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: i_video.c,v $
* Revision 1.26 2006-12-13 04:44:17 kkurbjun
* Dehacked and BEX support for Doom - currently only supports a DEHACKED file in a WAD (not as a standalone file yet).
*
* Revision 1.25 2006-10-26 13:38:04 barrywardell
* Allow the Sansa e200 UI simulator to be built. Thanks to Andre Smith for the nice image of the Sansa. Lots more to be done including testing and tweaking the keymaps and modifying the plugins for the Sansa's 176x220 LCD.
*
* Revision 1.24 2006-09-05 00:23:06 barrywardell
* Fix not being able to exit Doom on the H10.
*
* Revision 1.23 2006-08-10 18:34:43 amiconn
* Correct calculation of necessary buffer size to give maximum number of shades on iPod Mini.
*
* Revision 1.22 2006-08-07 02:44:18 amiconn
* Use striped buffering for grayscale targets to make the buffer fit on iPod g3/g4. Also slightly faster (at least on H1x0) with the buffer in IRAM.
*
* Revision 1.21 2006-08-07 01:57:29 amiconn
* Fix red iPod g3 build.
*
* Revision 1.20 2006-08-07 01:46:41 amiconn
* Grayscale library ported to the grayscale iPods, first version. Added C reference versions of gray_update_rect() for both horizontal and vertical pixel packing. gray_update_rect() and gray_ub_gray_bitmap_part() not yet assembler optimised. Grayscale screendump doesn't work yet. * Fixed button assignments for iPod in grayscale.c
*
* Revision 1.19 2006-08-03 20:17:22 bagder
* Barry Wardell's keymappings for H10
*
* Revision 1.18 2006-08-02 00:21:59 amiconn
* Grayscale library: LCD linearisation and gamma correction.
*
* 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/grey.h"
GREY_INFO_STRUCT_IRAM
static unsigned char greybuffer[LCD_WIDTH] IBSS_ATTR; /* off screen buffer */
static unsigned char *gbuf;
#if LCD_PIXELFORMAT == HORIZONTAL_PACKING
#define GREYBUFSIZE (((LCD_WIDTH+7)/8)*LCD_HEIGHT*16+200)
#else
#define GREYBUFSIZE (LCD_WIDTH*((LCD_HEIGHT+7)/8)*16+200)
#endif
#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
//
void I_ShutdownGraphics(void)
{
#if defined(HAVE_LCD_MODES)
#if (HAVE_LCD_MODES & LCD_MODE_PAL256)
rb->lcd_set_mode(LCD_MODE_RGB565);
#endif
#endif
#ifndef HAVE_LCD_COLOR
grey_release();
#endif
noprintf=0;
}
//
// I_StartTic
//
#if (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
#define DOOMBUTTON_SCROLLWHEEL
#define DOOMBUTTON_SCROLLWHEEL_CC BUTTON_SCROLL_BACK
#define DOOMBUTTON_SCROLLWHEEL_CW BUTTON_SCROLL_FWD
#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_X5M5_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
#elif CONFIG_KEYPAD == IRIVER_H10_PAD
#define DOOMBUTTON_UP BUTTON_SCROLL_UP
#define DOOMBUTTON_DOWN BUTTON_SCROLL_DOWN
#define DOOMBUTTON_LEFT BUTTON_LEFT
#define DOOMBUTTON_RIGHT BUTTON_RIGHT
#define DOOMBUTTON_SHOOT BUTTON_REW
#define DOOMBUTTON_OPEN BUTTON_PLAY
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_ENTER BUTTON_REW
#define DOOMBUTTON_WEAPON BUTTON_FF
#elif CONFIG_KEYPAD == SANSA_E200_PAD
#define DOOMBUTTON_SCROLLWHEEL
#define DOOMBUTTON_SCROLLWHEEL_CC BUTTON_SCROLL_BACK
#define DOOMBUTTON_SCROLLWHEEL_CW BUTTON_SCROLL_FWD
#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_REC
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_ENTER BUTTON_SELECT
