3DS: Use runner
Jeffrey Pfau jeffrey@endrift.com
Sun, 30 Aug 2015 17:11:05 -0700
1 files changed,
113 insertions(+),
103 deletions(-)
jump to
M
src/platform/3ds/main.c
→
src/platform/3ds/main.c
@@ -6,6 +6,7 @@ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "gba/renderers/video-software.h" #include "gba/context/context.h" +#include "gba/context/gui-runner.h" #include "gba/video.h" #include "util/gui.h" #include "util/gui/file-select.h"@@ -21,24 +22,111 @@ #define AUDIO_SAMPLES 0x800
FS_archive sdmcArchive; -struct GBA3DSRotationSource { +static struct GBA3DSRotationSource { struct GBARotationSource d; accelVector accel; angularRate gyro; -}; +} rotation; + +static struct VFile* logFile; +static bool hasSound; +// TODO: Move into context +static struct GBAVideoSoftwareRenderer renderer; +static int16_t* audioLeft = 0; +static int16_t* audioRight = 0; +static sf2d_texture* tex; +static size_t audioPos = 0; extern bool allocateRomBuffer(void); static void GBA3DSLog(struct GBAThread* thread, enum GBALogLevel level, const char* format, va_list args); -static struct VFile* logFile; static void _drawStart(void) { sf2d_start_frame(GFX_BOTTOM, GFX_LEFT); } + static void _drawEnd(void) { sf2d_end_frame(); sf2d_swapbuffers(); } +static void _setup(struct GBAGUIRunner* runner) { + struct GBAOptions opts = { + .useBios = true, + .logLevel = 0, + .idleOptimization = IDLE_LOOP_DETECT + }; + GBAConfigLoadDefaults(&runner->context.config, &opts); + runner->context.gba->logHandler = GBA3DSLog; + runner->context.gba->rotationSource = &rotation.d; + + GBAVideoSoftwareRendererCreate(&renderer); + renderer.outputBuffer = anonymousMemoryMap(256 * VIDEO_VERTICAL_PIXELS * 2); + renderer.outputBufferStride = 256; + runner->context.renderer = &renderer.d; +} + +static void _gameLoaded(struct GBAGUIRunner* runner) { + if (runner->context.gba->memory.hw.devices & HW_TILT) { + HIDUSER_EnableAccelerometer(); + } + if (runner->context.gba->memory.hw.devices & HW_GYRO) { + HIDUSER_EnableGyroscope(); + } + +#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF + blip_set_rates(runner->context.gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 0x8000); + blip_set_rates(runner->context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 0x8000); +#endif + memset(audioLeft, 0, AUDIO_SAMPLES * 2 * sizeof(int16_t)); + memset(audioRight, 0, AUDIO_SAMPLES * 2 * sizeof(int16_t)); +} + +static void _gameUnloaded(struct GBAGUIRunner* runner) { + CSND_SetPlayState(8, 0); + CSND_SetPlayState(9, 0); + csndExecCmds(0); + + if (runner->context.gba->memory.hw.devices & HW_TILT) { + HIDUSER_DisableAccelerometer(); + } + if (runner->context.gba->memory.hw.devices & HW_GYRO) { + HIDUSER_DisableGyroscope(); + } +} + +static void _drawFrame(struct GBAGUIRunner* runner, bool faded) { + GX_SetDisplayTransfer(0, renderer.outputBuffer, GX_BUFFER_DIM(256, VIDEO_VERTICAL_PIXELS), tex->data, GX_BUFFER_DIM(256, VIDEO_VERTICAL_PIXELS), 0x000002202); + GSPGPU_FlushDataCache(0, tex->data, 256 * VIDEO_VERTICAL_PIXELS * 2); +#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF + if (hasSound) { + memset(&audioLeft[audioPos], 