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/*
* PROPRIETARY INFORMATION. This software is proprietary to POWDER
* Development, and is not to be reproduced, transmitted, or disclosed
* in any way without written permission.
*
* Produced by: Jeff Lait
*
* POWDER Development
*
* NAME: hamfake.cpp ( POWDER Library, C++ )
*
* COMMENTS:
* This file implements all the fake ham functions.
* It also stores the global state of the hardware.
*/
#ifdef WIN32
#pragma comment(lib, "SDL.lib")
#pragma comment(lib, "SDLmain.lib")
#endif
#include <stdio.h>
#include <stdlib.h>
#include <memory.h>
#include <assert.h>
#include <iostream>
using namespace std;
#include "mygba.h"
#include "hamfake.h"
#include "SDL.h"
#include "gp2x.h"
#include "../../gfxengine.h"
#include "../../bmp.h"
#include "../../assert.h"
#include "../../control.h"
#include "../../gfx/icon_sdl.bmp.c"
#define SRAMSIZE 65536
#define KEY_REPEAT_INITIAL 15
#define KEY_REPEAT_AFTER 7
SDL_Joystick *joystick = NULL;
//
// Global GBA state:
//
SDL_Surface *glbVideoSurface;
bool glbFullScreen = false;
int glbScreenWidth = 256;
int glbScreenHeight = 192;
int glbScaleFactor = 1;
int glbScreenFudgeX = 0;
int glbScreenFudgeY = 0;
int glbStylusX = 0, glbStylusY = 0;
bool glbStylusState = false;
int glbTileWidth = 8;
int glbTileHeight = 8;
tile_info_ptr glbTheTileSet = 0;
#define TILEWIDTH (glbTileWidth)
#define TILEHEIGHT (glbTileHeight)
#define HAM_SCRW (TILEWIDTH*HAM_SCRW_T)
#define HAM_SCRH (TILEWIDTH*HAM_SCRH_T)
struct SPRITEDATA
{
bool active;
int x, y;
u8 *data;
};
SPRITEDATA *glbSpriteList;
#define MAX_SPRITES 128
// Do we have an extra tileset loaded?
bool ham_extratileset = false;
// Keyboard state:
bool glb_keystate[SDLK_LAST];
// Key to push
int glb_keypusher = 0;
int glb_keypusherraw = 0;
// Frame to push on.
int glb_keypushtime = 0;
int glb_keybuf[16];
s8 glb_keybufentry = -1;
// Background state:
bg_info ham_bg[4];
bool glb_isnewframe = 0, glb_isdirty = false;
u8 glb_palette[2048];
// Mode 3 screen - a raw 15bit bitmap.
u16 *glb_rawscreen = 0;
// Paletted version of screen which is scaled into final SDL surface
// We use u16 as the high bit selects whether to use sprite or
// global palette
u16 *glb_nativescreen = 0;
char glb_rawSRAM[SRAMSIZE];
int glb_videomode = -1;
void
rebuildVideoSystemFromGlobals()
{
int flags = SDL_RESIZABLE;
if (glbFullScreen)
flags |= SDL_FULLSCREEN;
// Yes, we want a guaranteed 24bit video mode.
glbVideoSurface = SDL_SetVideoMode(glbScreenWidth, glbScreenHeight,
24, flags);
if (!glbVideoSurface)
{
fprintf(stderr, "Failed to create screen: %s\n",
SDL_GetError());
SDL_Quit();
exit(1);
}
// Setup our window environment.
SDL_WM_SetCaption("POWDER", 0);
SDL_ShowCursor(SDL_DISABLE);
glb_isdirty = true;
}
void
hamfake_setFullScreen(bool fullscreen)
{
// Pretty straight forward :>
glbFullScreen = fullscreen;
rebuildVideoSystemFromGlobals();
}
bool
hamfake_isFullScreen()
{
return glbFullScreen;
}
// Updates our glbScreenWidth & glbScreenHeight appropriately. Finds a scale
// factor that will fit.
void
setResolution(int width, int height)
{
// Find maximum scale factor that fits.
