visualboyadvance-m/src/wx/panel.cpp

2626 lines
79 KiB
C++

#include <cstdlib>
#include <cmath>
#include <cstring>
#include <vector>
#if defined(__WXGTK__) && defined(HAVE_XSS)
#include <X11/Xlib.h>
#define Status int
#include <X11/extensions/scrnsaver.h>
#include <gdk/gdkx.h>
#include <gtk/gtk.h>
#endif
#include <wx/dcbuffer.h>
#include <wx/menu.h>
#include <SDL_joystick.h>
#include "../common/version_cpp.h"
#include "../common/ConfigManager.h"
#include "../common/Patch.h"
#include "../gb/gbPrinter.h"
#include "../gba/RTC.h"
#include "../gba/agbprint.h"
#include "../sdl/text.h"
#include "drawing.h"
#include "filters.h"
#include "wxvbam.h"
#include "wxutil.h"
#include "wayland.h"
#include "background-input.h"
#ifdef __WXMSW__
#include <windows.h>
#endif
// release all buttons currently pressed
static void clear_input_press();
int emulating;
IMPLEMENT_DYNAMIC_CLASS(GameArea, wxPanel)
GameArea::GameArea()
: wxPanel()
, panel(NULL)
, emusys(NULL)
, was_paused(false)
, rewind_time(0)
, do_rewind(false)
, rewind_mem(0)
, num_rewind_states(0)
, loaded(IMAGE_UNKNOWN)
, basic_width(GBAWidth)
, basic_height(GBAHeight)
, fullscreen(false)
, paused(false)
, pointer_blanked(false)
, mouse_active_time(0)
{
SetSizer(new wxBoxSizer(wxVERTICAL));
// all renderers prefer 32-bit
// well, "simple" prefers 24-bit, but that's not available for filters
systemColorDepth = 32;
hq2x_init(32);
Init_2xSaI(32);
}
void GameArea::LoadGame(const wxString& name)
{
rom_scene_rls = wxT("-");
rom_scene_rls_name = wxT("-");
rom_name = wxT("");
// fex just crashes if file does not exist and it's compressed,
// so check first
wxFileName fnfn(name);
bool badfile = !fnfn.IsFileReadable();
// if path was relative, look for it before giving up
if (badfile && !fnfn.IsAbsolute()) {
wxString rp = fnfn.GetPath();
// can't really decide which dir to use, so try GBA first, then GB
if (!wxGetApp().GetAbsolutePath(gopts.gba_rom_dir).empty()) {
fnfn.SetPath(wxGetApp().GetAbsolutePath(gopts.gba_rom_dir) + wxT('/') + rp);
badfile = !fnfn.IsFileReadable();
}
if (badfile && !wxGetApp().GetAbsolutePath(gopts.gb_rom_dir).empty()) {
fnfn.SetPath(wxGetApp().GetAbsolutePath(gopts.gb_rom_dir) + wxT('/') + rp);
badfile = !fnfn.IsFileReadable();
}
if (badfile && !wxGetApp().GetAbsolutePath(gopts.gbc_rom_dir).empty()) {
fnfn.SetPath(wxGetApp().GetAbsolutePath(gopts.gbc_rom_dir) + wxT('/') + rp);
badfile = !fnfn.IsFileReadable();
}
}
// auto-conversion of wxCharBuffer to const char * seems broken
// so save underlying wxCharBuffer (or create one of none is used)
wxCharBuffer fnb(UTF8(fnfn.GetFullPath()));
const char* fn = fnb.data();
IMAGE_TYPE t = badfile ? IMAGE_UNKNOWN : utilFindType(fn);
if (t == IMAGE_UNKNOWN) {
wxString s;
s.Printf(_("%s is not a valid ROM file"), name.mb_str());
wxMessageDialog dlg(GetParent(), s, _("Problem loading file"), wxOK | wxICON_ERROR);
dlg.ShowModal();
return;
}
{
wxFileConfig* cfg = wxGetApp().cfg;
if (!gopts.recent_freeze) {
gopts.recent->AddFileToHistory(name);
wxGetApp().frame->SetRecentAccels();
cfg->SetPath(wxT("/Recent"));
gopts.recent->Save(*cfg);
cfg->SetPath(wxT("/"));
cfg->Flush();
}
}
UnloadGame();
// strip extension from actual game file name
// FIXME: save actual file name of archive so patches & cheats can
// be loaded from archive
// FIXME: if archive name does not match game name, prepend archive
// name to uniquify game name
loaded_game = fnfn;
loaded_game.ClearExt();
loaded_game.MakeAbsolute();
// load patch, if enabled
// note that it is difficult to load from archive due to
// ../common/Patch.cpp depending on opening the file itself and doing
// lots of seeking & such. The only way would be to copy the patch
// out to a temporary file and load it (and can't just use
// AssignTempFileName because it needs correct extension)
// too much trouble for now, though
bool loadpatch = autoPatch;
wxFileName pfn = loaded_game;
int ovSaveType = 0;
if (loadpatch) {
// SetExt may strip something off by accident, so append to text instead
// pfn.SetExt(wxT("ips")
pfn.SetFullName(pfn.GetFullName() + wxT(".ips"));
if (!pfn.IsFileReadable()) {
pfn.SetExt(wxT("ups"));
if (!pfn.IsFileReadable()) {
pfn.SetExt(wxT("bps"));
if (!pfn.IsFileReadable()) {
pfn.SetExt(wxT("ppf"));
loadpatch = pfn.IsFileReadable();
}
}
}
}
if (t == IMAGE_GB) {
if (!gbLoadRom(fn)) {
wxString s;
s.Printf(_("Unable to load Game Boy ROM %s"), name.mb_str());
wxMessageDialog dlg(GetParent(), s, _("Problem loading file"), wxOK | wxICON_ERROR);
dlg.ShowModal();
return;
}
rom_size = gbRomSize;
if (loadpatch) {
int size = rom_size;
applyPatch(UTF8(pfn.GetFullPath()), &gbRom, &size);
if (size != (int)rom_size)
gbUpdateSizes();
rom_size = size;
}
// start sound; this must happen before CPU stuff
gb_effects_config.enabled = gopts.gb_effects_config_enabled;
gb_effects_config.surround = gopts.gb_effects_config_surround;
gb_effects_config.echo = (float)gopts.gb_echo / 100.0;
gb_effects_config.stereo = (float)gopts.gb_stereo / 100.0;
gbSoundSetDeclicking(gopts.gb_declick);
if (!soundInit()) {
wxLogError(_("Could not initialize the sound driver!"));
}
soundSetEnable(gopts.sound_en);
gbSoundSetSampleRate(!gopts.sound_qual ? 48000 : 44100 / (1 << (gopts.sound_qual - 1)));
soundSetVolume((float)gopts.sound_vol / 100.0);
// this **MUST** be called **AFTER** setting sample rate because the core calls soundInit()
soundSetThrottle(throttle);
gbGetHardwareType();
bool use_bios = gbCgbMode ? useBiosFileGBC : useBiosFileGB;
wxCharBuffer fnb(UTF8((gbCgbMode ? gopts.gbc_bios : gopts.gb_bios)));
const char* fn = fnb.data();
gbCPUInit(fn, use_bios);
if (use_bios && !useBios) {
wxLogError(_("Could not load BIOS %s"), (gbCgbMode ? gopts.gbc_bios : gopts.gb_bios).mb_str());
// could clear use flag & file name now, but better to force
// user to do it
}
gbReset();
if (gbBorderOn) {
basic_width = gbBorderLineSkip = SGBWidth;
basic_height = SGBHeight;
gbBorderColumnSkip = (SGBWidth - GBWidth) / 2;
gbBorderRowSkip = (SGBHeight - GBHeight) / 2;
} else {
basic_width = gbBorderLineSkip = GBWidth;
basic_height = GBHeight;
gbBorderColumnSkip = gbBorderRowSkip = 0;
}
emusys = &GBSystem;
} else /* if(t == IMAGE_GBA) */
{
if (!(rom_size = CPULoadRom(fn))) {
wxString s;
s.Printf(_("Unable to load Game Boy Advance ROM %s"), name.mb_str());
wxMessageDialog dlg(GetParent(), s, _("Problem loading file"), wxOK | wxICON_ERROR);
dlg.ShowModal();
return;
}
rom_crc32 = crc32(0L, rom, rom_size);
if (loadpatch) {
// don't use real rom size or it might try to resize rom[]
// instead, use known size of rom[]
int size = 0x2000000 < rom_size ? 0x2000000 : rom_size;
applyPatch(UTF8(pfn.GetFullPath()), &rom, &size);
// that means we no longer really know rom_size either <sigh>
gbaUpdateRomSize(size);
}
wxFileConfig* cfg = wxGetApp().overrides;
wxString id = wxString((const char*)&rom[0xac], wxConvLibc, 4);
if (cfg->HasGroup(id)) {
cfg->SetPath(id);
bool enable_rtc = cfg->Read(wxT("rtcEnabled"), rtcEnabled);
rtcEnable(enable_rtc);
int fsz = cfg->Read(wxT("flashSize"), (long)0);
if (fsz != 0x10000 && fsz != 0x20000)
fsz = 0x10000 << optFlashSize;
flashSetSize(fsz);
ovSaveType = cfg->Read(wxT("saveType"), cpuSaveType);
if (ovSaveType < 0 || ovSaveType > 5)
ovSaveType = 0;
if (ovSaveType == 0)
utilGBAFindSave(rom_size);
else
saveType = ovSaveType;
mirroringEnable = cfg->Read(wxT("mirroringEnabled"), (long)1);
cfg->SetPath(wxT("/"));
} else {
rtcEnable(rtcEnabled);
flashSetSize(0x10000 << optFlashSize);
if (cpuSaveType < 0 || cpuSaveType > 5)
cpuSaveType = 0;
if (cpuSaveType == 0)
utilGBAFindSave(rom_size);
else
saveType = cpuSaveType;
mirroringEnable = false;
}
doMirroring(mirroringEnable);
// start sound; this must happen before CPU stuff
if (!soundInit()) {
wxLogError(_("Could not initialize the sound driver!"));
}
soundSetEnable(gopts.sound_en);
soundSetSampleRate(!gopts.sound_qual ? 48000 : 44100 / (1 << (gopts.sound_qual - 1)));
soundSetVolume((float)gopts.sound_vol / 100.0);
