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foxbox/apps/plugins/doom/i_video.c
Christian Gmeiner d1b587a659 added good (tm) button mappings for x5, and added ifdef for HAS_BUTTON_HOLD
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9319 a1c6a512-1295-4272-9138-f99709370657
2006-03-28 17:20:49 +00:00

467 lines
11 KiB
C

/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
* $Id$
*
* Copyright (C) 1993-1996 by id Software, Inc.
*
* 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.
*
* $Log$
* Revision 1.2 2006/03/28 17:20:49 christian
* added good (tm) button mappings for x5, and added ifdef for HAS_BUTTON_HOLD
*
* Revision 1.1 2006-03-28 15:44:01 dave
* Patch #2969 - Doom! Currently only working on the H300.
*
*
* DESCRIPTION:
* DOOM graphics and buttons. H300 Port by Karl Kurbjun
* IPOD port by Dave Chapman and Paul Louden
* Additional work by Thom Johansen
*
*-----------------------------------------------------------------------------
*/
#include "doomstat.h"
#include "i_system.h"
#include "v_video.h"
#include "m_argv.h"
#include "d_main.h"
#include "doomdef.h"
#include "rockmacros.h"
static fb_data palette[256] IBSS_ATTR;
static fb_data *paldata=NULL;
#if !defined(CPU_COLDFIRE) || defined(SIMULATOR)
/*
This code is credit to the IDOOM port. It is not used for the H300, but
serves as a good reference point for other targets.
*/
static fb_data * xtable = 0;
static fb_data * ytable1 = 0;
static fb_data * ytable2 = 0;
#define FLOOR4(a) \
(( a >> 2) << 2)
static int video_w, video_h;
static void genscalexytable(void)
{
// shall we use uint8_t intead of ints?
int y = video_h-1;
int x = video_w-1;
int i = 1 + (x>y?x:y);
xtable = malloc(sizeof(int)*video_w );
ytable1 = malloc(sizeof(int)*video_h );
ytable2 = malloc(sizeof(int)*video_h );
while(i--)
{
if(y>=0)
{
ytable1[y] = ((y*SCREENHEIGHT) / video_h) * SCREENWIDTH;
ytable2[y] = y*video_w;
y--;
}
if(x>=0)
{
xtable[x] = (x*SCREENWIDTH) / video_w;
x--;
}
}
}
#endif
//
// I_ShutdownGraphics (NOT USED)
//
void I_ShutdownGraphics(void)
{
}
//
// I_StartFrame (NOT USED)
//
void I_StartFrame (void)
{
}
//
// I_GetEvent (NOT USED)
//
void I_GetEvent(void)
{
}
//
// I_StartTic
//
#if CONFIG_KEYPAD == IPOD_4G_PAD
//#define DOOMBUTTON_SCROLLWHEEL
#define DOOMBUTTON_UP BUTTON_MENU
#define DOOMBUTTON_WEAPON BUTTON_SELECT
#define DOOMBUTTON_LEFT BUTTON_LEFT
#define DOOMBUTTON_RIGHT BUTTON_RIGHT
#define DOOMBUTTON_SHOOT BUTTON_PLAY
#define DOOMBUTTON_ENTER BUTTON_SELECT
#define DOOMBUTTON_OPEN BUTTON_MENU
#elif CONFIG_KEYPAD == IAUDIO_X5_PAD
#define DOOMBUTTON_UP BUTTON_UP
#define DOOMBUTTON_DOWN BUTTON_DOWN
#define DOOMBUTTON_LEFT BUTTON_LEFT
#define DOOMBUTTON_RIGHT BUTTON_RIGHT
#define DOOMBUTTON_SHOOT BUTTON_SELECT
#define DOOMBUTTON_OPEN BUTTON_PLAY
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_ENTER BUTTON_SELECT
#define DOOMBUTTON_WEAPON BUTTON_REC
#else
