all repos — mgba @ 03d97baeec34aed9fb54b8b8d79cfc74a7528456

mGBA Game Boy Advance Emulator

src/platform/3ds/main.c (view raw)

  1/* Copyright (c) 2013-2015 Jeffrey Pfau
  2 *
  3 * This Source Code Form is subject to the terms of the Mozilla Public
  4 * License, v. 2.0. If a copy of the MPL was not distributed with this
  5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
  6
  7#include "gba/renderers/video-software.h"
  8#include "gba/context/context.h"
  9#include "gba/gui/gui-runner.h"
 10#include "gba/video.h"
 11#include "util/gui.h"
 12#include "util/gui/file-select.h"
 13#include "util/gui/font.h"
 14#include "util/memory.h"
 15
 16#include "3ds-vfs.h"
 17
 18#include <3ds.h>
 19#include <sf2d.h>
 20
 21static enum ScreenMode {
 22	SM_PA_BOTTOM,
 23	SM_AF_BOTTOM,
 24	SM_SF_BOTTOM,
 25	SM_PA_TOP,
 26	SM_AF_TOP,
 27	SM_SF_TOP,
 28	SM_MAX
 29} screenMode = SM_PA_BOTTOM;
 30
 31#define AUDIO_SAMPLES 0x80
 32#define AUDIO_SAMPLE_BUFFER (AUDIO_SAMPLES * 24)
 33
 34FS_archive sdmcArchive;
 35
 36static struct GBA3DSRotationSource {
 37	struct GBARotationSource d;
 38	accelVector accel;
 39	angularRate gyro;
 40} rotation;
 41
 42static bool hasSound;
 43// TODO: Move into context
 44static struct GBAVideoSoftwareRenderer renderer;
 45static struct GBAAVStream stream;
 46static int16_t* audioLeft = 0;
 47static int16_t* audioRight = 0;
 48static size_t audioPos = 0;
 49static sf2d_texture* tex;
 50
 51extern bool allocateRomBuffer(void);
 52
 53static void _postAudioBuffer(struct GBAAVStream* stream, struct GBAAudio* audio);
 54
 55static void _drawStart(void) {
 56	if (screenMode < SM_PA_TOP) {
 57		sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
 58	} else {
 59		sf2d_start_frame(GFX_TOP, GFX_LEFT);
 60	}
 61}
 62
 63static void _drawEnd(void) {
 64	sf2d_end_frame();
 65	sf2d_swapbuffers();
 66}
 67
 68static void _setup(struct GBAGUIRunner* runner) {
 69	runner->context.gba->rotationSource = &rotation.d;
 70	if (hasSound) {
 71		runner->context.gba->stream = &stream;
 72	}
 73
 74	GBAVideoSoftwareRendererCreate(&renderer);
 75	renderer.outputBuffer = linearMemAlign(256 * VIDEO_VERTICAL_PIXELS * 2, 0x80);
 76	renderer.outputBufferStride = 256;
 77	runner->context.renderer = &renderer.d;
 78
 79	GBAAudioResizeBuffer(&runner->context.gba->audio, AUDIO_SAMPLES);
 80}
 81
 82static void _gameLoaded(struct GBAGUIRunner* runner) {
 83	if (runner->context.gba->memory.hw.devices & HW_TILT) {
 84		HIDUSER_EnableAccelerometer();
 85	}
 86	if (runner->context.gba->memory.hw.devices & HW_GYRO) {
 87		HIDUSER_EnableGyroscope();
 88	}
 89
 90#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF
 91	double ratio = GBAAudioCalculateRatio(1, 59.8260982880808, 1);
 92	blip_set_rates(runner->context.gba->audio.left,  GBA_ARM7TDMI_FREQUENCY, 32768 * ratio);
 93	blip_set_rates(runner->context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 32768 * ratio);
