[Scummvm-cvs-logs] SF.net SVN: scummvm:[34017] scummvm/branches/gsoc2008-tfmx
marwanhilmi at users.sourceforge.net
marwanhilmi at users.sourceforge.net
Tue Aug 19 04:45:13 CEST 2008
Revision: 34017
http://scummvm.svn.sourceforge.net/scummvm/?rev=34017&view=rev
Author: marwanhilmi
Date: 2008-08-19 02:45:12 +0000 (Tue, 19 Aug 2008)
Log Message:
-----------
Bugfix for the key-up and vibrato.
Modified Paths:
--------------
scummvm/branches/gsoc2008-tfmx/sound/mods/tfmx.cpp
Removed Paths:
-------------
scummvm/branches/gsoc2008-tfmx/base/main.cpp
Deleted: scummvm/branches/gsoc2008-tfmx/base/main.cpp
===================================================================
--- scummvm/branches/gsoc2008-tfmx/base/main.cpp 2008-08-19 01:00:46 UTC (rev 34016)
+++ scummvm/branches/gsoc2008-tfmx/base/main.cpp 2008-08-19 02:45:12 UTC (rev 34017)
@@ -1,365 +0,0 @@
-/* ScummVM - Graphic Adventure Engine
- *
- * ScummVM is the legal property of its developers, whose names
- * are too numerous to list here. Please refer to the COPYRIGHT
- * file distributed with this source distribution.
- *
- * 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.
-
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * $URL$
- * $Id$
- *
- */
-
-/*! \mainpage %ScummVM Source Reference
- *
- * These pages contains a cross referenced documentation for the %ScummVM source code,
- * generated with Doxygen (http://www.doxygen.org) directly from the source.
- * Currently not much is actually properly documented, but at least you can get an overview
- * of almost all the classes, methods and variables, and how they interact.
- */
-
-#include "engines/engine.h"
-#include "engines/metaengine.h"
-#include "base/commandLine.h"
-#include "base/plugins.h"
-#include "base/version.h"
-
-#include "common/config-manager.h"
-#include "common/file.h"
-#include "common/fs.h"
-#include "common/system.h"
-#include "gui/newgui.h"
-#include "gui/message.h"
-
-#include "sound/mods/tfmx.h"
-#include "sound/mixer.h"
-
-
-#if defined(_WIN32_WCE)
-#include "backends/platform/wince/CELauncherDialog.h"
-#elif defined(__DC__)
-#include "backends/platform/dc/DCLauncherDialog.h"
-#else
-#include "gui/launcher.h"
-#endif
-
-
-static bool launcherDialog(OSystem &system) {
-
- system.beginGFXTransaction();
- // Set the user specified graphics mode (if any).
- system.setGraphicsMode(ConfMan.get("gfx_mode").c_str());
-
- system.initSize(320, 200);
- system.endGFXTransaction();
-
- // Set initial window caption
- system.setWindowCaption(gScummVMFullVersion);
-
- // Clear the main screen
- system.clearScreen();
-
-#if defined(_WIN32_WCE)
- CELauncherDialog dlg;
-#elif defined(__DC__)
- DCLauncherDialog dlg;
-#else
- GUI::LauncherDialog dlg;
-#endif
- return (dlg.runModal() != -1);
-}
-
-static const EnginePlugin *detectPlugin() {
- const EnginePlugin *plugin = 0;
-
- // Make sure the gameid is set in the config manager, and that it is lowercase.
- Common::String gameid(ConfMan.getActiveDomainName());
- assert(!gameid.empty());
- if (ConfMan.hasKey("gameid"))
- gameid = ConfMan.get("gameid");
- gameid.toLowercase();
- ConfMan.set("gameid", gameid);
-
- // Query the plugins and find one that will handle the specified gameid
- printf("User picked target '%s' (gameid '%s')...\n", ConfMan.getActiveDomainName().c_str(), gameid.c_str());
- printf(" Looking for a plugin supporting this gameid... ");
- GameDescriptor game = EngineMan.findGame(gameid, &plugin);
-
- if (plugin == 0) {
- printf("failed\n");
- warning("%s is an invalid gameid. Use the --list-games option to list supported gameid", gameid.c_str());
- return 0;
- } else {
- printf("%s\n", plugin->getName());
- }
-
- // FIXME: Do we really need this one?