#define DOOMBUTTON_WEAPON DOOMBUTTON_SCROLLWHEEL_CW
#elif CONFIG_KEYPAD == SANSA_FUZE_PAD
#define DOOMBUTTON_SCROLLWHEEL
#define DOOMBUTTON_SCROLLWHEEL_CC BUTTON_SCROLL_BACK
#define DOOMBUTTON_SCROLLWHEEL_CW BUTTON_SCROLL_FWD
#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_POWER
#define DOOMBUTTON_ESC BUTTON_HOME
#define DOOMBUTTON_ENTER BUTTON_SELECT
#define DOOMBUTTON_WEAPON DOOMBUTTON_SCROLLWHEEL_CW
#elif CONFIG_KEYPAD == SANSA_C200_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_REC
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_ENTER BUTTON_SELECT
#define DOOMBUTTON_WEAPON BUTTON_VOL_UP
#elif CONFIG_KEYPAD == SANSA_CLIP_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_HOME
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_ENTER BUTTON_SELECT
#define DOOMBUTTON_WEAPON BUTTON_VOL_UP
#elif CONFIG_KEYPAD == GIGABEAT_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_A
#define DOOMBUTTON_OPEN BUTTON_MENU
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_ENTER BUTTON_SELECT
#define DOOMBUTTON_WEAPON BUTTON_VOL_DOWN
#define DOOMBUTTON_MAP BUTTON_VOL_UP
#elif CONFIG_KEYPAD == GIGABEAT_S_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_PLAY
#define DOOMBUTTON_OPEN BUTTON_MENU
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_ENTER BUTTON_SELECT
#define DOOMBUTTON_WEAPON BUTTON_VOL_DOWN
#define DOOMBUTTON_MAP BUTTON_VOL_UP
#elif CONFIG_KEYPAD == MROBE500_PAD
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_UP BUTTON_RC_PLAY
#define DOOMBUTTON_DOWN BUTTON_RC_DOWN
#define DOOMBUTTON_LEFT BUTTON_RC_REW
#define DOOMBUTTON_RIGHT BUTTON_RC_FF
#define DOOMBUTTON_OPEN BUTTON_RC_VOL_DOWN
#define DOOMBUTTON_SHOOT BUTTON_RC_VOL_UP
#define DOOMBUTTON_ENTER BUTTON_RC_MODE
#define DOOMBUTTON_WEAPON BUTTON_RC_HEART
#elif CONFIG_KEYPAD == IRIVER_H100_PAD || \
CONFIG_KEYPAD == IRIVER_H300_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_REC
#define DOOMBUTTON_OPEN BUTTON_MODE
#define DOOMBUTTON_ESC BUTTON_OFF
#define DOOMBUTTON_ENTER BUTTON_SELECT
#define DOOMBUTTON_WEAPON BUTTON_ON
#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
#define DOOMBUTTON_ESC BUTTON_RC_REC
#define DOOMBUTTON_UP BUTTON_RC_VOL_UP
#define DOOMBUTTON_DOWN BUTTON_RC_VOL_DOWN
#define DOOMBUTTON_LEFT BUTTON_RC_REW
#define DOOMBUTTON_RIGHT BUTTON_RC_FF
#define DOOMBUTTON_OPEN BUTTON_RC_PLAY
#define DOOMBUTTON_SHOOT BUTTON_RC_MODE
#define DOOMBUTTON_ENTER BUTTON_RC_PLAY
#define DOOMBUTTON_WEAPON BUTTON_RC_MENU
#elif CONFIG_KEYPAD == COWON_D2_PAD
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_SHOOT BUTTON_PLUS
#define DOOMBUTTON_WEAPON BUTTON_MINUS
#define DOOMBUTTON_MAP BUTTON_MENU
#elif CONFIG_KEYPAD == MROBE100_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_MENU
#define DOOMBUTTON_WEAPON BUTTON_DISPLAY
#elif CONFIG_KEYPAD == CREATIVEZVM_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_BACK
#define DOOMBUTTON_ENTER BUTTON_PLAY
#define DOOMBUTTON_WEAPON BUTTON_MENU
#define DOOMBUTTON_MAP BUTTON_CUSTOM
#elif CONFIG_KEYPAD == CREATIVE_ZENXFI3_PAD
#define DOOMBUTTON_UP BUTTON_UP
#define DOOMBUTTON_DOWN BUTTON_DOWN
#define DOOMBUTTON_LEFT BUTTON_BACK
#define DOOMBUTTON_RIGHT BUTTON_MENU