 94#endif
 95	if (hasSound) {
 96		memset(audioLeft, 0, AUDIO_SAMPLE_BUFFER * sizeof(int16_t));
 97		memset(audioRight, 0, AUDIO_SAMPLE_BUFFER * sizeof(int16_t));
 98		audioPos = 0;
 99		csndPlaySound(0x8, SOUND_REPEAT | SOUND_FORMAT_16BIT, 32768, 1.0, -1.0, audioLeft, audioLeft, AUDIO_SAMPLE_BUFFER * sizeof(int16_t));
100		csndPlaySound(0x9, SOUND_REPEAT | SOUND_FORMAT_16BIT, 32768, 1.0, 1.0, audioRight, audioRight, AUDIO_SAMPLE_BUFFER * sizeof(int16_t));
101	}
102}
103
104static void _gameUnloaded(struct GBAGUIRunner* runner) {
105	if (hasSound) {
106		CSND_SetPlayState(8, 0);
107		CSND_SetPlayState(9, 0);
108		csndExecCmds(false);
109	}
110
111	if (runner->context.gba->memory.hw.devices & HW_TILT) {
112		HIDUSER_DisableAccelerometer();
113	}
114	if (runner->context.gba->memory.hw.devices & HW_GYRO) {
115		HIDUSER_DisableGyroscope();
116	}
117}
118
119static void _drawTex(bool faded) {
120	switch (screenMode) {
121	case SM_PA_TOP:
122		sf2d_draw_texture_scale_blend(tex, 80, 296, 1, -1, 0xFFFFFF3F | (faded ? 0 : 0xC0));
123		break;
124	case SM_PA_BOTTOM:
125	default:
126		sf2d_draw_texture_scale_blend(tex, 40, 296, 1, -1, 0xFFFFFF3F | (faded ? 0 : 0xC0));
127		break;
128	case SM_AF_TOP:
129		sf2d_draw_texture_scale_blend(tex, 20, 384, 1.5, -1.5, 0xFFFFFF3F | (faded ? 0 : 0xC0));
130		break;
131	case SM_AF_BOTTOM:
132		sf2d_draw_texture_scale_blend(tex, 0, 368 - 40 / 3, 4 / 3.0, -4 / 3.0, 0xFFFFFF3F | (faded ? 0 : 0xC0));
133		break;
134	case SM_SF_TOP:
135		sf2d_draw_texture_scale_blend(tex, 0, 384, 5 / 3.0, -1.5, 0xFFFFFF3F | (faded ? 0 : 0xC0));
136		break;
137	case SM_SF_BOTTOM:
138		sf2d_draw_texture_scale_blend(tex, 0, 384, 4 / 3.0, -1.5, 0xFFFFFF3F | (faded ? 0 : 0xC0));
139		break;
140	}
141}
142
143static void _drawFrame(struct GBAGUIRunner* runner, bool faded) {
144	UNUSED(runner);
145	GSPGPU_FlushDataCache(0, (u8*) renderer.outputBuffer, 256 * VIDEO_VERTICAL_PIXELS * 2);
146	GX_SetDisplayTransfer(0, (u32*) renderer.outputBuffer, GX_BUFFER_DIM(256, VIDEO_VERTICAL_PIXELS), tex->data, GX_BUFFER_DIM(256, VIDEO_VERTICAL_PIXELS), 0x000002202);
147	_drawTex(faded);
148#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF
149	if (!hasSound) {
150		blip_clear(runner->context.gba->audio.left);
151		blip_clear(runner->context.gba->audio.right);
152	}
153#endif
154}
155
156static void _drawScreenshot(struct GBAGUIRunner* runner, const uint32_t* pixels, bool faded) {
157	UNUSED(runner);
158	u16* newPixels = linearMemAlign(256 * VIDEO_VERTICAL_PIXELS * 2, 0x80);
159	unsigned y, x;
160	for (y = 0; y < VIDEO_VERTICAL_PIXELS; ++y) {
161		for (x = 0; x < VIDEO_HORIZONTAL_PIXELS; ++x) {
162			u16 pixel = (*pixels >> 19) & 0x1F;
163			pixel |= (*pixels >> 5) & 0x7C0;
164			pixel |= (*pixels << 8) & 0xF800;
165			newPixels[y * 256 + x] = pixel;
166			++pixels;
167		}
