rockbox/apps/plugins/doom/i_video.c

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/* 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 1.17 2006/04/22 03:48:15 kkurbjun
* Better video update, add options to startup menu, change default screensize
*
* Revision 1.16 2006-04-20 19:39:56 kkurbjun
* Optimizations for doom: coldfire asm drawspan routine = not much, fixed point multiply changes = not much, H300 asm lcd update = some, IRAM sound updates and simplifications = more
*
* Revision 1.15 2006-04-16 23:14:04 kkurbjun
* Fix run so that it stays enabled across level loads. Removed some unused code and added some back in for hopeful future use.
*
* Revision 1.14 2006-04-15 22:08:36 kkurbjun
* Slight code cleanups, fixed sound parameter - now it saves. Old configurations will be reset.
*
* Revision 1.13 2006-04-06 21:31:49 kkurbjun
* Scaling code fixed by clamping down the width to a max of SCREENWIDTH. Removed some #ifdefs for glprboom
*
* Revision 1.12 2006-04-05 06:37:37 kkurbjun
* Fix finale text and try and prevent some data corruption due to the scaling code. Also allows the non-standard GP32 mods to work with some bounds checking. More comments are in v_video.c
*
* Revision 1.11 2006-04-04 19:39:31 amiconn
* Doom on H1x0: Don't waste memory, the grayscale lib doesn't need that much, but properly tell the lib how much memory it may use.
*
* Revision 1.10 2006-04-04 12:00:53 dave
* iPod: Make the hold switch bring up the in-game menu.
*
* Revision 1.9 2006-04-03 20:03:02 kkurbjun
* Updates doom menu w/ new graphics, now requires rockdoom.wad: http://alamode.mines.edu/~kkurbjun/rockdoom.wad
*
* Revision 1.8 2006-04-03 17:11:42 kkurbjun
* Finishing touches
*
* Revision 1.7 2006-04-03 16:30:12 kkurbjun
* Fix #if
*
* Revision 1.5 2006-04-03 08:51:08 bger
* Patch #4864 by Jonathan Gordon: text editor plugin, with some changes by me.
* Also correct a var clash between the rockbox's gui api and doom plugin
*
* Revision 1.4 2006-04-02 20:45:24 kkurbjun
* Properly ifdef H300 video code, fix commented line handling rockbox volume
*
* Revision 1.3 2006-04-02 01:52:44 kkurbjun
* Update adds prboom's high resolution support, also makes the scaling for
* platforms w/ resolution less then 320x200 much nicer. IDoom's lookup table
* code has been removed. Also fixed a pallete bug. Some graphic errors are
* present in menu and status bar. Also updates some headers and output
* formatting.
*
* 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
* H100 Port by Dave Chapman, Karl Kurbjun and Jens Arnold
* 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"
#ifndef HAVE_LCD_COLOR
#include "../lib/gray.h"
static unsigned char graybuffer[LCD_HEIGHT*LCD_WIDTH]; /* off screen buffer */
static unsigned char *gbuf;
#define GRAYBUFSIZE (LCD_WIDTH*LCD_HEIGHT*4+200)
#endif
#if defined(CPU_COLDFIRE)
static char fastscreen[(LCD_WIDTH)*LCD_HEIGHT] IBSS_ATTR;
#endif
static fb_data palette[256] IBSS_ATTR;
static fb_data *paldata=NULL;
//
// I_ShutdownGraphics (NOT USED)
//
void I_ShutdownGraphics(void)
{
#ifndef HAVE_LCD_COLOR
gray_release();
#endif
noprintf=0;
}
//
// 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
inline void getkey()
{
event_t event;
/* Same button handling as rockboy */
static unsigned int oldbuttonstate IDATA_ATTR = 0;
unsigned int released, pressed, newbuttonstate;
#ifdef HAS_BUTTON_HOLD
static unsigned int holdbutton IDATA_ATTR=0;
static bool hswitch IDATA_ATTR=0;
if (rb->button_hold()&~holdbutton)
{
if(hswitch==0)
{