#define DOOMBUTTON_SHOOT BUTTON_PLAY
#define DOOMBUTTON_OPEN BUTTON_UP
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_ENTER BUTTON_PLAY
#define DOOMBUTTON_WEAPON BUTTON_VOL_UP
#define DOOMBUTTON_MAP BUTTON_VOL_DOWN
#elif CONFIG_KEYPAD == PHILIPS_HDD1630_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_PLAYLIST
#define DOOMBUTTON_OPEN BUTTON_MENU
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_ENTER BUTTON_VIEW
#define DOOMBUTTON_WEAPON BUTTON_VOL_DOWN
#define DOOMBUTTON_MAP BUTTON_VOL_UP
#elif CONFIG_KEYPAD == PHILIPS_HDD6330_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_NEXT
#define DOOMBUTTON_OPEN BUTTON_MENU
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_ENTER BUTTON_PLAY
#define DOOMBUTTON_WEAPON BUTTON_VOL_DOWN
#define DOOMBUTTON_MAP BUTTON_VOL_UP
#elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
#define DOOMBUTTON_UP BUTTON_UP
#define DOOMBUTTON_DOWN BUTTON_DOWN
#define DOOMBUTTON_LEFT BUTTON_PREV
#define DOOMBUTTON_RIGHT BUTTON_NEXT
#define DOOMBUTTON_SHOOT BUTTON_RIGHT
#define DOOMBUTTON_OPEN BUTTON_MENU
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_ENTER BUTTON_LEFT
#define DOOMBUTTON_WEAPON BUTTON_VOL_DOWN
#define DOOMBUTTON_MAP BUTTON_VOL_UP
#elif CONFIG_KEYPAD == ONDAVX747_PAD
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_SHOOT BUTTON_VOL_UP
#define DOOMBUTTON_WEAPON BUTTON_VOL_DOWN
#define DOOMBUTTON_MAP BUTTON_MENU
#elif CONFIG_KEYPAD == ONDAVX777_PAD
#define DOOMBUTTON_ESC BUTTON_POWER
#elif CONFIG_KEYPAD == SAMSUNG_YH92X_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_PLAY
#define DOOMBUTTON_OPEN BUTTON_REW
#define DOOMBUTTON_ENTER BUTTON_PLAY
#define DOOMBUTTON_WEAPON BUTTON_FFWD
#define DOOMBUTTON_REC_SWITCH /* record switch toggles run mode; in game menu via hold switch */
#elif CONFIG_KEYPAD == SAMSUNG_YH820_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_PLAY
#define DOOMBUTTON_OPEN BUTTON_REW
#define DOOMBUTTON_ESC BUTTON_REC
#define DOOMBUTTON_ENTER BUTTON_PLAY
#define DOOMBUTTON_WEAPON BUTTON_FFWD
#elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
#define DOOMBUTTON_UP BUTTON_OK
#define DOOMBUTTON_DOWN BUTTON_CANCEL
#define DOOMBUTTON_LEFT BUTTON_PREV
#define DOOMBUTTON_RIGHT BUTTON_NEXT
#define DOOMBUTTON_SHOOT BUTTON_MENU
#define DOOMBUTTON_OPEN BUTTON_OK
#define DOOMBUTTON_ESC BUTTON_REC
#define DOOMBUTTON_ENTER BUTTON_POWER
#define DOOMBUTTON_WEAPON BUTTON_PLAY
#elif CONFIG_KEYPAD == MPIO_HD200_PAD
#define DOOMBUTTON_UP BUTTON_REW
#define DOOMBUTTON_DOWN BUTTON_FF
#define DOOMBUTTON_LEFT BUTTON_VOL_DOWN
#define DOOMBUTTON_RIGHT BUTTON_VOL_UP
#define DOOMBUTTON_SHOOT BUTTON_FUNC
#define DOOMBUTTON_OPEN (BUTTON_FUNC|BUTTON_PLAY)
#define DOOMBUTTON_ESC BUTTON_REC
#define DOOMBUTTON_ENTER BUTTON_PLAY
#define DOOMBUTTON_WEAPON (BUTTON_PLAY|BUTTON_REPEAT)
#elif CONFIG_KEYPAD == MPIO_HD300_PAD
#define DOOMBUTTON_UP BUTTON_UP
#define DOOMBUTTON_DOWN BUTTON_DOWN
#define DOOMBUTTON_LEFT BUTTON_REW
#define DOOMBUTTON_RIGHT BUTTON_FF
#define DOOMBUTTON_SHOOT BUTTON_ENTER
#define DOOMBUTTON_OPEN BUTTON_MENU
#define DOOMBUTTON_ESC BUTTON_REC
#define DOOMBUTTON_ENTER (BUTTON_PLAY|BUTTON_REPEAT)
#define DOOMBUTTON_WEAPON BUTTON_PLAY
#elif CONFIG_KEYPAD == SANSA_FUZEPLUS_PAD
