gba-sprite-engine/src/engine/gba_engine.cpp

145 lines
3.8 KiB
C++

//
// Created by Wouter Groeneveld on 28/07/18.
//
#include <engine/gba/tonc_memdef.h>
#include <engine/background/text_stream.h>
#include "gba_engine.h"
#include "allocator.h"
int x = 0;
void onvblank() {
REG_IME = 0;
unsigned short tempInterruptState = REG_IF;
if((REG_IF & INTERRUPT_VBLANK) == INTERRUPT_VBLANK) {
// if vblanks_remaning is zero: stop
//*sound_control &= ~(SOUND_B_RIGHT_CHANNEL | SOUND_B_LEFT_CHANNEL | SOUND_B_FIFO_RESET);
//*dma2_control = 0;
// else counter--
// OR: to restart sound (channelA)
x++;
}
//TextStream::instance() << x;
REG_IF = tempInterruptState;
REG_IME = 1;
}
void GBAEngine::update() {
vsync();
if(sceneToTransitionTo) {
currentEffectForTransition->update();
if(currentEffectForTransition->isDone()) {
setScene(sceneToTransitionTo);
}
}
spriteManager.render();
u16 keys = readKeys();
this->currentScene->tick(keys);
}
void GBAEngine::transitionIntoScene(Scene *scene, SceneEffect* effect) {
sceneToTransitionTo = scene;
currentEffectForTransition = effect;
currentEffectForTransition->setSceneToAffect(this->currentScene);
}
u16 GBAEngine::readKeys() {
return ~REG_KEYS & KEY_ANY;
}
SoundControl GBAEngine::channelAControl() {
return {
&REG_DMA1CNT,
&REG_DMA1SAD,
&REG_DMA1DAD,
&REG_FIFOA,
SDS_AR | SDS_AL | SDS_ARESET
};
}
SoundControl GBAEngine::channelBControl() {
return {
&REG_DMA2CNT,
&REG_DMA2SAD,
&REG_DMA2DAD,
&REG_FIFOB,
SDS_BR | SDS_BL | SDS_BRESET
};
}
void GBAEngine::queueSound(const s8 *data, int totalSamples, int sampleRate, SoundControl control) {
REG_TM0CNT = 0;
*(control.DMAControl) = 0; // reset previous sound
REG_SNDDSCNT |= control.ControlFlags; // output to both sides, reset fifo
REG_SNDSTAT = SSTAT_ENABLE; // enable all sound
*(control.DMASourceAddress) = (u32) data;
*(control.DMADestinationAddress) = *(control.FiFoBuffer);
*(control.DMAControl) = DMA_DST_FIXED | DMA_REPEAT | DMA_32 | DMA_SYNC_TO_TIMER | DMA_ENABLE;
u16 ticksPerSample = CLOCK / sampleRate; // divide the clock (ticks/second) by the sample rate (samples/second)
REG_TM0D = OVERFLOW_16_BIT_VALUE - ticksPerSample;
// channel_a_vblanks_remaining = total_samples * ticks_per_sample * (1.0 / CYCLES_PER_BLANK);
REG_TM0CNT = TM_ENABLE | TM_FREQ_1; // enable timer - dma auto-syncs to this thanks to DMA_SYNC_TO_TIMER
}
GBAEngine::GBAEngine() {
// setup screen control flags
REG_DISPCNT = DCNT_MODE0 | DCNT_OBJ | DCNT_OBJ_1D | DCNT_BG0 | DCNT_BG1 | DCNT_BG2 | DCNT_BG3;
// setup interrupt control flags for vblank IRQing
REG_DISPSTAT |= DISPLAY_INTERRUPT_VBLANK_ENABLE;
REG_IE |= INTERRUPT_VBLANK;
*IRQ_CALLBACK = (u32) &onvblank;
//REG_IME = 1;
REG_SNDDSCNT = 0;
Allocator::free();
}
void GBAEngine::cleanupPreviousScene() {
delete currentScene;
sceneToTransitionTo = nullptr;
delete currentEffectForTransition;
}
void GBAEngine::setScene(Scene* scene) {
if(this->currentScene) {
cleanupPreviousScene();
TextStream::instance().clear();
}
scene->load();
auto fgPalette = scene->getForegroundPalette();
if(fgPalette) {
fgPalette->persist();
}
auto bgPalette = scene->getBackgroundPalette();
if(bgPalette) {
bgPalette->persist();
}
Allocator::free();
TextStream::instance().persist();
spriteManager.set(scene->sprites());
spriteManager.persist();
for(const auto bg : scene->backgrounds()) {
bg->persist();
}
this->currentScene = scene;
}