better frame advancing. debugger window no longer opens itsself.

This commit is contained in:
zeromus 2008-05-09 04:00:04 +00:00
parent 7720f71ffa
commit 84274fe6d6
8 changed files with 97 additions and 55 deletions

View File

@ -276,8 +276,12 @@ void FCEUI_FDSSelect(void);
int FCEUI_DatachSet(const uint8 *rcode); int FCEUI_DatachSet(const uint8 *rcode);
///returns flags indicating whether emulation is paused (bit0) and whether it is single-stepping (bit1) ///returns a flag indicating whether emulation is paused
int FCEUI_EmulationPaused(void); int FCEUI_EmulationPaused(void);
///returns a flag indicating whether a one frame step has been requested
int FCEUI_EmulationFrameStepped();
///clears the framestepped flag. use it after youve stepped your one frame
void FCEUI_ClearEmulationFrameStepped();
///sets the EmulationPaused flags ///sets the EmulationPaused flags
void FCEUI_SetEmulationPaused(int val); void FCEUI_SetEmulationPaused(int val);
///toggles the paused bit (bit0) for EmulationPaused. caused FCEUD_DebugUpdate() to fire if the emulation pauses ///toggles the paused bit (bit0) for EmulationPaused. caused FCEUD_DebugUpdate() to fire if the emulation pauses

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@ -476,20 +476,19 @@ void UpdateRegs(HWND hwndDlg) {
///indicates whether we're under the control of the debugger ///indicates whether we're under the control of the debugger
bool inDebugger = false; bool inDebugger = false;
void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count); //HACK //this code enters the debugger.
void FCEUD_DebugBreakpoint() { void FCEUD_DebugBreakpoint() {
inDebugger = true; UpdateDebugger();
DoDebug(1); void win_debuggerLoop(); //HACK
UpdateLogWindow(); win_debuggerLoop();
if(hMemView)UpdateMemoryView(0);
//mbg merge 6/30/06 - this architecture has changed
FCEUD_Update(0,0,0);
//FCEUD_BlitScreen(XBuf+8); //this looks odd, I know. but the pause routine is in here!!
//if(logging)LogInstruction(); //logging might have been started while we were paused
inDebugger = false;
} }
void UpdateDebugger() { void UpdateDebugger()
{
//dont do anything if the debugger is not visible
if(!hDebug)
return;
char str[256]={0},chr[8]; char str[256]={0},chr[8];
int tmp,ret,i; int tmp,ret,i;

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@ -129,8 +129,8 @@ int NoWaiting=0;
bool turbo = false; bool turbo = false;
#include "keyscan.h" #include "keyscan.h"
static unsigned char *keys=0; static unsigned int *keys=0;
static unsigned char *keys_nr=0; static unsigned int *keys_nr=0;
static int DIPS=0; static int DIPS=0;
//#define KEY(__a) keys_nr[MKK(__a)] //#define KEY(__a) keys_nr[MKK(__a)]
@ -1404,7 +1404,8 @@ int FCEUD_TestCommandState(int c)
// else // else
// keys_nr=GetKeyboard_nr(); // keys_nr=GetKeyboard_nr();
} }
else if(c != EMUCMD_SPEED_TURBO) // TODO: this should be made more general by detecting if the command has an "off" function, but right now Turbo is the only command that has it else
if(c != EMUCMD_SPEED_TURBO) // TODO: this should be made more general by detecting if the command has an "off" function, but right now Turbo is the only command that has it
{ {
keys=GetKeyboard_jd(); keys=GetKeyboard_jd();
keys_nr=GetKeyboard_nr(); keys_nr=GetKeyboard_nr();

