all repos — mgba @ 58ff10457d5be4ba4f9b90a0e92562278c2197ef

mGBA Game Boy Advance Emulator

PSP2: Use runner
Jeffrey Pfau jeffrey@endrift.com
Sun, 30 Aug 2015 17:32:05 -0700
commit

58ff10457d5be4ba4f9b90a0e92562278c2197ef

parent

cc1fb12d2f219a0530ff9687107ceb19fb842c99

3 files changed, 97 insertions(+), 151 deletions(-)

jump to
M src/platform/psp2/main.csrc/platform/psp2/main.c

@@ -6,6 +6,7 @@ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */

#include "psp2-context.h" #include "gba/gba.h" +#include "gba/context/gui-runner.h" #include "util/gui.h" #include "util/gui/font.h" #include "util/gui/file-select.h"

@@ -63,49 +64,25 @@ printf("%s initializing", projectName);

vita2d_init(); struct GUIFont* font = GUIFontCreate(); - GBAPSP2Setup(); - struct GUIParams params = { - PSP2_HORIZONTAL_PIXELS, PSP2_VERTICAL_PIXELS, - font, "cache0:", _drawStart, _drawEnd, _pollInput, 0, 0, + struct GBAGUIRunner runner = { + .params = { + PSP2_HORIZONTAL_PIXELS, PSP2_VERTICAL_PIXELS, + font, "cache0:", _drawStart, _drawEnd, _pollInput, 0, 0, - GUI_PARAMS_TRAIL + GUI_PARAMS_TRAIL + }, + .setup = GBAPSP2Setup, + .teardown = GBAPSP2Teardown, + .gameLoaded = GBAPSP2LoadROM, + .gameUnloaded = GBAPSP2UnloadROM, + .prepareForFrame = GBAPSP2PrepareForFrame, + .drawFrame = GBAPSP2Draw, + .pollGameInput = GBAPSP2PollInput }; - GUIInit(&params); - while (true) { - bool running = true; - char path[256]; - if (!GUISelectFile(&params, path, sizeof(path), GBAIsROM)) { - break; - } - if (!GBAPSP2LoadROM(path)) { - continue; - } - while (running) { - GBAPSP2Runloop(); - GUIInvalidateKeys(&params); - while (true) { - int keys = 0; - _drawStart(); - GBAPSP2Draw(0x80); - _drawEnd(); - GUIPollInput(&params, &keys, 0); - if (keys & (1 << GUI_INPUT_CANCEL)) { - running = false; - break; - } - if (keys & (1 << GUI_INPUT_SELECT)) { - while (keys & (1 << GUI_INPUT_SELECT)) { - GUIPollInput(&params, 0, &keys); - } - break; - } - } - } - GBAPSP2UnloadROM(); - } - - GBAPSP2Teardown(); + GBAGUIInit(&runner, 0); + GBAGUIRunloop(&runner); + GBAGUIDeinit(&runner); GUIFontDestroy(font); vita2d_fini();
M src/platform/psp2/psp2-context.csrc/platform/psp2/psp2-context.c

@@ -6,9 +6,10 @@ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */

#include "psp2-context.h" #include "gba/gba.h" -#include "gba/input.h" #include "gba/audio.h" #include "gba/context/context.h" +#include "gba/context/gui-runner.h" +#include "gba/input.h" #include "gba/renderers/video-software.h" #include "util/circle-buffer.h"

@@ -35,7 +36,6 @@ SM_FULL,

SM_MAX }; -static struct GBAContext context; static struct GBAVideoSoftwareRenderer renderer; static vita2d_texture* tex; static Thread audioThread;

@@ -113,65 +113,77 @@ struct GBASceRotationSource* rotation = (struct GBASceRotationSource*) source;

