scummvm/backends/platform/ds/arm9/source/osystem_ds.cpp
2011-08-07 13:53:33 +02:00

903 lines
21 KiB
C++

/* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// Allow use of stuff in <time.h>
#define FORBIDDEN_SYMBOL_EXCEPTION_time_h
#include "common/scummsys.h"
#include "common/system.h"
#include "common/util.h"
#include "common/rect.h"
#include "common/savefile.h"
#include "osystem_ds.h"
#include "nds.h"
#include "dsmain.h"
#include "nds/registers_alt.h"
#include "common/config-manager.h"
#include "common/str.h"
#include "cdaudio.h"
#include "graphics/surface.h"
#include "touchkeyboard.h"
#include "backends/fs/ds/ds-fs-factory.h"
#include "backends/audiocd/default/default-audiocd.h"
#include "backends/timer/default/default-timer.h"
#ifdef ENABLE_AGI
#include "wordcompletion.h"
#endif
#include <time.h>
#if defined(DS_BUILD_A)
#define DEFAULT_CONFIG_FILE "scummvm.ini"
#elif defined(DS_BUILD_B)
#define DEFAULT_CONFIG_FILE "scummvmb.ini"
#elif defined(DS_BUILD_C)
#define DEFAULT_CONFIG_FILE "scummvmc.ini"
#elif defined(DS_BUILD_D)
#define DEFAULT_CONFIG_FILE "scummvmd.ini"
#elif defined(DS_BUILD_E)
#define DEFAULT_CONFIG_FILE "scummvme.ini"
#elif defined(DS_BUILD_F)
#define DEFAULT_CONFIG_FILE "scummvmf.ini"
#elif defined(DS_BUILD_G)
#define DEFAULT_CONFIG_FILE "scummvmg.ini"
#elif defined(DS_BUILD_H)
#define DEFAULT_CONFIG_FILE "scummvmh.ini"
#elif defined(DS_BUILD_I)
#define DEFAULT_CONFIG_FILE "scummvmi.ini"
#elif defined(DS_BUILD_J)
#define DEFAULT_CONFIG_FILE "scummvmj.ini"
#elif defined(DS_BUILD_K)
#define DEFAULT_CONFIG_FILE "scummvmk.ini"
#else
// Use the "scummvm.ini" as config file if no build was specified. This
// currently only happens with builds made using the regular ScummVM build
// system (as opposed to the nds specific build system).
#define DEFAULT_CONFIG_FILE "scummvm.ini"
#endif
OSystem_DS *OSystem_DS::_instance = NULL;
OSystem_DS::OSystem_DS()
: eventNum(0), lastPenFrame(0), queuePos(0), _mixer(NULL), _frameBufferExists(false),
_disableCursorPalette(true), _graphicsEnable(true), _gammaValue(0)
{
// eventNum = 0;
// lastPenFrame = 0;
// queuePos = 0;
_instance = this;
// _mixer = NULL;
//_frameBufferExists = false;
}
OSystem_DS::~OSystem_DS() {
delete _mixer;
_mixer = 0;
// If _savefileManager is not 0, then it points to the OSystem_DS
// member variable mpSaveManager. Hence we set _savefileManager to
// 0, to prevent the OSystem destructor from trying to delete it.
_savefileManager = 0;
}
int OSystem_DS::timerHandler(int t) {
DefaultTimerManager *tm = (DefaultTimerManager *)g_system->getTimerManager();
tm->handler();
return t;
}
void OSystem_DS::initBackend() {
ConfMan.setInt("autosave_period", 0);
ConfMan.setBool("FM_medium_quality", true);
if (DS::isGBAMPAvailable()) {
_savefileManager = &mpSaveManager;
}
_timerManager = new DefaultTimerManager();
DS::setTimerCallback(&OSystem_DS::timerHandler, 10);
if (ConfMan.hasKey("22khzaudio", "ds") && ConfMan.getBool("22khzaudio", "ds")) {
DS::startSound(22050, 8192);
} else {
DS::startSound(11025, 4096);
}
_mixer = new Audio::MixerImpl(this, DS::getSoundFrequency());
_mixer->setReady(true);
/* TODO/FIXME: The NDS should use a custom AudioCD manager instance!