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@ -34,14 +34,16 @@ void KeyboardClose(void)
lpdid=0; lpdid=0;
} }
static unsigned char keys[256] = {0,}; // with repeat static unsigned int keys[256] = {0,}; // with repeat
static unsigned char keys_nr[256] = {0,}; // non-repeating static unsigned int keys_nr[256] = {0,}; // non-repeating
static unsigned char keys_jd[256] = {0,}; // just-down static unsigned int keys_jd[256] = {0,}; // just-down
static unsigned char keys_jd_lock[256] = {0,}; // just-down released lock static unsigned int keys_jd_lock[256] = {0,}; // just-down released lock
int autoHoldKey = 0, autoHoldClearKey = 0; int autoHoldKey = 0, autoHoldClearKey = 0;
int ctr=0;
void KeyboardUpdateState(void) void KeyboardUpdateState(void)
{ {
unsigned char tk[256]; unsigned char tk[256];
printf("%d!!\n",ctr++);
ddrval=IDirectInputDevice7_GetDeviceState(lpdid,256,tk); ddrval=IDirectInputDevice7_GetDeviceState(lpdid,256,tk);
@ -49,6 +51,8 @@ void KeyboardUpdateState(void)
if(GetAsyncKeyState(VK_PAUSE)) // normally this should have & 0x8000, but apparently this key is too special for that to work if(GetAsyncKeyState(VK_PAUSE)) // normally this should have & 0x8000, but apparently this key is too special for that to work
tk[0xC5] = 0x80; tk[0xC5] = 0x80;
DWORD time = timeGetTime();
switch(ddrval) switch(ddrval)
{ {
case DI_OK: //memcpy(keys,tk,256);break; case DI_OK: //memcpy(keys,tk,256);break;
@ -64,16 +68,16 @@ void KeyboardUpdateState(void)
#define KEY_JUST_DOWN_DURATION (4) // must be >= 1 and <= 255 #define KEY_JUST_DOWN_DURATION (4) // must be >= 1 and <= 255
int i; int i;
for(i = 0 ; i < 256 ; i++) for(i = 0 ; i < 256 ; i++)
if(tk[i]) if(tk[i]) {
if(keys_nr[i] < 255) if(keys_nr[i] == 0)
keys_nr[i]++; // activate key, and count up for repeat keys_nr[i] = time;
else }
keys_nr[i] = 255 - KEY_REPEAT_REPEATING_DELAY; // oscillate for repeat
else else
keys_nr[i] = 0; // deactivate key keys_nr[i] = 0;
memcpy(keys,keys_nr,256); memcpy(keys,keys_nr,256*4);
// key-down detection // key-down detection
for(i = 0 ; i < 256 ; i++) for(i = 0 ; i < 256 ; i++)
@ -87,18 +91,18 @@ void KeyboardUpdateState(void)
else if(keys_jd[i] else if(keys_jd[i]
/*&& (i != 0x2A && i != 0x36 && i != 0x1D && i != 0x38)*/) /*&& (i != 0x2A && i != 0x36 && i != 0x1D && i != 0x38)*/)
{ {
if(++keys_jd[i] > KEY_JUST_DOWN_DURATION) if(time - keys_jd[i] > KEY_JUST_DOWN_DURATION)
{ {
keys_jd[i] = 0; keys_jd[i] = 0;
keys_jd_lock[i] = 1; keys_jd_lock[i] = 1;
} }
} }
else else
keys_jd[i] = 1; keys_jd[i] = time;
// key repeat // key repeat
for(i = 0 ; i < 256 ; i++) for(i = 0 ; i < 256 ; i++)
if(keys[i] >= KEY_REPEAT_INITIAL_DELAY && !(keys[i]%KEY_REPEAT_REPEATING_DELAY)) if(time - keys[i] >= KEY_REPEAT_INITIAL_DELAY && !((time-keys[i])%KEY_REPEAT_REPEATING_DELAY))
keys[i] = 0; keys[i] = 0;
} }
break; break;
@ -106,7 +110,7 @@ void KeyboardUpdateState(void)
case DIERR_INPUTLOST: case DIERR_INPUTLOST:
case DIERR_NOTACQUIRED: case DIERR_NOTACQUIRED:
memset(keys,0,256); memset(keys,0,256*4);
IDirectInputDevice7_Acquire(lpdid); IDirectInputDevice7_Acquire(lpdid);
break; break;
} }
@ -116,15 +120,15 @@ void KeyboardUpdateState(void)
autoHoldReset = autoHoldClearKey && keys[autoHoldClearKey] != 0; autoHoldReset = autoHoldClearKey && keys[autoHoldClearKey] != 0;
} }
unsigned char *GetKeyboard(void) unsigned int *GetKeyboard(void)
{ {
return(keys); return(keys);
} }
unsigned char *GetKeyboard_nr(void) unsigned int *GetKeyboard_nr(void)
{ {
return(keys_nr); return(keys_nr);
} }
unsigned char *GetKeyboard_jd(void) unsigned int *GetKeyboard_jd(void)
{ {
return(keys_jd); return(keys_jd);
} }

View File

@ -1,7 +1,7 @@
void KeyboardClose(void); void KeyboardClose(void);
int KeyboardInitialize(void); int KeyboardInitialize(void);
void KeyboardUpdate(void); void KeyboardUpdate(void);
unsigned char *GetKeyboard(void); unsigned int *GetKeyboard(void);
unsigned char *GetKeyboard_nr(void); unsigned int *GetKeyboard_nr(void);
unsigned char *GetKeyboard_jd(void); unsigned int *GetKeyboard_jd(void);
int KeyboardSetBackgroundAccess(int on); int KeyboardSetBackgroundAccess(int on);