glbScaleFactor = 2;
while (1)
{
glbScreenWidth = HAM_SCRW * glbScaleFactor;
glbScreenHeight = HAM_SCRH * glbScaleFactor;
if (glbScreenWidth > width || glbScreenHeight > height)
{
glbScaleFactor--;
break;
}
glbScaleFactor++;
}
glbScreenWidth = width;
glbScreenHeight = height;
// Do not allow fractional scales.
if (glbScreenWidth < HAM_SCRW)
glbScreenWidth = HAM_SCRW;
if (glbScreenHeight < HAM_SCRH)
glbScreenHeight = HAM_SCRH;
// Calculate our fudge factor...
glbScreenFudgeX = ((glbScreenWidth - HAM_SCRW * glbScaleFactor) / 2);
glbScreenFudgeY = ((glbScreenHeight - HAM_SCRH * glbScaleFactor) / 2);
// Take effect!
rebuildVideoSystemFromGlobals();
}
void
scaleScreenFromPaletted(u8 *dst, int pitch)
{
int x, y, s_y, s_x;
u8 pixel[3];
u16 idx;
u16 *src;
// Clear initial dst...
memset(dst, 0, pitch * glbScreenHeight);
// Add in fudge factor
dst += glbScreenFudgeX * 3 + glbScreenFudgeY * pitch;
src = glb_nativescreen;
for (y = 0; y < HAM_SCRH; y++)
{
for (s_y = 0; s_y < glbScaleFactor; s_y++)
{
for (x = 0; x < HAM_SCRW; x++)
{
// Read in a pixel & decode
idx = src[x];
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
pixel[0] = glb_palette[idx*4+3];
pixel[1] = glb_palette[idx*4+2];
pixel[2] = glb_palette[idx*4+1];
#else
pixel[0] = glb_palette[idx*4+1];
pixel[1] = glb_palette[idx*4+2];
pixel[2] = glb_palette[idx*4+3];
#endif
// Now write out the needed number of times...
for (s_x = 0; s_x < glbScaleFactor; s_x++)
{
*dst++ = pixel[0];
*dst++ = pixel[1];
*dst++ = pixel[2];
}
}
// Add remainder of pitch.
dst += pitch - 3 * glbScaleFactor * HAM_SCRW;
}
src += HAM_SCRW;
}
}
void
scaleScreenFrom15bit(u8 *dst, int pitch)
{
int x, y, s_y, s_x;
u8 pixel[3];
u16 raw;
u16 *src;
// Clear initial dst...
memset(dst, 0, pitch * glbScreenHeight);
// Add in fudge factor
dst += glbScreenFudgeX * 3 + glbScreenFudgeY * pitch;
src = glb_rawscreen;
for (y = 0; y < HAM_SCRH; y++)
{
for (s_y = 0; s_y < glbScaleFactor; s_y++)
{
for (x = 0; x < HAM_SCRW; x++)
{
// Read in a pixel & decode
raw = src[x];
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
pixel[0] = (raw & 31) << 3;
pixel[1] = ((raw >> 5) & 31) << 3;
pixel[2] = ((raw >> 10) & 31) << 3;
#else
pixel[2] = (raw & 31) << 3;
pixel[1] = ((raw >> 5) & 31) << 3;
pixel[0] = ((raw >> 10) & 31) << 3;
#endif
// Now write out the needed number of times...
for (s_x = 0; s_x < glbScaleFactor; s_x++)
{
*dst++ = pixel[0];
*dst++ = pixel[1];
*dst++ = pixel[2];
}
}
// Add remainder of pitch.
dst += pitch - 3 * glbScaleFactor * HAM_SCRW;
}
src += HAM_SCRW;
}
}
// Draws the given sprite to the native buffer.
void
blitSprite(const SPRITEDATA &sprite)
{
if (sprite.active)
{
// Finally, blit the sprite.