if (!_audiocdManager)
_audiocdManager = new DSAudioCDManager();
*/
EventsBaseBackend::initBackend();
}
bool OSystem_DS::hasFeature(Feature f) {
return (f == kFeatureVirtualKeyboard) || (f == kFeatureCursorPalette);
}
void OSystem_DS::setFeatureState(Feature f, bool enable) {
if (f == kFeatureVirtualKeyboard)
DS::setKeyboardIcon(enable);
else if (f == kFeatureCursorPalette) {
_disableCursorPalette = !enable;
refreshCursor();
}
}
bool OSystem_DS::getFeatureState(Feature f) {
if (f == kFeatureVirtualKeyboard)
return DS::getKeyboardIcon();
if (f == kFeatureCursorPalette)
return !_disableCursorPalette;
return false;
}
const OSystem::GraphicsMode *OSystem_DS::getSupportedGraphicsModes() const {
return s_supportedGraphicsModes;
}
int OSystem_DS::getDefaultGraphicsMode() const {
return 0;
}
bool OSystem_DS::setGraphicsMode(int mode) {
return true;
}
bool OSystem_DS::setGraphicsMode(const char *name) {
consolePrintf("Set gfx mode %s\n", name);
return true;
}
int OSystem_DS::getGraphicsMode() const {
return -1;
}
void OSystem_DS::initSize(uint width, uint height, const Graphics::PixelFormat *format) {
// For Lost in Time, the title screen is displayed in 640x400.
// In order to support this game, the screen mode is set, but
// all draw calls are ignored until the game switches to 320x200.
if ((width == 640) && (height == 400)) {
_graphicsEnable = false;
} else {
_graphicsEnable = true;
DS::setGameSize(width, height);
}
}
int16 OSystem_DS::getHeight() {
return 200;
}
int16 OSystem_DS::getWidth() {
return 320;
}
void OSystem_DS::setPalette(const byte *colors, uint start, uint num) {
// consolePrintf("Setpal %d, %d\n", start, num);
for (unsigned int r = start; r < start + num; r++) {
int red = *colors;
int green = *(colors + 1);
int blue = *(colors + 2);
red >>= 3;
green >>= 3;
blue >>= 3;
// if (r != 255)
{
u16 paletteValue = red | (green << 5) | (blue << 10);
if (DS::getIsDisplayMode8Bit()) {
int col = applyGamma(paletteValue);
BG_PALETTE[r] = col;
if (!DS::getKeyboardEnable()) {
BG_PALETTE_SUB[r] = col;
}
}
_palette[r] = paletteValue;
}
// if (num == 255) consolePrintf("pal:%d r:%d g:%d b:%d\n", r, red, green, blue);
colors += 3;
}
}
void OSystem_DS::restoreHardwarePalette() {
// Set the hardware palette up based on the stored palette
for (int r = 0; r < 255; r++) {
int col = applyGamma(_palette[r]);
BG_PALETTE[r] = col;
if (!DS::getKeyboardEnable()) {
BG_PALETTE_SUB[r] = col;
}
}
}
void OSystem_DS::setCursorPalette(const byte *colors, uint start, uint num) {
// consolePrintf("Cursor palette set: start: %d, cols: %d\n", start, num);
for (unsigned int r = start; r < start + num; r++) {
int red = *colors;
int green = *(colors + 1);
int blue = *(colors + 2);
red >>= 3;
green >>= 3;
blue >>= 3;
u16 paletteValue = red | (green << 5) | (blue << 10);
_cursorPalette[r] = paletteValue;
colors += 3;
}
_disableCursorPalette = false;
refreshCursor();
}
bool OSystem_DS::grabRawScreen(Graphics::Surface *surf) {
surf->create(DS::getGameWidth(), DS::getGameHeight(), Graphics::PixelFormat::createFormatCLUT8());
// Ensure we copy using 16 bit quantities due to limitation of VRAM addressing
const u16 *image = (const u16 *) DS::get8BitBackBuffer();
