コード例 #1
0
ファイル: change.c プロジェクト: juddy/PrEV
/**
 * Change given Hatari options
 * Return false if parsing failed, true otherwise
 */
static bool Change_Options(int argc, const char *argv[])
{
	bool bOK;
	CNF_PARAMS current;

	Main_PauseEmulation(false);

	/* get configuration changes */
	current = ConfigureParams;
	ConfigureParams.Screen.bFullScreen = bInFullScreen;
	bOK = Opt_ParseParameters(argc, argv);

	/* Check if reset is required and ask user if he really wants to continue */
	if (bOK && Change_DoNeedReset(&current, &ConfigureParams)
	    && current.Log.nAlertDlgLogLevel > LOG_FATAL) {
		bOK = DlgAlert_Query("The emulated system must be "
				     "reset to apply these changes. "
				     "Apply changes now and reset "
				     "the emulator?");
	}
	/* Copy details to configuration */
	if (bOK) {
		if (!Change_CopyChangedParamsToConfiguration(&current, &ConfigureParams, false)) {
			ConfigureParams = current;
			DlgAlert_Notice("Return to old parameters...");
			Reset_Cold();
		}
	} else {
		ConfigureParams = current;
	}

	Main_UnPauseEmulation();
	return bOK;
}
コード例 #2
0
ファイル: shortcut.c プロジェクト: jsdf/previous
/**
 * Shorcut to debug interface
 */
static void ShortCut_Debug(void)
{
	int running;

	/* Call the debugger */
	running = Main_PauseEmulation(true);
	DebugUI();
	if (running)
		Main_UnPauseEmulation();
}
コード例 #3
0
ファイル: shortcut.c プロジェクト: jsdf/previous
/**
 * Shortcut to 'Boss' key, ie minmize Window and switch to another application
 */
static void ShortCut_BossKey(void)
{
	/* If we are in full-screen, then return to a window */
	Screen_ReturnFromFullScreen();

	if (bGrabMouse)
	{
		SDL_SetRelativeMouseMode(SDL_FALSE);
        SDL_SetWindowGrab(sdlWindow, SDL_FALSE);
		bGrabMouse = false;
	}
	Main_PauseEmulation(true);

	/* Minimize Window and give up processing to next one! */
    fprintf(stderr,"FIXME: minimize window!\n");
}
コード例 #4
0
ファイル: dialog.c プロジェクト: jsdf/previous
/**
 * Open Property sheet Options dialog.
 * 
 * We keep all our configuration details in a structure called
 * 'ConfigureParams'. When we open our dialog we make a backup
 * of this structure. When the user finally clicks on 'OK',
 * we can compare and makes the necessary changes.
 * 
 * Return true if user chooses OK, or false if cancel!
 */
bool Dialog_DoProperty(void)
{
	bool bOKDialog;  /* Did user 'OK' dialog? */
	bool bForceReset;
	bool bLoadedSnapshot;
	CNF_PARAMS current;

	Main_PauseEmulation(true);
	bForceReset = false;

	/* Copy details (this is so can restore if 'Cancel' dialog) */
	current = ConfigureParams;
	ConfigureParams.Screen.bFullScreen = bInFullScreen;
	bOKDialog = Dialog_MainDlg(&bForceReset, &bLoadedSnapshot);

	/* If a memory snapshot has been loaded, no further changes are required */
	if (bLoadedSnapshot)
	{
		Main_UnPauseEmulation();
		return true;
	}

	/* Check if reset is required and ask user if he really wants to continue then */
	if (bOKDialog && !bForceReset
	    && Change_DoNeedReset(&current, &ConfigureParams)
	    && ConfigureParams.Log.nAlertDlgLogLevel > LOG_FATAL) {
		bOKDialog = DlgAlert_Query("The emulated system must be "
		                           "reset to apply these changes. "
		                           "Apply changes now and reset "
		                           "the emulator?");
	}

	/* Copy details to configuration */
	if (bOKDialog) {
		Change_CopyChangedParamsToConfiguration(&current, &ConfigureParams, bForceReset);
	} else {
		ConfigureParams = current;
	}