int sx, sy, x, y, tx, ty, srcoffset;
u8 src;
for (sy = 0; sy < TILEHEIGHT*2; sy++)
{
for (sx = 0; sx < TILEWIDTH*2; sx++)
{
x = sprite.x + sx;
y = sprite.y + sy;
// Convert to DS coords from GBA
x += TILEWIDTH;
y += 2*TILEHEIGHT;
tx = (sx >= TILEWIDTH) ? 1 : 0;
ty = (sy >= TILEHEIGHT) ? 1 : 0;
srcoffset = sx + tx * TILEWIDTH * (TILEHEIGHT-1) +
ty * 1 * TILEWIDTH * (TILEHEIGHT) + sy * TILEWIDTH;
src = sprite.data[srcoffset];
if (src &&
x >= 0 && x < HAM_SCRW &&
y >= 0 && y < HAM_SCRH)
{
glb_nativescreen[x + y * HAM_SCRW] = src + 256;
}
}
}
}
}
void
hamfake_rebuildScreen()
{
int i, layer, x, y, tileidx, tx, ty, px, py;
int offset;
if (!glb_isdirty)
return;
glb_isdirty = false;
if (glb_videomode == 3)
{
u8 *dst;
SDL_LockSurface(glbVideoSurface);
dst = (u8 *) glbVideoSurface->pixels;
if (!dst)
{
printf("Lock failure: %s\n", SDL_GetError());
}
scaleScreenFrom15bit(dst, glbVideoSurface->pitch);
SDL_UnlockSurface(glbVideoSurface);
// Rebuild from 15bit screen.
SDL_UpdateRect(glbVideoSurface, 0, 0, 0, 0);
return;
}
// Clear our video surface.
memset(glb_nativescreen, 0, HAM_SCRH * HAM_SCRW * sizeof(u16));
// Blit each layer in turn.
// Hard coded layer order:
int lay_ord[4] = { 1, 2, 3, 0 };
for (i = 0; i < 4; i++)
{
layer = lay_ord[i];
ty = ham_bg[layer].scrolly;
if (ty < 0)
ty = - ((-ty + TILEHEIGHT-1) / TILEHEIGHT);
else
ty = (ty + TILEHEIGHT-1) / TILEHEIGHT;
py = ham_bg[layer].scrolly % TILEHEIGHT;
if (py < 0)
{
ty++;
py += TILEHEIGHT;
}
ty %= ham_bg[layer].mi->height;
if (ty < 0)
ty += ham_bg[layer].mi->height;
for (y = (py ? 1 : 0); y < HAM_SCRH_T; y++)
{
tx = ham_bg[layer].scrollx;
if (tx < 0)
tx = - ((-tx + TILEWIDTH-1) / TILEWIDTH);
else
tx = (tx + TILEWIDTH-1) / TILEWIDTH;
px = ham_bg[layer].scrollx % TILEWIDTH;
if (px < 0)
{
px += TILEWIDTH;
tx++;
}
tx %= ham_bg[layer].mi->width;
if (tx < 0)
tx += ham_bg[layer].mi->width;
for (x = (px ? 1 : 0); x < HAM_SCRW_T; x++)
{
u8 *tile;
tileidx = ham_bg[layer].mi->tiles[ty * ham_bg[layer].mi->width + tx];
// Out of bound tiles are ignored.
if ((tileidx & 1023) < ham_bg[layer].ti->numtiles)
{
tile = ham_bg[layer].ti->tiles[tileidx & 1023];
// Compute offset into native screen
// This computation is very suspect and has only
// been vetted with px == 4, so may not work with
// other sub pixel scroll values.
offset = x * TILEWIDTH - px + (y * TILEHEIGHT - py) * HAM_SCRW;
// Figure out any flip flags.
if (tileidx & (2048 | 1024))
{
int sx, sy, fx, fy;
for (sy = 0; sy < TILEHEIGHT; sy++)
{
if (tileidx & 2048)
fy = TILEHEIGHT-1 - sy;
else
fy = sy;
for (sx = 0; sx < TILEWIDTH; sx++)
{
if (tileidx & 1024)
fx = TILEWIDTH-1 - sx;
else
fx = sx;
// Write if non-zero
if (tile[fx + fy * TILEWIDTH])
glb_nativescreen[offset] = tile[fx + fy * TILEWIDTH];
offset++;
}
offset += HAM_SCRW - TILEWIDTH;
}
}
else
{
int sx, sy;
// Straight forward write...
