemaphore.Signal(); User::After(50000); } else if(gamestate == PGS_Paused) { DEBUGPRINT(_L("pausing..")); pauseSemaphore.Wait(); } else if(gamestate == PGS_KeyConfig) { // switch context to other thread User::After(50000); // prepare window and stuff CGameWindow::ConstructResourcesL(); TUint whichAction = 0; while(gamestate == PGS_KeyConfig) { CGameWindow::DoKeysConfig(whichAction); CPolledActiveScheduler::Instance()->Schedule(); if (gamestate != PGS_Paused) vidKeyConfigFrame(whichAction); User::After(150000); } CGameWindow::FreeResources(); } else if(gamestate == PGS_DebugHeap) { #ifdef __DEBUG_PRINT TInt cells = User::CountAllocCells(); TInt mem; User::AllocSize(mem); DEBUGPRINT(_L("worker: cels=%d, size=%d KB"), cells, mem/1024); gamestate = gamestate_next; #endif } else if(gamestate == PGS_Quit) { break; } } // this thread has to close it's own handles, // other one will crash trying to do that PicoExit(); MainExit(); } // main initialization static void MainInit() { DEBUGPRINT(_L("\r\n\r\nstarting..")); DEBUGPRINT(_L("CPolledActiveScheduler::NewL()")); CPolledActiveScheduler::NewL(); // create Polled AS for the sound engine // HAL::Get(HALData::EMachineUid, machineUid); // find out the machine UID DumpMemInfo(); // try to start pico DEBUGPRINT(_L("PicoInit()")); PicoDrawSetColorFormat(2); PicoWriteSound = updateSound; // if (pauseSemaphore.Handle() <= 0) // pauseSemaphore.CreateLocal(0); DEBUGPRINT(_L("initSemaphore.Signal()")); initSemaphore.Signal(); } // does not return static void MainExit() { RThread thisThread; DEBUGPRINT(_L("%i: cleaning up.."), (TInt32) thisThread.Id()); // pauseSemaphore.Close(); if(gameAudio) delete gameAudio; // Polled AS delete CPolledActiveScheduler::Instance(); } static void DumpMemInfo() { TInt ramSize, ramSizeFree, romSize; HAL::Get(HALData::EMemoryRAM, ramSize); HAL::Get(HALData::EMemoryRAMFree, ramSizeFree); HAL::Get(HALData::EMemoryROM, romSize); DEBUGPRINT(_L("ram=%dKB, ram_free=%dKB, rom=%dKB"), ramSize/1024, ramSizeFree/1024, romSize/1024); } extern "C" TInt my_SetExceptionHandler(TInt, TExceptionHandler, TUint32); TInt EmuThreadFunction(TAny*) { TInt ret; const TUint32 exs = KExceptionAbort|KExceptionKill|KExceptionUserInterrupt|KExceptionFpe|KExceptionFault|KExceptionInteger|KExceptionDebug; DEBUGPRINT(_L("EmuThreadFunction(), def ExceptionHandler %08x, my %08x"), User::ExceptionHandler(), ExceptionHandler); User::SetJustInTime(1); ret = User::SetExceptionHandler(ExceptionHandler, exs/*(TUint32) -1*/); // does not work :( // my_SetExceptionHandler(KCurrentThreadHandle, ExceptionHandler, 0xffffffff); DEBUGPRINT(_L("SetExceptionHandler %i, %08x"), ret, User::ExceptionHandler()); User::ModifyExceptionMask(0, exs); //TInt pc, sp; //asm volatile ("str pc, %0" : "=m" (pc) ); //asm volatile ("str sp, %0" : "=m" (sp) ); //RDebug::Print(_L("executing @ 0x%08x, sp=0x%08x"), pc, sp); /* RDebug::Print(_L("Base Bottom Top Size RW Name")); TBuf<4> l_r(_L("R")), l_w(_L("W")), l_d(_L("-")); RChunk chunk; TFullName chunkname; TFindChunk findChunk(_L("*")); while( findChunk.Next(chunkname) != KErrNotFound ) { chunk.Open(findChunk); RDebug::Print(_L("%08x %08x %08x %08x %S%S %S"), chunk.Base(), chunk.Base()+chunk.Bottom(), chunk.Base()+chunk.Top(), chunk.Size(), chunk.IsReadable() ? &l_r : &l_d, chunk.IsWritable() ? &l_w : &l_d, &chunkname); chunk.Close(); } */ // can't do that, will crash here // if(cleanup) { // DEBUGPRINT(_L("found old CTrapCleanup, deleting..")); // delete cleanup; // } CTrapCleanup *cleanup = CTrapCleanup::New(); TRAPD(error, TargetEpocGameL()); __ASSERT_ALWAYS(!error, User::Panic(_L("PicoDrive"), error)); delete cleanup; DEBUGPRINT(_L("exitting..")); return 1; } void TPicoDirectScreenAccess::Restart(RDirectScreenAccess::TTerminationReasons aReason) { DEBUGPRINT(_L("TPicoDirectScreenAccess::Restart(%i)"), aReason); // if (CGameWindow::iDSA) { // TRAPD(error, CGameWindow::iDSA->StartL()); // if (error) DEBUGPRINT(_L("iDSA->StartL() error: %i"), error); // } } void TPicoDirectScreenAccess::AbortNow(RDirectScreenAccess::TTerminationReasons aReason) { DEBUGPRINT(_L("TPicoDirectScreenAccess::AbortNow(%i)"), aReason); // the WS wants us to stop, so let's obey gamestate = PGS_Paused; } void CGameWindow::ConstructResourcesL() { DEBUGPRINT(_L("ConstructResourcesL()")); // connect to window server // tried to create it globally and not re-connect everytime, // but my window started to lose focus strangely iWsSession = new(ELeave) RWsSession(); User::LeaveIfError(iWsSession->Connect()); // * Tell the Window Server not to mess about with our process priority // * Also, because of the way legacy games are written, they never sleep // * and thus never voluntarily yield the CPU. We set our process priority // * to EPriorityForeground and hope that a Telephony application on // * this device runs at EPriorityForeground as well. If not, tough! ;-) iWsSession->ComputeMode(RWsSession::EPriorityControlDisabled); RProcess me; me.SetPriority(EPriorityForeground); iWsScreen = new(ELeave) CWsScreenDevice(*iWsSession); User::LeaveIfError(iWsScreen->Construct()); // User::LeaveIfError(iWsScreen->CreateContext(iWindowGc)); iWsWindowGroup = RWindowGroup(*iWsSession); User::LeaveIfError(iWsWindowGroup.Construct((TUint32)&iWsWindowGroup)); //iWsWindowGroup.SetOrdinalPosition(0); //iWsWindowGroup.SetName(KServerWGName); iWsWindowGroup.EnableScreenChangeEvents(); // flip events (EEventScreenDeviceChanged) iWsWindowGroup.EnableFocusChangeEvents(); // EEventFocusGroupChanged iWsWindowGroup.SetOrdinalPosition(0, 1); // TInt aPos, TInt aOrdinalPriority iWsWindow=RWindow(*iWsSession); User::LeaveIfError(iWsWindow.Construct(iWsWindowGroup, (TUint32)&iWsWindow)); iWsWindow.SetSize(iWsScreen->SizeInPixels()); iWsWindow.PointerFilter(EPointerFilterDrag, 0); iWsWindow.SetPointerGrab(ETrue); iWsWindow.SetVisible(ETrue); iWsWindow.Activate(); #if 0 // request access through RDirectScreenAccess api, but don't care about the result // hangs? RRegion *dsa_region = 0; iDSA = new(ELeave) RDirectScreenAccess(*iWsSession); if(iDSA->Construct() == KErrNone) iDSA->Request(dsa_region, iDSAstatus, iWsWindow); DEBUGPRINT(_L("DSA: %i"), dsa_region ? dsa_region->Count() : -1); #endif TInt ret; // request access through CDirectScreenAccess iDSA = CDirectScreenAccess::NewL(*iWsSession, *iWsScreen, iWsWindow, iPDSA); // now get the screenbuffer TScreenInfoV01 screenInfo; TPckg sI(screenInfo); UserSvr::ScreenInfo(sI); if(!screenInfo.iScreenAddressValid) User::Leave(KErrNotSupported); DEBUGPRINT(_L("framebuffer=0x%08x (%dx%d)"), screenInfo.iScreenAddress, screenInfo.iScreenSize.iWidth, screenInfo.iScreenSize.iHeight); // vidInit DEBUGPRINT(_L("vidInit()")); ret = vidInit((void *)screenInfo.iScreenAddress, 0); DEBUGPRINT(_L("vidInit() done (%i)"), ret); User::LeaveIfError(ret); memset(keyFlags, 0, 256); keyFlags[EStdKeyM600JogUp] = keyFlags[EStdKeyM600JogDown] = 2; // add "pulse only" for jog up/down keyFlags[EStdKeyOff] = 0x40; // not configurable // try to start the audio engine static int PsndRate_old = 0, PicoOpt_old = 0, pal_old = 0; if (gamestate == PGS_Running && (currentConfig.EmuOpt & EOPT_EN_SOUND)) { TInt err = 0; if(PsndRate != PsndRate_old || (PicoOpt&11) != (PicoOpt_old&11) || Pico.m.pal != pal_old) { // if rate changed, reset all enabled chips, else reset only those chips, which were recently enabled //sound_reset(PsndRate != PsndRate_old ? PicoOpt : (PicoOpt&(PicoOpt^PicoOpt_old))); PsndRerate(1); } if(!gameAudio || PsndRate != PsndRate_old || ((PicoOpt&8) ^ (PicoOpt_old&8)) || Pico.m.pal != pal_old) { // rate or stereo or pal/ntsc changed if(gameAudio) delete gameAudio; gameAudio = 0; DEBUGPRINT(_L("starting audio: %i len: %i stereo: %i, pal: %i"), PsndRate, PsndLen, PicoOpt&8, Pico.m.pal); TRAP(err, gameAudio = CGameAudioMS::NewL(PsndRate, (PicoOpt&8) ? 1 : 0, Pico.m.pal ? 50 : 60, currentConfig.volume)); } if( gameAudio) { TRAP(err, PsndOut = gameAudio->ResumeL()); } if(err) { if(gameAudio) delete gameAudio; gameAudio = 0; PsndOut = 0; strcpy(noticeMsg, "SOUND@STARTUP@FAILED"); gettimeofday(¬iceMsgTime, 0); } PsndRate_old = PsndRate; PicoOpt_old = PicoOpt; pal_old = Pico.m.pal; } else { if(gameAudio) delete gameAudio; gameAudio = 0; PsndOut = 0; } CPolledActiveScheduler::Instance()->Schedule(); // start key WS event polling iWsSession->EventReady(&iWsEventStatus); iWsSession->Flush(); // check: short hang in UIQ2 User::After(1); // I don't know why but the Window server sometimes hangs completely (hanging the phone too) after calling StartL() // Is this a sync broblem? weird bug? TRAP(ret, iDSA->StartL()); if (ret) DEBUGPRINT(_L("iDSA->StartL() error: %i"), ret); // User::After(1); // CPolledActiveScheduler::Instance()->Schedule(); DEBUGPRINT(_L("CGameWindow::ConstructResourcesL() finished.")); } // this may be run even if there is nothing to free void CGameWindow::FreeResources() { if(gameAudio) gameAudio->Pause(); //DEBUGPRINT(_L("CPolledActiveScheduler::Instance(): %08x"), CPolledActiveScheduler::Instance()); if(CPolledActiveScheduler::Instance()) CPolledActiveScheduler::Instance()->Schedule(); #if 0 // free RDirectScreenAccess stuff (seems to be deleted automatically after crash?) if(iDSA) { iDSA->Cancel(); iDSA->Close(); delete iDSA; } iDSA = NULL; #endif if(iDSA) delete iDSA; iDSA = 0; if(iWsSession->WsHandle() > 0 && iWsEventStatus != KRequestPending) // TODO: 2 UIQ2 (?) iWsSession->EventReadyCancel(); if(iWsWindow.WsHandle() > 