for (int y = 0; y < DS::getGameHeight(); y++) {
DC_FlushRange(image + (y << 8), DS::getGameWidth());
for (int x = 0; x < DS::getGameWidth() >> 1; x++) {
*(((u16 *) (surf->pixels)) + y * (DS::getGameWidth() >> 1) + x) = image[(y << 8) + x];
}
}
return true;
}
void OSystem_DS::grabPalette(unsigned char *colors, uint start, uint num) {
// consolePrintf("Grabpalette");
for (unsigned int r = start; r < start + num; r++) {
*colors++ = (BG_PALETTE[r] & 0x001F) << 3;
*colors++ = (BG_PALETTE[r] & 0x03E0) >> 5 << 3;
*colors++ = (BG_PALETTE[r] & 0x7C00) >> 10 << 3;
}
}
#define MISALIGNED16(ptr) (((u32) (ptr) & 1) != 0)
void OSystem_DS::copyRectToScreen(const byte *buf, int pitch, int x, int y, int w, int h) {
if (!_graphicsEnable) return;
if (w <= 1) return;
if (h < 0) return;
if (!DS::getIsDisplayMode8Bit()) return;
// consolePrintf("CopyRectToScreen %d\n", w * h);
u16 *bg;
s32 stride;
u16 *bgSub = (u16 *)BG_GFX_SUB;
// The DS video RAM doesn't support 8-bit writes because Nintendo wanted
// to save a few pennies/euro cents on the hardware.
if (_frameBufferExists) {
bg = (u16 *)_framebuffer.pixels;
stride = _framebuffer.pitch;
} else {
bg = (u16 *)DS::get8BitBackBuffer();
stride = DS::get8BitBackBufferStride();
}
if (((pitch & 1) != 0) || ((w & 1) != 0) || (((int) (buf) & 1) != 0)) {
// Something is misaligned, so we have to use the slow but sure method
int by = 0;
if (DS::getKeyboardEnable()) {
// When they keyboard is on screen, we don't update the subscreen because
// the keyboard image uses the same VRAM addresses.
for (int dy = y; dy < y + h; dy++) {
u8 *dest = ((u8 *) (bg)) + (dy * stride) + x;
const u8 *src = (const u8 *) buf + (pitch * by);
u32 dx;
u32 pixelsLeft = w;
if (MISALIGNED16(dest)) {
// Read modify write
dest--;
u16 mix = *((u16 *) dest);
mix = (mix & 0x00FF) | (*src++ << 8);
*dest = mix;
dest += 2;
pixelsLeft--;
}
// We can now assume dest is aligned
u16 *dest16 = (u16 *) dest;
for (dx = 0; dx < pixelsLeft; dx+=2) {
u16 mix;
mix = *src + (*(src + 1) << 8);
*dest16++ = mix;
src += 2;
}
pixelsLeft -= dx;
// At the end we may have one pixel left over
if (pixelsLeft != 0) {
u16 mix = *dest16;
mix = (mix & 0x00FF) | ((*src++) << 8);
*dest16 = mix;
}
by++;
}
} else {
// When they keyboard is not on screen, update both vram copies
for (int dy = y; dy < y + h; dy++) {
u8 *dest = ((u8 *) (bg)) + (dy * stride) + x;
u8 *destSub = ((u8 *) (bgSub)) + (dy * 512) + x;
const u8 *src = (const u8 *) buf + (pitch * by);
u32 dx;
u32 pixelsLeft = w;
if (MISALIGNED16(dest)) {
// Read modify write
dest--;
u16 mix = *((u16 *) dest);
mix = (mix & 0x00FF) | (*src++ << 8);
*dest = mix;
*destSub = mix;
dest += 2;
destSub += 2;
pixelsLeft--;
}
// We can now assume dest is aligned
u16 *dest16 = (u16 *) dest;
u16 *destSub16 = (u16 *) destSub;
for (dx = 0; dx < pixelsLeft; dx+=2) {
u16 mix;
mix = *src + (*(src + 1) << 8);
*dest16++ = mix;
*destSub16++ = mix;
src += 2;
}
pixelsLeft -= dx;
// At the end we may have one pixel left over
if (pixelsLeft != 0) {
u16 mix = *dest16;
mix = (mix & 0x00FF) | ((*src++) << 8);
*dest16 = mix;
*destSub16 = mix;
}
by++;
}
}
// consolePrintf("Slow method used!\n");
} else {
// Stuff is aligned to 16-bit boundaries, so it's safe to do DMA.
