forked from len0rd/rockbox
Backlight support for 8-bit targets in SDL sim. Redo sound handling. Still doesn't work right, but is closer to how the actual Rockbox system does it. Move some stub functions in to Win32 and X11 sims to keep them compiling.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@8686 a1c6a512-1295-4272-9138-f99709370657
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dd39e33663
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11 changed files with 322 additions and 141 deletions
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@ -23,7 +23,6 @@
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#include "button.h"
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#include "thread.h"
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#include "kernel.h"
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#include "sound.h"
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#include "uisdl.h"
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#include "lcd-sdl.h"
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#ifdef HAVE_LCD_BITMAP
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@ -50,9 +49,6 @@ bool background = false; /* Don't use backgrounds by default */
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SDL_Thread *gui_thread;
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SDL_TimerID tick_timer_id;
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#ifdef ROCKBOX_HAS_SIMSOUND
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SDL_Thread *sound_thread;
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#endif
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bool lcd_display_redraw = true; /* Used for player simulator */
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char having_new_lcd=true; /* Used for player simulator */
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@ -68,8 +64,7 @@ Uint32 tick_timer(Uint32 interval, void *param)
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new_tick = (SDL_GetTicks() - start_tick) * HZ / 1000;
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if (new_tick != current_tick)
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{
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if (new_tick != current_tick) {
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long i;
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for (i = new_tick - current_tick; i > 0; i--)
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sim_tick_tasks();
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@ -171,9 +166,6 @@ bool gui_shutdown()
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SDL_KillThread(gui_thread);
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SDL_RemoveTimer(tick_timer_id);
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#ifdef ROCKBOX_HAS_SIMSOUND
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SDL_KillThread(sound_thread);
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#endif
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for (i = 0; i < threadCount; i++)
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{
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@ -223,7 +215,6 @@ int main(int argc, char *argv[])
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background = false;
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}
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if (!gui_startup())
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return -1;
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@ -235,14 +226,6 @@ int main(int argc, char *argv[])
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tick_timer_id = SDL_AddTimer(10, tick_timer, NULL);
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#ifdef ROCKBOX_HAS_SIMSOUND
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sound_thread = SDL_CreateThread(sound_playback_thread, NULL);
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if (sound_thread == NULL) {
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printf("Error creating sound thread!\n");
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return -1;
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}
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#endif
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gui_message_loop();
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return gui_shutdown();
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