scummvm/backends/platform/psp/osys_psp.cpp
Yotam Barnoy 4af9057eaa PSP: Fix up imageViewer to pause game
The only real way to pause the game is to take over the event loop, which is a little sad... Also fixed a possible crash when loading an image that was to big, by only rendering when we have _init set.

svn-id: r53741
2010-10-23 19:01:34 +00:00

433 lines
12 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include <pspuser.h>
#include <pspgu.h>
#include <pspdisplay.h>
#include <time.h>
#include <zlib.h>
#include "common/config-manager.h"
#include "common/events.h"
#include "common/scummsys.h"
#include "backends/platform/psp/psppixelformat.h"
#include "backends/platform/psp/osys_psp.h"
#include "backends/platform/psp/powerman.h"
#include "backends/platform/psp/rtc.h"
#include "backends/saves/psp/psp-saves.h"
#include "backends/timer/default/default-timer.h"
#include "graphics/surface.h"
#include "sound/mixer_intern.h"
//#define __PSP_DEBUG_FUNCS__ /* For debugging function calls */
//#define __PSP_DEBUG_PRINT__ /* For debug printouts */
#include "backends/platform/psp/trace.h"
#define SAMPLES_PER_SEC 44100
static int timer_handler(int t) {
DefaultTimerManager *tm = (DefaultTimerManager *)g_system->getTimerManager();
tm->handler();
return t;
}
OSystem_PSP::~OSystem_PSP() {}
#define PSP_SCREEN_WIDTH 480
#define PSP_SCREEN_HEIGHT 272
void OSystem_PSP::initBackend() {
DEBUG_ENTER_FUNC();
// Instantiate real time clock
PspRtc::instance();
_cursor.enableCursorPalette(false);
_cursor.setXY(PSP_SCREEN_WIDTH >> 1, PSP_SCREEN_HEIGHT >> 1); // Mouse in the middle of the screen
// Set pointers for display manager
_displayManager.setCursor(&_cursor);
_displayManager.setScreen(&_screen);
_displayManager.setOverlay(&_overlay);
_displayManager.setKeyboard(&_keyboard);
_displayManager.setImageViewer(&_imageViewer);
_displayManager.init();
// Set pointers for input handler
_inputHandler.setCursor(&_cursor);
_inputHandler.setKeyboard(&_keyboard);
_inputHandler.setImageViewer(&_imageViewer);
_inputHandler.init();
// Set pointers for image viewer
_imageViewer.setInputHandler(&_inputHandler);
_imageViewer.setDisplayManager(&_displayManager);
_savefile = new PSPSaveFileManager;
_timer = new DefaultTimerManager();
PSP_DEBUG_PRINT("calling keyboard.load()\n");
_keyboard.load(); // Load virtual keyboard files into memory
setTimerCallback(&timer_handler, 10);
setupMixer();
OSystem::initBackend();
}
// Let's us know an engine
void OSystem_PSP::engineDone() {
// for now, all we need is to reset the image number on the viewer
_imageViewer.resetOnEngineDone();
}
bool OSystem_PSP::hasFeature(Feature f) {
return (f == kFeatureOverlaySupportsAlpha || f == kFeatureCursorHasPalette);
}
void OSystem_PSP::setFeatureState(Feature f, bool enable) {
}
bool OSystem_PSP::getFeatureState(Feature f) {
return false;
}
const OSystem::GraphicsMode* OSystem_PSP::getSupportedGraphicsModes() const {
return _displayManager.getSupportedGraphicsModes();
}
int OSystem_PSP::getDefaultGraphicsMode() const {
DEBUG_ENTER_FUNC();
return _displayManager.getDefaultGraphicsMode();
}
bool OSystem_PSP::setGraphicsMode(int mode) {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
return _displayManager.setGraphicsMode(mode);
}
bool OSystem_PSP::setGraphicsMode(const char *name) {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
return _displayManager.setGraphicsMode(name);
}
int OSystem_PSP::getGraphicsMode() const {
DEBUG_ENTER_FUNC();
return _displayManager.getGraphicsMode();
}
#ifdef USE_RGB_COLOR
Graphics::PixelFormat OSystem_PSP::getScreenFormat() const {
return _screen.getScummvmPixelFormat();
}
Common::List<Graphics::PixelFormat> OSystem_PSP::getSupportedFormats() const {
return _displayManager.getSupportedPixelFormats();
}
#endif
void OSystem_PSP::initSize(uint width, uint height, const Graphics::PixelFormat *format) {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
_displayManager.setSizeAndPixelFormat(width, height, format);
_cursor.setVisible(false);
_cursor.setLimits(_screen.getWidth(), _screen.getHeight());
}
int16 OSystem_PSP::getWidth() {
DEBUG_ENTER_FUNC();
return (int16)_screen.getWidth();
}
int16 OSystem_PSP::getHeight() {
DEBUG_ENTER_FUNC();
return (int16)_screen.getHeight();
}
void OSystem_PSP::setPalette(const byte *colors, uint start, uint num) {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
_screen.setPartialPalette(colors, start, num);
_cursor.setScreenPalette(colors, start, num);
_cursor.clearKeyColor();
}
void OSystem_PSP::setCursorPalette(const byte *colors, uint start, uint num) {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
_cursor.setCursorPalette(colors, start, num);
_cursor.enableCursorPalette(true);
_cursor.clearKeyColor(); // Do we need this?