return rotation->state.gyro.z * 0x10000000; } -void GBAPSP2Setup() { +uint16_t GBAPSP2PollInput(struct GBAGUIRunner* runner) { + SceCtrlData pad; + sceCtrlPeekBufferPositive(0, &pad, 1); + + int activeKeys = GBAInputMapKeyBits(&runner->context.inputMap, PSP2_INPUT, pad.buttons, 0); + enum GBAKey angles = GBAInputMapAxis(&runner->context.inputMap, PSP2_INPUT, 0, pad.ly); + if (angles != GBA_KEY_NONE) { + activeKeys |= 1 << angles; + } + angles = GBAInputMapAxis(&runner->context.inputMap, PSP2_INPUT, 1, pad.lx); + if (angles != GBA_KEY_NONE) { + activeKeys |= 1 << angles; + } + angles = GBAInputMapAxis(&runner->context.inputMap, PSP2_INPUT, 2, pad.ry); + if (angles != GBA_KEY_NONE) { + activeKeys |= 1 << angles; + } + angles = GBAInputMapAxis(&runner->context.inputMap, PSP2_INPUT, 3, pad.rx); + if (angles != GBA_KEY_NONE) { + activeKeys |= 1 << angles; + } + return activeKeys; +} + +void GBAPSP2Setup(struct GBAGUIRunner* runner) { scePowerSetArmClockFrequency(80); - GBAContextInit(&context, 0); struct GBAOptions opts = { .useBios = true, .logLevel = 0, .idleOptimization = IDLE_LOOP_DETECT }; - GBAConfigLoadDefaults(&context.config, &opts); - _mapVitaKey(&context.inputMap, PSP2_CTRL_CROSS, GBA_KEY_A); - _mapVitaKey(&context.inputMap, PSP2_CTRL_CIRCLE, GBA_KEY_B); - _mapVitaKey(&context.inputMap, PSP2_CTRL_START, GBA_KEY_START); - _mapVitaKey(&context.inputMap, PSP2_CTRL_SELECT, GBA_KEY_SELECT); - _mapVitaKey(&context.inputMap, PSP2_CTRL_UP, GBA_KEY_UP); - _mapVitaKey(&context.inputMap, PSP2_CTRL_DOWN, GBA_KEY_DOWN); - _mapVitaKey(&context.inputMap, PSP2_CTRL_LEFT, GBA_KEY_LEFT); - _mapVitaKey(&context.inputMap, PSP2_CTRL_RIGHT, GBA_KEY_RIGHT); - _mapVitaKey(&context.inputMap, PSP2_CTRL_LTRIGGER, GBA_KEY_L); - _mapVitaKey(&context.inputMap, PSP2_CTRL_RTRIGGER, GBA_KEY_R); + GBAConfigLoadDefaults(&runner->context.config, &opts); + _mapVitaKey(&runner->context.inputMap, PSP2_CTRL_CROSS, GBA_KEY_A); + _mapVitaKey(&runner->context.inputMap, PSP2_CTRL_CIRCLE, GBA_KEY_B); + _mapVitaKey(&runner->context.inputMap, PSP2_CTRL_START, GBA_KEY_START); + _mapVitaKey(&runner->context.inputMap, PSP2_CTRL_SELECT, GBA_KEY_SELECT); + _mapVitaKey(&runner->context.inputMap, PSP2_CTRL_UP, GBA_KEY_UP); + _mapVitaKey(&runner->context.inputMap, PSP2_CTRL_DOWN, GBA_KEY_DOWN); + _mapVitaKey(&runner->context.inputMap, PSP2_CTRL_LEFT, GBA_KEY_LEFT); + _mapVitaKey(&runner->context.inputMap, PSP2_CTRL_RIGHT, GBA_KEY_RIGHT); + _mapVitaKey(&runner->context.inputMap, PSP2_CTRL_LTRIGGER, GBA_KEY_L); + _mapVitaKey(&runner->context.inputMap, PSP2_CTRL_RTRIGGER, GBA_KEY_R); struct GBAAxis desc = { GBA_KEY_DOWN, GBA_KEY_UP, 192, 64 }; - GBAInputBindAxis(&context.inputMap, PSP2_INPUT, 0, &desc); + GBAInputBindAxis(&runner->context.inputMap, PSP2_INPUT, 0, &desc); desc = (struct GBAAxis) { GBA_KEY_RIGHT, GBA_KEY_LEFT, 192, 64 }; - GBAInputBindAxis(&context.inputMap, PSP2_INPUT, 1, &desc); + GBAInputBindAxis(&runner->context.inputMap, PSP2_INPUT, 1, &desc); tex = vita2d_create_empty_texture_format(256, 256, SCE_GXM_TEXTURE_FORMAT_X8U8U8U8_1BGR); GBAVideoSoftwareRendererCreate(&renderer); renderer.outputBuffer = vita2d_texture_get_datap(tex); renderer.outputBufferStride = 256; - context.renderer = &renderer.d; + runner->context.renderer = &renderer.d; rotation.d.sample = _sampleRotation; rotation.d.readTiltX = _readTiltX; rotation.d.readTiltY = _readTiltY; rotation.d.readGyroZ = _readGyroZ; - context.gba->rotationSource = &rotation.d; + runner->context.gba->rotationSource = &rotation.d; backdrop = vita2d_load_PNG_buffer(_binary_backdrop_png_start); - - printf("%s starting", projectName); } -bool GBAPSP2LoadROM(const char* path) { +void GBAPSP2LoadROM(struct GBAGUIRunner* runner) { scePowerSetArmClockFrequency(444); - if (!GBAContextLoadROM(&context, path, true)) { - printf("%s failed to load!", path); - return false; - } - printf("%s loaded, starting...", path); - GBAContextStart(&context); - char gameTitle[13]; - GBAGetGameTitle(context.gba, gameTitle); - printf("%s started!", gameTitle); double ratio = GBAAudioCalculateRatio(1, 60, 1); - blip_set_rates(context.gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio); - blip_set_rates(context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio); + blip_set_rates(runner->context.gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio); + blip_set_rates(runner->context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 48000 * ratio); - if (context.gba->memory.hw.devices & (HW_TILT | HW_GYRO)) { + if (runner->context.gba->memory.hw.devices & (HW_TILT | HW_GYRO)) { sceMotionStartSampling(); }

