added configure script
[drnoksnes] / platform / sdl.cpp
index 0978504..5d19d67 100644 (file)
@@ -6,7 +6,9 @@
 
 #include "platform.h"
 #include "snes9x.h"
+#include "cpuexec.h"
 #include "gfx.h"
+#include "ppu.h"
 #include "display.h"
 #include "memmap.h"
 #include "soundux.h"
@@ -118,9 +120,6 @@ static void pauseGame()
 
 /* This comes nearly straight from snes9x */
 static void frameSync() {
-       static struct timeval next1 = {0, 0};
-       struct timeval now;
-       
        if (Settings.TurboMode)
        {
                if(Settings.SkipFrames == AUTO_FRAMERATE || 
@@ -136,77 +135,50 @@ static void frameSync() {
                        IPPU.RenderThisFrame = FALSE;
                }
                return;
+       } else {
+               static Uint32 next1 = 0;
+               Uint32 now = SDL_GetTicks();
+
+               // If there is no known "next" frame, initialize it now
+               if (next1 == 0) {
+                       next1 = now + 1;
+               }
+
+               // If we're on AUTO_FRAMERATE, we'll display frames always
+               // only if there's excess time.
+               // Otherwise we'll display around 1 frame every 10.
+               unsigned limit = Settings.SkipFrames == AUTO_FRAMERATE
+                                       ? (next1 < now ? 10 : 1)
+                                       : Settings.SkipFrames;
+
+               IPPU.RenderThisFrame = ++IPPU.SkippedFrames >= limit;
+               if (IPPU.RenderThisFrame) {
+                       IPPU.SkippedFrames = 0;
+               } else {
+                       // If we were behind the schedule, check how much it is
+                       if (next1 < now)
+                       {
+                       unsigned long lag = now - next1;
+                       if (lag >= 500)
+                               {
+                                       // More than a half-second behind means probably
+                                       // pause. The next line prevents the magic
+                                       // fast-forward effect.
+                                       next1 = now;
+                               }
+                       }
+               }
+
+               // If we're now ahead of time, sleep a while
+               if (next1 > now)
+               {
+                       SDL_Delay(next1 - now);
+                       // SDL will take care if a signal arrives, restarting sleep.
+               }
+
+               // Calculate the timestamp of the next frame.
+               next1 += Settings.FrameTime;
        }
-       
-       /* Normal mode */
-       
-       while (gettimeofday(&now, 0) < 0);
-       
-       /* If there is no known "next" frame, initialize it now */
-       if (next1.tv_sec == 0) { next1 = now; ++next1.tv_usec; }
-       
-    /* If we're on AUTO_FRAMERATE, we'll display frames always
-     * only if there's excess time.
-     * Otherwise we'll display the defined amount of frames.
-     */
-    unsigned limit = Settings.SkipFrames == AUTO_FRAMERATE
-                     ? (timercmp(&next1, &now, <) ? 10 : 1)
-                     : Settings.SkipFrames;
-                     
-    IPPU.RenderThisFrame = ++IPPU.SkippedFrames >= limit;
-    if(IPPU.RenderThisFrame)
-    {
-        IPPU.SkippedFrames = 0;
-    }
-    else
-    {
-        /* If we were behind the schedule, check how much it is */
-        if(timercmp(&next1, &now, <))
-        {
-            unsigned lag =
-                (now.tv_sec - next1.tv_sec) * 1000000
-               + now.tv_usec - next1.tv_usec;
-            if(lag >= 500000)
-            {
-                /* More than a half-second behind means probably
-                 * pause. The next line prevents the magic
-                 * fast-forward effect.
-                 */
-                next1 = now;
-            }
-        }
-    }
-    
-    /* Delay until we're completed this frame */
-
-    /* Can't use setitimer because the sound code already could
-     * be using it. We don't actually need it either.
-     */
-
-    while(timercmp(&next1, &now, >))
-    {
-        /* If we're ahead of time, sleep a while */
-        unsigned timeleft =
-            (next1.tv_sec - now.tv_sec) * 1000000
-           + next1.tv_usec - now.tv_usec;
-
-        usleep(timeleft);
-
-        // XXX : CHECK_SOUND(); S9xProcessEvents(FALSE);
-
-        while (gettimeofday(&now, 0) < 0);
-        /* Continue with a while-loop because usleep()
-         * could be interrupted by a signal
-         */
-    }
-
-    /* Calculate the timestamp of the next frame. */
-    next1.tv_usec += Settings.FrameTime;
-    if (next1.tv_usec >= 1000000)
-    {
-        next1.tv_sec += next1.tv_usec / 1000000;
-        next1.tv_usec %= 1000000;
-    }
 }
 
 /** Wraps s9xProcessEvents, taking care of kPollEveryNFrames */
@@ -255,7 +227,7 @@ int main(int argc, const char ** argv) {
        // Late initialization
        sprintf(String, "DrNokSnes - %s", Memory.ROMName);
        S9xSetTitle(String);
-       S9xHacksLoadFile(Config.hacksFile[0] ? Config.hacksFile : 0);
+       S9xHacksLoadFile(Config.hacksFile);
        if (!S9xGraphicsInit())
          DIE("S9xGraphicsInit failed");
        S9xAudioOutputEnable(true);
@@ -269,6 +241,7 @@ int main(int argc, const char ** argv) {
        
        // Deinitialization
        S9xAudioOutputEnable(false);
+       S9xDeinitInputDevices();
        S9xDeinitAudioOutput();
        S9xDeinitDisplay();
 
@@ -292,7 +265,36 @@ void S9xDoAction(unsigned char action)
        if (action & kActionQuit) 
                Config.quitting = true;
 
-       if (action & kActionToggleFullscreen)
+       if (action & kActionToggleFullscreen) {
                S9xVideoToggleFullscreen();
+       }
+
+       if (action & kActionQuickLoad1) {
+               const char * file = S9xGetQuickSaveFilename(1);
+               int result = S9xUnfreezeGame(file);
+               S9xSetInfoString("Load slot %u: %s", 1,
+                       (result ? "done" : "failed"));
+       }
+
+       if (action & kActionQuickSave1) {
+               const char * file = S9xGetQuickSaveFilename(1);
+               int result = S9xFreezeGame(file);
+               S9xSetInfoString("Save slot %u: %s", 1,
+                       (result ? "done" : "failed"));
+       }
+
+       if (action & kActionQuickLoad2) {
+               const char * file = S9xGetQuickSaveFilename(2);
+               int result = S9xUnfreezeGame(file);
+               S9xSetInfoString("Load slot %u: %s", 2,
+                       (result ? "done" : "failed"));
+       }
+
+       if (action & kActionQuickSave2) {
+               const char * file = S9xGetQuickSaveFilename(2);
+               int result = S9xFreezeGame(file);
+               S9xSetInfoString("Save slot %u: %s", 2,
+                       (result ? "done" : "failed"));
+       }
 }