for (sy = 0; sy < TILEHEIGHT; sy++)
{
for (sx = 0; sx < TILEWIDTH; sx++)
{
if (*tile)
{
glb_nativescreen[offset] = *tile;
}
tile++;
offset++;
}
offset += HAM_SCRW - TILEWIDTH;
}
}
}
tx++;
if (tx >= ham_bg[layer].mi->width)
tx -= ham_bg[layer].mi->width;
}
ty++;
if (ty >= ham_bg[layer].mi->height)
ty -= ham_bg[layer].mi->height;
}
// Just before the text layer we draw our sprites
// This ensures the buttons are under the text.
if (i == 2)
{
int j;
// Since we composite on top, we want to do in reverse order of
// priority. Hence the backwards loop.
// The last sprite is the cursor and is done at the very end.
for (j = MAX_SPRITES; j --> 1; )
{
blitSprite(glbSpriteList[j]);
}
}
}
// Draw the cursor sprite
blitSprite(glbSpriteList[0]);
// Lock and update the final surface using our lookup...
{
u8 *dst;
SDL_LockSurface(glbVideoSurface);
dst = (u8 *) glbVideoSurface->pixels;
if (!dst)
{
printf("Lock failure: %s\n", SDL_GetError());
}
scaleScreenFromPaletted(dst, glbVideoSurface->pitch);
SDL_UnlockSurface(glbVideoSurface);
// Rebuild from 8bit screen.
SDL_UpdateRect(glbVideoSurface, 0, 0, 0, 0);
}
}
// Converts a unicode key into an ASCII key.
int
processSDLKey(int unicode, int sdlkey)
{
// Check to see if we are intelligble unicode.
if (unicode && unicode < 128)
return unicode;
// Process stupid exceptions.
switch (sdlkey)
{
// Insert several curses here... This isn't necessary
// anywhere except WIndows XP it seems...
case SDLK_KP0:
return '0';
case SDLK_KP1:
return '1';
case SDLK_KP2:
return '2';
case SDLK_KP3:
return '3';
case SDLK_KP4:
return '4';
case SDLK_KP5:
return '5';
case SDLK_KP6:
return '6';
case SDLK_KP7:
return '7';
case SDLK_KP8:
return '8';
case SDLK_KP9:
return '9';
case SDLK_UP:
return GFX_KEYUP;
case SDLK_DOWN:
return GFX_KEYDOWN;
case SDLK_LEFT:
return GFX_KEYLEFT;
case SDLK_RIGHT:
return GFX_KEYRIGHT;
case SDLK_PAGEUP:
return GFX_KEYPGUP;
case SDLK_PAGEDOWN:
return GFX_KEYPGDOWN;
case SDLK_F1:
return GFX_KEYF1;
case SDLK_F2:
return GFX_KEYF2;
case SDLK_F3:
return GFX_KEYF3;
case SDLK_F4:
return GFX_KEYF4;
case SDLK_F5:
return GFX_KEYF5;
case SDLK_F6:
return GFX_KEYF6;
case SDLK_F7:
return GFX_KEYF7;
case SDLK_F8:
return GFX_KEYF8;
case SDLK_F9:
return GFX_KEYF9;
case SDLK_F10:
return GFX_KEYF10;
case SDLK_F11:
return GFX_KEYF11;
case SDLK_F12:
return GFX_KEYF12;
case SDLK_F13:
return GFX_KEYF13;
case SDLK_F14:
return GFX_KEYF14;
case SDLK_F15:
return GFX_KEYF15;
}
// Failed to parse key, 0.
return 0;
}
// Wait for an event to occur.
void
hamfake_awaitEvent()
{
SDL_WaitEvent(0);
}
// Return our internal screen.
u16 *
hamfake_lockScreen()
{
// Note we have to offset to the normal GBA start
// location to account for our official offset.
return glb_rawscreen + TILEWIDTH + 2*TILEHEIGHT * HAM_SCRW;
}
void
hamfake_unlockScreen(u16 *)
{
glb_isdirty = true;
}
// Deal with our SRAM buffer.