// this **MUST** be called **AFTER** setting sample rate because the core calls soundInit()
soundSetThrottle(throttle);
soundFiltering = (float)gopts.gba_sound_filter / 100.0f;
rtcEnableRumble(true);
CPUInit(UTF8(gopts.gba_bios), useBiosFileGBA);
if (useBiosFileGBA && !useBios) {
wxLogError(_("Could not load BIOS %s"), gopts.gba_bios.mb_str());
// could clear use flag & file name now, but better to force
// user to do it
}
CPUReset();
basic_width = GBAWidth;
basic_height = GBAHeight;
emusys = &GBASystem;
}
if (fullScreen)
GameArea::ShowFullScreen(true);
loaded = t;
SetFrameTitle();
SetFocus();
// Use custom geometry
AdjustSize(false);
emulating = true;
was_paused = true;
MainFrame* mf = wxGetApp().frame;
mf->StopJoyPollTimer();
mf->SetJoystick();
mf->cmd_enable &= ~(CMDEN_GB | CMDEN_GBA);
mf->cmd_enable |= ONLOAD_CMDEN;
mf->cmd_enable |= loaded == IMAGE_GB ? CMDEN_GB : (CMDEN_GBA | CMDEN_NGDB_GBA);
mf->enable_menus();
#if (defined __WIN32__ || defined _WIN32)
#ifndef NO_LINK
gbSerialFunction = gbStartLink;
#else
gbSerialFunction = NULL;
#endif
#endif
// probably only need to do this for GB carts
if (winGbPrinterEnabled)
gbSerialFunction = gbPrinterSend;
// probably only need to do this for GBA carts
agbPrintEnable(agbPrint);
// set frame skip based on ROM type
systemFrameSkip = frameSkip;
if (systemFrameSkip < 0)
systemFrameSkip = 0;
// load battery and/or saved state
recompute_dirs();
mf->update_state_ts(true);
bool did_autoload = gopts.autoload_state ? LoadState() : false;
if (!did_autoload || skipSaveGameBattery) {
wxString bname = loaded_game.GetFullName();
#ifndef NO_LINK
// MakeInstanceFilename doesn't do wxString, so just add slave ID here
int playerId = GetLinkPlayerId();
if (playerId >= 0) {
bname.append(wxT('-'));
bname.append(wxChar(wxT('1') + playerId));
}
#endif
bname.append(wxT(".sav"));
wxFileName bat(batdir, bname);
if (emusys->emuReadBattery(UTF8(bat.GetFullPath()))) {
wxString msg;
msg.Printf(_("Loaded battery %s"), bat.GetFullPath().wc_str());
systemScreenMessage(msg);
if (cpuSaveType == 0 && ovSaveType == 0 && t == IMAGE_GBA) {
switch (bat.GetSize().GetValue()) {
case 0x200:
case 0x2000:
saveType = GBA_SAVE_EEPROM;
break;
case 0x8000:
saveType = GBA_SAVE_SRAM;
break;
case 0x10000:
if (saveType == GBA_SAVE_EEPROM || saveType == GBA_SAVE_SRAM)
break;
break;
case 0x20000:
saveType = GBA_SAVE_FLASH;
flashSetSize(bat.GetSize().GetValue());
break;
default:
break;
}
SetSaveType(saveType);
}
}
// forget old save writes
systemSaveUpdateCounter = SYSTEM_SAVE_NOT_UPDATED;
}
// do an immediate rewind save
// even if loaded from state file: not smart enough yet to just
// do a reset or load from state file when # rewinds == 0
do_rewind = gopts.rewind_interval > 0;
// FIXME: backup battery file (useful if game name conflict)
cheats_dirty = (did_autoload && !skipSaveGameCheats) || (loaded == IMAGE_GB ? gbCheatNumber > 0 : cheatsNumber > 0);
if (gopts.autoload_cheats && (!did_autoload || skipSaveGameCheats)) {
wxFileName cfn = loaded_game;
// SetExt may strip something off by accident, so append to text instead
cfn.SetFullName(cfn.GetFullName() + wxT(".clt"));
if (cfn.IsFileReadable()) {
bool cld;
if (loaded == IMAGE_GB)
cld = gbCheatsLoadCheatList(UTF8(cfn.GetFullPath()));
else
cld = cheatsLoadCheatList(UTF8(cfn.GetFullPath()));
if (cld) {
systemScreenMessage(_("Loaded cheats"));
cheats_dirty = false;
}
}
}
#ifndef NO_LINK
if (gopts.link_auto) {
linkMode = mf->GetConfiguredLinkMode();
BootLink(linkMode, UTF8(gopts.link_host), linkTimeout, linkHacks, linkNumPlayers);
}
#endif
}
void GameArea::SetFrameTitle()
{
wxString tit = wxT("");
if (loaded != IMAGE_UNKNOWN) {
tit.append(loaded_game.GetFullName());
tit.append(wxT(" - "));
}
tit.append(wxT("VisualBoyAdvance-M "));
tit.append(vbam_version);
#ifndef NO_LINK
int playerId = GetLinkPlayerId();
if (playerId >= 0) {
tit.append(_(" player "));
tit.append(wxChar(wxT('1') + playerId));
}
#endif
wxGetApp().frame->SetTitle(tit);
}
void GameArea::recompute_dirs()
{
batdir = gopts.battery_dir;
if (!batdir.size()) {
batdir = loaded_game.GetPathWithSep();
} else {
batdir = wxGetApp().GetAbsolutePath(gopts.battery_dir);
}
if (!wxIsWritable(batdir)) {
batdir = wxGetApp().GetDataDir();
}
statedir = gopts.state_dir;
if (!statedir.size()) {
statedir = loaded_game.GetPathWithSep();
} else {
statedir = wxGetApp().GetAbsolutePath(gopts.state_dir);
}
if (!wxIsWritable(statedir)) {
statedir = wxGetApp().GetDataDir();
}
}
void GameArea::UnloadGame(bool destruct)
{
if (!emulating)
return;
// last opportunity to autosave cheats
if (gopts.autoload_cheats && cheats_dirty) {
wxFileName cfn = loaded_game;
// SetExt may strip something off by accident, so append to text instead
cfn.SetFullName(cfn.GetFullName() + wxT(".clt"));
if (loaded == IMAGE_GB) {
if (!gbCheatNumber)
wxRemoveFile(cfn.GetFullPath());
else
gbCheatsSaveCheatList(UTF8(cfn.GetFullPath()));
} else {
if (!cheatsNumber)
wxRemoveFile(cfn.GetFullPath());
else
cheatsSaveCheatList(UTF8(cfn.GetFullPath()));
}
}
// if timer was counting down for save, go ahead and save
// this might not be safe, though..
if (systemSaveUpdateCounter > SYSTEM_SAVE_NOT_UPDATED) {
SaveBattery();
}
MainFrame* mf = wxGetApp().frame;
#ifndef NO_FFMPEG
snd_rec.Stop();
vid_rec.Stop();
#endif
systemStopGameRecording();
systemStopGamePlayback();
#ifndef NO_DEBUGGER
debugger = false;
remoteCleanUp();
mf->cmd_enable |= CMDEN_NGDB_ANY;
#endif
if (loaded == IMAGE_GB) {
gbCleanUp();
gbCheatRemoveAll();
} else if (loaded == IMAGE_GBA) {
CPUCleanUp();
cheatsDeleteAll(false);
}
emulating = false;
loaded = IMAGE_UNKNOWN;
emusys = NULL;
soundShutdown();
disableKeyboardBackgroundInput();
if (destruct)
return;
// in destructor, panel should be auto-deleted by wx since all panels
// are derived from a window attached as child to GameArea
if (panel) {
panel->Destroy();
panel = nullptr;
}
// close any game-related viewer windows
// in destructor, viewer windows are in process of being deleted anyway
while (!mf->popups.empty())
mf->popups.front()->Close(true);
// remaining items are GUI updates that should not be needed in destructor
SetFrameTitle();
mf->cmd_enable &= UNLOAD_CMDEN_KEEP;
mf->update_state_ts(true);
mf->enable_menus();
mf->StartJoyPollTimer();
mf->SetJoystick();
mf->ResetCheatSearch();
if (rewind_mem)
num_rewind_states = 0;
}
bool GameArea::LoadState()
{
int slot = wxGetApp().frame->newest_state_slot();
if (slot < 1)
return false;
return LoadState(slot);
}
bool GameArea::LoadState(int slot)
{
wxString fname;
fname.Printf(SAVESLOT_FMT, game_name().wc_str(), slot);
return LoadState(wxFileName(statedir, fname));
}
bool GameArea::LoadState(const wxFileName& fname)
{
// FIXME: first save to backup state if not backup state
bool ret = emusys->emuReadState(UTF8(fname.GetFullPath()));
if (ret && num_rewind_states) {
MainFrame* mf = wxGetApp().frame;
mf->cmd_enable &= ~CMDEN_REWIND;
mf->enable_menus();
num_rewind_states = 0;
// do an immediate rewind save
// even if loaded from state file: not smart enough yet to just
// do a reset or load from state file when # rewinds == 0
do_rewind = true;
rewind_time = gopts.rewind_interval * 6;
}
if (ret) {
// forget old save writes
systemSaveUpdateCounter = SYSTEM_SAVE_NOT_UPDATED;
// no point in blending after abrupt change
InterframeCleanup();
// frame rate calc should probably reset as well
was_paused = true;
// save state had a screen frame, so draw it
systemDrawScreen();
}
wxString msg;
msg.Printf(ret ? _("Loaded state %s") : _("Error loading state %s"),
fname.GetFullPath().wc_str());
systemScreenMessage(msg);
return ret;
}
bool GameArea::SaveState()
{
return SaveState(wxGetApp().frame->oldest_state_slot());
}
bool GameArea::SaveState(int slot)
{
wxString fname;
fname.Printf(SAVESLOT_FMT, game_name().wc_str(), slot);
return SaveState(wxFileName(statedir, fname));
}
bool GameArea::SaveState(const wxFileName& fname)
{
// FIXME: first copy to backup state if not backup state
bool ret = emusys->emuWriteState(UTF8(fname.GetFullPath()));
