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author | Thomas Edvalson | 2016-04-06 02:12:02 -0400 |
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committer | Thomas Edvalson | 2016-04-06 02:12:02 -0400 |
commit | e2b9572a83badb7084f5b54e1a7e108af8e327f6 (patch) | |
tree | da3df5dcf26a03635b5a74ac18ab18ecb7c7fe98 /backends | |
parent | f6c3363cf54af1c01efc12a98ab27a8af52aad3e (diff) | |
download | scummvm-rg350-e2b9572a83badb7084f5b54e1a7e108af8e327f6.tar.gz scummvm-rg350-e2b9572a83badb7084f5b54e1a7e108af8e327f6.tar.bz2 scummvm-rg350-e2b9572a83badb7084f5b54e1a7e108af8e327f6.zip |
3DS: Initial commit
Diffstat (limited to 'backends')
-rw-r--r-- | backends/platform/3ds/3ds.mk | 53 | ||||
-rw-r--r-- | backends/platform/3ds/gui.cpp | 46 | ||||
-rw-r--r-- | backends/platform/3ds/gui.h | 41 | ||||
-rw-r--r-- | backends/platform/3ds/icon.png | bin | 0 -> 3800 bytes | |||
-rw-r--r-- | backends/platform/3ds/main.cpp | 50 | ||||
-rw-r--r-- | backends/platform/3ds/module.mk | 16 | ||||
-rw-r--r-- | backends/platform/3ds/osystem-audio.cpp | 107 | ||||
-rw-r--r-- | backends/platform/3ds/osystem-events.cpp | 194 | ||||
-rw-r--r-- | backends/platform/3ds/osystem-graphics.cpp | 465 | ||||
-rw-r--r-- | backends/platform/3ds/osystem.cpp | 173 | ||||
-rw-r--r-- | backends/platform/3ds/osystem.h | 210 | ||||
-rw-r--r-- | backends/platform/3ds/portdefs.h | 28 | ||||
-rw-r--r-- | backends/platform/3ds/shader.v.pica | 40 | ||||
-rw-r--r-- | backends/platform/3ds/sprite.cpp | 144 | ||||
-rw-r--r-- | backends/platform/3ds/sprite.h | 71 |
15 files changed, 1638 insertions, 0 deletions
diff --git a/backends/platform/3ds/3ds.mk b/backends/platform/3ds/3ds.mk new file mode 100644 index 0000000000..bd8e743e14 --- /dev/null +++ b/backends/platform/3ds/3ds.mk @@ -0,0 +1,53 @@ +TARGET := scummvm + +APP_TITLE := ScummVM +APP_DESCRIPTION := Point-and-click adventure game engines +APP_AUTHOR := ScummVM Team +APP_ICON := backends/platform/3ds/icon.png + +ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft +CXXFLAGS += -std=gnu++11 +ASFLAGS += -mfloat-abi=hard +LDFLAGS += -specs=3dsx.specs $(ARCH) -L$(DEVKITPRO)/libctru/lib -L$(DEVKITPRO)/portlibs/3ds/lib + +.PHONY: clean_3ds + +all: $(TARGET).3dsx + +clean: clean_3ds + +clean_3ds: + $(RM) $(TARGET).3dsx + +$(TARGET).smdh: $(APP_ICON) $(MAKEFILE_LIST) + @smdhtool --create "$(APP_TITLE)" "$(APP_DESCRIPTION)" "$(APP_AUTHOR)" $(APP_ICON) $@ + @echo built ... $(notdir $@) + +$(TARGET).3dsx: $(EXECUTABLE) $(TARGET).smdh + @3dsxtool $< $@ --smdh=$(TARGET).smdh + @echo built ... $(notdir $@) + +#--------------------------------------------------------------------------------- +# rules for assembling GPU shaders +#--------------------------------------------------------------------------------- +define shader-as + $(eval FILEPATH := $(patsubst %.shbin.o,%.shbin,$@)) + $(eval FILE := $(patsubst %.shbin.o,%.shbin,$(notdir $@))) + picasso -o $(FILEPATH) $1 + bin2s $(FILEPATH) | $(AS) -o $@ + echo "extern const u8" `(echo $(FILE) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(FILEPATH) | tr . _)`.h + echo "extern const u8" `(echo $(FILE) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(FILEPATH) | tr . _)`.h + echo "extern const u32" `(echo $(FILE) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(FILEPATH) | tr . _)`.h +endef + +%.shbin.o : %.v.pica %.g.pica + @echo $(notdir $^) + @$(call shader-as,$^) + +%.shbin.o : %.v.pica + @echo $(notdir $<) + @$(call shader-as,$<) + +%.shbin.o : %.shlist + @echo $(notdir $<) + @$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)/$(file))) diff --git a/backends/platform/3ds/gui.cpp b/backends/platform/3ds/gui.cpp new file mode 100644 index 0000000000..0883d5a102 --- /dev/null +++ b/backends/platform/3ds/gui.cpp @@ -0,0 +1,46 @@ +/* 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. + * + */ + +#include "backends/platform/3ds/gui.h" +#include "common/system.h" + +StatusMessageDialog* StatusMessageDialog::_opened = 0; + +StatusMessageDialog::StatusMessageDialog(const Common::String &message, uint32 duration) + : MessageDialog(message, 0, 0) { + _timer = g_system->getMillis() + duration; + if (_opened) + _opened->close(); + _opened = this; +} + +void StatusMessageDialog::handleTickle() { + MessageDialog::handleTickle(); + if (g_system->getMillis() > _timer) + close(); +} + +void StatusMessageDialog::close() { + GUI::Dialog::close(); + if (_opened) + _opened = 0; +} diff --git a/backends/platform/3ds/gui.h b/backends/platform/3ds/gui.h new file mode 100644 index 0000000000..66c6547139 --- /dev/null +++ b/backends/platform/3ds/gui.h @@ -0,0 +1,41 @@ +/* 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. + * + */ + +#ifndef GUI_3DS_H +#define GUI_3DS_H + +#include "gui/message.h" + +class StatusMessageDialog : public GUI::MessageDialog { +public: + StatusMessageDialog(const Common::String &message, uint32 duration); + + void handleTickle(); + +protected: + virtual void close(); + + uint32 _timer; + static StatusMessageDialog* _opened; +}; + +#endif // GUI_3DS_H diff --git a/backends/platform/3ds/icon.png b/backends/platform/3ds/icon.png Binary files differnew file mode 100644 index 0000000000..07022fbac1 --- /dev/null +++ b/backends/platform/3ds/icon.png diff --git a/backends/platform/3ds/main.cpp b/backends/platform/3ds/main.cpp new file mode 100644 index 0000000000..4b5dbbbbd2 --- /dev/null +++ b/backends/platform/3ds/main.cpp @@ -0,0 +1,50 @@ +/* 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. + * + */ + +#define FORBIDDEN_SYMBOL_ALLOW_ALL + +#include "osystem.h" +#include <3ds.h> + +int main(int argc, char *argv[]) { + // Initialize basic libctru stuff + gfxInitDefault(); + cfguInit(); + osSetSpeedupEnable(true); +// consoleInit(GFX_TOP, NULL); + + g_system = new OSystem_3DS(); + assert(g_system); + + // Invoke the actual ScummVM main entry point +// if (argc > 2) +// res = scummvm_main(argc-2, &argv[2]); +// else +// res = scummvm_main(argc, argv); + scummvm_main(0, nullptr); + + delete dynamic_cast<OSystem_3DS*>(g_system); + + cfguExit(); + gfxExit(); + return 0; +} diff --git a/backends/platform/3ds/module.mk b/backends/platform/3ds/module.mk new file mode 100644 index 0000000000..9c1e26b181 --- /dev/null +++ b/backends/platform/3ds/module.mk @@ -0,0 +1,16 @@ +MODULE := backends/platform/3ds + +MODULE_OBJS := \ + main.o \ + shader.shbin.o \ + sprite.o \ + gui.o \ + osystem.o \ + osystem-graphics.o \ + osystem-audio.o \ + osystem-events.o + +# We don't use rules.mk but rather manually update OBJS and MODULE_DIRS. +MODULE_OBJS := $(addprefix $(MODULE)/, $(MODULE_OBJS)) +OBJS := $(MODULE_OBJS) $(OBJS) +MODULE_DIRS += $(sort $(dir $(MODULE_OBJS))) diff --git a/backends/platform/3ds/osystem-audio.cpp b/backends/platform/3ds/osystem-audio.cpp new file mode 100644 index 0000000000..7ff788b430 --- /dev/null +++ b/backends/platform/3ds/osystem-audio.cpp @@ -0,0 +1,107 @@ +/* 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. + * + */ + +#include "osystem.h" + +static bool exitAudioThread = false; +static bool hasAudio = false; + +static void audioThreadFunc(void* arg) { + Audio::MixerImpl *mixer = (Audio::MixerImpl *) arg; + OSystem_3DS *osys = (OSystem_3DS*)g_system; + + int i; + const int channel = 0; + int bufferIndex = 0; + const int bufferCount = 3; + const int bufferSize = 80000; // Can't be too small, based on delayMillis duration + const int sampleRate = 22050; + int sampleLen = 0; + uint32 lastTime = osys->getMillis(true); + uint32 time = lastTime; + ndspWaveBuf buffers[bufferCount]; + + for(i = 0; i < bufferCount; ++i) { + memset(&buffers[i], 0, sizeof(ndspWaveBuf)); + buffers[i].data_vaddr = linearAlloc(bufferSize); + buffers[i].looping = false; + buffers[i].status = NDSP_WBUF_FREE; + } + + ndspChnReset(channel); + ndspChnSetInterp(channel, NDSP_INTERP_LINEAR); + ndspChnSetRate(channel, sampleRate); + ndspChnSetFormat(channel, NDSP_FORMAT_STEREO_PCM16); + + while(!exitAudioThread) { + bufferIndex++; + bufferIndex %= bufferCount; + ndspWaveBuf* buf = &buffers[bufferIndex]; + + osys->delayMillis(100); // Note: Increasing the delay requires a bigger buffer + + time = osys->getMillis(true); + sampleLen = (time - lastTime) * 22 * 4; // sampleRate / 1000 * channelCount * sizeof(int16); + lastTime = time; + + if (sampleLen > 0) { + buf->nsamples = mixer->mixCallback(buf->data_adpcm, sampleLen); + if (buf->nsamples > 0) { + DSP_FlushDataCache(buf->data_vaddr, bufferSize); + ndspChnWaveBufAdd(channel, buf); + } + } + } + + for(i = 0; i < bufferCount; ++i) + linearFree(buffers[i].data_pcm8); +} + +void OSystem_3DS::initAudio() { + _mixer = new Audio::MixerImpl(this, 22050); + + hasAudio = R_SUCCEEDED(ndspInit()); + _mixer->setReady(false); + + if (hasAudio) { + s32 prio = 0; + svcGetThreadPriority(&prio, CUR_THREAD_HANDLE); + audioThread = threadCreate(&audioThreadFunc, _mixer, 32*1048, prio-1, -2, false); + } +} + +void OSystem_3DS::destroyAudio() { + if (hasAudio) { + exitAudioThread = true; + threadJoin(audioThread, U64_MAX); + threadFree(audioThread); + ndspExit(); + } + + delete _mixer; + _mixer = 0; +} + +Audio::Mixer *OSystem_3DS::getMixer() { + assert(_mixer); + return _mixer; +} diff --git a/backends/platform/3ds/osystem-events.cpp b/backends/platform/3ds/osystem-events.cpp new file mode 100644 index 0000000000..a4ce92c394 --- /dev/null +++ b/backends/platform/3ds/osystem-events.cpp @@ -0,0 +1,194 @@ +/* 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. + * + */ + +#define FORBIDDEN_SYMBOL_ALLOW_ALL +#include "backends/platform/3ds/gui.h" +#include "osystem.h" + +static Common::Mutex *eventMutex; +static bool exitEventThread = false; +static InputMode inputMode = MODE_DRAG; + +static void pushEventQueue(Common::Queue<Common::Event>* queue, Common::Event& event) { + Common::StackLock lock(*eventMutex); + queue->push(event); +} + +static void eventThreadFunc(void* arg) { + OSystem_3DS* osys = (OSystem_3DS*) g_system; + auto eventQueue = (Common::Queue<Common::Event>*) arg; + + uint32 touchStartTime = osys->getMillis(); + touchPosition lastTouch = {0,0}; + bool isRightClick = false; + Common::Event event; + + while(!exitEventThread) { + osys->delayMillis(10); + + hidScanInput(); + touchPosition touch; + u32 held = hidKeysHeld(); + u32 keysPressed = hidKeysDown(); + u32 keysReleased = hidKeysUp(); + + if (!aptMainLoop()) { + event.type = Common::EVENT_QUIT; + pushEventQueue(eventQueue, event); + } + if (held & KEY_TOUCH) { + hidTouchRead(&touch); + osys->transformPoint(touch); + + osys->warpMouse(touch.px, touch.py); + event.mouse.x = touch.px; + event.mouse.y = touch.py; + + if (keysPressed & KEY_TOUCH) { + touchStartTime = osys->getMillis(); + isRightClick = (held & KEY_X || held & KEY_DUP); + if (inputMode == MODE_DRAG) { + event.type = isRightClick ? Common::EVENT_RBUTTONDOWN : Common::EVENT_LBUTTONDOWN; + pushEventQueue(eventQueue, event); + } + } + else if (touch.px != lastTouch.px || touch.py != lastTouch.py) { + event.type = Common::EVENT_MOUSEMOVE; + pushEventQueue(eventQueue, event); + } + + lastTouch = touch; + } + else if (keysReleased & KEY_TOUCH) { + event.mouse.x = lastTouch.px; + event.mouse.y = lastTouch.py; + printf("clicked %u, %u\n", lastTouch.px, lastTouch.py); + if (inputMode == MODE_DRAG) { + event.type = isRightClick ? Common::EVENT_RBUTTONUP : Common::EVENT_LBUTTONUP; + pushEventQueue(eventQueue, event); + } + else if (osys->getMillis() - touchStartTime < 200) { + // Process click in MODE_HOVER + event.type = Common::EVENT_MOUSEMOVE; + pushEventQueue(eventQueue, event); + event.type = isRightClick ? Common::EVENT_RBUTTONDOWN : Common::EVENT_LBUTTONDOWN; + pushEventQueue(eventQueue, event); + event.type = isRightClick ? Common::EVENT_RBUTTONUP : Common::EVENT_LBUTTONUP; + pushEventQueue(eventQueue, event); + } + } + if (keysPressed & KEY_R) { + if (inputMode == MODE_DRAG) { + inputMode = MODE_HOVER; + osys->displayMessageOnOSD("Hover Mode"); + } else { + inputMode = MODE_DRAG; + osys->displayMessageOnOSD("Drag Mode"); + } + } + if (keysPressed & KEY_A || keysPressed & KEY_DLEFT) { + // SIMULATE LEFT CLICK + event.mouse.x = lastTouch.px; + event.mouse.y = lastTouch.py; + event.type = Common::EVENT_LBUTTONDOWN; + pushEventQueue(eventQueue, event); + event.type = Common::EVENT_LBUTTONUP; + pushEventQueue(eventQueue, event); + } + if (keysPressed & KEY_X || keysPressed & KEY_DUP) { + // SIMULATE RIGHT CLICK + event.mouse.x = lastTouch.px; + event.mouse.y = lastTouch.py; + event.type = Common::EVENT_RBUTTONDOWN; + pushEventQueue(eventQueue, event); + event.type = Common::EVENT_RBUTTONUP; + pushEventQueue(eventQueue, event); + } + if (keysPressed & KEY_L) { + event.type = Common::EVENT_VIRTUAL_KEYBOARD; + pushEventQueue(eventQueue, event); + } + if (keysPressed & KEY_START) { + event.type = Common::EVENT_MAINMENU; + pushEventQueue(eventQueue, event); + } + if (keysPressed & KEY_SELECT) { + event.type = Common::EVENT_RTL; + pushEventQueue(eventQueue, event); + } + if (keysPressed & KEY_B || keysReleased & KEY_B || keysPressed & KEY_DDOWN || keysReleased & KEY_DDOWN) { + if (keysPressed & KEY_B || keysPressed & KEY_DDOWN) + event.type = Common::EVENT_KEYDOWN; + else + event.type = Common::EVENT_KEYUP; + event.kbd.keycode = Common::KEYCODE_ESCAPE; + event.kbd.ascii = Common::ASCII_ESCAPE; + event.kbd.flags = 0; + pushEventQueue(eventQueue, event); + } + + // TODO: EVENT_PREDICTIVE_DIALOG + // EVENT_SCREEN_CHANGED + } +} + +void OSystem_3DS::initEvents() { + eventMutex = new Common::Mutex(); + s32 prio = 0; + svcGetThreadPriority(&prio, CUR_THREAD_HANDLE); + _eventThread = threadCreate(&eventThreadFunc, &_eventQueue, 2048, prio-1, -2, false); +} + +void OSystem_3DS::destroyEvents() { + exitEventThread = true; + threadJoin(_eventThread, U64_MAX); + threadFree(_eventThread); + delete eventMutex; +} + +void OSystem_3DS::transformPoint(touchPosition &point) { + if (!_overlayVisible) { + point.px = static_cast<float>(point.px) / _gameTexture.getScaleX() - _gameX; + point.py = static_cast<float>(point.py) / _gameTexture.getScaleY() - _gameY; + } +} + +void OSystem_3DS::displayMessageOnOSD(const char *msg) { + _messageOSD = msg; + _showMessageOSD = true; +} + +bool OSystem_3DS::pollEvent(Common::Event &event) { + if (_showMessageOSD) { + _showMessageOSD = false; + StatusMessageDialog dialog(_messageOSD, 800); + dialog.runModal(); + } + + Common::StackLock lock(*eventMutex); + + if (_eventQueue.empty()) + return false; + + event = _eventQueue.pop(); + return true; +} diff --git a/backends/platform/3ds/osystem-graphics.cpp b/backends/platform/3ds/osystem-graphics.cpp new file mode 100644 index 0000000000..5e70dced73 --- /dev/null +++ b/backends/platform/3ds/osystem-graphics.cpp @@ -0,0 +1,465 @@ +/* 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. + * + */ + +#define FORBIDDEN_SYMBOL_ALLOW_ALL +#include "backends/platform/3ds/osystem.h" +#include "backends/platform/3ds/shader_shbin.h" +#include <common/rect.h> +#include <algorithm> + +// Used to transfer the final rendered display to the framebuffer +#define DISPLAY_TRANSFER_FLAGS \ + (GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | \ + GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | \ + GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \ + GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO)) + +void OSystem_3DS::initGraphics() { + _pfGame = Graphics::PixelFormat::createFormatCLUT8(); + _pfGameTexture = Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0); + + C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); + + // Initialize the render targets + _renderTargetTop = + C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); + C3D_RenderTargetSetClear(_renderTargetTop, C3D_CLEAR_ALL, 0x0000000, 0); + C3D_RenderTargetSetOutput(_renderTargetTop, GFX_TOP, GFX_LEFT, + DISPLAY_TRANSFER_FLAGS); + + _renderTargetBottom = + C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); + C3D_RenderTargetSetClear(_renderTargetBottom, C3D_CLEAR_ALL, 0x00000000, 0); + C3D_RenderTargetSetOutput(_renderTargetBottom, GFX_BOTTOM, GFX_LEFT, + DISPLAY_TRANSFER_FLAGS); + + // Load and bind simple default shader (shader.v.pica) + _dvlb = DVLB_ParseFile((u32*)shader_shbin, shader_shbin_size); + shaderProgramInit(&_program); + shaderProgramSetVsh(&_program, &_dvlb->DVLE[0]); + C3D_BindProgram(&_program); + + _projectionLocation = shaderInstanceGetUniformLocation(_program.vertexShader, "projection"); + _modelviewLocation = shaderInstanceGetUniformLocation(_program.vertexShader, "modelView"); + + C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); + AttrInfo_Init(attrInfo); + AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position + AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord + + Mtx_OrthoTilt(&_projectionTop, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0); + Mtx_OrthoTilt(&_projectionBottom, 0.0, 320.0, 240.0, 0.0, 0.0, 1.0); + + C3D_TexEnv* env = C3D_GetTexEnv(0); + C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, 0, 0); + C3D_TexEnvOp(env, C3D_Both, 0, 0, 0); + C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE); + + C3D_DepthTest(false, GPU_GEQUAL, GPU_WRITE_ALL); + C3D_CullFace(GPU_CULL_NONE); +} + +void OSystem_3DS::destroyGraphics() { + _gameScreen.free(); + _gameTexture.free(); + _overlay.free(); + + shaderProgramFree(&_program); + DVLB_Free(_dvlb); + + C3D_RenderTargetDelete(_renderTargetTop); + C3D_RenderTargetDelete(_renderTargetBottom); + + C3D_Fini(); +} + +bool OSystem_3DS::hasFeature(OSystem::Feature f) { + return (f == OSystem::kFeatureFullscreenMode || + f == OSystem::kFeatureCursorPalette || + f == OSystem::kFeatureOverlaySupportsAlpha); +} + +void OSystem_3DS::setFeatureState(OSystem::Feature f, bool enable) { + switch (f) { + case OSystem::kFeatureFullscreenMode: + _isFullscreen = enable; + break; + case OSystem::kFeatureCursorPalette: + _cursorPaletteEnabled = enable; + flushCursor(); + break; + default: + break; + } +} + +bool OSystem_3DS::getFeatureState(OSystem::Feature f) { + switch (f) { + case OSystem::kFeatureFullscreenMode: + return _isFullscreen; + case OSystem::kFeatureCursorPalette: + return _cursorPaletteEnabled; + default: + return false; + } +} + +const OSystem::GraphicsMode * +OSystem_3DS::getSupportedGraphicsModes() const { + return s_graphicsModes; +} + +int OSystem_3DS::getDefaultGraphicsMode() const { + return GFX_LINEAR; +} + +bool OSystem_3DS::setGraphicsMode(int mode) { + return true; +} + +void OSystem_3DS::resetGraphicsScale() { + printf("resetGraphicsScale\n"); +} + +int OSystem_3DS::getGraphicsMode() const { + return GFX_LINEAR; +} +void OSystem_3DS::initSize(uint width, uint height, + const Graphics::PixelFormat *format) { + printf("3ds initsize w:%d h:%d\n", width, height); + _gameWidth = width; + _gameHeight = height; + _gameTexture.create(width, height, _pfGameTexture); + _overlay.create(getOverlayWidth(), getOverlayHeight(), _pfGameTexture); + + if (format) { + printf("pixelformat: %d %d %d %d %d\n", format->bytesPerPixel, format->rBits(), format->gBits(), format->bBits(), format->aBits());; + _pfGame = *format; + } + + _gameScreen.create(width, height, _pfGame); + + _focusDirty = true; + _focusRect = Common::Rect(_gameWidth, _gameHeight); + + if (_isFullscreen) { + _gameRatio = 320.f / 240.f; + _gameX = _gameY = 0; + _gameTexture.setScale(320.f / width, 240.f / height); + } else { + _gameRatio = static_cast<float>(width) / height; + if (width > height) { + _gameX = 0; + _gameY = (240.f - 320.f / width * height) / 2.f; + } else { + _gameY = 0; + _gameX = (320.f - 240.f / height * width) / 2.f; + } + _gameTexture.setScale((width > 320) ? 320.f / width : 1.f, + (height > 240) ? 240.f / height : 1.f); + } + _gameTexture.setPosition(_gameX, _gameY); + _cursorTexture.setScale(_gameTexture.getScaleX(), _gameTexture.getScaleY()); +} + +Common::List<Graphics::PixelFormat> OSystem_3DS::getSupportedFormats() const { + Common::List<Graphics::PixelFormat> list; + list.push_back(Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)); // GPU_RGBA8 + list.push_back(Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0)); // GPU_RGB565 +// list.push_back(Graphics::PixelFormat(3, 0, 0, 0, 8, 0, 8, 16, 0)); // GPU_RGB8 + list.push_back(Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)); // RGB555 (needed for FMTOWNS?) + list.push_back(Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0)); // GPU_RGBA5551 + list.push_back(Graphics::PixelFormat::createFormatCLUT8()); + return list; +} + +void OSystem_3DS::beginGFXTransaction() { + // +} +OSystem::TransactionError OSystem_3DS::endGFXTransaction() { + return OSystem::kTransactionSuccess; +} + +void OSystem_3DS::setPalette(const byte *colors, uint start, uint num) { +// printf("setPalette\n"); + assert(start + num <= 256); + memcpy(_palette + 3 * start, colors, 3 * num); + + // Manually update all color that were changed + if (_gameScreen.format.bytesPerPixel == 1) { + flushGameScreen(); + } +} +void OSystem_3DS::grabPalette(byte *colors, uint start, uint num) { +// printf("grabPalette\n"); + assert(start + num <= 256); + memcpy(colors, _palette + 3 * start, 3 * num); +} + +void OSystem_3DS::copyRectToScreen(const void *buf, int pitch, int x, + int y, int w, int h) { + Common::Rect rect(x, y, x+w, y+h); + _gameScreen.copyRectToSurface(buf, pitch, x, y, w, h); + Graphics::Surface subSurface = _gameScreen.getSubArea(rect); + + Graphics::Surface *convertedSubSurface = subSurface.convertTo(_pfGameTexture, _palette); + _gameTexture.copyRectToSurface(*convertedSubSurface, x, y, Common::Rect(w, h)); + + convertedSubSurface->free(); + delete convertedSubSurface; + _gameTexture.markDirty(); +} + +void OSystem_3DS::flushGameScreen() { + Graphics::Surface *converted = _gameScreen.convertTo(_pfGameTexture, _palette); + _gameTexture.copyRectToSurface(*converted, 0, 0, Common::Rect(converted->w, converted->h)); + _gameTexture.markDirty(); + converted->free(); + delete converted; +} + +Graphics::Surface *OSystem_3DS::lockScreen() { + printf("lockScreen\n"); + return &_gameScreen; +} +void OSystem_3DS::unlockScreen() { + printf("unlockScreen\n"); + flushGameScreen(); +} + +void OSystem_3DS::updateScreen() { + + updateFocus(); + + C3D_FrameBegin(C3D_FRAME_SYNCDRAW); + // Render top