all repos — mgba @ 57bdbcd91ebf6d7d1fdf6fed0149075759b9e7f7

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		sf2d_draw_texture_scale_blend(tex, 40, 296, 1, -1, 0xFFFFFF3F | (faded ? 0 : 0xC0));
126		break;
127	case SM_AF_TOP:
128		sf2d_draw_texture_scale_blend(tex, 20, 384, 1.5, -1.5, 0xFFFFFF3F | (faded ? 0 : 0xC0));
129		break;
130	case SM_AF_BOTTOM:
131		sf2d_draw_texture_scale_blend(tex, 0, 368 - 40 / 3, 4 / 3.0, -4 / 3.0, 0xFFFFFF3F | (faded ? 0 : 0xC0));
132		break;
133	case SM_SF_TOP:
134		sf2d_draw_texture_scale_blend(tex, 0, 384, 5 / 3.0, -1.5, 0xFFFFFF3F | (faded ? 0 : 0xC0));
135		break;
136	case SM_SF_BOTTOM:
137		sf2d_draw_texture_scale_blend(tex, 0, 384, 4 / 3.0, -1.5, 0xFFFFFF3F | (faded ? 0 : 0xC0));
138		break;
139	}
140}
141
142static void _drawFrame(struct GBAGUIRunner* runner, bool faded) {
143	UNUSED(runner);
144	GSPGPU_FlushDataCache(0, renderer.outputBuffer, 256 * VIDEO_VERTICAL_PIXELS * 2);
145	GX_SetDisplayTransfer(0, renderer.outputBuffer, GX_BUFFER_DIM(256, VIDEO_VERTICAL_PIXELS), tex->data, GX_BUFFER_DIM(256, VIDEO_VERTICAL_PIXELS), 0x000002202);
146	_drawTex(faded);
147#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF
148	if (!hasSound) {
149		blip_clear(runner->context.gba->audio.left);
150		blip_clear(runner->context.gba->audio.right);
151	}
152#endif
153}
154
155static void _drawScreenshot(struct GBAGUIRunner* runner, const uint32_t* pixels, bool faded) {
156	UNUSED(runner);
157	u16* newPixels = linearMemAlign(256 * VIDEO_VERTICAL_PIXELS * 2, 0x80);
158	unsigned y, x;
159	for (y = 0; y < VIDEO_VERTICAL_PIXELS; ++y) {
160		for (x = 0; x < VIDEO_HORIZONTAL_PIXELS; ++x) {
161			u16 pixel = (*pixels >> 19) & 0x1F;
162			pixel |= (*pixels >> 5) & 0x7C0;
163			pixel |= (*pixels << 8) & 0xF800;
164			newPixels[y * 256 + x] = pixel;
165			++pixels;
166		}
167		memset(&newPixels[y * 256 + VIDEO_HORIZONTAL_PIXELS], 0, 32);
168	}
169	GSPGPU_FlushDataCache(0, (void*) newPixels, VIDEO_HORIZONTAL_PIXELS * VIDEO_VERTICAL_PIXELS * 2);
170	GX_SetDisplayTransfer(0, (void*) newPixels, GX_BUFFER_DIM(VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS), tex->data, GX_BUFFER_DIM(256, VIDEO_VERTICAL_PIXELS), 0x000002202);
171	linearFree(newPixels);
172	_drawTex(faded);
173}
174
175static uint16_t _pollGameInput(struct GBAGUIRunner* runner) {
176	hidScanInput();
177	uint32_t activeKeys = hidKeysHeld() & 0xF00003FF;
178	activeKeys |= activeKeys >> 24;
179	return activeKeys;
180}
181
182static void _incrementScreenMode(struct GBAGUIRunner* runner) {
183	UNUSED(runner);
184	// Clear the buffer
185	_drawStart();
186	_drawEnd();
187	_drawStart();
188	_drawEnd();
189	screenMode = (screenMode + 1) % SM_MAX;
190}
191
192static uint32_t _pollInput(void) {
193	hidScanInput();
194	uint32_t keys = 0;
195	int activeKeys = hidKeysHeld();
196	if (activeKeys & KEY_X) {
197		keys |= 1 << GUI_INPUT_CANCEL;
198	}
199	if (activeKeys & KEY_Y) {
200		keys |= 1 << GBA_GUI_INPUT_SCREEN_MODE;
201	}
202	if (activeKeys & KEY_B) {
203		keys |= 1 << GUI_INPUT_BACK;
204	}
205	if (activeKeys & KEY_A) {
206		keys |= 1 << GUI_INPUT_SELECT;
207	}
208	if (activeKeys & KEY_LEFT) {
209		keys |= 1 << GUI_INPUT_LEFT;
210	}
211	if (activeKeys & KEY_RIGHT) {
212		keys |= 1 << GUI_INPUT_RIGHT;
213	}
214	if (activeKeys & KEY_UP) {
215		keys |= 1 << GUI_INPUT_UP;
216	}
217	if (activeKeys & KEY_DOWN) {
218		keys |= 1 << GUI_INPUT_DOWN;
219	}
220	if (activeKeys & KEY_CSTICK_UP) {
221		keys |= 1 << GBA_GUI_INPUT_INCREASE_BRIGHTNESS;
222	}
223	if (activeKeys & KEY_CSTICK_DOWN) {
224		keys |= 1 << GBA_GUI_INPUT_DECREASE_BRIGHTNESS;
225	}
226	return keys;
227}
228
229static enum GUICursorState _pollCursor(int* x, int* y) {
230	hidScanInput();
231	if (!(hidKeysHeld() & KEY_TOUCH)) {
232		return GUI_CURSOR_NOT_PRESENT;
233	}
234	touchPosition pos;