wxGetApp().frame->update_state_ts(true);
wxString msg;
msg.Printf(ret ? _("Saved state %s") : _("Error saving state %s"),
fname.GetFullPath().wc_str());
systemScreenMessage(msg);
return ret;
}
void GameArea::SaveBattery()
{
// MakeInstanceFilename doesn't do wxString, so just add slave ID here
wxString bname = game_name();
#ifndef NO_LINK
int playerId = GetLinkPlayerId();
if (playerId >= 0) {
bname.append(wxT('-'));
bname.append(wxChar(wxT('1') + playerId));
}
#endif
bname.append(wxT(".sav"));
wxFileName bat(batdir, bname);
bat.Mkdir(0777, wxPATH_MKDIR_FULL);
wxString fn = bat.GetFullPath();
// FIXME: add option to support ring of backups
// of course some games just write battery way too often for such
// a thing to be useful
if (!emusys->emuWriteBattery(UTF8(fn)))
wxLogError(_("Error writing battery %s"), fn.mb_str());
systemSaveUpdateCounter = SYSTEM_SAVE_NOT_UPDATED;
}
void GameArea::AddBorder()
{
if (basic_width != GBWidth)
return;
basic_width = SGBWidth;
basic_height = SGBHeight;
gbBorderLineSkip = SGBWidth;
gbBorderColumnSkip = (SGBWidth - GBWidth) / 2;
gbBorderRowSkip = (SGBHeight - GBHeight) / 2;
AdjustSize(false);
wxGetApp().frame->Fit();
GetSizer()->Detach(panel->GetWindow());
if (panel) {
panel->Destroy();
panel = nullptr;
}
}
void GameArea::DelBorder()
{
if (basic_width != SGBWidth)
return;
basic_width = GBWidth;
basic_height = GBHeight;
gbBorderLineSkip = GBWidth;
gbBorderColumnSkip = gbBorderRowSkip = 0;
AdjustSize(false);
wxGetApp().frame->Fit();
GetSizer()->Detach(panel->GetWindow());
if (panel) {
panel->Destroy();
panel = nullptr;
}
}
void GameArea::AdjustMinSize()
{
wxWindow* frame = wxGetApp().frame;
double hidpi_scale_factor = HiDPIScaleFactor();
// note: could safely set min size to 1x or less regardless of video_scale
// but setting it to scaled size makes resizing to default easier
wxSize sz((std::ceil(basic_width * gopts.video_scale) / hidpi_scale_factor),
(std::ceil(basic_height * gopts.video_scale) / hidpi_scale_factor));
SetMinSize(sz);
#if wxCHECK_VERSION(2, 8, 8)
sz = frame->ClientToWindowSize(sz);
#else
sz += frame->GetSize() - frame->GetClientSize();
#endif
frame->SetMinSize(sz);
}
void GameArea::LowerMinSize()
{
wxWindow* frame = wxGetApp().frame;
double hidpi_scale_factor = HiDPIScaleFactor();
wxSize sz(std::ceil(basic_width / hidpi_scale_factor),
std::ceil(basic_height / hidpi_scale_factor));
SetMinSize(sz);
// do not take decorations into account
frame->SetMinSize(sz);
}
void GameArea::AdjustSize(bool force)
{
AdjustMinSize();
if (fullscreen)
return;
double hidpi_scale_factor = HiDPIScaleFactor();
const wxSize newsz((std::ceil(basic_width * gopts.video_scale) / hidpi_scale_factor),
(std::ceil(basic_height * gopts.video_scale) / hidpi_scale_factor));
if (!force) {
wxSize sz = GetClientSize();
if (sz.GetWidth() >= newsz.GetWidth() && sz.GetHeight() >= newsz.GetHeight())
return;
}
SetSize(newsz);
GetParent()->SetClientSize(newsz);
wxGetApp().frame->Fit();
}
void GameArea::ShowFullScreen(bool full)
{
if (full == fullscreen) {
// in case the tlw somehow lost its mind, force it to proper mode
if (wxGetApp().frame->IsFullScreen() != fullscreen)
wxGetApp().frame->ShowFullScreen(full);
return;
}
// on Mac maximize is native fullscreen, so ignore fullscreen requests
#ifdef __WXMAC__
if (full && main_frame->IsMaximized()) return;
#endif
fullscreen = full;
// just in case screen mode is going to change, go ahead and preemptively
// delete panel to be recreated immediately after resize
if (panel) {
panel->Destroy();
panel = nullptr;
}
// Windows does not restore old window size/pos
// at least under Wine
// so store them before entering fullscreen
static bool cursz_valid = false;
static wxSize cursz;
static wxPoint curpos;
MainFrame* tlw = wxGetApp().frame;
int dno = wxDisplay::GetFromWindow(tlw);
if (!full) {
if (gopts.fs_mode.w && gopts.fs_mode.h) {
wxDisplay d(dno);
d.ChangeMode(wxDefaultVideoMode);
}
tlw->ShowFullScreen(false);
if (!cursz_valid) {
curpos = wxDefaultPosition;
cursz = tlw->GetMinSize();
}
tlw->SetSize(cursz);
tlw->SetPosition(curpos);
AdjustMinSize();
} else {
// close all non-modal dialogs
while (!tlw->popups.empty())
tlw->popups.front()->Close();
// Some kbd accels can send a menu open event without a close event,
// this happens on Mac in HiDPI mode for the fullscreen toggle accel.
main_frame->SetMenusOpened(false);
// mouse stays blank whenever full-screen
HidePointer();
cursz_valid = true;
cursz = tlw->GetSize();
curpos = tlw->GetPosition();
LowerMinSize();
if (gopts.fs_mode.w && gopts.fs_mode.h) {
// grglflargm
// stupid wx does not do fullscreen properly when video mode is
// changed under X11. Since it does not use xrandr to switch, it
// just changes the video mode without resizing the desktop. It
// still uses the original desktop size for fullscreen, though.
// It also seems to stick the top-left corner wherever it pleases,
// so I can't just resize the panel and expect it to show up.
// ^(*&^^&!!!! maybe just disable this code altogether on UNIX
// most 3d cards are fine with full screen size, anyway.
wxDisplay d(dno);
if (!d.ChangeMode(gopts.fs_mode)) {
wxLogInfo(_("Fullscreen mode %dx%d-%d@%d not supported; looking for another"),
gopts.fs_mode.w, gopts.fs_mode.h, gopts.fs_mode.bpp, gopts.fs_mode.refresh);
// specifying a mode may not work with bpp/rate of 0
// in particular, unix does Matches() in wrong direction
wxArrayVideoModes vm = d.GetModes();
int best_mode = -1;
size_t i;
for (i = 0; i < vm.size(); i++) {
if (vm[i].w != gopts.fs_mode.w || vm[i].h != gopts.fs_mode.h)
continue;
int bpp = vm[i].bpp;
if (gopts.fs_mode.bpp && bpp == gopts.fs_mode.bpp)
break;
if (!gopts.fs_mode.bpp && bpp == 32) {
gopts.fs_mode.bpp = 32;
break;
}
int bm_bpp = best_mode < 0 ? 0 : vm[i].bpp;
if (bpp == 32 && bm_bpp != 32)
best_mode = i;
else if (bpp == 24 && bm_bpp < 24)
best_mode = i;
else if (bpp == 16 && bm_bpp < 24 && bm_bpp != 16)
best_mode = i;
else if (!best_mode)
best_mode = i;
}
if (i == vm.size() && best_mode >= 0)
i = best_mode;
if (i == vm.size()) {
wxLogWarning(_("Fullscreen mode %dx%d-%d@%d not supported"),
gopts.fs_mode.w, gopts.fs_mode.h, gopts.fs_mode.bpp, gopts.fs_mode.refresh);
gopts.fs_mode = wxVideoMode();
for (i = 0; i < vm.size(); i++)
wxLogInfo(_("Valid mode: %dx%d-%d@%d"), vm[i].w,
vm[i].h, vm[i].bpp,
vm[i].refresh);
} else {
gopts.fs_mode.bpp = vm[i].bpp;
gopts.fs_mode.refresh = vm[i].refresh;
}
wxLogInfo(_("Chose mode %dx%d-%d@%d"),
gopts.fs_mode.w, gopts.fs_mode.h, gopts.fs_mode.bpp, gopts.fs_mode.refresh);
if (!d.ChangeMode(gopts.fs_mode)) {
wxLogWarning(_("Failed to change mode to %dx%d-%d@%d"),
gopts.fs_mode.w, gopts.fs_mode.h, gopts.fs_mode.bpp, gopts.fs_mode.refresh);
gopts.fs_mode.w = 0;
}
}
}
tlw->ShowFullScreen(true);
}
}
GameArea::~GameArea()
{
UnloadGame(true);
if (rewind_mem)
free(rewind_mem);
if (gopts.fs_mode.w && gopts.fs_mode.h && fullscreen) {
MainFrame* tlw = wxGetApp().frame;
int dno = wxDisplay::GetFromWindow(tlw);
wxDisplay d(dno);
d.ChangeMode(wxDefaultVideoMode);
}
}
void GameArea::OnKillFocus(wxFocusEvent& ev)
{
clear_input_press();
ev.Skip();
}
void GameArea::Pause()
{
if (paused)
return;
// don't pause when linked
#ifndef NO_LINK
if (GetLinkMode() != LINK_DISCONNECTED)
return;
#endif
paused = was_paused = true;
// when the game is paused like this, we should not allow any
// input to remain pressed, because they could be released
// outside of the game zone and we would not know about it.
clear_input_press();
if (loaded != IMAGE_UNKNOWN)
soundPause();
wxGetApp().frame->StartJoyPollTimer();
}
void GameArea::Resume()
{
if (!paused)
return;
paused = false;
SetExtraStyle(GetExtraStyle() | wxWS_EX_PROCESS_IDLE);
if (loaded != IMAGE_UNKNOWN)
soundResume();
wxGetApp().frame->StopJoyPollTimer();
SetFocus();
}
void GameArea::OnIdle(wxIdleEvent& event)
{
wxString pl = wxGetApp().pending_load;
MainFrame* mf = wxGetApp().frame;
if (pl.size()) {
// sometimes this gets into a loop if LoadGame() called before
// clearing pending_load. weird.