#define DOOMBUTTON_UP BUTTON_UP
#define DOOMBUTTON_DOWN BUTTON_DOWN
#define DOOMBUTTON_LEFT BUTTON_LEFT
#define DOOMBUTTON_RIGHT BUTTON_RIGHT
#define DOOMBUTTON_SHOOT BUTTON_REC
#define DOOMBUTTON_OPEN BUTTON_MODE
#define DOOMBUTTON_ESC BUTTON_OFF
#define DOOMBUTTON_ENTER BUTTON_SELECT
#define DOOMBUTTON_WEAPON BUTTON_ON
#endif
int getkey(event_t * event)
{
// Same button handling as rockboy
static unsigned int oldbuttonstate = 0, newbuttonstate=0;
static int released, pressed;
#ifdef HAS_BUTTON_HOLD
static unsigned int holdbutton=0;
static int hswitch=0;
if (rb->button_hold()&~holdbutton)
{
if(hswitch==0)
{
event->type = ev_keydown;
hswitch=1;
}
else
{
event->type = ev_keyup;
hswitch=0;
}
event->data1=KEY_RSHIFT;
D_PostEvent(event);
}
holdbutton=rb->button_hold();
#endif
newbuttonstate = rb->button_status();
released = ~newbuttonstate & oldbuttonstate;
pressed = newbuttonstate & ~oldbuttonstate;
oldbuttonstate = newbuttonstate;
if(released)
{
event->type = ev_keyup;
if(released & DOOMBUTTON_LEFT)
{
event->data1=KEY_LEFTARROW;
D_PostEvent(event);
}
if(released & DOOMBUTTON_RIGHT)
{
event->data1=KEY_RIGHTARROW;
D_PostEvent(event);
}
#ifdef DOOMBUTTON_DOWN
if(released & DOOMBUTTON_DOWN)
{
event->data1=KEY_DOWNARROW;
D_PostEvent(event);
}
#endif
if(released & DOOMBUTTON_UP)
{
event->data1=KEY_UPARROW;
D_PostEvent(event);
}
if(released & DOOMBUTTON_SHOOT)
{
event->data1=KEY_RCTRL;
D_PostEvent(event);
}
if(released & DOOMBUTTON_OPEN)
{
event->data1=' ';
D_PostEvent(event);
}
#ifdef DOOMBUTTON_ESC
if(released & DOOMBUTTON_ESC)
{
event->data1=KEY_ESCAPE;
D_PostEvent(event);
}
#endif
#ifdef DOOMBUTTON_ENTER
if(released & DOOMBUTTON_ENTER)
{
event->data1=KEY_ENTER;
D_PostEvent(event);
}
#endif
#ifdef DOOMBUTTON_WEAPON
if(released & DOOMBUTTON_WEAPON)
{
event->data1 ='w';
D_PostEvent(event);
}
#endif
}
if(pressed)
{
event->type = ev_keydown;
if(pressed & DOOMBUTTON_LEFT)
{
event->data1=KEY_LEFTARROW;
D_PostEvent(event);
}
if(pressed & DOOMBUTTON_RIGHT)
{
event->data1=KEY_RIGHTARROW;
D_PostEvent(event);
}
#ifdef DOOMBUTTON_DOWN
if(pressed & DOOMBUTTON_DOWN)
{
event->data1=KEY_DOWNARROW;
D_PostEvent(event);
}
#endif
if(pressed & DOOMBUTTON_UP)
{
event->data1=KEY_UPARROW;
D_PostEvent(event);
}
if(pressed & DOOMBUTTON_SHOOT)
{
event->data1=KEY_RCTRL;
D_PostEvent(event);
}
if(pressed & DOOMBUTTON_OPEN)
{
event->data1=' ';
D_PostEvent(event);
}
#ifdef DOOMBUTTON_ESC
if(pressed & DOOMBUTTON_ESC)
{
event->data1=KEY_ESCAPE;
D_PostEvent(event);
}
#endif
#ifdef DOOMBUTTON_ENTER
if(pressed & DOOMBUTTON_ENTER)
{
event->data1=KEY_ENTER;
D_PostEvent(event);
}
#endif
#ifdef DOOMBUTTON_WEAPON
if(pressed & DOOMBUTTON_WEAPON)
{
event->data1='w';
D_PostEvent(event);
}
#endif
}
if(pressed || released)
return 1;
else
return 0;
}
event_t event;
void I_StartTic (void)
{
getkey(&event);
}
///////////////////////////////////////////////////////////
// Palette stuff.
