Beispiel #1
0
int main(int argc, char** argv) {
	struct SDLSoftwareRenderer renderer;
	GBAVideoSoftwareRendererCreate(&renderer.d);

	struct GBAInputMap inputMap;
	GBAInputMapInit(&inputMap);

	struct GBAConfig config;
	GBAConfigInit(&config, PORT);
	GBAConfigLoad(&config);

	struct GBAOptions opts = {
		.width = VIDEO_HORIZONTAL_PIXELS,
		.height = VIDEO_VERTICAL_PIXELS,
		.useBios = true,
		.rewindEnable = true,
		.audioBuffers = 512,
		.videoSync = false,
		.audioSync = true,
	};
	GBAConfigLoadDefaults(&config, &opts);

	struct GBAArguments args;
	struct GraphicsOpts graphicsOpts;

	struct SubParser subparser;

	initParserForGraphics(&subparser, &graphicsOpts);
	bool parsed = parseArguments(&args, &config, argc, argv, &subparser);
	if (!parsed || args.showHelp) {
		usage(argv[0], subparser.usage);
		freeArguments(&args);
		GBAConfigFreeOpts(&opts);
		GBAConfigDeinit(&config);
		return !parsed;
	}

	GBAConfigMap(&config, &opts);

	renderer.viewportWidth = opts.width;
	renderer.viewportHeight = opts.height;
#if SDL_VERSION_ATLEAST(2, 0, 0)
	renderer.player.fullscreen = opts.fullscreen;
	renderer.player.windowUpdated = 0;
#else
	renderer.fullscreen = opts.fullscreen;
#endif
	renderer.ratio = graphicsOpts.multiplier;
	if (renderer.ratio == 0) {
		renderer.ratio = 1;
	}

	renderer.lockAspectRatio = opts.lockAspectRatio;
	renderer.filter = opts.resampleVideo;

#ifdef BUILD_GL
	GBASDLGLCreate(&renderer);
#elif defined(BUILD_GLES2)
	GBASDLGLES2Create(&renderer);
#else
	GBASDLSWCreate(&renderer);
#endif

	if (!GBASDLInit(&renderer)) {
		freeArguments(&args);
		GBAConfigFreeOpts(&opts);
		GBAConfigDeinit(&config);
		return 1;
	}

	struct GBAThread context = {
		.renderer = &renderer.d.d,
		.userData = &renderer
	};

	context.debugger = createDebugger(&args, &context);

	GBAMapOptionsToContext(&opts, &context);
	GBAMapArgumentsToContext(&args, &context);

	bool didFail = false;

	renderer.audio.samples = context.audioBuffers;
	renderer.audio.sampleRate = 44100;
	if (opts.sampleRate) {
		renderer.audio.sampleRate = opts.sampleRate;
	}
	if (!GBASDLInitAudio(&renderer.audio, &context)) {
		didFail = true;
	}

	renderer.player.bindings = &inputMap;
	GBASDLInitBindings(&inputMap);
	GBASDLInitEvents(&renderer.events);
	GBASDLEventsLoadConfig(&renderer.events, GBAConfigGetInput(&config));
	GBASDLAttachPlayer(&renderer.events, &renderer.player);
	GBASDLPlayerLoadConfig(&renderer.player, GBAConfigGetInput(&config));
	context.overrides = GBAConfigGetOverrides(&config);

	if (!didFail) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
		GBASDLSetScreensaverSuspendable(&renderer.events, opts.suspendScreensaver);
		GBASDLSuspendScreensaver(&renderer.events);
#endif
		if (GBAThreadStart(&context)) {
			renderer.runloop(&context, &renderer);
			GBAThreadJoin(&context);
		} else {
			didFail = true;
			printf("Could not run game. Are you sure the file exists and is a Game Boy Advance game?\n");
		}

#if SDL_VERSION_ATLEAST(2, 0, 0)
		GBASDLResumeScreensaver(&renderer.events);
		GBASDLSetScreensaverSuspendable(&renderer.events, false);
#endif

		if (GBAThreadHasCrashed(&context)) {
			didFail = true;
			printf("The game crashed!\n");
		}
	}
	freeArguments(&args);
	GBAConfigFreeOpts(&opts);
	GBAConfigDeinit(&config);
	free(context.debugger);
	GBASDLDetachPlayer(&renderer.events, &renderer.player);
	GBAInputMapDeinit(&inputMap);

	GBASDLDeinit(&renderer);

	return didFail;
}

static bool GBASDLInit(struct SDLSoftwareRenderer* renderer) {
	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		printf("Could not initialize video: %s\n", SDL_GetError());
		return false;
	}

	return renderer->init(renderer);
}

static void GBASDLDeinit(struct SDLSoftwareRenderer* renderer) {
	GBASDLDeinitEvents(&renderer->events);
	GBASDLDeinitAudio(&renderer->audio);
#if SDL_VERSION_ATLEAST(2, 0, 0)
	SDL_DestroyWindow(renderer->window);
#endif

	renderer->deinit(renderer);

	SDL_Quit();
}
Beispiel #2
0
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;
	if (hasSound) {
		runner->context.gba->stream = &stream;
	}

	GBAVideoSoftwareRendererCreate(&renderer);
	renderer.outputBuffer = linearAlloc(256 * VIDEO_VERTICAL_PIXELS * 2);
	renderer.outputBufferStride = 256;
	runner->context.renderer = &renderer.d;

	GBAAudioResizeBuffer(&runner->context.gba->audio, AUDIO_SAMPLES);
}

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
	double ratio = GBAAudioCalculateRatio(1, 60, 1);
	blip_set_rates(runner->context.gba->audio.left,  GBA_ARM7TDMI_FREQUENCY, 0x8000 * ratio);
	blip_set_rates(runner->context.gba->audio.right, GBA_ARM7TDMI_FREQUENCY, 0x8000 * ratio);
#endif
	if (hasSound) {
		memset(audioLeft, 0, AUDIO_SAMPLES * sizeof(int16_t));
		memset(audioRight, 0, AUDIO_SAMPLES * sizeof(int16_t));
	}
}

static void _gameUnloaded(struct GBAGUIRunner* runner) {
	if (hasSound) {
		CSND_SetPlayState(8, 0);
		CSND_SetPlayState(9, 0);
		csndExecCmds(false);
	}

	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) {
		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();
}