wxGetApp().pending_load = wxEmptyString;
LoadGame(pl);
#ifndef NO_DEBUGGER
if (gdbBreakOnLoad)
mf->GDBBreak();
if (debugger && loaded != IMAGE_GBA) {
wxLogError(_("Not a valid GBA cartridge"));
UnloadGame();
}
#endif
}
// stupid wx doesn't resize to screen size
// forcing it this way just puts it in an infinite loop, though
// with wx trying to resize/reposition to what it thinks is full screen
// every time it detects a manual resize like this
if (gopts.fs_mode.w && gopts.fs_mode.h && fullscreen) {
wxSize sz = GetSize();
if (sz.GetWidth() != gopts.fs_mode.w || sz.GetHeight() != gopts.fs_mode.h) {
wxGetApp().frame->Move(0, 84);
SetSize(gopts.fs_mode.w, gopts.fs_mode.h);
}
}
if (!emusys)
return;
if (!panel) {
switch (gopts.render_method) {
case RND_SIMPLE:
panel = new BasicDrawingPanel(this, basic_width, basic_height);
break;
#ifdef __WXMAC__
case RND_QUARTZ2D:
panel = new Quartz2DDrawingPanel(this, basic_width, basic_height);
break;
#endif
#ifndef NO_OGL
case RND_OPENGL:
panel = new GLDrawingPanel(this, basic_width, basic_height);
break;
#endif
#if defined(__WXMSW__) && !defined(NO_D3D)
case RND_DIRECT3D:
panel = new DXDrawingPanel(this, basic_width, basic_height);
break;
#endif
}
wxWindow* w = panel->GetWindow();
// set up event handlers
w->Connect(wxEVT_KEY_DOWN, wxKeyEventHandler(GameArea::OnKeyDown), NULL, this);
w->Connect(wxEVT_KEY_UP, wxKeyEventHandler(GameArea::OnKeyUp), NULL, this);
w->Connect(wxEVT_PAINT, wxPaintEventHandler(GameArea::PaintEv), NULL, this);
w->Connect(wxEVT_ERASE_BACKGROUND, wxEraseEventHandler(GameArea::EraseBackground), NULL, this);
// set userdata so we know it's the panel and not the frame being resized
// the userdata is freed on disconnect/destruction
this->Connect(wxEVT_SIZE, wxSizeEventHandler(GameArea::OnSize), NULL, this);
// We need to check if the buttons stayed pressed when focus the panel.
w->Connect(wxEVT_KILL_FOCUS, wxFocusEventHandler(GameArea::OnKillFocus), NULL, this);
// Update mouse last-used timers on mouse events etc..
w->Connect(wxEVT_MOTION, wxMouseEventHandler(GameArea::MouseEvent), NULL, this);
w->Connect(wxEVT_LEFT_DOWN, wxMouseEventHandler(GameArea::MouseEvent), NULL, this);
w->Connect(wxEVT_RIGHT_DOWN, wxMouseEventHandler(GameArea::MouseEvent), NULL, this);
w->Connect(wxEVT_MIDDLE_DOWN, wxMouseEventHandler(GameArea::MouseEvent), NULL, this);
w->Connect(wxEVT_MOUSEWHEEL, wxMouseEventHandler(GameArea::MouseEvent), NULL, this);
w->SetBackgroundStyle(wxBG_STYLE_CUSTOM);
w->SetSize(wxSize(basic_width, basic_height));
// Allow input while on background
if (allowKeyboardBackgroundInput)
enableKeyboardBackgroundInput(w);
if (maxScale)
w->SetMaxSize(wxSize(basic_width * maxScale,
basic_height * maxScale));
// if user changed Display/Scale config, this needs to run
AdjustMinSize();
AdjustSize(false);
unsigned frame_priority = gopts.retain_aspect ? 0 : 1;
GetSizer()->Clear();
// add spacers on top and bottom to center panel vertically
// but not on 2.8 which does not handle this correctly
if (gopts.retain_aspect)
#if wxCHECK_VERSION(2, 9, 0)
GetSizer()->Add(0, 0, wxEXPAND);
#else
frame_priority = 1;
#endif
// this triggers an assertion dialog in <= 3.1.2 in debug mode
GetSizer()->Add(w, frame_priority, gopts.retain_aspect ? (wxSHAPED | wxALIGN_CENTER | wxEXPAND) : wxEXPAND);
#if wxCHECK_VERSION(2, 9, 0)
if (gopts.retain_aspect)
GetSizer()->Add(0, 0, wxEXPAND);
#endif
Layout();
#if wxCHECK_VERSION(2, 9, 0)
SendSizeEvent();
#endif
if (pointer_blanked)
w->SetCursor(wxCursor(wxCURSOR_BLANK));
// set focus to panel
w->SetFocus();
// generate system color maps (after output module init)
if (loaded == IMAGE_GBA) utilUpdateSystemColorMaps(gbaLcdFilter);
else if (loaded == IMAGE_GB) utilUpdateSystemColorMaps(gbLcdFilter);
else utilUpdateSystemColorMaps(false);
}
mf->PollJoysticks();
if (!paused) {
HidePointer();
HideMenuBar();
event.RequestMore();
#ifndef NO_DEBUGGER
if (debugger) {
was_paused = true;
dbgMain();
if (!emulating) {
emulating = true;
UnloadGame();
}
return;
}
#endif
emusys->emuMain(emusys->emuCount);
#ifndef NO_LINK
if (loaded == IMAGE_GBA && GetLinkMode() != LINK_DISCONNECTED)
CheckLinkConnection();
#endif
} else {
was_paused = true;
if (paused)
SetExtraStyle(GetExtraStyle() & ~wxWS_EX_PROCESS_IDLE);
ShowMenuBar();
}
if (do_rewind && emusys->emuWriteMemState) {
if (!rewind_mem) {
rewind_mem = (char*)malloc(NUM_REWINDS * REWIND_SIZE);
num_rewind_states = next_rewind_state = 0;
}
if (!rewind_mem) {
wxLogError(_("No memory for rewinding"));
wxGetApp().frame->Close(true);
return;
}
long resize;
if (!emusys->emuWriteMemState(&rewind_mem[REWIND_SIZE * next_rewind_state],
REWIND_SIZE, resize /* actual size */))
// if you see a lot of these, maybe increase REWIND_SIZE
wxLogInfo(_("Error writing rewind state"));
else {
if (!num_rewind_states) {
mf->cmd_enable |= CMDEN_REWIND;
mf->enable_menus();
}
if (num_rewind_states < NUM_REWINDS)
++num_rewind_states;
next_rewind_state = (next_rewind_state + 1) % NUM_REWINDS;
}
do_rewind = false;
}
}
// Note: keys will get stuck if they are released while window has no focus
// can't really do anything about it, except scan for pressed keys on
// activate events. Maybe later.
static uint32_t bmask[NUM_KEYS] = {
KEYM_UP, KEYM_DOWN, KEYM_LEFT, KEYM_RIGHT, KEYM_A, KEYM_B, KEYM_L, KEYM_R,
KEYM_SELECT, KEYM_START, KEYM_MOTION_UP, KEYM_MOTION_DOWN, KEYM_MOTION_LEFT,
KEYM_MOTION_RIGHT, KEYM_MOTION_IN, KEYM_MOTION_OUT, KEYM_AUTO_A, KEYM_AUTO_B, KEYM_SPEED, KEYM_CAPTURE,
KEYM_GS
};
static wxJoyKeyBinding_v keys_pressed;
static void clear_input_press()
{
int i;
for (i = 0; i < 4; ++i)
{
joypress[i] = 0;
}
keys_pressed.clear();
}
struct game_key {
int player;
int key_num;
int bind_num;
wxJoyKeyBinding_v& b;
};
static void game_keys_pressed(int key, int mod, int joy, std::vector<game_key>* vec)
{
for (int player = 0; player < 4; player++)
for (int key_num = 0; key_num < NUM_KEYS; key_num++) {
wxJoyKeyBinding_v& b = gopts.joykey_bindings[player][key_num];
for (size_t bind_num = 0; bind_num < b.size(); bind_num++)
if (b[bind_num].key == key && b[bind_num].mod == mod && b[bind_num].joy == joy)
vec->push_back({player, key_num, (int)bind_num, b});
}
}
static bool process_key_press(bool down, int key, int mod, int joy = 0)
{
// modifier-only key releases do not set the modifier flag
// so we set it here to match key release events to key press events
switch (key) {
case WXK_SHIFT:
mod |= wxMOD_SHIFT;
break;
case WXK_ALT:
mod |= wxMOD_ALT;
break;
case WXK_CONTROL:
mod |= wxMOD_CONTROL;
break;
#ifdef __WXMAC__
case WXK_RAW_CONTROL:
mod |= wxMOD_RAW_CONTROL;
break;
#endif
default:
if (joy == 0) mod = 0;
break;
}
// check if key is already pressed
size_t kpno;
for (kpno = 0; kpno < keys_pressed.size(); kpno++)
if (keys_pressed[kpno].key == key && keys_pressed[kpno].mod == mod && keys_pressed[kpno].joy == joy)
break;
std::vector<game_key> game_keys;
game_keys_pressed(key, mod, joy, &game_keys);
const bool is_game_key = game_keys.size();
if (kpno < keys_pressed.size()) {
// double press is noop
if (down)
return is_game_key;
// if released, forget it
keys_pressed.erase(keys_pressed.begin() + kpno);
} else {
// double release is noop
if (!down)
return is_game_key;
// otherwise remember it
keys_pressed.push_back({key, mod, joy});
}
for (auto&& game_key : game_keys) {
if (down) {
// press button
joypress[game_key.player] |= bmask[game_key.key_num];
}
else {
// only release if no others pressed
size_t bind2;
auto b = game_key.b;
for (bind2 = 0; bind2 < game_key.b.size(); bind2++) {
if ((size_t)game_key.bind_num == bind2 || (b[bind2].key == key && b[bind2].mod == mod && b[bind2].joy == joy))
continue;
for (kpno = 0; kpno < keys_pressed.size(); kpno++)
if (keys_pressed[kpno].key == b[bind2].key && keys_pressed[kpno].mod == b[bind2].mod && keys_pressed[kpno].joy == b[bind2].joy)
break;
}
if (bind2 == b.size()) {
// release button
joypress[game_key.player] &= ~bmask[game_key.key_num];
}
}
}
return is_game_key;
}
static void draw_black_background(wxWindow* win) {
wxClientDC dc(win);
wxCoord w, h;
dc.GetSize(&w, &h);
dc.SetPen(*wxBLACK_PEN);
dc.SetBrush(*wxBLACK_BRUSH);
dc.DrawRectangle(0, 0, w, h);
}
static bool is_key_pressed(wxKeyEvent& ev)
{
auto kc = ev.GetKeyCode();
// Under Wayland or if the key is unicode, we can't use wxGetKeyState().