//
static void I_UploadNewPalette(int pal)
{
// This is used to replace the current 256 colour cmap with a new one
// Used by 256 colour PseudoColor modes
static int cachedgamma;
static size_t num_pals;
if ((paldata == NULL) || (cachedgamma != usegamma)) {
int lump = W_GetNumForName("PLAYPAL");
const byte *pall = W_CacheLumpNum(lump);
register const byte *const gtable = gammatable[cachedgamma = usegamma];
register int i;
num_pals = W_LumpLength(lump) / (3*256);
num_pals *= 256;
if (!paldata) {
// First call - allocate and prepare colour array
paldata = malloc(sizeof(*paldata)*num_pals);
}
// set the colormap entries
for (i=0 ; (size_t)i<num_pals ; i++) {
int r = gtable[pall[0]];
int g = gtable[pall[1]];
int b = gtable[pall[2]];
pall+=3;
paldata[i] = LCD_RGBPACK(r,g,b);
}
W_UnlockLumpNum(lump);
num_pals/=256;
}
#ifdef RANGECHECK
if ((size_t)pal >= num_pals)
I_Error("I_UploadNewPalette: Palette number out of range (%d>=%d)",
pal, num_pals);
#endif
memcpy(palette,paldata+256*pal,256*sizeof(fb_data));
}
//
// I_UpdateNoBlit
//
void I_UpdateNoBlit (void)
{
}
//
// I_FinishUpdate
//
void I_FinishUpdate (void)
{
#if defined(CPU_COLDFIRE) && !defined(SIMULATOR)
/*
Faster screen update than the lookuptables -> I'm wasting 7 pixels of width
though. This code also doesn't use the framebuffer so rockbox's drawing
functions will not work on top of the doom drawing.
*/
// Start the write
*(volatile unsigned short *) 0xf0000000 = 0x21; // register
*(volatile unsigned short *) 0xf0000002 = 0; // value
*(volatile unsigned short *) 0xf0000000 = 0x22; // GRAM
unsigned char *screenptr=screens[0];
int wcnt=0, hcnt=0;
*(volatile unsigned short *) 0xf0000002 = 0;
*(volatile unsigned short *) 0xf0000002 = 0;
*(volatile unsigned short *) 0xf0000002 = 0;
while(hcnt<LCD_HEIGHT)
{
while(wcnt<LCD_WIDTH-7)
{
if((wcnt&0x01))
screenptr++; // Skip every so many pixels in Doom buffer
*(volatile unsigned short *)0xf0000002 = palette[*screenptr];
screenptr++;
wcnt++;
}
screenptr++;
// move on past those 7 pixels
*(volatile unsigned short *) 0xf0000002 = 0;
*(volatile unsigned short *) 0xf0000002 = 0;
*(volatile unsigned short *) 0xf0000002 = 0;
*(volatile unsigned short *) 0xf0000002 = 0;
*(volatile unsigned short *) 0xf0000002 = 0;
*(volatile unsigned short *) 0xf0000002 = 0;
*(volatile unsigned short *) 0xf0000002 = 0;
wcnt=0;
hcnt++;
if((hcnt&0x07)==0x07)
screenptr+=SCREENWIDTH; // Skip every 7th line
}
#else
// The IDOOM code for screen updates
unsigned char paletteIndex;
int x, y;
for (y = 0; y < video_h; y++)
{
for (x = 0; x < video_w; x++)
{
#if LCD_HEIGHT >= SCREENHEIGHT
paletteIndex = screens[0][((y*SCREENHEIGHT) / video_h)
* SCREENWIDTH + x];
rb->lcd_framebuffer[y * video_w + x] = palette[paletteIndex];
#else
paletteIndex = screens[0][ytable1[y] +xtable[x]];
rb->lcd_framebuffer[x + ytable2[y]] = palette[paletteIndex];
#endif
}
}
rb->lcd_update();
#endif
}
//
// I_ReadScreen
//
void I_ReadScreen (byte* scr)
{
memcpy (scr, screens[0], SCREENWIDTH*SCREENHEIGHT);
}
//
// I_SetPalette
//
void I_SetPalette (int pal)
{
I_UploadNewPalette(pal);
}
//
// I_InitGraphics
//
void I_InitGraphics(void)
{
static int firsttime=1;
if (!firsttime)
return;
firsttime = 0;
printf("Starting Graphics engine\n");
/* Note: The other screens are initialized later */
screens[0] = malloc (SCREENWIDTH * SCREENHEIGHT * sizeof(unsigned char));
#if defined(CPU_COLDFIRE) && !defined(SIMULATOR)
coldfire_set_macsr(EMAC_FRACTIONAL | EMAC_SATURATE);
#else
video_h = LCD_HEIGHT;
video_w = FLOOR4(LCD_WIDTH); // From IDOOM, the width has to be a multiple of 4
genscalexytable();
#endif
}