0) iWsWindow.Close(); if(iWsWindowGroup.WsHandle() > 0) iWsWindowGroup.Close(); // these must be deleted before calling iWsSession->Close() if(iWsScreen) { delete iWsScreen; iWsScreen = NULL; } if(iWsSession->WsHandle() > 0) { iWsSession->Close(); delete iWsSession; } vidFree(); } void CGameWindow::DoKeys(void) { TWsEvent iWsEvent; TInt iWsEventType; unsigned long allActions = 0; static unsigned long areaActions = 0, forceUpdate = 0; int i, nEvents; for(nEvents = 0; iWsEventStatus != KRequestPending; nEvents++) { iWsSession->GetEvent(iWsEvent); iWsEventType = iWsEvent.Type(); // pointer events? if(iWsEventType == EEventPointer) { if(iWsEvent.Pointer()->iType == TPointerEvent::EButton1Up) { areaActions = 0; // remove all directionals } else { // if(iWsEvent.Pointer()->iType == TPointerEvent::EButton1Down) { TPoint p = iWsEvent.Pointer()->iPosition; const TPicoAreaConfigEntry *e = areaConfig + 1; for(i = 0; !e->rect.IsEmpty(); e++, i++) if(e->rect.Contains(p)) { areaActions = currentConfig.KeyBinds[i+256]; break; } //DEBUGPRINT(_L("pointer event: %i %i"), p.iX, p.iY); } } else if(iWsEventType == EEventKeyDown || iWsEventType == EEventKeyUp) { TInt iScanCode = iWsEvent.Key()->iScanCode; //DEBUGPRINT(_L("key event: 0x%02x"), iScanCode); if(iScanCode < 256) { if(iWsEventType == EEventKeyDown) { keyFlags[iScanCode] |= 1; for(i=0; i < 10; i++) { if( pressedKeys[i] == (TUint8) iScanCode) break; if(!pressedKeys[i]) { pressedKeys[i] = (TUint8) iScanCode; break; } } } else if(!(keyFlags[iScanCode]&2)) { keyFlags[iScanCode] &= ~1; for(i=0; i < 10; i++) { if(pressedKeys[i] == (TUint8) iScanCode) { pressedKeys[i] = 0; break; } } } // power? if(iScanCode == EStdKeyOff) gamestate = PGS_Paused; } else { DEBUGPRINT(_L("weird scancode: 0x%02x"), iScanCode); } } else if(iWsEventType == EEventScreenDeviceChanged) { // ??? //User::After(500000); //reset_timing = 1; DEBUGPRINT(_L("EEventScreenDeviceChanged, focus: %i, our: %i"), iWsSession->GetFocusWindowGroup(), iWsWindowGroup.Identifier()); } else if(iWsEventType == EEventFocusGroupChanged) { TInt focusGrpId = iWsSession->GetFocusWindowGroup(); DEBUGPRINT(_L("EEventFocusGroupChanged: %i, our: %i"), focusGrpId, iWsWindowGroup.Identifier()); // if it is not us and not launcher that got focus, pause emu if(focusGrpId != iWsWindowGroup.Identifier()) gamestate = PGS_Paused; } iWsEventStatus = KRequestPending; iWsSession->EventReady(&iWsEventStatus); } if(nEvents || forceUpdate) { allActions = areaActions; forceUpdate = 0; // add all pushed button actions for(i = 9; i >= 0; i--) { int scan = pressedKeys[i]; if(scan) { if(keyFlags[scan] & 1) allActions |= currentConfig.KeyBinds[scan]; if((keyFlags[scan]& 3)==3) forceUpdate = 1; if(keyFlags[scan] & 2) keyFlags[scan] &= ~1; } } PicoPad[0] = (unsigned short) allActions; if(allActions & 0xFFFF0000) { RunEvents(allActions >> 16); areaActions = 0; } } } void CGameWindow::DoKeysConfig(TUint &which) { TWsEvent iWsEvent; int i; while(iWsEventStatus != KRequestPending) { TUint currentActCode = 1 << which; iWsSession->GetEvent(iWsEvent); // pointer events? if(iWsEvent.Type() == EEventPointer) { TPoint p = iWsEvent.Pointer()->iPosition; TRect