}
void OSystem_PSP::disableCursorPalette(bool disable) {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
_cursor.enableCursorPalette(!disable);
}
void OSystem_PSP::copyRectToScreen(const byte *buf, int pitch, int x, int y, int w, int h) {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
_screen.copyFromRect(buf, pitch, x, y, w, h);
}
Graphics::Surface *OSystem_PSP::lockScreen() {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
return _screen.lockAndGetForEditing();
}
void OSystem_PSP::unlockScreen() {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
// The screen is always completely updated anyway, so we don't have to force a full update here.
_screen.unlock();
}
void OSystem_PSP::updateScreen() {
DEBUG_ENTER_FUNC();
_pendingUpdate = !_displayManager.renderAll(); // if we didn't update, we have a pending update
}
void OSystem_PSP::setShakePos(int shakeOffset) {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
_screen.setShakePos(shakeOffset);
}
void OSystem_PSP::showOverlay() {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
_overlay.setVisible(true);
_cursor.setLimits(_overlay.getWidth(), _overlay.getHeight());
_cursor.useGlobalScaler(false); // mouse with overlay is 1:1
}
void OSystem_PSP::hideOverlay() {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
_overlay.setVisible(false);
_cursor.setLimits(_screen.getWidth(), _screen.getHeight());
_cursor.useGlobalScaler(true); // mouse needs to be scaled with screen
}
void OSystem_PSP::clearOverlay() {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
_overlay.clearBuffer();
}
void OSystem_PSP::grabOverlay(OverlayColor *buf, int pitch) {
DEBUG_ENTER_FUNC();
_overlay.copyToArray(buf, pitch);
}
void OSystem_PSP::copyRectToOverlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h) {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
_overlay.copyFromRect(buf, pitch, x, y, w, h);
}
int16 OSystem_PSP::getOverlayWidth() {
return (int16) _overlay.getWidth();
}
int16 OSystem_PSP::getOverlayHeight() {
return (int16) _overlay.getHeight();
}
void OSystem_PSP::grabPalette(byte *colors, uint start, uint num) {
DEBUG_ENTER_FUNC();
_screen.getPartialPalette(colors, start, num);
}
bool OSystem_PSP::showMouse(bool v) {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
PSP_DEBUG_PRINT("%s\n", v ? "true" : "false");
bool last = _cursor.isVisible();
_cursor.setVisible(v);
return last;
}
void OSystem_PSP::warpMouse(int x, int y) {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
_cursor.setXY(x, y);
}
void OSystem_PSP::setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, int cursorTargetScale, const Graphics::PixelFormat *format) {
DEBUG_ENTER_FUNC();
_pendingUpdate = false;
PSP_DEBUG_PRINT("pbuf[%p], w[%u], h[%u], hotspot:X[%d], Y[%d], keycolor[%d], scale[%d], pformat[%p]\n", buf, w, h, hotspotX, hotspotY, keycolor, cursorTargetScale, format);
if (format) {
PSP_DEBUG_PRINT("format: bpp[%d], rLoss[%d], gLoss[%d], bLoss[%d], aLoss[%d], rShift[%d], gShift[%d], bShift[%d], aShift[%d]\n", format->bytesPerPixel, format->rLoss, format->gLoss, format->bLoss, format->aLoss, format->rShift, format->gShift, format->bShift, format->aShift);
}
_cursor.setKeyColor(keycolor);
_cursor.setCursorTargetScale(cursorTargetScale);
_cursor.setSizeAndScummvmPixelFormat(w, h, format);
_cursor.setHotspot(hotspotX, hotspotY);
_cursor.clearKeyColor();
_cursor.copyFromArray(buf);
}
bool OSystem_PSP::pollEvent(Common::Event &event) {
// If we're polling for events, we should check for pausing the engine
// Pausing the engine is a necessary fix for games that use the timer for music synchronization
// recovering many hours later causes the game to crash. We're polling without mutexes since it's not critical to
// get it right now.