u16 *src = (u16 *) buf;
if (DS::getKeyboardEnable()) {
for (int dy = y; dy < y + h; dy++) {
u16 *dest = bg + (dy * (stride >> 1)) + (x >> 1);
DC_FlushRange(src, w << 1);
DC_FlushRange(dest, w << 1);
dmaCopyHalfWords(3, src, dest, w);
while (dmaBusy(3));
src += pitch >> 1;
}
} else {
for (int dy = y; dy < y + h; dy++) {
u16 *dest1 = bg + (dy * (stride >> 1)) + (x >> 1);
u16 *dest2 = bgSub + (dy << 8) + (x >> 1);
DC_FlushRange(src, w << 1);
DC_FlushRange(dest1, w << 1);
DC_FlushRange(dest2, w << 1);
dmaCopyHalfWords(3, src, dest1, w);
if ((!_frameBufferExists) || (buf == _framebuffer.pixels)) {
dmaCopyHalfWords(2, src, dest2, w);
}
while (dmaBusy(2) || dmaBusy(3));
src += pitch >> 1;
}
}
}
// consolePrintf("Done\n");
}
void OSystem_DS::updateScreen() {
// static int cnt = 0;
// consolePrintf("updatescr %d\n", cnt++);
if ((_frameBufferExists) && (DS::getIsDisplayMode8Bit())) {
_frameBufferExists = false;
// Copy temp framebuffer back to screen
copyRectToScreen((byte *)_framebuffer.pixels, _framebuffer.pitch, 0, 0, _framebuffer.w, _framebuffer.h);
}
DS::displayMode16BitFlipBuffer();
DS::doSoundCallback();
// DS::doTimerCallback();
DS::addEventsToQueue();
// FIXME: Evil game specific hack.
// Force back buffer usage for Nippon Safes, as it doesn't double buffer it's output
if (DS::getControlType() == DS::CONT_NIPPON) {
lockScreen();
}
}
void OSystem_DS::setShakePos(int shakeOffset) {
DS::setShakePos(shakeOffset);
}
void OSystem_DS::showOverlay() {
// consolePrintf("showovl\n");
DS::displayMode16Bit();
}
void OSystem_DS::hideOverlay() {
DS::displayMode8Bit();
}
void OSystem_DS::clearOverlay() {
memset((u16 *) DS::get16BitBackBuffer(), 0, 512 * 256 * 2);
// consolePrintf("clearovl\n");
}
void OSystem_DS::grabOverlay(OverlayColor *buf, int pitch) {
// consolePrintf("grabovl\n")
u16 *start = DS::get16BitBackBuffer();
for (int y = 0; y < 200; y++) {
u16 *src = start + (y * 320);
u16 *dest = ((u16 *) (buf)) + (y * pitch);
for (int x = 0; x < 320; x++) {
*dest++ = *src++;
}
}
}
void OSystem_DS::copyRectToOverlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h) {
u16 *bg = (u16 *) DS::get16BitBackBuffer();
const u16 *src = (const u16 *) buf;
// if (x + w > 256) w = 256 - x;
//if (x + h > 256) h = 256 - y;
// consolePrintf("Copy rect ovl %d, %d %d, %d %d\n", x, y, w, h, pitch);
for (int dy = y; dy < y + h; dy++) {
// Slow but save copy:
for (int dx = x; dx < x + w; dx++) {
*(bg + (dy * 512) + dx) = *src;
//if ((*src) != 0) consolePrintf("%d,%d: %d ", dx, dy, *src);
//consolePrintf("%d,", *src);
src++;
}
src += (pitch - w);
// Fast but broken copy: (why?)