char *
hamfake_writeLockSRAM()
{
return glb_rawSRAM;
}
void
hamfake_writeUnlockSRAM(char *)
{
}
char *
hamfake_readLockSRAM()
{
return glb_rawSRAM;
}
void
hamfake_readUnlockSRAM(char *)
{
}
void
hamfake_endWritingSession()
{
FILE *fp;
fp = fopen("powder.sav", "wb");
if (!fp)
{
cerr << "Failure to open powder.sav for writing!" << endl;
return;
}
fwrite(glb_rawSRAM, SRAMSIZE, 1, fp);
fclose(fp);
}
// Called to run our event poll
void
hamfake_pollEvents()
{
SDL_Event event;
int cookedkey;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_VIDEORESIZE:
setResolution(event.resize.w, event.resize.h);
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym < SDLK_LAST)
{
glb_keystate[event.key.keysym.sym] = 1;
cookedkey = processSDLKey(event.key.keysym.unicode, event.key.keysym.sym);
// What sort of drunk would insert the keypress
// on a key up?
hamfake_insertKeyPress(cookedkey);
if (cookedkey)
{
glb_keypushtime = gfx_getframecount() + KEY_REPEAT_INITIAL;
glb_keypusher = cookedkey;
glb_keypusherraw = event.key.keysym.sym;
}
}
break;
case SDL_KEYUP:
if (event.key.keysym.sym < SDLK_LAST)
{
glb_keystate[event.key.keysym.sym] = 0;
// Sadly, unicode is *not* cooked on a keyup!
// Damn SDL!
// Thus, we always clear out on a key going high.
// cookedkey = processSDLKey(event.key.keysym.unicode);
// This will annoy copx, however, so we instead
// stop being lazy and store the original raw code.
// If our currently repeated key goes high,
// clear it out.
if (event.key.keysym.sym == glb_keypusherraw)
{
glb_keypusher = 0;
}
}
break;
case SDL_MOUSEMOTION:
{
glbStylusX = event.motion.x;
glbStylusY = event.motion.y;
int x, y;
hamfake_getstyluspos(x, y);
break;
}
case SDL_MOUSEBUTTONDOWN:
glbStylusX = event.button.x;
glbStylusY = event.button.y;
cookedkey = 0;
switch (event.button.button)
{
case SDL_BUTTON_LEFT:
cookedkey = GFX_KEYLMB;
glbStylusState = true;
break;
case SDL_BUTTON_MIDDLE:
cookedkey = GFX_KEYMMB;
break;
case SDL_BUTTON_RIGHT:
cookedkey = GFX_KEYRMB;
break;
}
if (cookedkey)
{
hamfake_insertKeyPress(cookedkey);
glb_keypushtime = gfx_getframecount() + KEY_REPEAT_INITIAL;
glb_keypusher = cookedkey;
// Special value for these...
glb_keypusherraw = -cookedkey;
}
break;
case SDL_MOUSEBUTTONUP:
glbStylusX = event.button.x;
glbStylusY = event.button.y;
cookedkey = 0;
switch (event.button.button)
{
case SDL_BUTTON_LEFT:
glbStylusState = false;
cookedkey = GFX_KEYLMB;
break;
case SDL_BUTTON_MIDDLE:
cookedkey = GFX_KEYMMB;
break;
case SDL_BUTTON_RIGHT:
cookedkey = GFX_KEYRMB;
break;
}
// Wipe out the pusher if we match.