event.type = ev_keydown;
hswitch=1;
}
else
{
event.type = ev_keyup;
hswitch=0;
}
#if CONFIG_KEYPAD == IPOD_4G_PAD
/* Bring up the menu */
event.data1=KEY_ESCAPE;
#else
/* Enable run */
event.data1=KEY_CAPSLOCK;
#endif
D_PostEvent(&event);
}
holdbutton=rb->button_hold();
#endif
newbuttonstate = rb->button_status();
if(newbuttonstate==oldbuttonstate) /* Don't continue, nothing left to do */
return;
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
}
}
inline void I_StartTic (void)
{
getkey();
}
///////////////////////////////////////////////////////////
// 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;
#ifndef HAVE_LCD_COLOR
paldata[i]=(3*r+6*g+b)/10;
#else
paldata[i] = LCD_RGBPACK(r,g,b);
#endif
}
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_FinishUpdate
//
void I_FinishUpdate (void)
{
#if (CONFIG_LCD == LCD_H300) && !defined(SIMULATOR)
#if 1
/* ASM screen update (drops 600 tics (100 asm)) */
asm (
"move.w #33,(%[LCD]) \n" /* Setup the LCD controller */
"clr.w (%[LCD2]) \n"
"move.w #34,(%[LCD]) \n" /* End LCD controller setup */
"move.l #220,%%d0 \n"
"move.l #176,%%d1 \n"
"clr.l %%d3 \n"
"clr.l %%d2 \n"
"widthloop: \n"
"move.l (%[screenptr])+, %%d2 \n"
"swap.w %%d2 \n"
"move.w %%d2, %%d3 \n"
"lsr.l #8,%%d3 \n"
"move.w (%[palette], %%d3.l:2), (%[LCD2]) \n"
"move.b %%d2,%%d3 \n"
"move.w (%[palette], %%d3.l:2), (%[LCD2]) \n"
"swap.w %%d2 \n"
"move.w %%d2, %%d3 \n"
"lsr.l #8,%%d3 \n"
"move.w (%[palette], %%d3.l:2), (%[LCD2]) \n"
"move.b %%d2,%%d3 \n"
"move.w (%[palette], %%d3.l:2), (%[LCD2]) \n"
"subq.l #4,%%d0 \n"
"bne widthloop \n"
"move.w #220,%%d0 \n"
"subq.l #1,%%d1 \n"
"bne widthloop \n"
: /* outputs */
: /* inputs */
[screenptr] "a" (d_screens[0]),
[palette] "a" (palette),
[LCD] "a" (0xf0000000),
[LCD2] "a" (0xf0000002)
: /* clobbers */
"d0", "d1", "d2", "d3"
);
#else
/* C version of above (drops 500 tics) */
// Start the write
*(volatile unsigned short *) 0xf0000000 = 0x21; // register
*(volatile unsigned short *) 0xf0000002 = 0; // value
*(volatile unsigned short *) 0xf0000000 = 0x22; // GRAM
unsigned char *screenptr=d_screens[0];
int wcnt=0, hcnt=0;
while(hcnt<LCD_HEIGHT)
{
while(wcnt<LCD_WIDTH)
{
*(volatile unsigned short *)0xf0000002 = palette[*screenptr];
screenptr++;
wcnt++;
}
wcnt=0;
hcnt++;
}
#endif
#else
unsigned char paletteIndex;
int x, y;
for (y = 0; y < LCD_HEIGHT; y++)
{
for (x = 0; x < LCD_WIDTH; x++)
{
paletteIndex = d_screens[0][y*SCREENWIDTH + x];
#ifndef HAVE_LCD_COLOR
graybuffer[y * LCD_WIDTH + x]=palette[paletteIndex];
#else
rb->lcd_framebuffer[y * LCD_WIDTH + x] = palette[paletteIndex];
#endif
}
}
#ifndef HAVE_LCD_COLOR
gray_ub_gray_bitmap(graybuffer, 0, 0, LCD_WIDTH, LCD_HEIGHT);
#else
rb->lcd_update();
#endif
#endif
}
//
// I_ReadScreen
//
void I_ReadScreen (byte* scr)
{
memcpy (scr, d_screens[0], SCREENWIDTH*SCREENHEIGHT);
}
//
// I_SetPalette
//
void I_SetPalette (int pal)
{
I_UploadNewPalette(pal);
}
//
// I_InitGraphics
//
void I_InitGraphics(void)
{
printf("Starting Graphics engine\n");
noprintf=1;
/* Note: The other screens are allocated as needed */
#ifndef HAVE_LCD_COLOR
gbuf=malloc(GRAYBUFSIZE);
gray_init(rb, gbuf, GRAYBUFSIZE, false, LCD_WIDTH, LCD_HEIGHT/8, 32, NULL);
/* switch on grayscale overlay */
gray_show(true);
#endif
#if defined(CPU_COLDFIRE) && !defined(SIMULATOR)
coldfire_set_macsr(EMAC_FRACTIONAL | EMAC_SATURATE);
d_screens[0] = fastscreen;
#else
// Don't know if this will fit in other IRAMs
d_screens[0] = malloc ((SCREENWIDTH) * SCREENHEIGHT * sizeof(unsigned char));
#endif
}