- printf(" Starting '%s'\n", game.description().c_str());
-
- return plugin;
-}
-
-// TODO: specify the possible return values here
-static int runGame(const EnginePlugin *plugin, OSystem &system, const Common::String &edebuglevels) {
- Common::String gameDataPath(ConfMan.get("path"));
- if (gameDataPath.empty()) {
- } else if (gameDataPath.lastChar() != '/'
-#if defined(__MORPHOS__) || defined(__amigaos4__)
- && gameDataPath.lastChar() != ':'
-#endif
- && gameDataPath.lastChar() != '\\') {
- gameDataPath += '/';
- ConfMan.set("path", gameDataPath, Common::ConfigManager::kTransientDomain);
- }
-
- // We add the game "path" to the file search path via File::addDefaultDirectory(),
- // so that MD5-based detection will be able to properly find files with mixed case
- // filenames.
- // FIXME/TODO: Fingolfin still doesn't like this; if those MD5-based detectors used
- // FSNodes instead of File::open, they wouldn't have to do this.
- Common::String path;
- if (ConfMan.hasKey("path")) {
- path = ConfMan.get("path");
- FilesystemNode dir(path);
- if (!dir.isDirectory()) {
- warning("Game directory does not exist (%s)", path.c_str());
- return 0;
- }
- } else {
- path = ".";
- warning("No path was provided. Assuming the data files are in the current directory");
- }
- Common::File::addDefaultDirectory(path);
-
- // Create the game engine
- Engine *engine = 0;
- PluginError err = (*plugin)->createInstance(&system, &engine);
- if (!engine || err != kNoError) {
- // TODO: Show an error dialog or so?
- // TODO: Also take 'err' into consideration...
- //GUI::MessageDialog alert("ScummVM could not find any game in the specified directory!");
- //alert.runModal();
- const char *errMsg = 0;
- switch (err) {
- case kInvalidPathError:
- errMsg = "Invalid game path";
- break;
- case kNoGameDataFoundError:
- errMsg = "Unable to locate game data";
- break;
- default:
- errMsg = "Unknown error";
- }
-
- warning("%s failed to instantiate engine: %s (target '%s', path '%s')",
- plugin->getName(),
- errMsg,
- ConfMan.getActiveDomainName().c_str(),
- path.c_str()
- );
- return 0;
- }
-
- // Set the window caption to the game name
- Common::String caption(ConfMan.get("description"));
-
- Common::String desc = EngineMan.findGame(ConfMan.get("gameid")).description();
- if (caption.empty() && !desc.empty())
- caption = desc;
- if (caption.empty())
- caption = ConfMan.getActiveDomainName(); // Use the domain (=target) name
- if (!caption.empty()) {
- system.setWindowCaption(caption.c_str());
- }
-
- if (ConfMan.hasKey("path"))
- Common::File::addDefaultDirectory(ConfMan.get("path"));
- else
- Common::File::addDefaultDirectory(".");
-
- // Add extrapath (if any) to the directory search list
- if (ConfMan.hasKey("extrapath"))
- Common::File::addDefaultDirectoryRecursive(ConfMan.get("extrapath"));
-
- if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain))
- Common::File::addDefaultDirectoryRecursive(ConfMan.get("extrapath", Common::ConfigManager::kApplicationDomain));
-
-#ifdef DATA_PATH
- // Add the global DATA_PATH to the directory search list
- Common::File::addDefaultDirectoryRecursive(DATA_PATH);
-#endif
-
- // On creation the engine should've set up all debug levels so we can use
- // the command line arugments here
- Common::enableSpecialDebugLevelList(edebuglevels);
-
- // Inform backend that the engine is about to be run
- system.engineInit();
-
- // Init the engine (this might change the screen parameters)
- // TODO: We should specify what return values
- int result = engine->init();
-
- // Run the game engine if the initialization was successful.