if (-cookedkey == glb_keypusherraw)
{
glb_keypusher = 0;
}
break;
case SDL_QUIT:
SDL_Quit();
exit(0);
break;
}
}
}
bool
hamfake_isPressed(BUTTONS button)
{
hamfake_pollEvents();
hamfake_rebuildScreen();
// Filter directions for e.g. LEFT with LEFT_UP etc
if (button == BUTTON_LEFT &&
SDL_JoystickGetButton(joystick, GP2X_BUTTON_LEFT))
{
return true;
}
if (button == BUTTON_RIGHT &&
SDL_JoystickGetButton(joystick, GP2X_BUTTON_RIGHT))
{
return true;
}
if (button == BUTTON_UP &&
SDL_JoystickGetButton(joystick, GP2X_BUTTON_UP))
{
return true;
}
if (button == BUTTON_DOWN &&
SDL_JoystickGetButton(joystick, GP2X_BUTTON_DOWN))
{
return true;
}
// Straight buttons
switch(button)
{
case BUTTON_LEFT:
return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_UPLEFT) ||
SDL_JoystickGetButton(joystick, GP2X_BUTTON_DOWNLEFT));
case BUTTON_RIGHT:
return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_UPRIGHT) ||
SDL_JoystickGetButton(joystick, GP2X_BUTTON_DOWNRIGHT));
case BUTTON_UP:
return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_UPLEFT) ||
SDL_JoystickGetButton(joystick, GP2X_BUTTON_UPRIGHT));
case BUTTON_DOWN:
return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_DOWNLEFT) ||
SDL_JoystickGetButton(joystick, GP2X_BUTTON_DOWNRIGHT));
case BUTTON_A:
return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_A));
case BUTTON_B:
return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_B));
case BUTTON_R:
return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_R));
case BUTTON_L:
return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_L));
case BUTTON_X:
return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_X));
case BUTTON_Y:
return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_Y));
case BUTTON_START:
return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_START));
case BUTTON_SELECT:
return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_SELECT));
};
return false;
}
int
hamfake_isAnyPressed()
{
hamfake_pollEvents();
hamfake_rebuildScreen();
int i;
for (i = 0; i < GP2X_NUM_BUTTONS; i++)
if (SDL_JoystickGetButton(joystick, i)) return 0x0;
return 0x3FF;
}
int
hamfake_peekKeyPress()
{
return 0;
}
int
hamfake_getKeyPress(bool onlyascii)
{
return 0;
}
void
hamfake_insertKeyPress(int key)
{
}
void
hamfake_clearKeyboardBuffer()
{
}
void
hamfake_setScrollX(int layer, int scroll)
{
ham_bg[layer].scrollx = scroll;
}
void
hamfake_setScrollY(int layer, int scroll)
{
ham_bg[layer].scrolly = scroll;
}
u8 *
convertTo32Bit(const unsigned short *s, int numpixel)
{
u8 *result, *d;
unsigned short p;
result = (u8 *) malloc(numpixel * 4);
d = result;
while (numpixel--)
{
p = *s++;
*d++ = (p & 31) * 8 + 4;
p >>= 5;
*d++ = (p & 31) * 8 + 4;
p >>= 5;
*d++ = (p & 31) * 8 + 4;
*d++ = 0xff;
}
return result;
}
void
ham_Init()
{
int i;
printf("\nPOWDER initializing...\n");
/* initialize SDL */
if ( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_TIMER ) < 0 )
{
fprintf( stderr, "Video initialization failed: %s\n",
SDL_GetError( ) );
SDL_Quit( );
}
if (SDL_InitSubSystem (SDL_INIT_JOYSTICK) == -1)
{
printf("Unable to initialise joystick: %s\n", SDL_GetError());
}
if(SDL_NumJoysticks())
{
joystick = SDL_JoystickOpen(0);
}
else
{
printf("no joystick detected\n");
}
if (joystick)
{
SDL_JoystickEventState (SDL_ENABLE);
}
u8 *rgbpixel;
rgbpixel = convertTo32Bit(bmp_icon_sdl, 32 * 32);
/* SDL interprets each pixel as a 32-bit number, so our masks must depend
on the endianness (byte order) of the machine */
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
const Uint32 rmask = 0xff000000;
const Uint32 gmask = 0x00ff0000;
const Uint32 bmask = 0x0000ff00;
const Uint32 amask = 0x000000ff;
#else
const Uint32 rmask = 0x000000ff;
const Uint32 gmask = 0x0000ff00;
const Uint32 bmask = 0x00ff0000;
const Uint32 amask = 0xff000000;
#endif
SDL_Surface *surf = SDL_CreateRGBSurfaceFrom((char *)rgbpixel, 32, 32, 32, 32*4,
rmask, gmask, bmask, amask);
SDL_WM_SetIcon(surf, NULL);
SDL_EnableUNICODE(1);
glbSpriteList = new SPRITEDATA[MAX_SPRITES];
for (i = 0; i < MAX_SPRITES; i++)
{
glbSpriteList[i].active = false;
glbSpriteList[i].data = new u8[TILEWIDTH * TILEHEIGHT * 4];
}
memset(glb_keystate, 0, SDLK_LAST);
glb_rawscreen = new u16[HAM_SCRW*HAM_SCRH];
memset(glb_rawscreen, 0, HAM_SCRW*HAM_SCRH*sizeof(u16));
glb_nativescreen = new u16[HAM_SCRW*HAM_SCRH];
// Load any save games.