View File

@ -710,7 +710,6 @@ doloopy:
void _updateWindow() void _updateWindow()
{ {
UpdateFCEUWindow(); UpdateFCEUWindow();
FCEUD_UpdateInput();
PPUViewDoBlit(); PPUViewDoBlit();
UpdateMemoryView(0); UpdateMemoryView(0);
UpdateCDLogger(); UpdateCDLogger();
@ -921,9 +920,20 @@ void _updateWindow()
// } // end of !(old sound code) block // } // end of !(old sound code) block
//} //}
/** void win_debuggerLoop()
* Update the game and gamewindow with a new frame {
**/ //delay until something causes us to unpause.
//either a hotkey or a debugger command
while(FCEUI_EmulationPaused() && !FCEUI_EmulationFrameStepped())
{
Sleep(50);
FCEUD_UpdateInput();
_updateWindow();
}
int zzz=9;
}
// Update the game and gamewindow with a new frame
void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count) void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count)
{ {
//mbg merge 7/19/06 - leaving this untouched but untested //mbg merge 7/19/06 - leaving this untouched but untested
@ -960,6 +970,7 @@ void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count)
//update debugging displays //update debugging displays
_updateWindow(); _updateWindow();
//MBG TODO - think about this logic
//throttle //throttle
extern bool turbo; //needs to be declared better extern bool turbo; //needs to be declared better
if(!(eoptions&EO_NOTHROTTLE)) //if throttling is enabled.. if(!(eoptions&EO_NOTHROTTLE)) //if throttling is enabled..
@ -968,23 +979,33 @@ void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count)
//then throttle //then throttle
win_Throttle(); win_Throttle();
//delay until we unpause. we will only stick here if we're paused by a breakpoint or debug command //sleep just to be polite
while(FCEUI_EmulationPaused() && inDebugger) if(FCEUI_EmulationPaused()) {
{
Sleep(50); Sleep(50);
BlockingCheck();
FCEUD_UpdateInput(); //should this update the CONTROLS??? or only the hotkeys etc?
} }
//something of a hack, but straightforward: //while(EmulationPaused==1 && inDebugger)
//if we were paused, but not in the debugger, then unpause ourselves and step. //{
//this is so that the cpu won't cut off execution due to being paused, but the debugger _will_ // Sleep(50);
//cut off execution as soon as it makes it into the main cpu cycle loop // BlockingCheck();
if(FCEUI_EmulationPaused() && !inDebugger) { // FCEUD_UpdateInput(); //should this update the CONTROLS??? or only the hotkeys etc?
FCEUI_ToggleEmulationPause(); //}
FCEUI_Debugger().step = 1;
} ////so, we're not paused anymore.
////something of a hack, but straightforward:
////if we were paused, but not in the debugger, then unpause ourselves and step.
////this is so that the cpu won't cut off execution due to being paused, but the debugger _will_
////cut off execution as soon as it makes it into the main cpu cycle loop
//if(FCEUI_EmulationPaused() && !inDebugger) {
// FCEUI_ToggleEmulationPause();
// FCEUI_Debugger().step = 1;
// FCEUD_DebugBreakpoint();
//}
//make sure to update the input once per frame
FCEUD_UpdateInput();
// if(soundo) //&& temp_fps_scale >= 64 // if(soundo) //&& temp_fps_scale >= 64
// { // {

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@ -85,7 +85,7 @@ static struct
#define NUM_DEFAULT_MAPPINGS (sizeof(DefaultCommandMapping)/sizeof(DefaultCommandMapping[0])) #define NUM_DEFAULT_MAPPINGS (sizeof(DefaultCommandMapping)/sizeof(DefaultCommandMapping[0]))
static uint8 keyonce[MKK_COUNT]; static uint8 keyonce[MKK_COUNT];
static unsigned char *keys_nr = 0; static unsigned int *keys_nr = 0;
static const char* ScanNames[256]= static const char* ScanNames[256]=
{ {

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@ -263,6 +263,7 @@ static void CloseGame(void)
void ResetGameLoaded(void) void ResetGameLoaded(void)
{ {
if(GameInfo) CloseGame(); if(GameInfo) CloseGame();
EmulationPaused = 0; //mbg 5/8/08 - loading games while paused was bad news. maybe this fixes it
GameStateRestore=0; GameStateRestore=0;
PPU_hook=0; PPU_hook=0;
GameHBIRQHook=0; GameHBIRQHook=0;
@ -510,6 +511,8 @@ void FCEUI_Emulate(uint8 **pXBuf, int32 **SoundBuf, int32 *SoundBufSize, int ski
*SoundBuf=WaveFinal; *SoundBuf=WaveFinal;
*SoundBufSize=ssize; *SoundBufSize=ssize;
//if we were asked to frame advance, then since we have just finished
//a frame, we should switch to regular pause
if(EmulationPaused&2) if(EmulationPaused&2)
{ {
EmulationPaused = 1; // restore paused flag EmulationPaused = 1; // restore paused flag
@ -735,7 +738,17 @@ int32 FCEUI_GetDesiredFPS(void)
int FCEUI_EmulationPaused(void) int FCEUI_EmulationPaused(void)
{ {
return (EmulationPaused&1); return (EmulationPaused&1);
}
int FCEUI_EmulationFrameStepped()
{
return (EmulationPaused&2);
}
void FCEUI_ClearEmulationFrameStepped()
{
EmulationPaused &=~2;
} }
//mbg merge 7/18/06 added //mbg merge 7/18/06 added