if (IsItWayland() || kc == WXK_NONE)
return true;
return wxGetKeyState(static_cast<wxKeyCode>(kc));
}
static bool is_key_released(wxKeyEvent& ev)
{
auto kc = ev.GetKeyCode();
// Under Wayland or if the key is unicode, we can't use wxGetKeyState().
if (IsItWayland() || kc == WXK_NONE)
return true;
return !wxGetKeyState(static_cast<wxKeyCode>(kc));
}
void GameArea::OnKeyDown(wxKeyEvent& ev)
{
int kc = getKeyboardKeyCode(ev);
if (is_key_pressed(ev) && process_key_press(true, kc, ev.GetModifiers())) {
wxWakeUpIdle();
}
}
void GameArea::OnKeyUp(wxKeyEvent& ev)
{
int kc = getKeyboardKeyCode(ev);
if (is_key_released(ev) && process_key_press(false, kc, ev.GetModifiers())) {
wxWakeUpIdle();
}
}
// these three are forwarded to the DrawingPanel instance
void GameArea::PaintEv(wxPaintEvent& ev)
{
panel->PaintEv(ev);
}
void GameArea::EraseBackground(wxEraseEvent& ev)
{
panel->EraseBackground(ev);
}
void GameArea::OnSize(wxSizeEvent& ev)
{
draw_black_background(this);
Layout();
// panel may resize
if (panel)
panel->OnSize(ev);
ev.Skip();
}
void GameArea::OnSDLJoy(wxSDLJoyEvent& ev)
{
int key = ev.control_index();
int mod = wxJoyKeyTextCtrl::DigitalButton(ev);
int joy = ev.player_index();
// mutually exclusive key types unpress their opposite
if (mod == WXJB_AXIS_PLUS) {
process_key_press(false, key, WXJB_AXIS_MINUS, joy);
process_key_press(ev.control_value() != 0, key, mod, joy);
} else if (mod == WXJB_AXIS_MINUS) {
process_key_press(false, key, WXJB_AXIS_PLUS, joy);
process_key_press(ev.control_value() != 0, key, mod, joy);
} else if (mod >= WXJB_HAT_FIRST && mod <= WXJB_HAT_LAST) {
int value = ev.control_value();
process_key_press(value & SDL_HAT_UP, key, WXJB_HAT_N, joy);
process_key_press(value & SDL_HAT_DOWN, key, WXJB_HAT_S, joy);
process_key_press(value & SDL_HAT_RIGHT, key, WXJB_HAT_E, joy);
process_key_press(value & SDL_HAT_LEFT, key, WXJB_HAT_W, joy);
} else
process_key_press(ev.control_value() != 0, key, mod, joy);
// tell Linux to turn off the screensaver/screen-blank if joystick button was pressed
// this shouldn't be necessary of course
#if defined(__WXGTK__) && defined(HAVE_XSS)
if (!wxGetApp().UsingWayland()) {
Display* display = GDK_WINDOW_XDISPLAY(gtk_widget_get_window(wxGetApp().frame->GetHandle()));
XResetScreenSaver(display);
XFlush(display);
}
#endif
}
BEGIN_EVENT_TABLE(GameArea, wxPanel)
EVT_IDLE(GameArea::OnIdle)
EVT_SDLJOY(GameArea::OnSDLJoy)
// FIXME: wxGTK does not generate motion events in MainFrame (not sure
// what to do about it)
EVT_MOUSE_EVENTS(GameArea::MouseEvent)
END_EVENT_TABLE()
DrawingPanelBase::DrawingPanelBase(int _width, int _height)
: width(_width)
, height(_height)
, scale(1)
, did_init(false)
, todraw(0)
, pixbuf1(0)
, pixbuf2(0)
, nthreads(0)
, rpi(0)
{
memset(delta, 0xff, sizeof(delta));
if (gopts.filter == FF_PLUGIN) {
do // do { } while(0) so break; exits entire block
{
// could've also just used goto & a label, I guess
gopts.filter = FF_NONE; // preemptive in case of errors
systemColorDepth = 32;
if (gopts.filter_plugin.empty())
break;
wxFileName fpn(gopts.filter_plugin);
fpn.MakeAbsolute(wxGetApp().GetPluginsDir());
if (!filt_plugin.Load(fpn.GetFullPath(), wxDL_VERBATIM | wxDL_NOW))
break;
RENDPLUG_GetInfo gi = (RENDPLUG_GetInfo)filt_plugin.GetSymbol(wxT("RenderPluginGetInfo"));
if (!gi)
break;
// need to be able to write to _rpi to set Output() and Flags
RENDER_PLUGIN_INFO* _rpi = gi();
// FIXME: maybe < RPI_VERSION, assuming future vers. back compat?
if (!_rpi || (_rpi->Flags & 0xff) != RPI_VERSION || !(_rpi->Flags & (RPI_555_SUPP | RPI_888_SUPP)))
break;
_rpi->Flags &= ~RPI_565_SUPP;
if (_rpi->Flags & RPI_888_SUPP) {
_rpi->Flags &= ~RPI_555_SUPP;
// FIXME: should this be 32 or 24? No docs or sample source
systemColorDepth = 32;
} else
systemColorDepth = 16;
if (!_rpi->Output)
// note that in actual kega fusion plugins, rpi->Output is
// unused (as is rpi->Handle)
_rpi->Output = (RENDPLUG_Output)filt_plugin.GetSymbol(wxT("RenderPluginOutput"));
scale *= (_rpi->Flags & RPI_OUT_SCLMSK) >> RPI_OUT_SCLSH;
rpi = _rpi;
gopts.filter = FF_PLUGIN; // now that there is a valid plugin
} while (0);
} else {
scale *= builtin_ff_scale(gopts.filter);
#define out_16 (systemColorDepth == 16)
systemColorDepth = 32;
}
// Intialize color tables
if (systemColorDepth == 32) {
#if wxBYTE_ORDER == wxLITTLE_ENDIAN
systemRedShift = 3;
systemGreenShift = 11;
systemBlueShift = 19;
RGB_LOW_BITS_MASK = 0x00010101;
#else
systemRedShift = 27;
systemGreenShift = 19;
systemBlueShift = 11;
RGB_LOW_BITS_MASK = 0x01010100;
#endif
} else {
// plugins expect RGB in native byte order
systemRedShift = 10;
systemGreenShift = 5;
systemBlueShift = 0;
RGB_LOW_BITS_MASK = 0x0421;
}
}
DrawingPanel::DrawingPanel(wxWindow* parent, int _width, int _height)
: DrawingPanelBase(_width, _height)
, wxPanel(parent, wxID_ANY, wxPoint(0, 0), parent->GetClientSize(),
wxFULL_REPAINT_ON_RESIZE | wxWANTS_CHARS)
{
}
void DrawingPanelBase::DrawingPanelInit()
{
did_init = true;
}
void DrawingPanelBase::PaintEv(wxPaintEvent& ev)
{
(void)ev; // unused params
wxPaintDC dc(GetWindow());
if (!todraw) {
// since this is set for custom background, not drawing anything
// will cause garbage to be displayed, so draw a black area
draw_black_background(GetWindow());
return;
}
DrawArea(dc);
// currently we draw the OSD directly on the framebuffer to reduce flickering
//DrawOSD(dc);
}
void DrawingPanelBase::EraseBackground(wxEraseEvent& ev)
{
(void)ev; // unused params
// do nothing, do not allow propagation
}
// In order to run filters in parallel, they have to run from the method of
// a wxThread-derived class
// threads are only created once, if possible, to avoid thread creation
// overhead every frame; mutex+cond used to signal start and sem for end
// when threading, there _will_ be bands for any nontrivial filter
// usually the top and bottom line(s) of each region will look a little
// different. To ease this a tiny bit, 2 extra lines are generated at
// the top of each region, so hopefully only the bottom of the previous
// region will look screwed up. The only correct way to handle this
// is to draw an increasingly larger band around the seam until the
// seam cover matches a line in both top & bottom regions, and then apply
// cover to seam. Way too much trouble for this, though.
// another issue to consider is whether or not these filters are thread-
// safe to begin with. The built-in ones are verifyable (I didn't verify
// them, though). The plugins cannot be verified. However, unlike the MFC
// interface, I will allow them to be threaded at user's discretion.