FILE *fp;
fp = fopen("powder.sav", "rb");
if (fp)
{
fread(glb_rawSRAM, SRAMSIZE, 1, fp);
fclose(fp);
}
// Load any extra tilesets.
if (bmp_loadExtraTileset())
{
ham_extratileset = true;
printf("External tileset loaded.\n");
}
return;
}
void (*glb_vblcallback)() = 0;
Uint32
glb_VBLTimerCallback(Uint32 interval, void *fp)
{
glb_isnewframe = 1;
(*glb_vblcallback)();
// Push a fake event so we wake up.
SDL_Event event;
event.type = SDL_USEREVENT;
SDL_PushEvent(&event);
return 16;
}
void
ham_StartIntHandler(u8 intno, void (*fp)())
{
assert(intno == INT_TYPE_VBL);
glb_vblcallback = fp;
SDL_AddTimer(16, glb_VBLTimerCallback, 0);
}
void
ham_SetBgMode(u8 mode)
{
if (glb_videomode == -1)
{
setResolution(HAM_SCRW * 2, HAM_SCRH * 2);
rebuildVideoSystemFromGlobals();
}
glb_videomode = mode;
}
void
ham_LoadBGPal(void *vpal, int bytes)
{
// Need to promote our 15bit palette to a 24 bit one.
int entries = bytes / 2, i;
u16 *pal = (u16 *) vpal;
for (i = 0; i < entries; i++)
{
glb_palette[i*4+3] = (pal[i] & 31) << 3;
glb_palette[i*4+2] = ((pal[i] >> 5) & 31) << 3;
glb_palette[i*4+1] = ((pal[i] >> 10) & 31) << 3;
if (i)
glb_palette[i*4] = 255;
else
glb_palette[i*4] = 0;
}
}
map_info_ptr
ham_InitMapEmptySet(u8 size, u8 )
{
map_info_ptr mi;
mi = new map_info;
if (size == 0)
{
mi->width = 32;
mi->height = 32;
}
else
{
mi->width = 64;
mi->height = 64;
}
mi->tiles = new int[mi->width * mi->height];
memset(mi->tiles, 0, sizeof(int) * mi->width * mi->height);
return mi;
}
tile_info_ptr
ham_InitTileEmptySet(int entries, int , int)
{
tile_info_ptr ti;
int i;
ti = new tile_info;
ti->numtiles = entries;
ti->tiles = new u8 *[entries];
for (i = 0; i < entries; i++)
{
ti->tiles[i] = new u8 [TILEWIDTH * TILEHEIGHT];
}
glbTheTileSet = ti;
return ti;
}
void
ham_InitBg(int layer, int foo, int bar, int baz)
{
ham_bg[layer].scrollx = 0;
ham_bg[layer].scrolly = 0;
}
void
ham_CreateWin(int , int, int, int, int, int, int, int)
{
}
void
ham_DeleteWin(int wid)
{
}
void
ham_SetMapTile(int layer, int mx, int my, int tileidx)
{
map_info_ptr mi;
mi = ham_bg[layer].mi;
mx = (mx % mi->width);
if (mx < 0)
mx += mi->width;
my = (my % mi->height);
if (my < 0)
my += mi->height;
mi->tiles[mx + my * mi->width] = tileidx;
glb_isdirty = true;
}
void
hamfake_setTileSize(int tilewidth, int tileheight)
{
int i;
glbTileWidth = tilewidth;
glbTileHeight = tileheight;
delete [] glb_rawscreen;
delete [] glb_nativescreen;
glb_rawscreen = new u16[HAM_SCRW*HAM_SCRH];
memset(glb_rawscreen, 0, HAM_SCRW*HAM_SCRH*sizeof(u16));
glb_nativescreen = new u16[HAM_SCRW*HAM_SCRH];
for (i = 0; glbTheTileSet && (i < glbTheTileSet->numtiles); i++)
{
delete [] glbTheTileSet->tiles[i];