168		memset(&newPixels[y * 256 + VIDEO_HORIZONTAL_PIXELS], 0, 32);
169	}
170	GSPGPU_FlushDataCache(0, (void*) newPixels, VIDEO_HORIZONTAL_PIXELS * VIDEO_VERTICAL_PIXELS * 2);
171	GX_SetDisplayTransfer(0, (void*) newPixels, GX_BUFFER_DIM(VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS), tex->data, GX_BUFFER_DIM(256, VIDEO_VERTICAL_PIXELS), 0x000002202);
172	linearFree(newPixels);
173	_drawTex(faded);
174}
175
176static uint16_t _pollGameInput(struct GBAGUIRunner* runner) {
177	UNUSED(runner);
178	hidScanInput();
179	uint32_t activeKeys = hidKeysHeld() & 0xF00003FF;
180	activeKeys |= activeKeys >> 24;
181	return activeKeys;
182}
183
184static void _incrementScreenMode(struct GBAGUIRunner* runner) {
185	UNUSED(runner);
186	// Clear the buffer
187	_drawStart();
188	_drawEnd();
189	_drawStart();
190	_drawEnd();
191	screenMode = (screenMode + 1) % SM_MAX;
192}
193
194static uint32_t _pollInput(void) {
195	hidScanInput();
196	uint32_t keys = 0;
197	int activeKeys = hidKeysHeld();
198	if (activeKeys & KEY_X) {
199		keys |= 1 << GUI_INPUT_CANCEL;
200	}
201	if (activeKeys & KEY_Y) {
202		keys |= 1 << GBA_GUI_INPUT_SCREEN_MODE;
203	}
204	if (activeKeys & KEY_B) {
205		keys |= 1 << GUI_INPUT_BACK;
206	}
207	if (activeKeys & KEY_A) {
208		keys |= 1 << GUI_INPUT_SELECT;
209	}
210	if (activeKeys & KEY_LEFT) {
211		keys |= 1 << GUI_INPUT_LEFT;
212	}
213	if (activeKeys & KEY_RIGHT) {
214		keys |= 1 << GUI_INPUT_RIGHT;
215	}
216	if (activeKeys & KEY_UP) {
217		keys |= 1 << GUI_INPUT_UP;
218	}
219	if (activeKeys & KEY_DOWN) {
220		keys |= 1 << GUI_INPUT_DOWN;
221	}
222	if (activeKeys & KEY_CSTICK_UP) {
223		keys |= 1 << GBA_GUI_INPUT_INCREASE_BRIGHTNESS;
224	}
225	if (activeKeys & KEY_CSTICK_DOWN) {
226		keys |= 1 << GBA_GUI_INPUT_DECREASE_BRIGHTNESS;
227	}
228	return keys;
229}
230
231static enum GUICursorState _pollCursor(int* x, int* y) {
232	hidScanInput();
233	if (!(hidKeysHeld() & KEY_TOUCH)) {
234		return GUI_CURSOR_NOT_PRESENT;
235	}
236	touchPosition pos;
237	hidTouchRead(&pos);
238	*x = pos.px;
239	*y = pos.py;
240	return GUI_CURSOR_DOWN;
241}
242
243static void _sampleRotation(struct GBARotationSource* source) {
244	struct GBA3DSRotationSource* rotation = (struct GBA3DSRotationSource*) source;
245	// Work around ctrulib getting the entries wrong
246	rotation->accel = *(accelVector*)& hidSharedMem[0x48];
247	rotation->gyro = *(angularRate*)& hidSharedMem[0x5C];
248}
249
250static int32_t _readTiltX(struct GBARotationSource* source) {
251	struct GBA3DSRotationSource* rotation = (struct GBA3DSRotationSource*) source;
252	return rotation->accel.x << 18L;
253}
254
255static int32_t _readTiltY(struct GBARotationSource* source) {
256	struct GBA3DSRotationSource* rotation = (struct GBA3DSRotationSource*) source;
257	return rotation->accel.y << 18L;
258}
259
260static int32_t _readGyroZ(struct GBARotationSource* source) {
