AppleWin/source/frontends/retro/game.cpp
Andrea Odetti e6532deea3 Only draw the borderless video buffer.
Signed-off-by: Andrea Odetti <mariofutire@gmail.com>
2020-12-19 14:17:49 +00:00

238 lines
4.5 KiB
C++

#include "StdAfx.h"
#include "frontends/retro/game.h"
#include "Frame.h"
#include "Common.h"
#include "CardManager.h"
#include "Core.h"
#include "Mockingboard.h"
#include "Speaker.h"
#include "Log.h"
#include "CPU.h"
#include "NTSC.h"
#include "Utilities.h"
#include "linux/keyboard.h"
#include "linux/paddle.h"
#include "frontends/common2/programoptions.h"
#include "frontends/common2/configuration.h"
#include "frontends/common2/utils.h"
#include "frontends/retro/environment.h"
#include "libretro.h"
namespace
{
void runOneFrame(Speed & speed)
{
if (g_nAppMode == MODE_RUNNING)
{
const size_t cyclesToExecute = speed.getCyclesTillNext(16);
const bool bVideoUpdate = true;
const UINT dwClksPerFrame = NTSC_GetCyclesPerFrame();
const DWORD executedCycles = CpuExecute(cyclesToExecute, bVideoUpdate);
g_dwCyclesThisFrame = (g_dwCyclesThisFrame + executedCycles) % dwClksPerFrame;
GetCardMgr().GetDisk2CardMgr().UpdateDriveState(executedCycles);
MB_PeriodicUpdate(executedCycles);
SpkrUpdate(executedCycles);
}
}
}
Game::Game()
: mySpeed(true)
{
EmulatorOptions options;
options.memclear = g_nMemoryClearType;
options.log = true;
if (options.log)
{
LogInit();
}
InitializeRegistry(options);
initialiseEmulator();
myBorderlessWidth = GetFrameBufferBorderlessWidth();
myBorderlessHeight = GetFrameBufferBorderlessHeight();
const size_t borderWidth = GetFrameBufferBorderWidth();
const size_t borderHeight = GetFrameBufferBorderHeight();
const size_t width = GetFrameBufferWidth();
myHeight = GetFrameBufferHeight();
myPitch = width * sizeof(bgra_t);
myOffset = (width * borderHeight + borderWidth) * sizeof(bgra_t);
const size_t size = myHeight * myPitch;
myVideoBuffer.resize(size);
}
Game::~Game()
{
uninitialiseEmulator();
}
void Game::executeOneFrame()
{
runOneFrame(mySpeed);
}
void Game::processInputEvents()
{
input_poll_cb();
}
void Game::keyboardCallback(bool down, unsigned keycode, uint32_t character, uint16_t key_modifiers)
{
if (down)
{
processKeyDown(keycode, character, key_modifiers);
}
else
{
processKeyUp(keycode, character, key_modifiers);
}
}
void Game::processKeyDown(unsigned keycode, uint32_t character, uint16_t key_modifiers)
{
BYTE ch = 0;
switch (keycode)
{
case RETROK_RETURN:
{
ch = 0x0d;
break;
}
case RETROK_BACKSPACE: // same as AppleWin
case RETROK_LEFT:
{
ch = 0x08;
break;
}
case RETROK_RIGHT:
{
ch = 0x15;
break;
}
case RETROK_UP:
{
ch = 0x0b;
break;
}
case RETROK_DOWN:
{
ch = 0x0a;
break;
}
case RETROK_DELETE:
{
ch = 0x7f;
break;
}
case RETROK_ESCAPE:
{
ch = 0x1b;
break;
}
case RETROK_TAB:
{
ch = 0x09;
break;
}
case RETROK_LALT:
{
Paddle::setButtonPressed(Paddle::ourOpenApple);
break;
}
case RETROK_RALT:
{
Paddle::setButtonPressed(Paddle::ourSolidApple);
break;
}
case RETROK_a ... RETROK_z:
{
ch = (keycode - RETROK_a) + 0x01;
if (key_modifiers & RETROKMOD_CTRL)
{
// ok
}
else if (key_modifiers & RETROKMOD_SHIFT)
{
ch += 0x60;
}
else
{
ch += 0x40;
}
break;
}
}
if (!ch)
{
switch (character) {
case 0x20 ... 0x40:
case 0x5b ... 0x60:
case 0x7b ... 0x7e:
{
// not the letters
// this is very simple, but one cannot handle CRTL-key combination.
ch = character;
break;
}
}
}
if (ch)
{
addKeyToBuffer(ch);
log_cb(RETRO_LOG_INFO, "RA2: %s - %02x\n", __FUNCTION__, ch);
}
}
void Game::processKeyUp(unsigned keycode, uint32_t character, uint16_t key_modifiers)
{
switch (keycode)
{
case RETROK_LALT:
{
Paddle::setButtonReleased(Paddle::ourOpenApple);
break;
}
case RETROK_RALT:
{
Paddle::setButtonReleased(Paddle::ourSolidApple);
break;
}
}
}
void Game::drawVideoBuffer()
{
// this should not be necessary
// either libretro handles it
// or we should change AW
// but for now, there is no alternative
for (size_t row = 0; row < myHeight; ++row)
{
const uint8_t * src = g_pFramebufferbits + row * myPitch;
uint8_t * dst = myVideoBuffer.data() + (myHeight - row - 1) * myPitch;
memcpy(dst, src, myPitch);
}
video_cb(myVideoBuffer.data() + myOffset, myBorderlessWidth, myBorderlessHeight, myPitch);
}
bool Game::loadGame(const char * path)
{
const bool ok = DoDiskInsert(SLOT6, DRIVE_1, path);
return ok;
}