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
21#define AUDIO_SAMPLES 0x800
22
23FS_archive sdmcArchive;
24
25static struct GBA3DSRotationSource {
26 struct GBARotationSource d;
27 accelVector accel;
28 angularRate gyro;
29} rotation;
30
31static struct VFile* logFile;
32static bool hasSound;
33// TODO: Move into context
34static struct GBAVideoSoftwareRenderer renderer;
35static int16_t* audioLeft = 0;
36static int16_t* audioRight = 0;
37static sf2d_texture* tex;
38static size_t audioPos = 0;
39
40extern bool allocateRomBuffer(void);
41static void GBA3DSLog(struct GBAThread* thread, enum GBALogLevel level, const char* format, va_list args);
42
43static void _drawStart(void) {
44 sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
45}
46
47static void _drawEnd(void) {
48 sf2d_end_frame();
49 sf2d_swapbuffers();
50}
51
52static void _setup(struct GBAGUIRunner* runner) {
53 struct GBAOptions opts = {
54 .useBios = true,
55 .logLevel = 0,
56 .idleOptimization = IDLE_LOOP_DETECT
57 };
58 GBAConfigLoadDefaults(&runner->context.config, &opts);
59 runner->context.gba->logHandler = GBA3DSLog;
60 runner->context.gba->rotationSource = &rotation.d;
61
62 GBAVideoSoftwareRendererCreate(&renderer);
63 renderer.outputBuffer = anonymousMemoryMap(256 * VIDEO_VERTICAL_PIXELS * 2);
64 renderer.outputBufferStride = 256;
65 runner->context.renderer = &renderer.d;
66}
67
68static void _gameLoaded(struct GBAGUIRunner* runner) {
69 if (runner->context.gba->memory.hw.devices & HW_TILT) {
70 HIDUSER_EnableAccelerometer();
71 }
72 if (runner->context.gba->memory.hw.devices & HW_GYRO) {
73 HIDUSER_EnableGyroscope();
74 }
75
76#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF
77 blip_set_rates(runner->context.gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 0x8000);
78 blip_set_rates(runner->context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 0x8000);
79#endif
80 memset(audioLeft, 0, AUDIO_SAMPLES * 2 * sizeof(int16_t));
81 memset(audioRight, 0, AUDIO_SAMPLES * 2 * sizeof(int16_t));
82}
83
84static void _gameUnloaded(struct GBAGUIRunner* runner) {
85 CSND_SetPlayState(8, 0);
86 CSND_SetPlayState(9, 0);
87 csndExecCmds(0);
88
89 if (runner->context.gba->memory.hw.devices & HW_TILT) {
90 HIDUSER_DisableAccelerometer();
91 }
92 if (runner->context.gba->memory.hw.devices & HW_GYRO) {
93 HIDUSER_DisableGyroscope();
94 }
95}
96
97static void _drawFrame(struct GBAGUIRunner* runner, bool faded) {
98 GX_SetDisplayTransfer(0, renderer.outputBuffer, GX_BUFFER_DIM(256, VIDEO_VERTICAL_PIXELS), tex->data, GX_BUFFER_DIM(256, VIDEO_VERTICAL_PIXELS), 0x000002202);
99 GSPGPU_FlushDataCache(0, tex->data, 256 * VIDEO_VERTICAL_PIXELS * 2);
100#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF
101 if (hasSound) {
102 memset(&audioLeft[audioPos], 0, AUDIO_SAMPLES);
103 memset(&audioRight[audioPos], 0, AUDIO_SAMPLES);
104 size_t samples = blip_read_samples(runner->context.gba->audio.left, &audioLeft[audioPos], AUDIO_SAMPLES, false);
105 blip_read_samples(runner->context.gba->audio.right, &audioRight[audioPos], AUDIO_SAMPLES, false);
106 size_t audioPosNew = (audioPos + AUDIO_SAMPLES) % (AUDIO_SAMPLES * 2);
107 GSPGPU_FlushDataCache(0, (void*) audioLeft, AUDIO_SAMPLES * 2 * sizeof(int16_t));
108 GSPGPU_FlushDataCache(0, (void*) audioRight, AUDIO_SAMPLES * 2 * sizeof(int16_t));
109 csndPlaySound(0x8, SOUND_ONE_SHOT | SOUND_FORMAT_16BIT, 0x8000, 1.0, -1.0, &audioLeft[audioPos], &audioLeft[audioPosNew], samples * 2);
110 csndPlaySound(0x9, SOUND_ONE_SHOT | SOUND_FORMAT_16BIT, 0x8000, 1.0, 1.0, &audioRight[audioPos], &audioLeft[audioPosNew], samples * 2);
111 audioPos = audioPosNew;
112 } else {
113 blip_clear(runner->context.gba->audio.left);
114 blip_clear(runner->context.gba->audio.right);
115 }
116#endif
117 gspWaitForPPF();
118 _drawStart();
119 sf2d_draw_texture_scale_blend(tex, 40, 296, 1, -1, 0xFFFFFF3F | (faded ? 0 : 0xC0));
