165 lines
4.7 KiB
C++
165 lines
4.7 KiB
C++
//
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// Created by Wouter Groeneveld on 28/07/18.
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//
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#include <engine/gba/tonc_memdef.h>
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#include <engine/background/text_stream.h>
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#include <engine/gba_engine.h>
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#include <engine/allocator.h>
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std::unique_ptr<SoundControl> GBAEngine::activeChannelA;
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std::unique_ptr<SoundControl> GBAEngine::activeChannelB;
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void GBAEngine::vsync() {
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while (REG_VCOUNT >= 160);
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while (REG_VCOUNT < 160);
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}
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void GBAEngine::onVBlank() {
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// WARNING this is a very dangerous piece of code.
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// GBA IRQs seem eager to crash or eat up CPU. Get in, disable stuff, work, enable, get out!
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stopOnVBlank();
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unsigned short tempInterruptState = REG_IF;
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if((REG_IF & INTERRUPT_VBLANK) == INTERRUPT_VBLANK) {
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if(GBAEngine::activeChannelA) {
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if(GBAEngine::activeChannelA->done()) {
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GBAEngine::activeChannelA->reset();
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} else {
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GBAEngine::activeChannelA->step();
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}
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}
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if(GBAEngine::activeChannelB) {
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if(GBAEngine::activeChannelB->done()) {
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GBAEngine::activeChannelB->disable();
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GBAEngine::activeChannelB = nullptr; // never delete, let unique_ptr do that, known to flip here
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} else {
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GBAEngine::activeChannelB->step();
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}
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}
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}
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REG_IF = tempInterruptState;
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startOnVBlank();
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}
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u16 GBAEngine::readKeys() {
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return ~REG_KEYS & KEY_ANY;
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}
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void GBAEngine::dequeueAllSounds() {
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stopOnVBlank();
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vsync();
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if(GBAEngine::activeChannelA) {
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GBAEngine::activeChannelA->disable();
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} if(GBAEngine::activeChannelB) {
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GBAEngine::activeChannelB->disable();
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}
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}
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void GBAEngine::enqueueSound(const s8 *data, int totalSamples, int sampleRate, SoundChannel channel) {
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SoundControl* control;
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stopOnVBlank();
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if(channel == ChannelA) { // repeating bg music can be restarted
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GBAEngine::activeChannelA = SoundControl::channelAControl();
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control = GBAEngine::activeChannelA.get();
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} else { // sound still playing, don't stop that
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if(GBAEngine::activeChannelB) {
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if(!GBAEngine::activeChannelB->done()) return;
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}
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GBAEngine::activeChannelB = SoundControl::channelBControl();
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control = GBAEngine::activeChannelB.get();
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}
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REG_TM0CNT = 0;
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control->disable();
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REG_SNDDSCNT |= control->getControlFlags(); // output to both sides, reset fifo
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REG_SNDSTAT = SSTAT_ENABLE; // enable all sound
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u16 ticksPerSample = CLOCK / sampleRate; // divide the clock (ticks/second) by the sample rate (samples/second)
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control->accept(data, totalSamples, ticksPerSample);
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startOnVBlank();
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control->enable();
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REG_TM0D = OVERFLOW_16_BIT_VALUE - ticksPerSample;
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REG_TM0CNT = TM_ENABLE | TM_FREQ_1; // enable timer - dma auto-syncs to this thanks to DMA_SYNC_TO_TIMER
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}
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GBAEngine::GBAEngine() {
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// setup screen control flags
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REG_DISPCNT = DCNT_MODE0 | DCNT_OBJ | DCNT_OBJ_1D | DCNT_BG0 | DCNT_BG1 | DCNT_BG2 | DCNT_BG3;
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// setup interrupt control flags for vblank IRQing (started only when sound played)
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REG_DISPSTAT |= DISPLAY_INTERRUPT_VBLANK_ENABLE;
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REG_IE |= INTERRUPT_VBLANK;
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*IRQ_CALLBACK = (u32) &GBAEngine::onVBlank;
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REG_SNDDSCNT = 0;
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Allocator::free();
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}
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void GBAEngine::update() {
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vsync();
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if(sceneToTransitionTo) {
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currentEffectForTransition->update();
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if(currentEffectForTransition->isDone()) {
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setScene(sceneToTransitionTo);
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}
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}
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u16 keys = readKeys();
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this->currentScene->tick(keys);
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spriteManager.render();
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}
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void GBAEngine::transitionIntoScene(Scene *scene, SceneEffect* effect) {
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sceneToTransitionTo = scene;
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currentEffectForTransition = effect;
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currentEffectForTransition->setSceneToAffect(this->currentScene);
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}
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void GBAEngine::cleanupPreviousScene() {
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delete currentScene;
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sceneToTransitionTo = nullptr;
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delete currentEffectForTransition;
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}
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void GBAEngine::setScene(Scene* scene) {
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dequeueAllSounds();
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if(this->currentScene) {
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cleanupPreviousScene();
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TextStream::instance().clear();
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}
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scene->load();
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auto fgPalette = scene->getForegroundPalette();
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if(!fgPalette) {
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failure(NoFgPaletteDefined);
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}
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fgPalette->persist();
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auto bgPalette = scene->getBackgroundPalette();
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if(!bgPalette) {
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failure(NoBgPaletteDefined);
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}
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bgPalette->persist();
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Allocator::free();
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TextStream::instance().persist();
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spriteManager.set(scene->sprites());
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spriteManager.persist();
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for(const auto bg : scene->backgrounds()) {
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bg->persist();
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}
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this->currentScene = scene;
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}
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