PowerMan.pollPauseEngine();
// A hack:
// Check if we have a pending update that we missed for some reason (FPS throttling for example)
// Time between event polls is usually 5-10ms, so waiting for 4 calls before checking to update the screen should be fine
if (_pendingUpdate) {
_pendingUpdateCounter++;
if (_pendingUpdateCounter >= 4) {
PSP_DEBUG_PRINT("servicing pending update\n");
updateScreen();
if (!_pendingUpdate) // we handled the update
_pendingUpdateCounter = 0;
}
} else
_pendingUpdateCounter = 0; // reset the counter, no pending
return _inputHandler.getAllInputs(event);
}
uint32 OSystem_PSP::getMillis() {
return PspRtc::instance().getMillis();
}
void OSystem_PSP::delayMillis(uint msecs) {
PspThread::delayMillis(msecs);
}
void OSystem_PSP::setTimerCallback(TimerProc callback, int interval) {
_pspTimer.setCallback((PspTimer::CallbackFunc)callback);
_pspTimer.setIntervalMs(interval);
_pspTimer.start();
}
OSystem::MutexRef OSystem_PSP::createMutex(void) {
return (MutexRef) new PspMutex(true); // start with a full mutex
}
void OSystem_PSP::lockMutex(MutexRef mutex) {
((PspMutex *)mutex)->lock();
}
void OSystem_PSP::unlockMutex(MutexRef mutex) {
((PspMutex *)mutex)->unlock();
}
void OSystem_PSP::deleteMutex(MutexRef mutex) {
delete (PspMutex *)mutex;
}
void OSystem_PSP::mixCallback(void *sys, byte *samples, int len) {
OSystem_PSP *this_ = (OSystem_PSP *)sys;
assert(this_);
if (this_->_mixer)
this_->_mixer->mixCallback(samples, len);
}
void OSystem_PSP::setupMixer(void) {
// Determine the desired output sampling frequency.
uint32 samplesPerSec = 0;
if (ConfMan.hasKey("output_rate"))
samplesPerSec = ConfMan.getInt("output_rate");
if (samplesPerSec <= 0)
samplesPerSec = SAMPLES_PER_SEC;
// Determine the sample buffer size. We want it to store enough data for
// at least 1/16th of a second (though at most 8192 samples). Note
// that it must be a power of two. So e.g. at 22050 Hz, we request a
// sample buffer size of 2048.
uint32 samples = 8192;
while (samples * 16 > samplesPerSec * 2)
samples >>= 1;
assert(!_mixer);
if (!_audio.open(samplesPerSec, 2, samples, mixCallback, this)) {
PSP_ERROR("failed to open audio\n");
return;
}
samplesPerSec = _audio.getFrequency(); // may have been changed by audio system
_mixer = new Audio::MixerImpl(this, samplesPerSec);
assert(_mixer);
_mixer->setReady(true);
_audio.unpause();
}
void OSystem_PSP::quit() {
_audio.close();
sceKernelExitGame();
}
void OSystem_PSP::getTimeAndDate(TimeDate &td) const {
time_t curTime = time(0);
struct tm t = *localtime(&curTime);
td.tm_sec = t.tm_sec;
td.tm_min = t.tm_min;
td.tm_hour = t.tm_hour;
td.tm_mday = t.tm_mday;
td.tm_mon = t.tm_mon;
td.tm_year = t.tm_year;
}
#define PSP_CONFIG_FILE "ms0:/scummvm.ini"
Common::SeekableReadStream *OSystem_PSP::createConfigReadStream() {
Common::FSNode file(PSP_CONFIG_FILE);
return file.createReadStream();
}
Common::WriteStream *OSystem_PSP::createConfigWriteStream() {
Common::FSNode file(PSP_CONFIG_FILE);
return file.createWriteStream();
}