	Main_UnPauseEmulation();
    
	if (bQuitProgram)
		Main_RequestQuit();
 
	return bOKDialog;
}
コード例 #5
0
/**
 * Shortcut to 'Boss' key, ie minmize Window and switch to another application
 */
static void ShortCut_BossKey(void)
{
    /* If we are in full-screen, then return to a window */
    Screen_ReturnFromFullScreen();

    if (bGrabMouse)
    {
        SDL_WM_GrabInput(SDL_GRAB_OFF);
        bGrabMouse = false;
    }
    Main_PauseEmulation(true);

    /* Minimize Window and give up processing to next one! */
#if WITH_SDL2
    SDL_MinimizeWindow(sdlWindow);
#else
    SDL_WM_IconifyWindow();
#endif
}
コード例 #6
0
/**
 * Shorcut to load a disk image
 */
static void ShortCut_InsertDisk(int drive)
{
    char *selname, *zip_path = NULL;
    const char *tmpname;
    char FileNameB[ FILENAME_MAX ];
    char ZipPathB[ FILENAME_MAX ];

    if (SDLGui_SetScreen(sdlscrn))
        return;

    /* Save current names for drive 1 before checking autoinsert */
    strcpy ( FileNameB , ConfigureParams.DiskImage.szDiskFileName[ 1 ] );
    strcpy ( ZipPathB , ConfigureParams.DiskImage.szDiskZipPath[ 1 ] );

    if (ConfigureParams.DiskImage.szDiskFileName[drive][0])
        tmpname = ConfigureParams.DiskImage.szDiskFileName[drive];
    else
        tmpname = ConfigureParams.DiskImage.szDiskImageDirectory;

    Main_PauseEmulation(true);
    selname = SDLGui_FileSelect("Floppy image:", tmpname, &zip_path, false);
    if (selname)
    {
        if (File_Exists(selname))
            Floppy_SetDiskFileName(drive, selname, zip_path);
        else
            Floppy_SetDiskFileNameNone(drive);

        if (zip_path)
            free(zip_path);
        free(selname);

        Floppy_InsertDiskIntoDrive(0);

        /* Check if inserting into drive 0 also changed drive 1 with autoinsert */
        if ( ( strcmp ( FileNameB , ConfigureParams.DiskImage.szDiskFileName[ 1 ] ) != 0 )
                || ( strcmp ( FileNameB , ConfigureParams.DiskImage.szDiskZipPath[ 1 ] ) != 0 ) )
            Floppy_InsertDiskIntoDrive(1);

    }
    Main_UnPauseEmulation();
}
コード例 #7
0
ファイル: screen.c プロジェクト: jsdf/previous
/**
 * Return from Full screen mode back to a window
 */
void Screen_ReturnFromFullScreen(void)
{
	bool bWasRunning;

	if (bInFullScreen)
	{
		/* Hold things... */
		bWasRunning = Main_PauseEmulation(false);
		bInFullScreen = false;

		if (Screen_UseHostScreen())
		{
//			HostScreen_toggleFullScreen();
		}
		else
		{
            SDL_SetWindowFullscreen(sdlWindow, 0);
			//Screen_SetResolution();
		}
		SDL_Delay(20);                /* To give monitor time to switch resolution */

		if (bWasRunning)
		{
			/* And off we go... */
			Main_UnPauseEmulation();
		}
		else
		{
			Screen_Refresh();
		}

		if (!bGrabMouse)
		{
			/* Un-grab mouse pointer in windowed mode */
			SDL_SetRelativeMouseMode(SDL_FALSE);
            SDL_SetWindowGrab(sdlWindow, SDL_FALSE);
		}
	}
}
コード例 #8
0
ファイル: screen.c プロジェクト: jsdf/previous
/**
 * Enter Full screen mode
 */
void Screen_EnterFullScreen(void)
{
	bool bWasRunning;

	if (!bInFullScreen)
	{
		/* Hold things... */
		bWasRunning = Main_PauseEmulation(false);
		bInFullScreen = true;

		if (Screen_UseHostScreen())
		{
//			HostScreen_toggleFullScreen();
		}
		else
		{
            SDL_SetWindowFullscreen(sdlWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
			//Screen_SetResolution();
			//Screen_ClearScreen();       /* Black out screen bitmap as will be invalid when return */
		}