120 _drawEnd();
121}
122
123static uint16_t _pollGameInput(struct GBAGUIRunner* runner) {
124 hidScanInput();
125 uint32_t activeKeys = hidKeysHeld() & 0xF00003FF;
126 activeKeys |= activeKeys >> 24;
127 return activeKeys;
128}
129
130static int _pollInput(void) {
131 hidScanInput();
132 int keys = 0;
133 int activeKeys = hidKeysHeld();
134 if (activeKeys & KEY_X) {
135 keys |= 1 << GUI_INPUT_CANCEL;
136 }
137 if (activeKeys & KEY_B) {
138 keys |= 1 << GUI_INPUT_BACK;
139 }
140 if (activeKeys & KEY_A) {
141 keys |= 1 << GUI_INPUT_SELECT;
142 }
143 if (activeKeys & KEY_LEFT) {
144 keys |= 1 << GUI_INPUT_LEFT;
145 }
146 if (activeKeys & KEY_RIGHT) {
147 keys |= 1 << GUI_INPUT_RIGHT;
148 }
149 if (activeKeys & KEY_UP) {
150 keys |= 1 << GUI_INPUT_UP;
151 }
152 if (activeKeys & KEY_DOWN) {
153 keys |= 1 << GUI_INPUT_DOWN;
154 }
155 return keys;
156}
157
158static void _sampleRotation(struct GBARotationSource* source) {
159 struct GBA3DSRotationSource* rotation = (struct GBA3DSRotationSource*) source;
160 // Work around ctrulib getting the entries wrong
161 rotation->accel = *(accelVector*)& hidSharedMem[0x48];
162 rotation->gyro = *(angularRate*)& hidSharedMem[0x5C];
163}
164
165static int32_t _readTiltX(struct GBARotationSource* source) {
166 struct GBA3DSRotationSource* rotation = (struct GBA3DSRotationSource*) source;
167 return rotation->accel.x << 18L;
168}
169
170static int32_t _readTiltY(struct GBARotationSource* source) {
171 struct GBA3DSRotationSource* rotation = (struct GBA3DSRotationSource*) source;
172 return rotation->accel.y << 18L;
173}
174
175static int32_t _readGyroZ(struct GBARotationSource* source) {
176 struct GBA3DSRotationSource* rotation = (struct GBA3DSRotationSource*) source;
177 return rotation->gyro.y << 18L; // Yes, y
178}
179
180int main() {
181 hasSound = !csndInit();
182
183 rotation.d.sample = _sampleRotation;
184 rotation.d.readTiltX = _readTiltX;
185 rotation.d.readTiltY = _readTiltY;
186 rotation.d.readGyroZ = _readGyroZ;
187
188 if (!allocateRomBuffer()) {
189 return 1;
190 }
191
192 if (hasSound) {
193 audioLeft = linearAlloc(AUDIO_SAMPLES * 2 * sizeof(int16_t));
194 audioRight = linearAlloc(AUDIO_SAMPLES * 2 * sizeof(int16_t));
195 }
196
197 sf2d_init();
198 sf2d_set_clear_color(0);
199 tex = sf2d_create_texture(256, 256, TEXFMT_RGB565, SF2D_PLACE_RAM);
200 memset(tex->data, 0, 256 * 256 * 2);
201
202 sdmcArchive = (FS_archive) {
203 ARCH_SDMC,
204 (FS_path) { PATH_EMPTY, 1, (const u8*)"" },
205 0, 0
206 };
207 FSUSER_OpenArchive(0, &sdmcArchive);
208
209 logFile = VFileOpen("/mgba.log", O_WRONLY | O_CREAT | O_TRUNC);
210 struct GUIFont* font = GUIFontCreate();
211
212 if (!font) {
213 goto cleanup;
214 }
215
216 struct GBAGUIRunner runner = {
217 .params = {
218 320, 240,
219 font, "/",
220 _drawStart, _drawEnd, _pollInput,
221 0, 0,
222
223 GUI_PARAMS_TRAIL
224 },
225 .setup = _setup,
226 .teardown = 0,
227 .gameLoaded = _gameLoaded,
228 .gameUnloaded = _gameUnloaded,
229 .prepareForFrame = 0,
230 .drawFrame = _drawFrame,
231 .pollGameInput = _pollGameInput
232 };
233 GBAGUIInit(&runner, 0);
234 GBAGUIRunloop(&runner);
235 GBAGUIDeinit(&runner);
236
237cleanup:
238 mappedMemoryFree(renderer.outputBuffer, 0);
239
240 if (logFile) {
241 logFile->close(logFile);
242 }
243
244 sf2d_free_texture(tex);
245 sf2d_fini();
246
247 if (hasSound) {
248 linearFree(audioLeft);
249 linearFree(audioRight);
250 }
251 csndExit();
252 return 0;
253}
254
255static void GBA3DSLog(struct GBAThread* thread, enum GBALogLevel level, const char* format, va_list args) {
256 UNUSED(thread);
257 UNUSED(level);
258 if (!logFile) {
259 return;
260 }
261 char out[256];
262 size_t len = vsnprintf(out, sizeof(out), format, args);
263 if (len >= sizeof(out)) {
264 len = sizeof(out) - 1;
265 }
266 out[len] = '\n';
267 logFile->write(logFile, out, len + 1);
268}