prev(56, 0, 120, 26); TRect next(120, 0, 180, 26); if(iWsEvent.Pointer()->iType == TPointerEvent::EButton1Down) { if(prev.Contains(p)) do { which = (which-1) & 0x1F; } while(!actionNames[which]); else if(next.Contains(p)) do { which = (which+1) & 0x1F; } while(!actionNames[which]); else if(which == 31) gamestate = PGS_Paused; // done else { const TPicoAreaConfigEntry *e = areaConfig + 1; for(i = 0; e->rect != TRect(0,0,0,0); e++, i++) if(e->rect.Contains(p)) { currentConfig.KeyBinds[i+256] ^= currentActCode; break; } } } } else if(iWsEvent.Type() == EEventKeyDown || iWsEvent.Type() == EEventKeyUp) { TUint scan = (TUint) iWsEvent.Key()->iScanCode; // key events? if(iWsEvent.Type() == EEventKeyDown) { if(which == 31) { gamestate = PGS_Paused; } else if (scan < 256) { if(!(keyFlags[scan]&0x40)) currentConfig.KeyBinds[scan] ^= currentActCode; } } // power? if(iWsEvent.Key()->iScanCode == EStdKeyOff) gamestate = PGS_Paused; } else if(iWsEvent.Type() == EEventFocusGroupChanged) { TInt focusGrpId = iWsSession->GetFocusWindowGroup(); // if we lost focus, exit config mode if(focusGrpId != iWsWindowGroup.Identifier()) gamestate = PGS_Paused; } // iWsEventStatus = KRequestPending; iWsSession->EventReady(&iWsEventStatus); } } void CGameWindow::RunEvents(TUint32 which) { if (which & 0x4000) currentConfig.Frameskip = -1; if (which & 0x2000) currentConfig.Frameskip = 8; if (which & 0x1800) { // save or load (but not both) if(PsndOut) gameAudio->Pause(); // this may take a while, so we pause sound output vidDrawNotice((which & 0x1000) ? "LOADING@GAME" : "SAVING@GAME"); emu_SaveLoadGame(which & 0x1000, 0); if(PsndOut) PsndOut = gameAudio->ResumeL(); reset_timing = 1; } if (which & 0x0400) gamestate = PGS_Paused; if (which & 0x0200) { // switch renderer if (!(currentConfig.scaling == TPicoConfig::PMFit && (currentConfig.rotation == TPicoConfig::PRot0 || currentConfig.rotation == TPicoConfig::PRot180))) { PicoOpt^=0x10; vidInit(0, 1); strcpy(noticeMsg, (PicoOpt&0x10) ? "ALT@RENDERER" : "DEFAULT@RENDERER"); gettimeofday(¬iceMsgTime, 0); } } if(which & 0x00c0) { if(which&0x0080) { state_slot -= 1; if(state_slot < 0) state_slot = 9; } else { state_slot += 1; if(state_slot > 9) state_slot = 0; } sprintf(noticeMsg, "SAVE@SLOT@%i@SELECTED", state_slot); gettimeofday(¬iceMsgTime, 0); } if(which & 0x0020) if(gameAudio) currentConfig.volume = gameAudio->ChangeVolume(0); if(which & 0x0010) if(gameAudio) currentConfig.volume = gameAudio->ChangeVolume(1); } extern "C" void emu_noticeMsgUpdated(void) { char *p = noticeMsg; while (*p) { if (*p == ' ') *p = '@'; if (*p < '0' || *p > 'Z') { *p = 0; break; } p++; } gettimeofday(¬iceMsgTime, 0); } // static class members RWsSession* CGameWindow::iWsSession; RWindowGroup CGameWindow::iWsWindowGroup; RWindow CGameWindow::iWsWindow; CWsScreenDevice* CGameWindow::iWsScreen = NULL; CWindowGc* CGameWindow::iWindowGc = NULL; TRequestStatus CGameWindow::iWsEventStatus = KRequestPending; //RDirectScreenAccess* CGameWindow::iDSA; //TRequestStatus CGameWindow::iDSAstatus = KRequestPending; TPicoDirectScreenAccess CGameWindow::iPDSA; CDirectScreenAccess* CGameWindow::iDSA = NULL;