glbTheTileSet->tiles[i] = new u8 [TILEWIDTH * TILEHEIGHT];
}
for (i = 0; i < MAX_SPRITES; i++)
{
delete [] glbSpriteList[i].data;
glbSpriteList[i].data = new u8[TILEWIDTH * TILEHEIGHT * 4];
}
setResolution(glbScreenWidth, glbScreenHeight);
}
void
ham_ReloadTileGfx(tile_info_ptr tiledata, const u16 *data, int destidx,
int numtile)
{
int t;
u8 *raw;
u8 *dst;
raw = (u8*) data;
for (t = destidx; t < destidx + numtile; t++)
{
dst = tiledata->tiles[t];
memcpy(dst, raw, TILEWIDTH*TILEHEIGHT);
raw += TILEWIDTH*TILEHEIGHT;
}
glb_isdirty = true;
}
void
hamfake_ReloadSpriteGfx(const u16 *data, int tileno, int numtile)
{
tileno /= 4;
UT_ASSERT(tileno >= 0 && tileno < MAX_SPRITES);
if (tileno < 0 || tileno >= MAX_SPRITES)
return;
memcpy(glbSpriteList[tileno].data, data, numtile * TILEWIDTH*TILEHEIGHT);
glb_isdirty = true;
}
void
hamfake_LoadSpritePal(void *vpal, int bytes)
{
// Need to promote our 15bit palette to a 24 bit one.
int entries = bytes / 2, i;
u16 *pal = (u16 *) vpal;
for (i = 0; i < entries; i++)
{
glb_palette[1024+i*4+3] = (pal[i] & 31) << 3;
glb_palette[1024+i*4+2] = ((pal[i] >> 5) & 31) << 3;
glb_palette[1024+i*4+1] = ((pal[i] >> 10) & 31) << 3;
if (i)
glb_palette[1024+i*4] = 255;
else
glb_palette[1024+i*4] = 0;
}
glb_isdirty = true;
}
void
hamfake_softReset()
{
SDL_Quit();
exit(0);
}
bool
hamfake_extratileset()
{
return ham_extratileset;
}
void
hamfake_getstyluspos(int &x, int &y)
{
x = glbStylusX;
y = glbStylusY;
// Convert accordint to our scale.
x -= glbScreenFudgeX;
y -= glbScreenFudgeY;
x /= glbScaleFactor;
y /= glbScaleFactor;
// After conversion we can be out of the valid bounds.
if (x < 0)
x = 0;
if (y < 0)
y = 0;
if (x >= HAM_SCRW)
x = HAM_SCRW-1;
if (y >= HAM_SCRH)
y = HAM_SCRH-1;
// Now return to the GBA coordinate system by adjusting for the DS coords.
x -= TILEWIDTH;
y -= 2*TILEHEIGHT;
}
bool
hamfake_getstylusstate()
{
return glbStylusState;
}
void
hamfake_movesprite(int spriteno, int x, int y)
{
UT_ASSERT(spriteno >= 0 && spriteno < MAX_SPRITES);
if (spriteno < 0 || spriteno >= MAX_SPRITES)
return;
glb_isdirty = true;
glbSpriteList[spriteno].x = x;
glbSpriteList[spriteno].y = y;
}
void
hamfake_enablesprite(int spriteno, bool enabled)
{
UT_ASSERT(spriteno >= 0 && spriteno < MAX_SPRITES);
if (spriteno < 0 || spriteno >= MAX_SPRITES)
return;
glb_isdirty = true;
glbSpriteList[spriteno].active = enabled;
}
FILE *
hamfake_fopen(const char *path, const char *mode)
{
// Use the local directory on these platforms.
return fopen(path, mode);
}
bool
hamfake_fatvalid()
{
return true;
}
int
hamfake_getKeyModifiers()
{
return 0;
}
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