- if (result == 0) {
- result = engine->go();
- } else {
- // TODO: Set an error flag, notify user about the problem
- }
-
- // Inform backend that the engine finished
- system.engineDone();
-
- // We clear all debug levels again even though the engine should do it
- Common::clearAllSpecialDebugLevels();
-
- // Free up memory
- delete engine;
-
- // Reset the file/directory mappings
- Common::File::resetDefaultDirectories();
-
- return 0;
-}
-
-
-extern "C" int scummvm_main(int argc, char *argv[]) {
- Common::String specialDebug;
- Common::String command;
-
- // Verify that the backend has been initialized (i.e. g_system has been set).
- assert(g_system);
- OSystem &system = *g_system;
-
- // Register config manager defaults
- Base::registerDefaults();
-
- // Parse the command line
- Common::StringMap settings;
- command = Base::parseCommandLine(settings, argc, argv);
-
- // Load the config file (possibly overriden via command line):
- if (settings.contains("config")) {
- ConfMan.loadConfigFile(settings["config"]);
- settings.erase("config");
- } else {
- ConfMan.loadDefaultConfigFile();
- }
-
- // Update the config file
- ConfMan.set("versioninfo", gScummVMVersion, Common::ConfigManager::kApplicationDomain);
-
-
- // Load and setup the debuglevel and the debug flags. We do this at the
- // soonest possible moment to ensure debug output starts early on, if
- // requested.
- if (settings.contains("debuglevel")) {
- gDebugLevel = (int)strtol(settings["debuglevel"].c_str(), 0, 10);
- printf("Debuglevel (from command line): %d\n", gDebugLevel);
- settings.erase("debuglevel"); // This option should not be passed to ConfMan.
- } else if (ConfMan.hasKey("debuglevel"))
- gDebugLevel = ConfMan.getInt("debuglevel");
-
- if (settings.contains("debugflags")) {
- specialDebug = settings["debugflags"];
- settings.erase("debugflags");
- }
-
- // Load the plugins.
- PluginManager::instance().loadPlugins();
- EngineMan.getPlugins();
-
- // Process the remaining command line settings. Must be done after the
- // config file and the plugins have been loaded.
- if (!Base::processSettings(command, settings))
- return 0;
-
- // Init the backend. Must take place after all config data (including
- // the command line params) was read.
- system.initBackend();
-
- //Tfmx test creation.
- Audio::SoundHandle _handle;
- Audio::Tfmx _aTfmx;
- _aTfmx.load();
- _aTfmx.loadSamples();
- _aTfmx.playSong(0);
-
- //_aTfmx.testPattern(0x08);
- // _aTfmx.testMacro(0x0D);
-
- system.getMixer()->playInputStream( Audio::Mixer::kMusicSoundType, &_handle, &_aTfmx, -1, 255, 0, false);
- system.delayMillis( 999999 );
- //Tfmx test end.
-
-
-/*
- // Unless a game was specified, show the launcher dialog
- if (0 == ConfMan.getActiveDomain()) {
- launcherDialog(system);
-
- // Discard any command line options. Those that affect the graphics
- // mode etc. already have should have been handled by the backend at
- // this point. And the others (like bootparam etc.) should not
- // blindly be passed to the first game launched from the launcher.
- ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear();
- }
-
- // FIXME: We're now looping the launcher. This, of course, doesn't
- // work as well as it should. In theory everything should be destroyed
- // cleanly, so this is now enabled to encourage people to fix bits :)
- while (0 != ConfMan.getActiveDomain()) {
- // Try to find a plugin which feels responsible for the specified game.