#define DOOMBUTTON_UP BUTTON_UP
#define DOOMBUTTON_DOWN BUTTON_DOWN
#define DOOMBUTTON_LEFT BUTTON_LEFT
#define DOOMBUTTON_RIGHT BUTTON_RIGHT
#define DOOMBUTTON_OPEN BUTTON_PLAYPAUSE
#define DOOMBUTTON_ESC BUTTON_BACK
#define DOOMBUTTON_ENTER BUTTON_SELECT
#define DOOMBUTTON_SHOOT BUTTON_SELECT
#define DOOMBUTTON_WEAPON BUTTON_BOTTOMLEFT
#define DOOMBUTTON_MAP BUTTON_BOTTOMRIGHT
#elif CONFIG_KEYPAD == SANSA_CONNECT_PAD
#define DOOMBUTTON_SCROLLWHEEL
#define DOOMBUTTON_SCROLLWHEEL_CC BUTTON_SCROLL_BACK
#define DOOMBUTTON_SCROLLWHEEL_CW BUTTON_SCROLL_FWD
#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_VOL_DOWN
#define DOOMBUTTON_ESC BUTTON_VOL_UP
#define DOOMBUTTON_ENTER BUTTON_NEXT
#define DOOMBUTTON_WEAPON BUTTON_PREV
#elif CONFIG_KEYPAD == SAMSUNG_YPR0_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_MENU
#define DOOMBUTTON_ESC BUTTON_BACK
#define DOOMBUTTON_ENTER BUTTON_POWER
#define DOOMBUTTON_WEAPON BUTTON_USER
#elif CONFIG_KEYPAD == HM60X_PAD
#define DOOMBUTTON_UP BUTTON_UP
#define DOOMBUTTON_DOWN BUTTON_DOWN
#define DOOMBUTTON_LEFT BUTTON_LEFT
#define DOOMBUTTON_RIGHT BUTTON_RIGHT
#define DOOMBUTTON_OPEN (BUTTON_POWER | BUTTON_SELECT)
#define DOOMBUTTON_ESC (BUTTON_POWER | BUTTON_UP)
#define DOOMBUTTON_ENTER BUTTON_SELECT
#define DOOMBUTTON_SHOOT BUTTON_SELECT
#define DOOMBUTTON_WEAPON (BUTTON_POWER | BUTTON_LEFT)
#define DOOMBUTTON_MAP (BUTTON_POWER | BUTTON_RIGHT)
#elif CONFIG_KEYPAD == HM801_PAD
#define DOOMBUTTON_UP BUTTON_UP
#define DOOMBUTTON_DOWN BUTTON_DOWN
#define DOOMBUTTON_LEFT BUTTON_LEFT
#define DOOMBUTTON_RIGHT BUTTON_RIGHT
#define DOOMBUTTON_OPEN BUTTON_PLAY
#define DOOMBUTTON_ESC (BUTTON_POWER | BUTTON_SELECT)
#define DOOMBUTTON_ENTER BUTTON_SELECT
#define DOOMBUTTON_SHOOT BUTTON_SELECT
#define DOOMBUTTON_WEAPON BUTTON_PREV
#define DOOMBUTTON_MAP BUTTON_NEXT
#elif CONFIG_KEYPAD == SONY_NWZ_PAD
#define DOOMBUTTON_UP BUTTON_UP
#define DOOMBUTTON_DOWN BUTTON_DOWN
#define DOOMBUTTON_LEFT BUTTON_LEFT
#define DOOMBUTTON_RIGHT BUTTON_RIGHT
#define DOOMBUTTON_OPEN BUTTON_BACK
#define DOOMBUTTON_ESC (BUTTON_BACK|BUTTON_REPEAT)
#define DOOMBUTTON_ENTER BUTTON_PLAY
#define DOOMBUTTON_SHOOT BUTTON_PLAY
#define DOOMBUTTON_WEAPON BUTTON_POWER
#define DOOMBUTTON_MAP (BUTTON_POWER|BUTTON_REPEAT)
#elif CONFIG_KEYPAD == CREATIVE_ZEN_PAD
#define DOOMBUTTON_UP BUTTON_UP
#define DOOMBUTTON_DOWN BUTTON_DOWN
#define DOOMBUTTON_LEFT BUTTON_LEFT
#define DOOMBUTTON_RIGHT BUTTON_RIGHT
#define DOOMBUTTON_OPEN BUTTON_PLAYPAUSE
#define DOOMBUTTON_ESC BUTTON_BACK
#define DOOMBUTTON_ENTER BUTTON_SELECT
#define DOOMBUTTON_SHOOT BUTTON_SELECT
#define DOOMBUTTON_WEAPON BUTTON_SHORTCUT
#define DOOMBUTTON_MAP BUTTON_MENU
Introducing Targets iBasso DX50 & iBasso DX90 The port to for this two targets has been entirely developped by Ilia Sergachev (alias Il or xzcc). His source can be found at https://bitbucket.org/isergachev/rockbox . The few necesary modifications for the DX90 port was done by headwhacker form head-fi.org. Unfortunately i could not try out the final state of the DX90 port. The port is hosted on android (without java) as standalone app. The official Firmware is required to run this port. Ilia did modify the source files for the "android" target in the rockbox source to make the DX port work. The work I did was to separate the code for DX50 (&DX90) from the android target. On this Target Ilia used source from tinyalsa from AOSP. I did not touch that part of the code because I do not understand it. What else I changed from Ilias sources besides the separation from the target "android": * removed a dirty hack to keep backlight off * changed value battery meter to voltage battery meter * made all plugins compile (named target as "standalone") and added keymaps * i added the graphics for the manual but did not do anything else for the manual yet * minor optimizations known bugs: * timers are slowed donw when playback is active (tinyalsa related?) * some minor bugs Things to do: * The main prolem will be how to install the app correctly. A guy called DOC2008 added a CWM (by androtab.info) to the official firmware and Ilia made a CWM installation script and a dualboot selector (rbutils/ibassoboot, build with ndk-build). We will have to find a way to install rockbox in a proper way without breaking any copyrights. Maybe ADB is an option but it is not enable with OF by default. Patching the OF is probably the way to go. * All the wiki and manual to build: needed: android ndk installed, android sdk installed with additional build-tools 19.1.0 installed ./tools/configure select iBasso DX50 or iBasso DX90 make -j apk the content of rockbox.zip/.rockbox needs to be copied to /system/rockbox/app_rockbox/rockbox/ (rockbox app not needed) the content of libs/armeabi to /system/rockbox/lib/ (rockbox app needed) The boot selector is needed as /system/bin/MangoPlayer and the iBasso app as /system/bin/MangoPlayer_original. There is also the "vold" file. The one from OF does not work with DX50 rockbox (DX90 works!?), the one from Ilia is necessary. Until we have found a proper way to install it, it can only be installed following the instructions of Ilia on his bitbucket page, using the CWM-OF and his installation script package. Change-Id: Ic4faaf84824c162aabcc08e492cee6e0068719d0 Reviewed-on: http://gerrit.rockbox.org/941 Tested: Chiwen Chang <rock1104.tw@yahoo.com.tw> Reviewed-by: Michael Giacomelli <giac2000@hotmail.com>
2014-08-30 11:15:53 +00:00
#elif CONFIG_KEYPAD == DX50_PAD
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_SHOOT BUTTON_VOL_UP
#define DOOMBUTTON_WEAPON BUTTON_VOL_DOWN
#define DOOMBUTTON_MAP BUTTON_PLAY
#elif CONFIG_KEYPAD == CREATIVE_ZENXFI2_PAD
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_SHOOT BUTTON_MENU
#define DOOMBUTTON_MAP BUTTON_TOPLEFT
#elif CONFIG_KEYPAD == AGPTEK_ROCKER_PAD
#define DOOMBUTTON_UP BUTTON_UP
#define DOOMBUTTON_DOWN BUTTON_DOWN
#define DOOMBUTTON_LEFT BUTTON_LEFT
#define DOOMBUTTON_RIGHT BUTTON_RIGHT
#define DOOMBUTTON_OPEN BUTTON_VOLDOWN
#define DOOMBUTTON_ESC (BUTTON_POWER|BUTTON_REPEAT)
#define DOOMBUTTON_ENTER BUTTON_SELECT
#define DOOMBUTTON_SHOOT BUTTON_SELECT
#define DOOMBUTTON_WEAPON BUTTON_VOLUP
#define DOOMBUTTON_MAP (BUTTON_VOLUP|BUTTON_REPEAT)
#elif CONFIG_KEYPAD == XDUOO_X3_PAD
#define DOOMBUTTON_UP BUTTON_HOME
#define DOOMBUTTON_DOWN BUTTON_OPTION
#define DOOMBUTTON_LEFT BUTTON_PREV
#define DOOMBUTTON_RIGHT BUTTON_NEXT