@@ -180,101 +192,57 @@ MutexInit(&audioContext.mutex);

ConditionInit(&audioContext.cond); audioContext.running = true; ThreadCreate(&audioThread, _audioThread, &audioContext); - return true; } -void GBAPSP2Runloop(void) { - int activeKeys = 0; - - bool fsToggle = false; - while (true) { - SceCtrlData pad; - sceCtrlPeekBufferPositive(0, &pad, 1); - if (pad.buttons & PSP2_CTRL_TRIANGLE) { +void GBAPSP2PrepareForFrame(struct GBAGUIRunner* runner) { + MutexLock(&audioContext.mutex); + while (blip_samples_avail(runner->context.gba->audio.left) >= PSP2_SAMPLES) { + if (CircleBufferSize(&audioContext.buffer) + PSP2_SAMPLES * sizeof(struct GBAStereoSample) > CircleBufferCapacity(&audioContext.buffer)) { break; } - if (pad.buttons & PSP2_CTRL_SQUARE) { - if (!fsToggle) { - ++screenMode; - screenMode %= SM_MAX; - } - fsToggle = true; - } else { - fsToggle = false; - } - - activeKeys = GBAInputMapKeyBits(&context.inputMap, PSP2_INPUT, pad.buttons, 0); - enum GBAKey angles = GBAInputMapAxis(&context.inputMap, PSP2_INPUT, 0, pad.ly); - if (angles != GBA_KEY_NONE) { - activeKeys |= 1 << angles; - } - angles = GBAInputMapAxis(&context.inputMap, PSP2_INPUT, 1, pad.lx); - if (angles != GBA_KEY_NONE) { - activeKeys |= 1 << angles; - } - angles = GBAInputMapAxis(&context.inputMap, PSP2_INPUT, 2, pad.ry); - if (angles != GBA_KEY_NONE) { - activeKeys |= 1 << angles; - } - angles = GBAInputMapAxis(&context.inputMap, PSP2_INPUT, 3, pad.rx); - if (angles != GBA_KEY_NONE) { - activeKeys |= 1 << angles; - } - - GBAContextFrame(&context, activeKeys); - - MutexLock(&audioContext.mutex); - while (blip_samples_avail(context.gba->audio.left) >= PSP2_SAMPLES) { - if (CircleBufferSize(&audioContext.buffer) + PSP2_SAMPLES * sizeof(struct GBAStereoSample) > CircleBufferCapacity(&audioContext.buffer)) { - break; - } - struct GBAStereoSample samples[PSP2_SAMPLES]; - blip_read_samples(context.gba->audio.left, &samples[0].left, PSP2_SAMPLES, true); - blip_read_samples(context.gba->audio.right, &samples[0].right, PSP2_SAMPLES, true); - int i; - for (i = 0; i < PSP2_SAMPLES; ++i) { - CircleBufferWrite16(&audioContext.buffer, samples[i].left); - CircleBufferWrite16(&audioContext.buffer, samples[i].right); - } + struct GBAStereoSample samples[PSP2_SAMPLES]; + blip_read_samples(runner->context.gba->audio.left, &samples[0].left, PSP2_SAMPLES, true); + blip_read_samples(runner->context.gba->audio.right, &samples[0].right, PSP2_SAMPLES, true); + int i; + for (i = 0; i < PSP2_SAMPLES; ++i) { + CircleBufferWrite16(&audioContext.buffer, samples[i].left); + CircleBufferWrite16(&audioContext.buffer, samples[i].right); } - ConditionWake(&audioContext.cond); - MutexUnlock(&audioContext.mutex); - - vita2d_start_drawing(); - vita2d_clear_screen(); - GBAPSP2Draw(0xFF); - vita2d_end_drawing(); - vita2d_swap_buffers(); } + ConditionWake(&audioContext.cond); + MutexUnlock(&audioContext.mutex); } -void GBAPSP2UnloadROM(void) { - if (context.gba->memory.hw.devices & (HW_TILT | HW_GYRO)) { +void GBAPSP2UnloadROM(struct GBAGUIRunner* runner) { + if (runner->context.gba->memory.hw.devices & (HW_TILT | HW_GYRO)) { sceMotionStopSampling(); } - - GBAContextStop(&context); scePowerSetArmClockFrequency(80); } -void GBAPSP2Teardown(void) { - GBAContextDeinit(&context); +void GBAPSP2Teardown(struct GBAGUIRunner* runner) { + UNUSED(runner); vita2d_free_texture(tex); vita2d_free_texture(backdrop); } -void GBAPSP2Draw(uint8_t alpha) { +void GBAPSP2Draw(struct GBAGUIRunner* runner, bool faded) { + UNUSED(runner); + vita2d_start_drawing(); + vita2d_clear_screen(); switch (screenMode) { case SM_BACKDROP: - vita2d_draw_texture_tint(backdrop, 0, 0, (alpha << 24) | 0xFFFFFF); + vita2d_draw_texture_tint(backdrop, 0, 0, (faded ? 0 : 0xC0000000) | 0x3FFFFFFF); // Fall through case SM_PLAIN: - vita2d_draw_texture_tint_part_scale(tex, 120, 32, 0, 0, 240, 160, 3.0f, 3.0f, (alpha << 24) | 0xFFFFFF); + vita2d_draw_texture_tint_part_scale(tex, 120, 32, 0, 0, 240, 160, 3.0f, 3.0f, (faded ? 0 : 0xC0000000) | 0x3FFFFFFF); break; case SM_FULL: - vita2d_draw_texture_tint_scale(tex, 0, 0, 960.0f / 240.0f, 544.0f / 160.0f, (alpha << 24) | 0xFFFFFF); + vita2d_draw_texture_tint_scale(tex, 0, 0, 960.0f / 240.0f, 544.0f / 160.0f, (faded ? 0 : 0xC0000000) | 0x3FFFFFFF); break; } + vita2d_end_drawing(); + vita2d_swap_buffers(); } __attribute__((noreturn, weak)) void __assert_func(const char* file, int line, const char* func, const char* expr) {
M src/platform/psp2/psp2-context.hsrc/platform/psp2/psp2-context.h

@@ -8,13 +8,14 @@ #define PSP2_CONTEXT_H

#include "psp2-common.h" -void GBAPSP2Setup(void); -void GBAPSP2Teardown(void); +struct GBAGUIRunner; +void GBAPSP2Setup(struct GBAGUIRunner* runner); +void GBAPSP2Teardown(struct GBAGUIRunner* runner); -bool GBAPSP2LoadROM(const char* path); -void GBAPSP2Runloop(void); -void GBAPSP2UnloadROM(void); - -void GBAPSP2Draw(uint8_t alpha); +void GBAPSP2LoadROM(struct GBAGUIRunner* runner); +void GBAPSP2UnloadROM(struct GBAGUIRunner* runner); +void GBAPSP2PrepareForFrame(struct GBAGUIRunner* runner); +void GBAPSP2Draw(struct GBAGUIRunner* runner, bool faded); +uint16_t GBAPSP2PollInput(struct GBAGUIRunner* runner); #endif