/*
REG_IME = 0;
dmaCopy(src, bg + (dy << 9) + x, w * 2);
REG_IME = 1;
src += pitch;*/
}
// consolePrintf("Copy rect ovl done");
}
int16 OSystem_DS::getOverlayHeight() {
// consolePrintf("getovlheight\n");
return getHeight();
}
int16 OSystem_DS::getOverlayWidth() {
// consolePrintf("getovlwid\n");
return getWidth();
}
bool OSystem_DS::showMouse(bool visible) {
DS::setShowCursor(visible);
return true;
}
void OSystem_DS::warpMouse(int x, int y) {
}
void OSystem_DS::setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, u32 keycolor, int targetCursorScale, const Graphics::PixelFormat *format) {
if ((w > 0) && (w < 64) && (h > 0) && (h < 64)) {
memcpy(_cursorImage, buf, w * h);
_cursorW = w;
_cursorH = h;
_cursorHotX = hotspotX;
_cursorHotY = hotspotY;
_cursorKey = keycolor;
_cursorScale = targetCursorScale;
refreshCursor();
}
}
void OSystem_DS::refreshCursor() {
DS::setCursorIcon(_cursorImage, _cursorW, _cursorH, _cursorKey, _cursorHotX, _cursorHotY);
}
void OSystem_DS::addEvent(const Common::Event& e) {
eventQueue[queuePos++] = e;
}
bool OSystem_DS::pollEvent(Common::Event &event) {
if (lastPenFrame != DS::getMillis()) {
if (eventNum == queuePos) {
eventNum = 0;
queuePos = 0;
// Bodge - this last event seems to be processed sometimes and not others.
// So we make it something harmless which won't cause any adverse effects.
event.type = Common::EVENT_KEYUP;
event.kbd.ascii = 0;
event.kbd.keycode = Common::KEYCODE_INVALID;
event.kbd.flags = 0;
// consolePrintf("type: %d\n", event.type);
return false;
} else {
event = eventQueue[eventNum++];
// consolePrintf("type: %d\n", event.type);
return true;
}
}
return false;
/* if (lastPenFrame != DS::getMillis()) {
if ((eventNum == 0)) {
event.type = Common::EVENT_MOUSEMOVE;
event.mouse = Common::Point(DS::getPenX(), DS::getPenY());
eventNum = 1;
return true;
}
if (eventNum == 1) {
eventNum = 0;
lastPenFrame = DS::getMillis();
if (DS::getPenDown()) {
event.type = Common::EVENT_LBUTTONDOWN;
event.mouse = Common::Point(DS::getPenX(), DS::getPenY());
consolePrintf("Down %d, %d ", event.mouse.x, event.mouse.y);
return true;
} else if (DS::getPenReleased()) {
event.type = Common::EVENT_LBUTTONUP;
event.mouse = Common::Point(DS::getPenX(), DS::getPenY());
consolePrintf("Up %d, %d ", event.mouse.x, event.mouse.y);
return true;
} else {
return false;
}
}
}*/
return false;
}
uint32 OSystem_DS::getMillis() {
return DS::getMillis();
}
void OSystem_DS::delayMillis(uint msecs) {
int st = getMillis();
DS::addEventsToQueue();
DS::CD::update();
DS::doSoundCallback();
while (st + msecs >= getMillis()) {
DS::doSoundCallback();
}
DS::doTimerCallback();
DS::checkSleepMode();
DS::addEventsToQueue();
}
void OSystem_DS::getTimeAndDate(TimeDate &td) const {
time_t curTime;
#if 0
curTime = time(0);
#else
curTime = 0xABCD1234 + DS::getMillis() / 1000;
#endif
struct tm t = *localtime(&curTime);
td.tm_sec = t.tm_sec;
td.tm_min = t.tm_min;
td.tm_hour = t.tm_hour;
td.tm_mday = t.tm_mday;
td.tm_mon = t.tm_mon;
td.tm_year = t.tm_year;
}