#define DOOMBUTTON_SHOOT BUTTON_PLAY
#define DOOMBUTTON_OPEN (BUTTON_HOME | BUTTON_PWRALT)
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_ENTER BUTTON_PLAY
#define DOOMBUTTON_WEAPON BUTTON_VOL_UP
#elif CONFIG_KEYPAD == XDUOO_X3II_PAD || CONFIG_KEYPAD == XDUOO_X20_PAD
#define DOOMBUTTON_UP BUTTON_HOME
#define DOOMBUTTON_DOWN BUTTON_OPTION
#define DOOMBUTTON_LEFT BUTTON_PREV
#define DOOMBUTTON_RIGHT BUTTON_NEXT
#define DOOMBUTTON_SHOOT BUTTON_PLAY
#define DOOMBUTTON_OPEN (BUTTON_HOME | BUTTON_POWER)
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_ENTER BUTTON_PLAY
#define DOOMBUTTON_WEAPON BUTTON_VOL_UP
#elif CONFIG_KEYPAD == FIIO_M3K_LINUX_PAD
#define DOOMBUTTON_UP BUTTON_UP
#define DOOMBUTTON_DOWN BUTTON_DOWN
#define DOOMBUTTON_LEFT BUTTON_PREV
#define DOOMBUTTON_RIGHT BUTTON_NEXT
#define DOOMBUTTON_SHOOT BUTTON_PLAY
#define DOOMBUTTON_OPEN BUTTON_OPTION
#define DOOMBUTTON_ESC BUTTON_HOME
#define DOOMBUTTON_ENTER BUTTON_PLAY
#define DOOMBUTTON_WEAPON BUTTON_VOL_UP
#elif CONFIG_KEYPAD == IHIFI_770_PAD || CONFIG_KEYPAD == IHIFI_800_PAD
#define DOOMBUTTON_UP BUTTON_PREV
#define DOOMBUTTON_DOWN BUTTON_NEXT
#define DOOMBUTTON_LEFT BUTTON_HOME
#define DOOMBUTTON_RIGHT BUTTON_VOL_DOWN
#define DOOMBUTTON_OPEN BUTTON_PLAY
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_ENTER BUTTON_VOL_UP
#define DOOMBUTTON_SHOOT BUTTON_VOL_UP
#define DOOMBUTTON_WEAPON (BUTTON_PLAY|BUTTON_REPEAT)
#define DOOMBUTTON_MAP (BUTTON_POWER|BUTTON_REPEAT)
#elif CONFIG_KEYPAD == EROSQ_PAD
#define DOOMBUTTON_UP BUTTON_PREV
#define DOOMBUTTON_DOWN BUTTON_NEXT
#define DOOMBUTTON_LEFT BUTTON_SCROLL_BACK
#define DOOMBUTTON_RIGHT BUTTON_SCROLL_FWD
#define DOOMBUTTON_SHOOT BUTTON_PLAY
#define DOOMBUTTON_OPEN BUTTON_BACK
#define DOOMBUTTON_ESC BUTTON_MENU
#define DOOMBUTTON_ENTER BUTTON_PLAY
#define DOOMBUTTON_WEAPON BUTTON_VOL_UP
#define DOOMBUTTON_MAP BUTTON_VOL_DOWN
#elif CONFIG_KEYPAD == FIIO_M3K_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_VOL_UP
#define DOOMBUTTON_MAP BUTTON_VOL_DOWN
#elif CONFIG_KEYPAD == SHANLING_Q1_PAD
#define DOOMBUTTON_ESC BUTTON_POWER
#define DOOMBUTTON_MAP BUTTON_PREV
#else
#error Keymap not defined!
#endif
#ifdef HAVE_TOUCHSCREEN
#ifndef DOOMBUTTON_UP
#define DOOMBUTTON_UP BUTTON_TOPMIDDLE
#endif
#ifndef DOOMBUTTON_DOWN
#define DOOMBUTTON_DOWN BUTTON_BOTTOMMIDDLE
#endif
#ifndef DOOMBUTTON_LEFT
#define DOOMBUTTON_LEFT BUTTON_MIDLEFT
#endif
#ifndef DOOMBUTTON_RIGHT
#define DOOMBUTTON_RIGHT BUTTON_MIDRIGHT
#endif
#ifndef DOOMBUTTON_SHOOT
#define DOOMBUTTON_SHOOT BUTTON_BOTTOMRIGHT
#endif
#ifndef DOOMBUTTON_OPEN
#define DOOMBUTTON_OPEN BUTTON_TOPRIGHT
#endif
#ifndef DOOMBUTTON_ESC
#define DOOMBUTTON_ESC BUTTON_TOPLEFT
#endif
#ifndef DOOMBUTTON_ENTER
#define DOOMBUTTON_ENTER BUTTON_CENTER
#endif
#ifndef DOOMBUTTON_WEAPON
#define DOOMBUTTON_WEAPON BUTTON_BOTTOMLEFT
#endif
#endif
#ifdef DOOMBUTTON_SCROLLWHEEL
/* Scrollwheel events are posted directly and not polled by the button
driver - synthesize polling */
static inline unsigned int read_scroll_wheel(void)
{
unsigned int buttons = BUTTON_NONE;
unsigned int btn;
/* Empty out the button queue and see if any scrollwheel events were
posted */
do
{
btn = rb->button_get_w_tmo(0);