class FilterThread : public wxThread {
public:
FilterThread()
: wxThread(wxTHREAD_JOINABLE)
, lock()
, sig(lock)
{
}
wxMutex lock;
wxCondition sig;
wxSemaphore* done;
// Set these params before running
int nthreads, threadno;
int width, height;
double scale;
const RENDER_PLUGIN_INFO* rpi;
uint8_t *dst, *delta;
// set this param every round
// if NULL, end thread
uint8_t* src;
ExitCode Entry()
{
// This is the band this thread will process
// threadno == -1 means just do a dummy round on the border line
int procy = height * threadno / nthreads;
height = height * (threadno + 1) / nthreads - procy;
int inbpp = systemColorDepth >> 3;
int inrb = systemColorDepth == 16 ? 2 : systemColorDepth == 24 ? 0 : 1;
int instride = (width + inrb) * inbpp;
int outbpp = out_16 ? 2 : systemColorDepth == 24 ? 3 : 4;
int outrb = systemColorDepth == 24 ? 0 : 4;
int outstride = std::ceil(width * outbpp * scale) + outrb;
delta += instride * procy;
// FIXME: fugly hack
if(gopts.render_method == RND_OPENGL)
dst += (int)std::ceil(outstride * (procy + 1) * scale);
else
dst += (int)std::ceil(outstride * (procy + (1 / scale)) * scale);
while (nthreads == 1 || sig.Wait() == wxCOND_NO_ERROR) {
if (!src /* && nthreads > 1 */) {
lock.Unlock();
return 0;
}
src += instride;
// interframe blending filter
// definitely not thread safe by default
// added procy param to provide offset into accum buffers
if (gopts.ifb != IFB_NONE) {
switch (gopts.ifb) {
case IFB_SMART:
if (systemColorDepth == 16)
SmartIB(src, instride, width, procy, height);
else
SmartIB32(src, instride, width, procy, height);
break;
case IFB_MOTION_BLUR:
// FIXME: if(renderer == d3d/gl && filter == NONE) break;
if (systemColorDepth == 16)
MotionBlurIB(src, instride, width, procy, height);
else
MotionBlurIB32(src, instride, width, procy, height);
break;
}
}
if (gopts.filter == FF_NONE) {
if (nthreads == 1)
return 0;
done->Post();
continue;
}
//src += instride * procy;
// naturally, any of these with accumulation buffers like those of
// the IFB filters will screw up royally as well
switch (gopts.filter) {
case FF_2XSAI:
_2xSaI32(src, instride, delta, dst, outstride, width, height);
break;
case FF_SUPER2XSAI:
Super2xSaI32(src, instride, delta, dst, outstride, width, height);
break;
case FF_SUPEREAGLE:
SuperEagle32(src, instride, delta, dst, outstride, width, height);
break;
case FF_PIXELATE:
Pixelate32(src, instride, delta, dst, outstride, width, height);
break;
case FF_ADVMAME:
AdMame2x32(src, instride, delta, dst, outstride, width, height);
break;
case FF_BILINEAR:
Bilinear32(src, instride, delta, dst, outstride, width, height);
break;
case FF_BILINEARPLUS:
BilinearPlus32(src, instride, delta, dst, outstride, width, height);
break;
case FF_SCANLINES:
Scanlines32(src, instride, delta, dst, outstride, width, height);
break;
case FF_TV:
ScanlinesTV32(src, instride, delta, dst, outstride, width, height);
break;
case FF_LQ2X:
lq2x32(src, instride, delta, dst, outstride, width, height);
break;
case FF_SIMPLE2X:
Simple2x32(src, instride, delta, dst, outstride, width, height);
break;
case FF_SIMPLE3X:
Simple3x32(src, instride, delta, dst, outstride, width, height);
break;
case FF_SIMPLE4X:
Simple4x32(src, instride, delta, dst, outstride, width, height);
break;
case FF_HQ2X:
hq2x32(src, instride, delta, dst, outstride, width, height);
break;
case FF_HQ3X:
hq3x32_32(src, instride, delta, dst, outstride, width, height);
break;
case FF_HQ4X:
hq4x32_32(src, instride, delta, dst, outstride, width, height);
break;
case FF_XBRZ2X:
xbrz2x32(src, instride, delta, dst, outstride, width, height);
break;
case FF_XBRZ3X:
xbrz3x32(src, instride, delta, dst, outstride, width, height);
break;
case FF_XBRZ4X:
xbrz4x32(src, instride, delta, dst, outstride, width, height);
break;
case FF_XBRZ5X:
xbrz5x32(src, instride, delta, dst, outstride, width, height);
break;
case FF_XBRZ6X:
xbrz6x32(src, instride, delta, dst, outstride, width, height);
break;
case FF_PLUGIN:
// MFC interface did not do plugins in parallel
// Probably because it's almost certain they carry state or do
// other non-thread-safe things
// But the user can always turn mt off of it's not working..
RENDER_PLUGIN_OUTP outdesc;
outdesc.Size = sizeof(outdesc);
outdesc.Flags = rpi->Flags;
outdesc.SrcPtr = src;
outdesc.SrcPitch = instride;
outdesc.SrcW = width;
// FIXME: win32 code adds to H, saying that frame isn't fully
// rendered otherwise
// I need to verify that statement before I go adding stuff that
// may make it crash.
outdesc.SrcH = height; // + scale / 2
outdesc.DstPtr = dst;
outdesc.DstPitch = outstride;
outdesc.DstW = std::ceil(width * scale);
// on the other hand, there is at least 1 line below, so I'll add
// that to dest in case safety checks in plugin use < instead of <=
outdesc.DstH = std::ceil(height * scale); // + scale * (scale / 2)
rpi->Output(&outdesc);
break;
default:
break;
}
if (nthreads == 1)
return 0;
done->Post();
continue;
}
return 0;
}
};
void DrawingPanelBase::DrawArea(uint8_t** data)
{
// double-buffer buffer:
// if filtering, this is filter output, retained for redraws
// if not filtering, we still retain current image for redraws
int outbpp = out_16 ? 2 : systemColorDepth == 24 ? 3 : 4;
int outrb = systemColorDepth == 24 ? 0 : 4;
int outstride = std::ceil(width * outbpp * scale) + outrb;
if (!pixbuf2) {
int allocstride = outstride, alloch = height;
// gb may write borders, so allocate enough for them
if (width == GameArea::GBWidth && height == GameArea::GBHeight) {
allocstride = std::ceil(GameArea::SGBWidth * outbpp * scale) + outrb;
alloch = GameArea::SGBHeight;
}
pixbuf2 = (uint8_t*)calloc(allocstride, std::ceil((alloch + 2) * scale));
}
if (gopts.filter == FF_NONE) {
todraw = *data;
// *data is assigned below, after old buf has been processed
pixbuf1 = pixbuf2;
pixbuf2 = todraw;
} else
todraw = pixbuf2;
// FIXME: filters race condition?
gopts.max_threads = 1;
// First, apply filters, if applicable, in parallel, if enabled
if (gopts.filter != FF_NONE || gopts.ifb != FF_NONE /* FIXME: && (gopts.ifb != FF_MOTION_BLUR || !renderer_can_motion_blur) */) {
if (nthreads != gopts.max_threads) {
if (nthreads) {
if (nthreads > 1)
for (int i = 0; i < nthreads; i++) {
threads[i].lock.Lock();
threads[i].src = NULL;
threads[i].sig.Signal();
threads[i].lock.Unlock();
threads[i].Wait();
}
delete[] threads;
}
nthreads = gopts.max_threads;
threads = new FilterThread[nthreads];
// first time around, no threading in order to avoid
// static initializer conflicts
threads[0].threadno = 0;
threads[0].nthreads = 1;
threads[0].width = width;
threads[0].height = height;
threads[0].scale = scale;
threads[0].src = *data;
threads[0].dst = todraw;
threads[0].delta = delta;
threads[0].rpi = rpi;
threads[0].Entry();
// go ahead and start the threads up, though
if (nthreads > 1) {
for (int i = 0; i < nthreads; i++) {
threads[i].threadno = i;
threads[i].nthreads = nthreads;
threads[i].width = width;
threads[i].height = height;
threads[i].scale = scale;
threads[i].dst = todraw;
threads[i].delta = delta;
threads[i].rpi = rpi;
threads[i].done = &filt_done;
threads[i].lock.Lock();
threads[i].Create();
threads[i].Run();
}
}
} else if (nthreads == 1) {
threads[0].threadno = 0;
threads[0].nthreads = 1;
threads[0].width = width;
threads[0].height = height;
threads[0].scale = scale;
threads[0].src = *data;
threads[0].dst = todraw;
threads[0].delta = delta;
threads[0].rpi = rpi;
threads[0].Entry();
} else {
for (int i = 0; i < nthreads; i++) {
threads[i].lock.Lock();
threads[i].src = *data;
threads[i].sig.Signal();
threads[i].lock.Unlock();
}
for (int i = 0; i < nthreads; i++)
filt_done.Wait();
}
}
// swap buffers now that src has been processed
if (gopts.filter == FF_NONE)
*data = pixbuf1;
// draw OSD text old-style (directly into output buffer), if needed
// new style flickers too much, so we'll stick to this for now
if (wxGetApp().frame->IsFullScreen() || !gopts.statusbar) {
GameArea* panel = wxGetApp().frame->GetPanel();
if (panel->osdstat.size())
drawText(todraw + outstride * (systemColorDepth != 24), outstride,
10, 20, UTF8(panel->osdstat), showSpeedTransparent);
if (!disableStatusMessages && !panel->osdtext.empty()) {
if (systemGetClock() - panel->osdtime < OSD_TIME) {
wxString message = panel->osdtext;
int linelen = std::ceil(width * scale - 20) / 8;
int nlines = (message.size() + linelen - 1) / linelen;
int cury = height - 14 - nlines * 10;
char* buf = strdup(UTF8(message));
char* ptr = buf;
while (nlines > 1) {
char lchar = ptr[linelen];
ptr[linelen] = 0;
drawText(todraw + outstride * (systemColorDepth != 24),
outstride, 10, cury, ptr,
showSpeedTransparent);
cury += 10;
nlines--;
ptr += linelen;
*ptr = lchar;
}
drawText(todraw + outstride * (systemColorDepth != 24),
outstride, 10, cury, ptr,
showSpeedTransparent);
free(buf);
buf = NULL;
} else
panel->osdtext.clear();
}
}
// next, draw the frame (queue a PaintEv) Refresh must be used under
// Wayland or nothing is drawn.
if (wxGetApp().UsingWayland())
GetWindow()->Refresh();
else {
DrawingPanelBase* panel = wxGetApp().frame->GetPanel()->panel;
if (panel) {
wxClientDC dc(panel->GetWindow());
panel->DrawArea(dc);
}
}
// finally, draw on-screen text using wx method, if possible
// this method flickers too much right now
//DrawOSD(dc);
}
void DrawingPanelBase::DrawOSD(wxWindowDC& dc)
{
// draw OSD message, if available
// doing this here rather than using drawText() directly into the screen
// image gives us 2 advantages:
// - non-ASCII text in messages
// - message is always default font size, regardless of screen stretch
// and one known disadvantage:
// - 3d renderers may overwrite text asynchronously
// Until I go through the trouble of making this render to a bitmap, and
// then using the bitmap as a texture for the 3d renderers or rendering
// directly into the output like DrawText, this is only enabled for
// non-3d renderers.
GameArea* panel = wxGetApp().frame->GetPanel();
dc.SetTextForeground(wxColour(255, 0, 0, showSpeedTransparent ? 128 : 255));
dc.SetTextBackground(wxColour(0, 0, 0, 0));
dc.SetUserScale(1.0, 1.0);
if (panel->osdstat.size())
dc.DrawText(panel->osdstat, 10, 20);
if (!panel->osdtext.empty()) {
if (systemGetClock() - panel->osdtime >= OSD_TIME) {
panel->osdtext.clear();
wxGetApp().frame->PopStatusText();
}
}
if (!disableStatusMessages && !panel->osdtext.empty()) {
wxSize asz = dc.GetSize();
wxString msg = panel->osdtext;
int lw, lh;
int mlw = asz.GetWidth() - 20;
dc.GetTextExtent(msg, &lw, &lh);
if (lw <= mlw)
dc.DrawText(msg, 10, asz.GetHeight() - 16 - lh);
else {
// Since font is likely proportional, the only way to
// find amt of text that will fit on a line is to search
wxArrayInt llen; // length of each line, in chars
for (size_t off = 0; off < msg.size();) {
// One way would be to bsearch on GetTextExtent() looking for
// best fit.