- const EnginePlugin *plugin = detectPlugin();
- if (plugin) {
- // Unload all plugins not needed for this game,
- // to save memory
- PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, plugin);
-
- // Try to run the game
- int result = runGame(plugin, system, specialDebug);
- // TODO: We should keep running if starting the selected game failed
- // (so instead of just quitting, show a nice error dialog to the
- // user and let him pick another game).
- if (result == 0)
- break;
-
- // Discard any command line options. It's unlikely that the user
- // wanted to apply them to *all* games ever launched.
- ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear();
-
- // Clear the active config domain
- ConfMan.setActiveDomain("");
-
- // PluginManager::instance().unloadPlugins();
- PluginManager::instance().loadPlugins();
- } else {
- // A dialog would be nicer, but we don't have any
- // screen to draw on yet.
- warning("Could not find any engine capable of running the selected game");
- }
-
- launcherDialog(system);
- }
- PluginManager::instance().unloadPlugins();
- PluginManager::destroy();
-
-*/
- Common::ConfigManager::destroy();
- GUI::NewGui::destroy();
-
- return 0;
-}
Modified: scummvm/branches/gsoc2008-tfmx/sound/mods/tfmx.cpp
===================================================================
--- scummvm/branches/gsoc2008-tfmx/sound/mods/tfmx.cpp 2008-08-19 01:00:46 UTC (rev 34016)
+++ scummvm/branches/gsoc2008-tfmx/sound/mods/tfmx.cpp 2008-08-19 02:45:12 UTC (rev 34017)
@@ -418,16 +418,18 @@
_tracks[trackNumber].activeMacro.notePeriod = periods[(_tracks[trackNumber].activeMacro.noteNumber + _tracks[trackNumber].activePattern.patternTranspose) & 0x3F];
}
}
- else if (_tracks[trackNumber].macroOn) {
+ }
+
+ //Macro process loop.
+ if (_tracks[trackNumber].macroOn) {
while (_tracks[trackNumber].activeMacro.macroWait == 0 && (_tracks[trackNumber].macroOn == true)) {
doMacro(trackNumber);
}
- }
- if (_tracks[trackNumber].activeMacro.macroWait != 0) {
+ }
+ //Set macro timer.
+ if (_tracks[trackNumber].activeMacro.macroWait != 0) {
_tracks[trackNumber].activeMacro.macroWait--;
- }
}
-
//Advance pattern. If macro is on, wait to advance.
if ((!_tracks[trackNumber].macroOn) || (_tracks[trackNumber].activeMacro.keyWaitOn)) {
if (_tracks[trackNumber].activePattern.patternCount < _tracks[trackNumber].activePattern.patternLength) {
@@ -652,8 +654,8 @@
printf("SAMPLE ON:: Channel #0 \n");
printf("SAMPLE OFFSET:: %02x \n", _channels[0].sampleOffset);
printf("SAMPLE LENGTH:: %02x \n", _channels[0].sampleLength);
- printf("SAMPLE VOLUME:: %02x \n", _channels[0].volume);
printf("SAMPLE PERIOD NUMBER:: %02x \n", _tracks[0].activeMacro.noteNumber);
+ printf("SAMPLE VOLUME:: %02x \n", _channels[0].volume);printf("SAMPLE PERIOD:: %02x \n", _channels[0].period);
setChannelData(0, _sampleData + _channels[0].sampleOffset, _sampleData + _channels[0].sampleOffset, _channels[0].sampleLength, _channels[0].sampleLength);
_channels[0].updateOn = false;
}
@@ -670,7 +672,6 @@
for (int i = 0; i < 4; i++) {
doEffects(i);
-
setChannelPeriod(i,_channels[i].period);
setChannelVolume(i,_channels[i].volume);
if ( (_channels[i].sampleOn) && (_channels[i].updateOn) ) {
@@ -736,7 +737,9 @@
//reset count
_channels[channelNumber].vibratoCount = 0;
}
- _channels[channelNumber].vibratoCount++;
+ else {
+ _channels[channelNumber].vibratoCount++;
+ }
}
//TODO:: Period Effects
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