screen + C3D_FrameDrawOn(_renderTargetTop); + C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _projectionLocation, &_projectionTop); + C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, &_focusMatrix); + _gameTexture.render(); + _gameTexture.render(); + + // Render bottom screen + C3D_FrameDrawOn(_renderTargetBottom); + C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _projectionLocation, &_projectionBottom); + C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _gameTexture.getMatrix()); + _gameTexture.render(); + if (_overlayVisible) { + C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _overlay.getMatrix()); + _overlay.render(); + } + if (_cursorVisible) { + C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _cursorTexture.getMatrix()); + _cursorTexture.render(); + } + C3D_FrameEnd(0); +} + +void OSystem_3DS::setShakePos(int shakeOffset) { + // TODO: implement this in overlay, top screen, and mouse too + _screenShakeOffset = shakeOffset; + _gameTexture.setPosition(_gameX, _gameY + shakeOffset); +} + +void OSystem_3DS::setFocusRectangle(const Common::Rect &rect) { +// printf("setfocus: %d %d %d %d\n", rect.left, rect.top, rect.width(), rect.height()); + _focusRect = rect; + _focusDirty = true; + _focusClearTime = 0; +} + +void OSystem_3DS::clearFocusRectangle() { + _focusClearTime = getMillis(); +} + +void OSystem_3DS::updateFocus() { + + if (_focusClearTime && getMillis() - _focusClearTime > 5000) { + _focusClearTime = 0; + _focusDirty = true; + _focusRect = Common::Rect(_gameWidth, _gameHeight); + } + + if (_focusDirty) { + float duration = 1.f / 20.f; // Focus animation in frame duration + float w = 400.f; + float h = 240.f; + float ratio = _focusRect.width() / _focusRect.height(); + if (ratio > w/h) { + _focusTargetScaleX = w / _focusRect.width(); + float newHeight = (float)_focusRect.width() / w/h; + _focusTargetScaleY = h / newHeight; + _focusTargetPosX = _focusTargetScaleX * _focusRect.left; + _focusTargetPosY = _focusTargetScaleY * ((float)_focusRect.top - (newHeight - _focusRect.height())/2.f); + } else { + _focusTargetScaleY = h / _focusRect.height(); + float newWidth = (float)_focusRect.height() * w/h; + _focusTargetScaleX = w / newWidth; + _focusTargetPosY = _focusTargetScaleY * _focusRect.top; + _focusTargetPosX = _focusTargetScaleX * ((float)_focusRect.left - (newWidth - _focusRect.width())/2.f); + } + if (_focusTargetPosX < 0 && _focusTargetScaleY != 240.f / _gameHeight) + _focusTargetPosX = 0; + if (_focusTargetPosY < 0 && _focusTargetScaleX != 400.f / _gameWidth) + _focusTargetPosY = 0; + _focusStepPosX = duration * (_focusTargetPosX - _focusPosX); + _focusStepPosY = duration * (_focusTargetPosY - _focusPosY); + _focusStepScaleX = duration * (_focusTargetScaleX - _focusScaleX); + _focusStepScaleY = duration * (_focusTargetScaleY - _focusScaleY); + } + + if (_focusDirty || _focusPosX != _focusTargetPosX || _focusPosY != _focusTargetPosY || + _focusScaleX != _focusTargetScaleX || _focusScaleY != _focusTargetScaleY) { + _focusDirty = false; + + if ((_focusStepPosX > 0 && _focusPosX > _focusTargetPosX) || (_focusStepPosX < 0 && _focusPosX < _focusTargetPosX)) + _focusPosX = _focusTargetPosX; + else if (_focusPosX != _focusTargetPosX) + _focusPosX += _focusStepPosX; + + if ((_focusStepPosY > 0 && _focusPosY > _focusTargetPosY) || (_focusStepPosY < 0 && _focusPosY < _focusTargetPosY)) + _focusPosY = _focusTargetPosY; + else if (_focusPosY != _focusTargetPosY) + _focusPosY += _focusStepPosY; + + if ((_focusStepScaleX > 0 && _focusScaleX > _focusTargetScaleX) || (_focusStepScaleX < 0 && _focusScaleX < _focusTargetScaleX)) + _focusScaleX = _focusTargetScaleX; + else if (_focusScaleX != _focusTargetScaleX) + _focusScaleX += _focusStepScaleX; + + if ((_focusStepScaleY > 0 && _focusScaleY > _focusTargetScaleY) || (_focusStepScaleY < 0 && _focusScaleY < _focusTargetScaleY)) + _focusScaleY = _focusTargetScaleY; + else if (_focusScaleY != _focusTargetScaleY) + _focusScaleY += _focusStepScaleY; + + Mtx_Identity(&_focusMatrix); + Mtx_Translate(&_focusMatrix, -_focusPosX, -_focusPosY, 0); + Mtx_Scale(&_focusMatrix, _focusScaleX, _focusScaleY, 1.f); + } +} + +void OSystem_3DS::showOverlay() { + _overlayVisible = true; + _cursorTexture.setScale(1.f, 1.f); + updateScreen(); +} + +void OSystem_3DS::hideOverlay() { + _overlayVisible = false; + _cursorTexture.setScale(_gameTexture.getScaleX(), _gameTexture.getScaleY()); + updateScreen(); +} + +Graphics::PixelFormat OSystem_3DS::getOverlayFormat() const { + return _pfGameTexture; +} + +void OSystem_3DS::clearOverlay() { + _overlay.clear(); +} + +void OSystem_3DS::grabOverlay(void *buf, int pitch) { + for(int y = 0; y < getOverlayHeight(); ++y) { + memcpy(buf, _overlay.getBasePtr(0, y), pitch); + } +} + +void OSystem_3DS::copyRectToOverlay(const void *buf, int pitch, int x, + int y, int w, int h) { + _overlay.copyRectToSurface(buf, pitch, x, y, w, h); + _overlay.markDirty(); +} + +int16 OSystem_3DS::getOverlayHeight() { + return 240; +} + +int16 OSystem_3DS::getOverlayWidth() { + return 320; +} + +bool OSystem_3DS::showMouse(bool visible) { + _cursorVisible = visible; + flushCursor(); + return !visible; +} + +void OSystem_3DS::warpMouse(int x, int y) { + _cursorX = x; + _cursorY = y; + // TODO: adjust for _cursorScalable ? + _cursorTexture.setPosition(x - _cursorHotspotX + (_overlayVisible ? 0 : _gameX), + y - _cursorHotspotY + (_overlayVisible ? 