buttons |= btn;
}
while (btn != BUTTON_NONE);
return buttons & (DOOMBUTTON_SCROLLWHEEL_CC | DOOMBUTTON_SCROLLWHEEL_CW);
}
#endif
static 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) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD) || (CONFIG_KEYPAD == SAMSUNG_YH92X_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
#if defined(DOOMBUTTON_SCROLLWHEEL) || defined(DOOMBUTTON_REC_SWITCH)
/* use button_get(false) for clickwheel checks */
int button; /* move me */
button = rb->button_get(false);
#ifdef DOOMBUTTON_SCROLLWHEEL
switch(button){
case DOOMBUTTON_SCROLLWHEEL_CC | BUTTON_REPEAT:
case DOOMBUTTON_SCROLLWHEEL_CC:
event.type = ev_scroll;
event.data1=-1;
D_PostEvent(&event);
break;
case DOOMBUTTON_SCROLLWHEEL_CW | BUTTON_REPEAT:
case DOOMBUTTON_SCROLLWHEEL_CW:
event.type = ev_scroll;
//event.data1=KEY_LEFTARROW;
event.data1=1;
D_PostEvent(&event);
break;
}
#endif
#ifdef DOOMBUTTON_REC_SWITCH
if (button==BUTTON_REC_SW_ON || button==BUTTON_REC_SW_OFF) {
event.type = ev_keydown;
event.data1=KEY_CAPSLOCK; /* Enable run */
D_PostEvent(&event);
event.type = ev_keyup;
D_PostEvent(&event);
}
#endif
#endif
newbuttonstate = rb->button_status();
#ifdef DOOMBUTTON_SCROLLWHEEL
newbuttonstate |= read_scroll_wheel();
#endif
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
if(released & DOOMBUTTON_ENTER)
{
event.data1=KEY_ENTER;
D_PostEvent(&event);
}
#ifdef DOOMBUTTON_WEAPON
if(released & DOOMBUTTON_WEAPON)
{
event.data1 ='w';
D_PostEvent(&event);
}
#endif
#ifdef DOOMBUTTON_MAP
if(released & DOOMBUTTON_MAP)
{
event.data1 =KEY_TAB;
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
#ifdef DOOMBUTTON_MAP
if(pressed & DOOMBUTTON_MAP)
{
event.data1 =KEY_TAB;
D_PostEvent(&event);
}
#endif
}
}
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] = FB_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));
#if defined(HAVE_LCD_MODES)
#if (HAVE_LCD_MODES & LCD_MODE_PAL256)
rb->lcd_pal256_update_pal(paldata+256*pal);
#endif
#endif
}
//
// I_FinishUpdate
//
void I_FinishUpdate (void)
{
int count;
byte *src = d_screens[0];
#if (CONFIG_LCD == LCD_H300) && !defined(SIMULATOR)
count = SCREENWIDTH*SCREENHEIGHT;
/* ASM screen update (drops ~300 tics) */
asm volatile (
"move.w #33, (%[LCD]) \n" /* Setup the LCD controller */
"nop \n"
"clr.w (%[LCD2]) \n"
"nop \n"
"move.w #34, (%[LCD]) \n" /* End LCD controller setup */
"clr.l %%d1 \n"
".loop: \n"
"move.l (%[scrp])+, %%d0 \n"
"swap.w %%d0 \n"
"move.w %%d0, %%d1 \n"
"lsr.l #8,%%d1 \n"
"move.w (%[pal], %%d1.l:2), (%[LCD2]) \n"
"move.b %%d0,%%d1 \n"
"swap.w %%d0 \n"
"nop \n"
"move.w (%[pal], %%d1.l:2), (%[LCD2]) \n"
"move.w %%d0, %%d1 \n"
"lsr.l #8,%%d1 \n"
"nop \n"
"move.w (%[pal], %%d1.l:2), (%[LCD2]) \n"
"move.b %%d0,%%d1 \n"
"nop \n"
"move.w (%[pal], %%d1.l:2), (%[LCD2]) \n"
"subq.l #4,%[cnt] \n"
"bne.b .loop \n"
: /* outputs */
[scrp]"+a"(src),
[cnt] "+d"(count)
: /* inputs */
[pal] "a" (palette),
[LCD] "a" (0xf0000000),
[LCD2]"a" (0xf0000002)
: /* clobbers */
"d0", "d1"
);
#elif (CONFIG_LCD == LCD_X5) && !defined(SIMULATOR) \
&& defined(CPU_COLDFIRE) /* protect from using it on e200 (sic!) */
count = SCREENWIDTH*SCREENHEIGHT;
/* ASM screen update (drops ~230 tics) */
asm volatile (
