[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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