0, AUDIO_SAMPLES); + memset(&audioRight[audioPos], 0, AUDIO_SAMPLES); + size_t samples = blip_read_samples(runner->context.gba->audio.left, &audioLeft[audioPos], AUDIO_SAMPLES, false); + blip_read_samples(runner->context.gba->audio.right, &audioRight[audioPos], AUDIO_SAMPLES, false); + size_t audioPosNew = (audioPos + AUDIO_SAMPLES) % (AUDIO_SAMPLES * 2); + GSPGPU_FlushDataCache(0, (void*) audioLeft, AUDIO_SAMPLES * 2 * sizeof(int16_t)); + GSPGPU_FlushDataCache(0, (void*) audioRight, AUDIO_SAMPLES * 2 * sizeof(int16_t)); + csndPlaySound(0x8, SOUND_ONE_SHOT | SOUND_FORMAT_16BIT, 0x8000, 1.0, -1.0, &audioLeft[audioPos], &audioLeft[audioPosNew], samples * 2); + csndPlaySound(0x9, SOUND_ONE_SHOT | SOUND_FORMAT_16BIT, 0x8000, 1.0, 1.0, &audioRight[audioPos], &audioLeft[audioPosNew], samples * 2); + audioPos = audioPosNew; + } else { + blip_clear(runner->context.gba->audio.left); + blip_clear(runner->context.gba->audio.right); + } +#endif + gspWaitForPPF(); + _drawStart(); + sf2d_draw_texture_scale_blend(tex, 40, 296, 1, -1, 0xFFFFFF3F | (faded ? 0 : 0xC0)); + _drawEnd(); +} + +static uint16_t _pollGameInput(struct GBAGUIRunner* runner) { + hidScanInput(); + uint32_t activeKeys = hidKeysHeld() & 0xF00003FF; + activeKeys |= activeKeys >> 24; + return activeKeys; +} + static int _pollInput(void) { hidScanInput(); int keys = 0;@@ -90,10 +178,8 @@ return rotation->gyro.y << 18L; // Yes, y
} int main() { - bool hasSound = !csndInit(); + hasSound = !csndInit(); - struct GBAContext context; - struct GBA3DSRotationSource rotation; rotation.d.sample = _sampleRotation; rotation.d.readTiltX = _readTiltX; rotation.d.readTiltY = _readTiltY;@@ -103,9 +189,6 @@ if (!allocateRomBuffer()) {
return 1; } - int16_t* audioLeft = 0; - int16_t* audioRight = 0; - size_t audioPos = 0; if (hasSound) { audioLeft = linearAlloc(AUDIO_SAMPLES * 2 * sizeof(int16_t)); audioRight = linearAlloc(AUDIO_SAMPLES * 2 * sizeof(int16_t));@@ -113,7 +196,7 @@ }
sf2d_init(); sf2d_set_clear_color(0); - sf2d_texture* tex = sf2d_create_texture(256, 256, TEXFMT_RGB565, SF2D_PLACE_RAM); + tex = sf2d_create_texture(256, 256, TEXFMT_RGB565, SF2D_PLACE_RAM); memset(tex->data, 0, 256 * 256 * 2); sdmcArchive = (FS_archive) {@@ -126,109 +209,36 @@
logFile = VFileOpen("/mgba.log", O_WRONLY | O_CREAT | O_TRUNC); struct GUIFont* font = GUIFontCreate(); - GBAContextInit(&context, 0); - struct GBAOptions opts = { - .useBios = true, - .logLevel = 0, - .idleOptimization = IDLE_LOOP_DETECT - }; - GBAConfigLoadDefaults(&context.config, &opts); - context.gba->logHandler = GBA3DSLog; - context.gba->rotationSource = &rotation.d; - - struct GBAVideoSoftwareRenderer renderer; - GBAVideoSoftwareRendererCreate(&renderer); - renderer.outputBuffer = anonymousMemoryMap(256 * VIDEO_VERTICAL_PIXELS * 2); - renderer.outputBufferStride = 256; - context.renderer = &renderer.d; - if (!font) { goto cleanup; } + struct GBAGUIRunner runner = { + .params = { + 320, 240, + font, "/", + _drawStart, _drawEnd, _pollInput, + 0, 0, + + GUI_PARAMS_TRAIL + }, + .setup = _setup, + .teardown = 0, + .gameLoaded = _gameLoaded, + .gameUnloaded = _gameUnloaded, + .prepareForFrame = 0, + .drawFrame = _drawFrame, + .pollGameInput = _pollGameInput + }; struct GUIParams params = { 320, 240, font, "/", _drawStart, _drawEnd, _pollInput, 0, 0, GUI_PARAMS_TRAIL }; - GUIInit(¶ms); - - while (aptMainLoop()) { - char path[256]; - if (!GUISelectFile(¶ms, path, sizeof(path), GBAIsROM)) { - break; - } - _drawStart(); - GUIFontPrintf(font, 160, (GUIFontHeight(font) + 240) / 2, GUI_TEXT_CENTER, 0xFFFFFFFF, "Loading..."); - _drawEnd(); - if (!GBAContextLoadROM(&context, path, true)) { - continue; - } - if (!GBAContextStart(&context)) { - continue; - } - - if (context.gba->memory.hw.devices & HW_TILT) { - HIDUSER_EnableAccelerometer(); - } - if (context.gba->memory.hw.devices & HW_GYRO) { - HIDUSER_EnableGyroscope(); - } - -#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF - blip_set_rates(context.gba->audio.left, GBA_ARM7TDMI_FREQUENCY, 0x8000); - blip_set_rates(context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 0x8000); -#endif - memset(audioLeft, 0, AUDIO_SAMPLES * 2 * sizeof(int16_t)); - memset(audioRight, 0, AUDIO_SAMPLES * 2 * sizeof(int16_t)); - - while (aptMainLoop()) { - hidScanInput(); - uint32_t activeKeys = hidKeysHeld() & 0xF00003FF; - activeKeys |= activeKeys >> 24; - if (hidKeysDown() & KEY_X) { - break; - } - GBAContextFrame(&context, activeKeys); - GX_SetDisplayTransfer(0, renderer.outputBuffer, GX_BUFFER_DIM(256, VIDEO_VERTICAL_PIXELS), tex->data, GX_BUFFER_DIM(256, VIDEO_VERTICAL_PIXELS), 0x000002202); - GSPGPU_FlushDataCache(0, tex->data, 256 * VIDEO_VERTICAL_PIXELS * 2); -#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF - if (hasSound) { - memset(&audioLeft[audioPos], 0, AUDIO_SAMPLES); - memset(&audioRight[audioPos], 0, AUDIO_SAMPLES); - size_t samples = blip_read_samples(context.gba->audio.left, &audioLeft[audioPos], AUDIO_SAMPLES, false); - blip_read_samples(context.gba->audio.right, &audioRight[audioPos], AUDIO_SAMPLES, false); - size_t audioPosNew = (audioPos + AUDIO_SAMPLES) % (AUDIO_SAMPLES * 2); - GSPGPU_FlushDataCache(0, (void*) audioLeft, AUDIO_SAMPLES * 2 * sizeof(int16_t)); - GSPGPU_FlushDataCache(0, (void*) audioRight, AUDIO_SAMPLES * 2 * sizeof(int16_t)); - csndPlaySound(0x8, SOUND_ONE_SHOT | SOUND_FORMAT_16BIT, 0x8000, 1.0, -1.0, &audioLeft[audioPos], &audioLeft[audioPosNew], samples * 2); - csndPlaySound(0x9, SOUND_ONE_SHOT | SOUND_FORMAT_16BIT, 0x8000, 1.0, 1.0, &audioRight[audioPos], &audioLeft[audioPosNew], samples * 2); - audioPos = audioPosNew; - } else { - blip_clear(context.gba->audio.left); - blip_clear(context.gba->audio.right); - } -#endif - gspWaitForPPF(); - _drawStart(); - sf2d_draw_texture_scale(tex, 40, 296, 1, -1); - _drawEnd(); - } - GBAContextStop(&context); - - CSND_SetPlayState(8, 0); - CSND_SetPlayState(9, 0); - csndExecCmds(0); - - if (context.gba->memory.hw.devices & HW_TILT) { - HIDUSER_DisableAccelerometer(); - } - if (context.gba->memory.hw.devices & HW_GYRO) { - HIDUSER_DisableGyroscope(); - } - } - GBAContextDeinit(&context); + GBAGUIInit(&runner, 0); + GBAGUIRunloop(&runner); + GBAGUIDeinit(&runner); cleanup: mappedMemoryFree(renderer.outputBuffer, 0);