235	hidTouchRead(&pos);
236	*x = pos.px;
237	*y = pos.py;
238	return GUI_CURSOR_DOWN;
239}
240
241static void _sampleRotation(struct GBARotationSource* source) {
242	struct GBA3DSRotationSource* rotation = (struct GBA3DSRotationSource*) source;
243	// Work around ctrulib getting the entries wrong
244	rotation->accel = *(accelVector*)& hidSharedMem[0x48];
245	rotation->gyro = *(angularRate*)& hidSharedMem[0x5C];
246}
247
248static int32_t _readTiltX(struct GBARotationSource* source) {
249	struct GBA3DSRotationSource* rotation = (struct GBA3DSRotationSource*) source;
250	return rotation->accel.x << 18L;
251}
252
253static int32_t _readTiltY(struct GBARotationSource* source) {
254	struct GBA3DSRotationSource* rotation = (struct GBA3DSRotationSource*) source;
255	return rotation->accel.y << 18L;
256}
257
258static int32_t _readGyroZ(struct GBARotationSource* source) {
259	struct GBA3DSRotationSource* rotation = (struct GBA3DSRotationSource*) source;
260	return rotation->gyro.y << 18L; // Yes, y
261}
262
263static void _postAudioBuffer(struct GBAAVStream* stream, struct GBAAudio* audio) {
264	UNUSED(stream);
265#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF
266	blip_read_samples(audio->left, &audioLeft[audioPos], AUDIO_SAMPLES, false);
267	blip_read_samples(audio->right, &audioRight[audioPos], AUDIO_SAMPLES, false);
268#elif RESAMPLE_LIBRARY == RESAMPLE_NN
269	GBAAudioCopy(audio, &audioLeft[audioPos], &audioRight[audioPos], AUDIO_SAMPLES);
270#endif
271	GSPGPU_FlushDataCache(0, (void*) &audioLeft[audioPos], AUDIO_SAMPLES * sizeof(int16_t));
272	GSPGPU_FlushDataCache(0, (void*) &audioRight[audioPos], AUDIO_SAMPLES * sizeof(int16_t));
273	audioPos = (audioPos + AUDIO_SAMPLES) % AUDIO_SAMPLE_BUFFER;
274	if (audioPos == AUDIO_SAMPLES * 3) {
275		u8 playing = 0;
276		csndIsPlaying(0x8, &playing);
277		if (!playing) {
278			CSND_SetPlayState(0x8, 1);
279			CSND_SetPlayState(0x9, 1);
280			csndExecCmds(false);
281		}
282	}
283}
284
285int main() {
286	hasSound = !csndInit();
287
288	rotation.d.sample = _sampleRotation;
289	rotation.d.readTiltX = _readTiltX;
290	rotation.d.readTiltY = _readTiltY;
291	rotation.d.readGyroZ = _readGyroZ;
292
293	stream.postVideoFrame = 0;
294	stream.postAudioFrame = 0;
295	stream.postAudioBuffer = _postAudioBuffer;
296
297	if (!allocateRomBuffer()) {
298		return 1;
299	}
300
301	if (hasSound) {
302		audioLeft = linearMemAlign(AUDIO_SAMPLE_BUFFER * sizeof(int16_t), 0x80);
303		audioRight = linearMemAlign(AUDIO_SAMPLE_BUFFER * sizeof(int16_t), 0x80);
304	}
305
306	sf2d_init();
307	sf2d_set_clear_color(0);
308	tex = sf2d_create_texture(256, 256, TEXFMT_RGB565, SF2D_PLACE_VRAM);
309
310	sdmcArchive = (FS_archive) {
311		ARCH_SDMC,
312		(FS_path) { PATH_EMPTY, 1, (const u8*)"" },
313		0, 0
314	};
315	FSUSER_OpenArchive(0, &sdmcArchive);
316
317	struct GUIFont* font = GUIFontCreate();
318
319	if (!font) {
320		goto cleanup;
321	}
322
323	struct GBAGUIRunner runner = {
324		.params = {
325			320, 240,
326			font, "/",
327			_drawStart, _drawEnd,
328			_pollInput, _pollCursor,
329			0, 0,
330
331			GUI_PARAMS_TRAIL
332		},
333		.setup = _setup,
334		.teardown = 0,
335		.gameLoaded = _gameLoaded,
336		.gameUnloaded = _gameUnloaded,
337		.prepareForFrame = 0,
338		.drawFrame = _drawFrame,
339		.drawScreenshot = _drawScreenshot,
340		.paused = _gameUnloaded,
341		.unpaused = _gameLoaded,
342		.incrementScreenMode = _incrementScreenMode,
343		.pollGameInput = _pollGameInput
344	};
345
346	GBAGUIInit(&runner, "3ds");
347	GBAGUIRunloop(&runner);
348	GBAGUIDeinit(&runner);
349
350cleanup:
351	linearFree(renderer.outputBuffer);
352
353	sf2d_free_texture(tex);
354	sf2d_fini();
355
356	if (hasSound) {
357		linearFree(audioLeft);
358		linearFree(audioRight);
359	}
360	csndExit();
361	return 0;
362}