0 : _gameY)); +} + +void OSystem_3DS::setMouseCursor(const void *buf, uint w, uint h, + int hotspotX, int hotspotY, + uint32 keycolor, bool dontScale, + const Graphics::PixelFormat *format) { + _cursorScalable = !dontScale; + _cursorHotspotX = hotspotX; + _cursorHotspotY = hotspotY; + _cursorKeyColor = keycolor; + _pfCursor = !format ? Graphics::PixelFormat::createFormatCLUT8() : *format; + + if (w != _cursor.w || h != _cursor.h || _cursor.format != _pfCursor) { + _cursor.create(w, h, _pfCursor); + _cursorTexture.create(w, h, _pfGameTexture); + } + + _cursor.copyRectToSurface(buf, w, 0, 0, w, h); + flushCursor(); + + warpMouse(_cursorX, _cursorY); +} + +void OSystem_3DS::setCursorPalette(const byte *colors, uint start, uint num) { + assert(start + num <= 256); + memcpy(_cursorPalette + 3 * start, colors, 3 * num); + _cursorPaletteEnabled = true; + flushCursor(); +} + +void OSystem_3DS::flushCursor() { + if (_cursor.getPixels()) { + Graphics::Surface *converted = _cursor.convertTo(_pfGameTexture, _cursorPaletteEnabled ? _cursorPalette : _palette); + _cursorTexture.copyRectToSurface(*converted, 0, 0, Common::Rect(converted->w, converted->h)); + _cursorTexture.markDirty(); + converted->free(); + delete converted; + + if (_pfCursor.bytesPerPixel == 1) { + uint* dest = (uint*) _cursorTexture.getPixels(); + byte* src = (byte*) _cursor.getPixels(); + for (int y = 0; y < _cursor.h; ++y) { + for (int x = 0; x < _cursor.w; ++x) { + if (*src++ == _cursorKeyColor) + *dest++ = 0; + else + dest++; + } + dest += _cursorTexture.w - _cursorTexture.actualWidth; + } + } + } +} diff --git a/backends/platform/3ds/osystem.cpp b/backends/platform/3ds/osystem.cpp new file mode 100644 index 0000000000..fa2980a361 --- /dev/null +++ b/backends/platform/3ds/osystem.cpp @@ -0,0 +1,173 @@ +/* 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. + * + */ + +#define FORBIDDEN_SYMBOL_ALLOW_ALL + +#include "osystem.h" + +#include "backends/saves/default/default-saves.h" +#include "backends/timer/default/default-timer.h" +#include "backends/events/default/default-events.h" +#include "audio/mixer_intern.h" +#include "common/scummsys.h" +#include "common/config-manager.h" +#include "common/str.h" + +#include "backends/fs/posix/posix-fs-factory.h" +#include "backends/fs/posix/posix-fs.h" +#include <unistd.h> +#include <time.h> + +OSystem_3DS::OSystem_3DS(): +_focusDirty(true), +_focusRect(Common::Rect(1,1)), +_focusPosX(0), +_focusPosY(0), +_focusTargetPosX(0), +_focusTargetPosY(0), +_focusStepPosX(0), +_focusStepPosY(0), +_focusScaleX(1.f), +_focusScaleY(1.f), +_focusTargetScaleX(1.f), +_focusTargetScaleY(1.f), +_focusStepScaleX(0.f), +_focusStepScaleY(0.f), +_focusClearTime(0), +_showMessageOSD(false), +_isFullscreen(false), +_cursorVisible(false), +_cursorScalable(false), +_cursorPaletteEnabled(false), +_cursorX(0), +_cursorY(0), +_cursorHotspotX(0), +_cursorHotspotY(0), +_gameX(0), +_gameY(0), +_gameWidth(320), +_gameHeight(240) { + chdir("/"); + _fsFactory = new POSIXFilesystemFactory(); + Posix::assureDirectoryExists("/3ds/scummvm/saves/"); +} + +OSystem_3DS::~OSystem_3DS() { + destroyEvents(); + destroyAudio(); + destroyGraphics(); + + delete _timerManager; + _timerManager = 0; +} + +void OSystem_3DS::quit() { + // +} + +void OSystem_3DS::initBackend() { + ConfMan.registerDefault("fullscreen", true); + ConfMan.registerDefault("aspect_ratio", true); + if (!ConfMan.hasKey("vkeybd_pack_name")) + ConfMan.set("vkeybd_pack_name", "vkeybd_small"); + if (!ConfMan.hasKey("vkeybdpath")) + ConfMan.set("vkeybdpath", "/3ds/scummvm/kb"); + if (!ConfMan.hasKey("themepath")) + ConfMan.set("themepath", "/3ds/scummvm"); + if (!ConfMan.hasKey("gui_theme")) + ConfMan.set("gui_theme", "builtin"); + + _timerManager = new DefaultTimerManager(); + _savefileManager = new DefaultSaveFileManager("/3ds/scummvm/saves/"); + + initGraphics(); + initAudio(); + initEvents(); + EventsBaseBackend::initBackend(); +} + +Common::String OSystem_3DS::getDefaultConfigFileName() { + return "/3ds/scummvm/scummvm.ini"; +} + +uint32 OSystem_3DS::getMillis(bool skipRecord) { + return svcGetSystemTick() / TICKS_PER_MSEC; +} + +void OSystem_3DS::delayMillis(uint msecs) { + svcSleepThread(msecs * 1000000); +} + +void OSystem_3DS::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; + td.tm_wday = t.tm_wday; +} + +OSystem::MutexRef OSystem_3DS::createMutex() { + RecursiveLock* mutex = new RecursiveLock(); + RecursiveLock_Init(mutex); + return (OSystem::MutexRef) mutex; +} +void OSystem_3DS::lockMutex(MutexRef mutex) { + RecursiveLock_Lock((RecursiveLock *)mutex); +} +void OSystem_3DS::unlockMutex(MutexRef mutex) { + RecursiveLock_Unlock((RecursiveLock *)mutex); +} +void OSystem_3DS::deleteMutex(MutexRef mutex) { + delete (RecursiveLock *)mutex; +} + +Common::String OSystem_3DS::getSystemLanguage() const { + u8 langcode; + CFGU_GetSystemLanguage(&langcode); + switch (langcode) { + case CFG_LANGUAGE_JP: return "ja_JP"; + case CFG_LANGUAGE_EN: return "en_US"; + case CFG_LANGUAGE_FR: return "fr_FR"; + case CFG_LANGUAGE_DE: return "de_DE"; + case CFG_LANGUAGE_IT: return "it_IT"; + case CFG_LANGUAGE_ES: return "es_ES"; + case CFG_LANGUAGE_ZH: return "zh_CN"; + case CFG_LANGUAGE_KO: return "ko_KR"; + case CFG_LANGUAGE_NL: return "nl_NL"; + case CFG_LANGUAGE_PT: return "pt_BR"; + case CFG_LANGUAGE_RU: return "ru_RU"; + case CFG_LANGUAGE_TW: return "zh_HK"; + default: return "en_US"; + } +} + +void OSystem_3DS::fatalError() { + printf("FatalError!