261	struct GBA3DSRotationSource* rotation = (struct GBA3DSRotationSource*) source;
262	return rotation->gyro.y << 18L; // Yes, y
263}
264
265static void _postAudioBuffer(struct GBAAVStream* stream, struct GBAAudio* audio) {
266	UNUSED(stream);
267#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF
268	blip_read_samples(audio->left, &audioLeft[audioPos], AUDIO_SAMPLES, false);
269	blip_read_samples(audio->right, &audioRight[audioPos], AUDIO_SAMPLES, false);
270#elif RESAMPLE_LIBRARY == RESAMPLE_NN
271	GBAAudioCopy(audio, &audioLeft[audioPos], &audioRight[audioPos], AUDIO_SAMPLES);
272#endif
273	GSPGPU_FlushDataCache(0, (void*) &audioLeft[audioPos], AUDIO_SAMPLES * sizeof(int16_t));
274	GSPGPU_FlushDataCache(0, (void*) &audioRight[audioPos], AUDIO_SAMPLES * sizeof(int16_t));
275	audioPos = (audioPos + AUDIO_SAMPLES) % AUDIO_SAMPLE_BUFFER;
276	if (audioPos == AUDIO_SAMPLES * 3) {
277		u8 playing = 0;
278		csndIsPlaying(0x8, &playing);
279		if (!playing) {
280			CSND_SetPlayState(0x8, 1);
281			CSND_SetPlayState(0x9, 1);
282			csndExecCmds(false);
283		}
284	}
285}
286
287int main() {
288	hasSound = !csndInit();
289
290	rotation.d.sample = _sampleRotation;
291	rotation.d.readTiltX = _readTiltX;
292	rotation.d.readTiltY = _readTiltY;
293	rotation.d.readGyroZ = _readGyroZ;
294
295	stream.postVideoFrame = 0;
296	stream.postAudioFrame = 0;
297	stream.postAudioBuffer = _postAudioBuffer;
298
299	if (!allocateRomBuffer()) {
300		return 1;
301	}
302
303	if (hasSound) {
304		audioLeft = linearMemAlign(AUDIO_SAMPLE_BUFFER * sizeof(int16_t), 0x80);
305		audioRight = linearMemAlign(AUDIO_SAMPLE_BUFFER * sizeof(int16_t), 0x80);
306	}
307
308	sf2d_init();
309	sf2d_set_clear_color(0);
310	tex = sf2d_create_texture(256, 256, TEXFMT_RGB565, SF2D_PLACE_VRAM);
311
312	sdmcArchive = (FS_archive) {
313		ARCH_SDMC,
314		(FS_path) { PATH_EMPTY, 1, (const u8*)"" },
315		0, 0
316	};
317	FSUSER_OpenArchive(0, &sdmcArchive);
318
319	struct GUIFont* font = GUIFontCreate();
320
321	if (!font) {
322		goto cleanup;
323	}
324
325	struct GBAGUIRunner runner = {
326		.params = {
327			320, 240,
328			font, "/",
329			_drawStart, _drawEnd,
330			_pollInput, _pollCursor,
331			0, 0,
332
333			GUI_PARAMS_TRAIL
334		},
335		.setup = _setup,
336		.teardown = 0,
337		.gameLoaded = _gameLoaded,
338		.gameUnloaded = _gameUnloaded,
339		.prepareForFrame = 0,
340		.drawFrame = _drawFrame,
341		.drawScreenshot = _drawScreenshot,
342		.paused = _gameUnloaded,
343		.unpaused = _gameLoaded,
344		.incrementScreenMode = _incrementScreenMode,
345		.pollGameInput = _pollGameInput
346	};
347
348	GBAGUIInit(&runner, "3ds");
349	GBAGUIRunloop(&runner);
350	GBAGUIDeinit(&runner);
351
352cleanup:
353	linearFree(renderer.outputBuffer);
354
355	sf2d_free_texture(tex);
356	sf2d_fini();
357
358	if (hasSound) {
359		linearFree(audioLeft);
360		linearFree(audioRight);
361	}
362	csndExit();
363	return 0;
364}