// Another would be to use GetPartialTextExtents and search
// the resulting array.
// GetPartialTextExtents may be inaccurate, but calling it
// once per line may be more efficient than calling
// GetTextExtent log2(remaining_len) times per line.
#if 1
wxArrayInt clen;
dc.GetPartialTextExtents(msg.substr(off), clen);
#endif
int lenl = 0, lenh = msg.size() - off - 1, len;
do {
len = (lenl + lenh) / 2;
#if 1
lw = clen[len];
#else
dc.GetTextExtent(msg.substr(off, len), &lw, NULL);
#endif
if (lw > mlw)
lenh = len - 1;
else if (lw < mlw)
lenl = len + 1;
else
break;
} while (lenh >= lenl);
if (lw <= mlw)
len++;
off += len;
llen.push_back(len);
}
int nlines = llen.size();
int cury = asz.GetHeight() - 14 - nlines * (lh + 2);
for (int off = 0, line = 0; line < nlines; off += llen[line], line++, cury += lh + 2)
dc.DrawText(msg.substr(off, llen[line]), 10, cury);
}
}
}
void DrawingPanelBase::OnSize(wxSizeEvent& ev)
{
ev.Skip();
}
DrawingPanelBase::~DrawingPanelBase()
{
// pixbuf1 freed by emulator
if (pixbuf1 != pixbuf2 && pixbuf2)
{
free(pixbuf2);
pixbuf2 = NULL;
}
InterframeCleanup();
if (nthreads) {
if (nthreads > 1)
for (int i = 0; i < nthreads; i++) {
threads[i].lock.Lock();
threads[i].src = NULL;
threads[i].sig.Signal();
threads[i].lock.Unlock();
threads[i].Wait();
}
delete[] threads;
}
disableKeyboardBackgroundInput();
}
BasicDrawingPanel::BasicDrawingPanel(wxWindow* parent, int _width, int _height)
: DrawingPanel(parent, _width, _height)
{
// wxImage is 24-bit RGB, so 24-bit is preferred. Filters require
// 16 or 32, though
if (gopts.filter == FF_NONE && gopts.ifb == IFB_NONE)
// changing from 32 to 24 does not require regenerating color tables
systemColorDepth = 32;
if (!did_init) DrawingPanelInit();
}
void BasicDrawingPanel::DrawArea(wxWindowDC& dc)
{
wxImage* im;
if (systemColorDepth == 24) {
// never scaled, no borders, no transformations needed
im = new wxImage(width, height, todraw, true);
} else if (out_16) {
// scaled by filters, top/right borders, transform to 24-bit
im = new wxImage(std::ceil(width * scale), std::ceil(height * scale), false);
uint16_t* src = (uint16_t*)todraw + (int)std::ceil((width + 2) * scale); // skip top border
uint8_t* dst = im->GetData();
for (int y = 0; y < std::ceil(height * scale); y++) {
for (int x = 0; x < std::ceil(width * scale); x++, src++) {
*dst++ = ((*src >> systemRedShift) & 0x1f) << 3;
*dst++ = ((*src >> systemGreenShift) & 0x1f) << 3;
*dst++ = ((*src >> systemBlueShift) & 0x1f) << 3;
}
src += 2; // skip rhs border
}
} else if (gopts.filter != FF_NONE) {
// scaled by filters, top/right borders, transform to 24-bit
im = new wxImage(std::ceil(width * scale), std::ceil(height * scale), false);
uint32_t* src = (uint32_t*)todraw + (int)std::ceil(width * scale) + 1; // skip top border
uint8_t* dst = im->GetData();
for (int y = 0; y < std::ceil(height * scale); y++) {
for (int x = 0; x < std::ceil(width * scale); x++, src++) {
*dst++ = *src >> (systemRedShift - 3);
*dst++ = *src >> (systemGreenShift - 3);
*dst++ = *src >> (systemBlueShift - 3);
}
++src; // skip rhs border
}
} else { // 32 bit
// not scaled by filters, top/right borders, transform to 24-bit
im = new wxImage(std::ceil(width * scale), std::ceil(height * scale), false);
uint32_t* src = (uint32_t*)todraw + (int)std::ceil((width + 1) * scale); // skip top border
uint8_t* dst = im->GetData();
for (int y = 0; y < std::ceil(height * scale); y++) {
for (int x = 0; x < std::ceil(width * scale); x++, src++) {
*dst++ = *src >> (systemRedShift - 3);
*dst++ = *src >> (systemGreenShift - 3);
*dst++ = *src >> (systemBlueShift - 3);
}
++src; // skip rhs border
}
}
DrawImage(dc, im);
delete im;
}
void BasicDrawingPanel::DrawImage(wxWindowDC& dc, wxImage* im)
{
double sx, sy;
int w, h;
GetClientSize(&w, &h);
sx = w / (width * scale);
sy = h / (height * scale);
dc.SetUserScale(sx, sy);
wxBitmap bm(*im);
dc.DrawBitmap(bm, 0, 0);
}
#ifndef NO_OGL
// following 3 for vsync
#ifdef __WXMAC__
#include <OpenGL/OpenGL.h>
#endif
#ifdef __WXGTK__ // should actually check for X11, but GTK implies X11
#include <GL/glx.h>
#endif
#ifdef __WXMSW__
#include <GL/gl.h>
#include <GL/glext.h>
#endif
// This is supposed to be the default, but DOUBLEBUFFER doesn't seem to be
// turned on by default for wxGTK.
static int glopts[] = {
WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0
};
GLDrawingPanel::GLDrawingPanel(wxWindow* parent, int _width, int _height)
: DrawingPanelBase(_width, _height)
, wxglc(parent, wxID_ANY, glopts, wxPoint(0, 0), parent->GetClientSize(),
wxFULL_REPAINT_ON_RESIZE | wxWANTS_CHARS)
{
RequestHighResolutionOpenGLSurface();
#ifndef wxGL_IMPLICIT_CONTEXT
ctx = new wxGLContext(this);
SetCurrent(*ctx);
#endif
if (!did_init) DrawingPanelInit();
}
GLDrawingPanel::~GLDrawingPanel()
{
// this should be automatically deleted w/ context
// it's also unsafe if panel no longer displayed
if (did_init)
{
#ifndef wxGL_IMPLICIT_CONTEXT
SetCurrent(*ctx);
#else
SetCurrent();
#endif
glDeleteLists(vlist, 1);
glDeleteTextures(1, &texid);
}
#ifndef wxGL_IMPLICIT_CONTEXT
delete ctx;
#endif
}
void GLDrawingPanel::DrawingPanelInit()
{
#ifndef wxGL_IMPLICIT_CONTEXT
SetCurrent(*ctx);
#else
SetCurrent();
#endif
DrawingPanelBase::DrawingPanelInit();
AdjustViewport();
// taken from GTK front end almost verbatim
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1.0, 1.0, 0.0, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
vlist = glGenLists(1);
glNewList(vlist, GL_COMPILE);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0, 0.0);
glVertex3i(0, 0, 0);
glTexCoord2f(1.0, 0.0);
glVertex3i(1, 0, 0);
glTexCoord2f(0.0, 1.0);
glVertex3i(0, 1, 0);
glTexCoord2f(1.0, 1.0);
glVertex3i(1, 1, 0);
glEnd();
glEndList();
glGenTextures(1, &texid);
glBindTexture(GL_TEXTURE_2D, texid);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
gopts.bilinear ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
gopts.bilinear ? GL_LINEAR : GL_NEAREST);
#define int_fmt out_16 ? GL_RGB5 : GL_RGB
#define tex_fmt out_16 ? GL_BGRA : GL_RGBA, \
out_16 ? GL_UNSIGNED_SHORT_1_5_5_5_REV : GL_UNSIGNED_BYTE
#if 0
texsize = width > height ? width : height;
texsize = std::ceil(texsize * scale);
// texsize = 1 << ffs(texsize);
texsize = texsize | (texsize >> 1);
texsize = texsize | (texsize >> 2);
texsize = texsize | (texsize >> 4);
texsize = texsize | (texsize >> 8);
texsize = (texsize >> 1) + 1;
glTexImage2D(GL_TEXTURE_2D, 0, int_fmt, texsize, texsize, 0, tex_fmt, NULL);
#else
// but really, most cards support non-p2 and rect
// if not, use cairo or wx renderer
glTexImage2D(GL_TEXTURE_2D, 0, int_fmt, std::ceil(width * scale), std::ceil(height * scale), 0, tex_fmt, NULL);
#endif
glClearColor(0.0, 0.0, 0.0, 1.0);
// non-portable vsync code
#if defined(__WXGTK__)
static PFNGLXSWAPINTERVALEXTPROC glXSwapIntervalEXT = NULL;
static PFNGLXSWAPINTERVALSGIPROC glXSwapIntervalSGI = NULL;
static PFNGLXSWAPINTERVALMESAPROC glXSwapIntervalMESA = NULL;
char* glxQuery = (char*)glXQueryExtensionsString(glXGetCurrentDisplay(), 0);
if (strstr(glxQuery, "GLX_EXT_swap_control") != NULL)
{
glXSwapIntervalEXT = reinterpret_cast<PFNGLXSWAPINTERVALEXTPROC>(glXGetProcAddress((const GLubyte*)"glXSwapIntervalEXT"));
if (glXSwapIntervalEXT)
glXSwapIntervalEXT(glXGetCurrentDisplay(), glXGetCurrentDrawable(), vsync);
else
systemScreenMessage(_("Failed to set glXSwapIntervalEXT"));
}
if (strstr(glxQuery, "GLX_SGI_swap_control") != NULL)
{
glXSwapIntervalSGI = reinterpret_cast<PFNGLXSWAPINTERVALSGIPROC>(glXGetProcAddress((const GLubyte*)("glXSwapIntervalSGI")));
if (glXSwapIntervalSGI)
glXSwapIntervalSGI(vsync);
else
systemScreenMessage(_("Failed to set glXSwapIntervalSGI"));
}
if (strstr(glxQuery, "GLX_MESA_swap_control") != NULL)
{
glXSwapIntervalMESA = reinterpret_cast<PFNGLXSWAPINTERVALMESAPROC>(glXGetProcAddress((const GLubyte*)("glXSwapIntervalMESA")));
if (glXSwapIntervalMESA)
glXSwapIntervalMESA(vsync);
else
systemScreenMessage(_("Failed to set glXSwapIntervalMESA"));
}
#elif defined(__WXMSW__)
typedef char* (*wglext)();
wglext wglGetExtensionsStringEXT = (wglext)wglGetProcAddress("wglGetExtensionsStringEXT");
if (wglGetExtensionsStringEXT == NULL) {
systemScreenMessage(_("No support for wglGetExtensionsStringEXT"));
}
else if (strstr(wglGetExtensionsStringEXT(), "WGL_EXT_swap_control") == 0) {
systemScreenMessage(_("No support for WGL_EXT_swap_control"));
}
typedef bool (*PFNWGLSWAPINTERVALEXTPROC)(int);
static PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = NULL;
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
if (wglSwapIntervalEXT)
wglSwapIntervalEXT(vsync);
else
systemScreenMessage(_("Failed to set wglSwapIntervalEXT"));
#elif defined(__WXMAC__)
int swap_interval = vsync ? 1 : 0;
CGLContextObj cgl_context = CGLGetCurrentContext();
CGLSetParameter(cgl_context, kCGLCPSwapInterval, &swap_interval);
#else
systemScreenMessage(_("No VSYNC available on this platform"));
#endif
}
void GLDrawingPanel::OnSize(wxSizeEvent& ev)
{
AdjustViewport();
ev.Skip();
}
void GLDrawingPanel::AdjustViewport()
{
#ifndef wxGL_IMPLICIT_CONTEXT
SetCurrent(*ctx);
#else
SetCurrent();
#endif
int x, y;
GetRealPixelClientSize(&x, &y);
glViewport(0, 0, x, y);
#ifdef DEBUG
// you can use this to check that the gl surface is indeed high res
GLint m_viewport[4];
glGetIntegerv(GL_VIEWPORT, m_viewport);
wxLogDebug(wxT("GL VIEWPORT: %d, %d, %d, %d"), m_viewport[0], m_viewport[1], m_viewport[2], m_viewport[3]);
#endif
}
void GLDrawingPanel::DrawArea(wxWindowDC& dc)
{
(void)dc; // unused params
#ifndef wxGL_IMPLICIT_CONTEXT
SetCurrent(*ctx);
#else
SetCurrent();
#endif
if (!did_init)
DrawingPanelInit();
if (todraw) {
int rowlen = std::ceil(width * scale) + (out_16 ? 2 : 1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, rowlen);
#if wxBYTE_ORDER == wxBIG_ENDIAN
// FIXME: is this necessary?