\n"); +} + +void OSystem_3DS::logMessage(LogMessageType::Type type, const char *message) { + printf("3DS log: %s\n", message); +} diff --git a/backends/platform/3ds/osystem.h b/backends/platform/3ds/osystem.h new file mode 100644 index 0000000000..98d9ad0cb6 --- /dev/null +++ b/backends/platform/3ds/osystem.h @@ -0,0 +1,210 @@ +/* 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. + * + */ + +#ifndef PLATFORM_3DS_H +#define PLATFORM_3DS_H + +#include <citro3d.h> +#include "backends/mutex/mutex.h" +#include "backends/base-backend.h" +#include "graphics/palette.h" +#include "base/main.h" +#include "audio/mixer_intern.h" +#include "backends/graphics/graphics.h" +#include "backends/platform/3ds/sprite.h" +#include "common/rect.h" +#include "common/queue.h" + +#define TICKS_PER_MSEC 268123 + +enum { + GFX_LINEAR = 0, + GFX_NEAREST = 1 +}; + +enum InputMode { + MODE_HOVER, + MODE_DRAG, +}; + +static const OSystem::GraphicsMode s_graphicsModes[] = { + {"default", "Default Test", GFX_LINEAR}, + { 0, 0, 0 } +}; + +class OSystem_3DS : public EventsBaseBackend, public PaletteManager { +public: + OSystem_3DS(); + ~OSystem_3DS(); + + virtual void initBackend(); + + virtual bool hasFeature(OSystem::Feature f); + virtual void setFeatureState(OSystem::Feature f, bool enable); + virtual bool getFeatureState(OSystem::Feature f); + + virtual bool pollEvent(Common::Event &event); + + virtual uint32 getMillis(bool skipRecord = false); + virtual void delayMillis(uint msecs); + virtual void getTimeAndDate(TimeDate &t) const; + + virtual MutexRef createMutex(); + virtual void lockMutex(MutexRef mutex); + virtual void unlockMutex(MutexRef mutex); + virtual void deleteMutex(MutexRef mutex); + + virtual void logMessage(LogMessageType::Type type, const char *message); + + virtual Audio::Mixer *getMixer(); + virtual PaletteManager *getPaletteManager() { return this; } + virtual Common::String getSystemLanguage() const; + virtual void fatalError(); + virtual void quit(); + + virtual Common::String getDefaultConfigFileName(); + + // Graphics + virtual const OSystem::GraphicsMode *getSupportedGraphicsModes() const; + int getDefaultGraphicsMode() const; + bool setGraphicsMode(int mode); + void resetGraphicsScale(); + int getGraphicsMode() const; + inline Graphics::PixelFormat getScreenFormat() const { return _pfGame; } + virtual Common::List<Graphics::PixelFormat> getSupportedFormats() const; + void initSize(uint width, uint height, + const Graphics::PixelFormat *format = NULL); + virtual int getScreenChangeID() const { return 0; }; + + void beginGFXTransaction(); + OSystem::TransactionError endGFXTransaction(); + int16 getHeight(){ return _gameHeight; } + int16 getWidth(){ return _gameWidth; } + void setPalette(const byte *colors, uint start, uint num); + void grabPalette(byte *colors, uint start, uint num); + void copyRectToScreen(const void *buf, int pitch, int x, int y, int w, + int h); + Graphics::Surface *lockScreen(); + void unlockScreen(); + void updateScreen(); + void setShakePos(int shakeOffset); + void setFocusRectangle(const Common::Rect &rect); + void clearFocusRectangle(); + void showOverlay(); + void hideOverlay(); + Graphics::PixelFormat getOverlayFormat() const; + void clearOverlay(); + void grabOverlay(void *buf, int pitch); + void copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, + int h); + virtual int16 getOverlayHeight(); + virtual int16 getOverlayWidth(); + virtual void displayMessageOnOSD(const char *msg); + + bool showMouse(bool visible); + void warpMouse(int x, int y); + void setMouseCursor(const void *buf, uint w, uint h, int hotspotX, + int hotspotY, uint32 keycolor, bool dontScale = false, + const Graphics::PixelFormat *format = NULL); + void setCursorPalette(const byte *colors, uint start, uint num); + + void transformPoint(touchPosition &point); + + void updateFocus(); + +private: + void initGraphics(); + void destroyGraphics(); + void initAudio(); + void destroyAudio(); + void initEvents(); + void destroyEvents(); + + void flushGameScreen(); + void flushCursor(); + +protected: + Audio::MixerImpl *_mixer; + +private: + u16 _gameWidth, _gameHeight; + u16 _gameX, _gameY; + float _gameRatio; + + // Audio + Thread audioThread; + + // Graphics + Graphics::PixelFormat _pfGame; + Graphics::PixelFormat _pfGameTexture; + Graphics::PixelFormat _pfCursor; + byte _palette[3 * 256]; + byte _cursorPalette[3 * 256]; + + Graphics::Surface _gameScreen; + Sprite _gameTexture; + Sprite _overlay; + + int _screenShakeOffset; + bool _overlayVisible; + bool _isFullscreen; + + DVLB_s *_dvlb; + shaderProgram_s _program; + int _projectionLocation; + int _modelviewLocation; + C3D_Mtx _projectionTop; + C3D_Mtx _projectionBottom; + C3D_RenderTarget* _renderTargetTop; + C3D_RenderTarget* _renderTargetBottom; + + // Focus + Common::Rect _focusRect; + bool _focusDirty; + C3D_Mtx _focusMatrix; + int _focusPosX, _focusPosY; + int _focusTargetPosX, _focusTargetPosY; + float _focusStepPosX, _focusStepPosY; + float _focusScaleX, _focusScaleY; + float _focusTargetScaleX, _focusTargetScaleY; + float _focusStepScaleX, _focusStepScaleY; + uint32 _focusClearTime; + + // Events + Thread _eventThread; + Common::Queue<Common::Event> _eventQueue; + + Common::String _messageOSD; + bool _showMessageOSD; + + // Cursor + Graphics::Surface _cursor; + Sprite _cursorTexture; + bool _cursorPaletteEnabled; + bool _cursorVisible; + bool _cursorScalable; + int _cursorX, _cursorY; + int _cursorHotspotX, _cursorHotspotY; + uint32 _cursorKeyColor; +}; + +#endif diff --git a/backends/platform/3ds/portdefs.h b/backends/platform/3ds/portdefs.h new file mode 100644 index 0000000000..f58cf5a675 --- /dev/null +++ b/backends/platform/3ds/portdefs.h @@ -0,0 +1,28 @@ +/* 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. + * + */ + +#ifndef _PORTDEFS_H_ +#define _PORTDEFS_H_ + +#define LURE_CLICKABLE_MENUS + +#endif diff --git a/backends/platform/3ds/shader.v.pica b/backends/platform/3ds/shader.v.pica new file mode 100644 index 0000000000..a359768218 --- /dev/null +++ b/backends/platform/3ds/shader.v.pica @@ -0,0 +1,40 @@ +; PICA200 vertex shader + +; Uniforms +.fvec projection[4], modelView[4] + +; Constants +.constf myconst(0.0, 1.0, -1.0, 0.1) +.alias zeros myconst.xxxx ; Vector full of zeros +.alias ones myconst.yyyy ; Vector full of ones + +; Outputs +.out outpos position +.out outtex texcoord0 + +; Inputs (defined as aliases for convenience) +.alias inpos v0 +.alias intex v1 + +.proc main + ; Force the w component of inpos to be 1.0 + mov r0.xyz, inpos + mov r0.w, ones + + ; r1 = modelView * inpos + dp4 r1.x, modelView[0], r0 + dp4 r1.y, modelView[1], r0 + dp4 r1.z, modelView[2], r0 + dp4 r1.w, modelView[3], r0 + + ; outpos = projection * r1 + dp4 outpos.x, projection[0], r1 + dp4 outpos.y, projection[1], r1 + dp4 outpos.z, projection[2], r1 + dp4 outpos.w, projection[3], r1 + + mov outtex, intex + + end +.end + diff --git a/backends/platform/3ds/sprite.cpp b/backends/platform/3ds/sprite.cpp new file mode 100644 index 0000000000..d779fa40ff --- /dev/null +++ b/backends/platform/3ds/sprite.cpp @@ -0,0 +1,144 @@ +/* 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. + * + */ +#define FORBIDDEN_SYMBOL_ALLOW_ALL +#include "backends/platform/3ds/sprite.h" +#include <algorithm> +#include <3ds.h> + +static uint nextHigher2(uint v) { + if (v == 0) + return 1; + v--; + v |= v >> 1; + v |= v >> 2; + v |= v >> 4; + v |= v >> 8; + v |= v >> 16; + return ++v; +} + +Sprite::Sprite() +: dirtyPixels(true) +, dirtyMatrix(true) +, actualWidth(0) +, actualHeight(0) +, posX(0) +, posY(0) +, scaleX(1.f) +, scaleY(1.f) +{ + Mtx_Identity(&modelview); + + vertices = (vertex*)linearAlloc(sizeof(vertex) * 4); +} + +Sprite::~Sprite() { + // +} + +void Sprite::create(uint16 width, uint16 height, const Graphics::PixelFormat &f) { + free(); + + actualWidth = width; + actualHeight = height; + format = f; + w = std::max(nextHigher2(width), 64u); + h = std::max(nextHigher2(height), 64u);; + pitch = w * format.bytesPerPixel; + dirtyPixels = true; + + if (width && height) { + pixels = linearAlloc(h * pitch); + C3D_TexInit(&texture, w, h, GPU_RGBA8); + C3D_TexSetFilter(&texture, GPU_LINEAR, GPU_NEAREST); + assert(pixels && texture.data); + clear(); + } + + float x = 0.f, y = 0.f; + float u = (float)width/w; + float v = (float)height/h; + vertex tmp[4] = { + {{x, y, 0.5f}, {0, 0}}, + {{x+width, y, 0.5f}, {u, 0}}, + {{x, y+height, 0.5f}, {0, v}}, + {{x+width, y+height, 0.5f}, {u, v}}, + }; + memcpy(vertices, tmp, sizeof(vertex) * 4); +} + + +void Sprite::free() { + linearFree(vertices); + linearFree(pixels); + C3D_TexDelete(&texture); + pixels = 0; + w = h = pitch = 0; + actualWidth = actualHeight = 0; + format = Graphics::PixelFormat(); +} + +void Sprite::convertToInPlace(const Graphics::PixelFormat &dstFormat, const byte *palette) { + // +} + +void Sprite::render() { + if (dirtyPixels) { + dirtyPixels = false; + GSPGPU_FlushDataCache(pixels, w * h * format.bytesPerPixel); + C3D_SafeDisplayTransfer((u32*)pixels, GX_BUFFER_DIM(w, h), (u32*)texture.data, GX_BUFFER_DIM(w, h), TEXTURE_TRANSFER_FLAGS); + gspWaitForPPF(); + } + C3D_TexBind(0, &texture); + + C3D_BufInfo* bufInfo = C3D_GetBufInfo(); + BufInfo_Init(bufInfo); + BufInfo_Add(bufInfo, vertices, sizeof(vertex), 2, 0x10); + C3D_DrawArrays(GPU_TRIANGLE_STRIP, 0, 4); +} + +void Sprite::clear(uint32 color) { + dirtyPixels = true; + memset(pixels, color, w * h * format.bytesPerPixel); +} + +void Sprite::setScale (float x, float y) { + scaleX = x; + scaleY = y; + dirtyMatrix = true; +} + +void Sprite::setPosition(int x, int y) { + posX = x; + posY = y; + dirtyMatrix = true; +} + +C3D_Mtx* Sprite::getMatrix() { + if (dirtyMatrix) { + dirtyMatrix = false; + Mtx_Identity(&modelview); + Mtx_Scale(&modelview, scaleX, scaleY, 1.f); + Mtx_Translate(&modelview, posX, posY, 0); + } + return &modelview; +} diff --git a/backends/platform/3ds/sprite.h b/backends/platform/3ds/sprite.h new file mode 100644 index 0000000000..6d88ae4ce1 --- /dev/null +++ b/backends/platform/3ds/sprite.h @@ -0,0 +1,71 @@ +/* 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. + * + */ + +#ifndef GRAPHICS_SPRITE_3DS_H +#define GRAPHICS_SPRITE_3DS_H + +#include <citro3d.h> +#include "graphics/surface.h" + +#define TEXTURE_TRANSFER_FLAGS \ + (GX_TRANSFER_FLIP_VERT(1) | GX_TRANSFER_OUT_TILED(1) | GX_TRANSFER_RAW_COPY(0) | \ + GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGBA8) | \ + GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO)) + +typedef struct { + float position[3]; + float texcoord[2]; +} vertex; + +class Sprite : public Graphics::Surface { +public: + Sprite(); + ~Sprite(); + void create(uint16 width, uint16 height, const Graphics::PixelFormat &format); + void free(); + void convertToInPlace(const Graphics::PixelFormat &dstFormat, const byte *palette = 0); + void render(); + void clear(uint32 color = 0); + void markDirty(){ dirtyPixels = true; } + + void setPosition(int x, int y); + void setScale(float x, float y); + float getScaleX(){ return scaleX; } + float getScaleY(){ return scaleY; } + C3D_Mtx* getMatrix(); + + uint16 actualWidth; + uint16 actualHeight; + +private: + bool dirtyPixels; + bool dirtyMatrix; + C3D_Mtx modelview; + C3D_Tex texture; + vertex* vertices; + int posX; + int posY; + float scaleX; + float scaleY; +}; + +#endif |