		SDL_Delay(20);                  /* To give monitor time to change to new resolution */
		
		if (bWasRunning)
		{
			/* And off we go... */
			Main_UnPauseEmulation();
		}
		else
		{
			Screen_Refresh();
		}
		SDL_SetRelativeMouseMode(SDL_TRUE);
        SDL_SetWindowGrab(sdlWindow, SDL_TRUE);
	}
}
コード例 #9
0
ファイル: shortcut.c プロジェクト: jsdf/previous
/**
 * Shorcut to pausing
 */
static void ShortCut_Pause(void)
{
	if (!Main_UnPauseEmulation())
		Main_PauseEmulation(true);
}
コード例 #10
0
ファイル: main.c プロジェクト: jsdf/previous
/**
 * This function waits on each emulated VBL to synchronize the real time
 * with the emulated ST.
 * Unfortunately SDL_Delay and other sleep functions like usleep or nanosleep
 * are very inaccurate on some systems like Linux 2.4 or Mac OS X (they can only
 * wait for a multiple of 10ms due to the scheduler on these systems), so we have
 * to "busy wait" there to get an accurate timing.
 * All times are expressed as micro seconds, to avoid too much rounding error.
 */
void Main_WaitOnVbl(void)
{
	Sint64 CurrentTicks;
	static Sint64 DestTicks = 0;
	Sint64 FrameDuration_micro;
	Sint64 nDelay;

	nVBLCount++;
	if (nRunVBLs &&	nVBLCount >= nRunVBLs)
	{
		/* show VBLs/s */
		Main_PauseEmulation(true);
		exit(0);
	}

//	FrameDuration_micro = (Sint64) ( 1000000.0 / nScreenRefreshRate + 0.5 );	/* round to closest integer */
	FrameDuration_micro = ClocksTimings_GetVBLDuration_micro ( ConfigureParams.System.nMachineType , 68 );
//      FrameDuration_micro = 1000000/50;
	CurrentTicks = Time_GetTicks();

	if ( DestTicks == 0 )					/* first call, init DestTicks */
    {
		DestTicks = CurrentTicks + FrameDuration_micro;
    }

	nDelay = DestTicks - CurrentTicks;

	/* Do not wait if we are in fast forward mode or if we are totally out of sync */
	if (ConfigureParams.System.bFastForward == true
	        || nDelay < -4*FrameDuration_micro || nDelay > 50*FrameDuration_micro)
	{
		if (ConfigureParams.System.bFastForward == true)
		{
			if (!nFirstMilliTick)
				nFirstMilliTick = Main_GetTicks();
		}
		if (nFrameSkips < ConfigureParams.Screen.nFrameSkips)
		{
			nFrameSkips += 1;
			Log_Printf(LOG_DEBUG, "Increased frameskip to %d\n", nFrameSkips);
		}
		/* Only update DestTicks for next VBL */
		DestTicks = CurrentTicks + FrameDuration_micro;
		return;
	}
	/* If automatic frameskip is enabled and delay's more than twice
	 * the effect of single frameskip, decrease frameskip
	 */
	if (nFrameSkips > 0
	    && ConfigureParams.Screen.nFrameSkips >= AUTO_FRAMESKIP_LIMIT
	    && 2*nDelay > FrameDuration_micro/nFrameSkips)
	{
		nFrameSkips -= 1;
		Log_Printf(LOG_DEBUG, "Decreased frameskip to %d\n", nFrameSkips);
	}

	if (bAccurateDelays)
	{
		/* Accurate sleeping is possible -> use SDL_Delay to free the CPU */
		if (nDelay > 1000)
			Time_Delay(nDelay - 1000);
	}
	else
	{
		/* No accurate SDL_Delay -> only wait if more than 5ms to go... */
		if (nDelay > 5000)
			Time_Delay(nDelay<10000 ? nDelay-1000 : 9000);
	}

	/* Now busy-wait for the right tick: */
	while (nDelay > 0)
	{
		CurrentTicks = Time_GetTicks();
		nDelay = DestTicks - CurrentTicks;
        /* If the delay is still bigger than one frame, somebody
         * played tricks with the system clock and we have to abort */
        if (nDelay > FrameDuration_micro)
            break;
	}

//printf ( "tick %lld\n" , CurrentTicks );
	/* Update DestTicks for next VBL */
	DestTicks += FrameDuration_micro;
}