if (out_16)
glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
#endif
glTexImage2D(GL_TEXTURE_2D, 0, int_fmt, std::ceil(width * scale), (int)std::ceil(height * scale),
0, tex_fmt, todraw + (int)std::ceil(rowlen * (out_16 ? 2 : 4) * scale));
glCallList(vlist);
} else
glClear(GL_COLOR_BUFFER_BIT);
SwapBuffers();
}
#endif // GL support
#if defined(__WXMSW__) && !defined(NO_D3D)
#define DIRECT3D_VERSION 0x0900
#include <d3d9.h> // main include file
//#include <d3dx9core.h> // required for font rendering
#include <dxerr9.h> // contains debug functions
DXDrawingPanel::DXDrawingPanel(wxWindow* parent, int _width, int _height)
: DrawingPanel(parent, _width, _height)
{
// FIXME: implement
}
void DXDrawingPanel::DrawArea(wxWindowDC& dc)
{
// FIXME: implement
if (!did_init) {
DrawingPanelInit();
}
if (todraw) {
}
}
#endif
#ifndef NO_FFMPEG
static const wxString media_err(recording::MediaRet ret)
{
switch (ret) {
case recording::MRET_OK:
return wxT("");
case recording::MRET_ERR_NOMEM:
return _("memory allocation error");
case recording::MRET_ERR_NOCODEC:
return _("error initializing codec");
case recording::MRET_ERR_FERR:
return _("error writing to output file");
case recording::MRET_ERR_FMTGUESS:
return _("can't guess output format from file name");
default:
// case MRET_ERR_RECORDING:
// case MRET_ERR_BUFSIZE:
return _("programming error; aborting!");
}
}
void GameArea::StartVidRecording(const wxString& fname)
{
recording::MediaRet ret;
vid_rec.SetSampleRate(soundGetSampleRate());
if ((ret = vid_rec.Record(UTF8(fname), basic_width, basic_height,
systemColorDepth))
!= recording::MRET_OK)
wxLogError(_("Unable to begin recording to %s (%s)"), fname.mb_str(),
media_err(ret));
else {
MainFrame* mf = wxGetApp().frame;
mf->cmd_enable &= ~(CMDEN_NVREC | CMDEN_NREC_ANY);
mf->cmd_enable |= CMDEN_VREC;
mf->enable_menus();
}
}
void GameArea::StopVidRecording()
{
vid_rec.Stop();
MainFrame* mf = wxGetApp().frame;
mf->cmd_enable &= ~CMDEN_VREC;
mf->cmd_enable |= CMDEN_NVREC;
if (!(mf->cmd_enable & (CMDEN_VREC | CMDEN_SREC)))
mf->cmd_enable |= CMDEN_NREC_ANY;
mf->enable_menus();
}
void GameArea::StartSoundRecording(const wxString& fname)
{
recording::MediaRet ret;
snd_rec.SetSampleRate(soundGetSampleRate());
if ((ret = snd_rec.Record(UTF8(fname))) != recording::MRET_OK)
wxLogError(_("Unable to begin recording to %s (%s)"), fname.mb_str(),
media_err(ret));
else {
MainFrame* mf = wxGetApp().frame;
mf->cmd_enable &= ~(CMDEN_NSREC | CMDEN_NREC_ANY);
mf->cmd_enable |= CMDEN_SREC;
mf->enable_menus();
}
}
void GameArea::StopSoundRecording()
{
snd_rec.Stop();
MainFrame* mf = wxGetApp().frame;
mf->cmd_enable &= ~CMDEN_SREC;
mf->cmd_enable |= CMDEN_NSREC;
if (!(mf->cmd_enable & (CMDEN_VREC | CMDEN_SREC)))
mf->cmd_enable |= CMDEN_NREC_ANY;
mf->enable_menus();
}
void GameArea::AddFrame(const uint16_t* data, int length)
{
recording::MediaRet ret;
if ((ret = vid_rec.AddFrame(data, length)) != recording::MRET_OK) {
wxLogError(_("Error in audio/video recording (%s); aborting"),
media_err(ret));
vid_rec.Stop();
}
if ((ret = snd_rec.AddFrame(data, length)) != recording::MRET_OK) {
wxLogError(_("Error in audio recording (%s); aborting"), media_err(ret));
snd_rec.Stop();
}
}
void GameArea::AddFrame(const uint8_t* data)
{
recording::MediaRet ret;
if ((ret = vid_rec.AddFrame(data)) != recording::MRET_OK) {
wxLogError(_("Error in video recording (%s); aborting"), media_err(ret));
vid_rec.Stop();
}
}
#endif
void GameArea::MouseEvent(wxMouseEvent& ev)
{
mouse_active_time = systemGetClock();
wxPoint cur_pos = wxGetMousePosition();
// Ignore small movements.
if (!ev.Moving() || (std::abs(cur_pos.x - mouse_last_pos.x) >= 11 && std::abs(cur_pos.y - mouse_last_pos.y) >= 11)) {
ShowPointer();
ShowMenuBar();
}
mouse_last_pos = cur_pos;
ev.Skip();
}
void GameArea::ShowPointer()
{
if (!pointer_blanked || fullscreen) return;
pointer_blanked = false;
SetCursor(wxNullCursor);
if (panel)
panel->GetWindow()->SetCursor(wxNullCursor);
}
void GameArea::HidePointer()
{
if (pointer_blanked || !main_frame) return;
// FIXME: make time configurable
if ((fullscreen || (systemGetClock() - mouse_active_time) > 3000) &&
!(main_frame->MenusOpened() || main_frame->DialogOpened())) {
pointer_blanked = true;
SetCursor(wxCursor(wxCURSOR_BLANK));
// wxGTK requires that subwindows get the cursor as well
if (panel)
panel->GetWindow()->SetCursor(wxCursor(wxCURSOR_BLANK));
}
}
// We do not hide the menubar on mac, on mac it is not part of the main frame
// and the user can adjust hiding behavior herself.
void GameArea::HideMenuBar()
{
#ifndef __WXMAC__
if (!main_frame || menu_bar_hidden || !gopts.hide_menu_bar) return;
if (((systemGetClock() - mouse_active_time) > 3000) && !main_frame->MenusOpened()) {
#ifdef __WXMSW__
current_hmenu = static_cast<HMENU>(main_frame->GetMenuBar()->GetHMenu());
::SetMenu(main_frame->GetHandle(), nullptr);
#else
main_frame->GetMenuBar()->Hide();
#endif
SendSizeEvent();
menu_bar_hidden = true;
}
#endif
}
void GameArea::ShowMenuBar()
{
#ifndef __WXMAC__
if (!main_frame || !menu_bar_hidden) return;
#ifdef __WXMSW__
if (current_hmenu != nullptr) {
::SetMenu(main_frame->GetHandle(), current_hmenu);
current_hmenu = nullptr;
}
#else
main_frame->GetMenuBar()->Show();
#endif
SendSizeEvent();
menu_bar_hidden = false;
#endif
}
// stub HiDPI methods, see macsupport.mm for the Mac support
#ifndef __WXMAC__
double HiDPIAware::HiDPIScaleFactor()
{
if (hidpi_scale_factor == 0) {
hidpi_scale_factor = 1.0;
}
return hidpi_scale_factor;
}
void HiDPIAware::RequestHighResolutionOpenGLSurface()
{
}
void HiDPIAware::GetRealPixelClientSize(int* x, int* y)
{
GetWindow()->GetClientSize(x, y);
}
#endif // HiDPI stubs