"clr.w (%[LCD]) \n" /* Setup the LCD controller */
"move.w #(33<<1), (%[LCD]) \n"
"clr.w (%[LCD2]) \n"
"clr.w (%[LCD2]) \n"
"clr.w (%[LCD]) \n" /* End LCD controller setup */
"move.w #(34<<1), (%[LCD]) \n"
"clr.l %%d1 \n"
".loop: \n"
"move.l (%[scrp])+, %%d0 \n"
"swap.w %%d0 \n"
"move.w %%d0, %%d1 \n"
"lsr.l #8,%%d1 \n"
"move.w (%[pal], %%d1.l:2), %%d2 \n"
"move.l %%d2, %%d3 \n"
"lsr.l #7, %%d3 \n"
"move.w %%d3, (%[LCD2]) \n"
"lsl.l #1, %%d2 \n"
"move.w %%d2, (%[LCD2]) \n"
"move.b %%d0,%%d1 \n"
"move.w (%[pal], %%d1.l:2), %%d2 \n"
"move.l %%d2, %%d3 \n"
"lsr.l #7, %%d3 \n"
"move.w %%d3, (%[LCD2]) \n"
"lsl.l #1, %%d2 \n"
"move.w %%d2, (%[LCD2]) \n"
"swap.w %%d0 \n"
"move.w %%d0, %%d1 \n"
"lsr.l #8,%%d1 \n"
"move.w (%[pal], %%d1.l:2), %%d2 \n"
"move.l %%d2, %%d3 \n"
"lsr.l #7, %%d3 \n"
"move.w %%d3, (%[LCD2]) \n"
"lsl.l #1, %%d2 \n"
"move.w %%d2, (%[LCD2]) \n"
"move.b %%d0,%%d1 \n"
"move.w (%[pal], %%d1.l:2), %%d2 \n"
"move.l %%d2, %%d3 \n"
"lsr.l #7, %%d3 \n"
"move.w %%d3, (%[LCD2]) \n"
"lsl.l #1, %%d2 \n"
"move.w %%d2, (%[LCD2]) \n"
"subq.l #4,%[cnt] \n"
"bne.b .loop \n"
: /* outputs */
[scrp]"+a"(src),
[cnt] "+d"(count)
: /* inputs */
[pal] "a" (palette),
[LCD] "a" (0xf0008000),
[LCD2]"a" (0xf0008002)
: /* clobbers */
"d0", "d1", "d2", "d3"
);
#else
/* If the hardware has support for a paletted mode it takes precidence */
#if defined(HAVE_LCD_MODES)
#if (HAVE_LCD_MODES & LCD_MODE_PAL256)
(void) count;
rb->lcd_blit_pal256(src, 0, 0, 0, 0, LCD_WIDTH, LCD_HEIGHT);
#endif
#elif defined(HAVE_LCD_COLOR)
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
static fb_data *lcd_fb = NULL;
if (!lcd_fb)
{
struct viewport *vp_main = *(rb->screens[SCREEN_MAIN]->current_viewport);
lcd_fb = vp_main->buffer->fb_ptr;
}
#if(LCD_HEIGHT>LCD_WIDTH)
if(rotate_screen)
{
int y;
for (y = 1; y <= SCREENHEIGHT; y++)
{
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
fb_data *dst = lcd_fb + LCD_WIDTH - y;
count = SCREENWIDTH;
do
{
*dst = palette[*src++];
dst += LCD_WIDTH;
}
while (--count);
}
}
else
#endif
{
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
fb_data *dst = lcd_fb;
count = SCREENWIDTH*SCREENHEIGHT;
do
*dst++ = palette[*src++];
while (--count);
}
rb->lcd_update();
#else /* !HAVE_LCD_COLOR */
unsigned char *dst;
int y;
for (y = 0; y < SCREENHEIGHT; y++)
{
dst = greybuffer;
count = SCREENWIDTH;
do
*dst++ = palette[*src++];
while (--count);
grey_ub_gray_bitmap(greybuffer, 0, y, SCREENWIDTH, 1);
}
#endif
#endif
}
//
// I_ReadScreen
//
void I_ReadScreen (byte* scr)
{
memcpy (scr, d_screens[0], LCD_WIDTH*LCD_HEIGHT);
}
//
// I_SetPalette
//
void I_SetPalette (int pal)
{
I_UploadNewPalette(pal);
}
//
// I_InitGraphics
//
void I_InitGraphics(void)
{
printf("Starting Graphics engine\n");
noprintf=1;
#if defined(HAVE_LCD_MODES)
#if (HAVE_LCD_MODES & LCD_MODE_PAL256)
rb->lcd_set_mode(LCD_MODE_PAL256);
#endif
#endif
/* Note: The other screens are allocated as needed */
#ifndef HAVE_LCD_COLOR
gbuf=malloc(GREYBUFSIZE);
grey_init(gbuf, GREYBUFSIZE, GREY_ON_COP, LCD_WIDTH, LCD_HEIGHT, NULL);
/* switch on greyscale overlay */
grey_show(true);
#endif
#ifdef CPU_COLDFIRE
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 (LCD_WIDTH * LCD_HEIGHT * sizeof(unsigned char));
#endif
}