FilesystemFactory *OSystem_DS::getFilesystemFactory() {
return &DSFilesystemFactory::instance();
}
OSystem::MutexRef OSystem_DS::createMutex(void) {
return NULL;
}
void OSystem_DS::lockMutex(MutexRef mutex) {
}
void OSystem_DS::unlockMutex(MutexRef mutex) {
}
void OSystem_DS::deleteMutex(MutexRef mutex) {
}
// FIXME/TODO: The CD API as follows is *obsolete*
// and should be replaced by an AudioCDManager subclass,
// see backends/audiocd/ and common/system.h
bool OSystem_DS::openCD(int drive) {
return DS::CD::checkCD();
}
bool OSystem_DS::pollCD() {
return DS::CD::isPlaying();
}
void OSystem_DS::playCD(int track, int num_loops, int start_frame, int duration) {
DS::CD::playTrack(track, num_loops, start_frame, duration);
}
void OSystem_DS::stopCD() {
DS::CD::stopTrack();
}
void OSystem_DS::updateCD() {
}
void OSystem_DS::quit() {
/* consolePrintf("Soft resetting...");
IPC->reset = 1;
REG_IE = 0;
asm("swi 0x26\n");
swiSoftReset();*/
}
Graphics::Surface *OSystem_DS::createTempFrameBuffer() {
// Ensure we copy using 16 bit quantities due to limitation of VRAM addressing
// If the scaler is enabled, we can just return the 8 bit back buffer,
// since it's in system memory anyway. Otherwise, we need to copy the back
// buffer into the memory normally used by the scaler buffer and then
// return it.
// We also must ensure that once the frame buffer is created, future calls
// to copyRectToScreen() copy to this buffer.
if (DS::isCpuScalerEnabled()) {
_framebuffer.pixels = DS::getScalerBuffer();
_framebuffer.w = DS::getGameWidth();
_framebuffer.h = DS::getGameHeight();
_framebuffer.pitch = DS::getGameWidth();
_framebuffer.format = Graphics::PixelFormat::createFormatCLUT8();
} else {
s32 height = DS::getGameHeight();
s32 width = DS::getGameWidth();
s32 stride = DS::get8BitBackBufferStride();
u16 *src = DS::get8BitBackBuffer();
u16 *dest = DS::getScalerBuffer();
for (int y = 0; y < height; y++) {
u16 *destLine = dest + (y * (width / 2));
u16 *srcLine = src + (y * (stride / 2));
DC_FlushRange(srcLine, width);
dmaCopyHalfWords(3, srcLine, destLine, width);
}
_framebuffer.pixels = dest;
_framebuffer.w = width;
_framebuffer.h = height;
_framebuffer.pitch = width;
_framebuffer.format = Graphics::PixelFormat::createFormatCLUT8();
}
_frameBufferExists = true;
/*
size_t imageStrideInBytes = DS::get8BitBackBufferStride();
size_t imageStrideInWords = imageStrideInBytes / 2;
u16 *image = (u16 *) DS::get8BitBackBuffer();
for (int y = 0; y < DS::getGameHeight(); y++) {
DC_FlushRange(image + (y * imageStrideInWords), DS::getGameWidth());
for (int x = 0; x < DS::getGameWidth() >> 1; x++) {
*(((u16 *) (_framebuffer.pixels)) + y * (DS::getGameWidth() >> 1) + x) = image[(y * imageStrideInWords) + x];
// *(((u16 *) (surf->pixels)) + y * (DS::getGameWidth() >> 1) + x) = image[y * imageStrideInWords + x];
}
}*/
return &_framebuffer;
}
Graphics::Surface *OSystem_DS::lockScreen() {
if (!_frameBufferExists) {
createTempFrameBuffer();
}
return &_framebuffer;
}
void OSystem_DS::unlockScreen() {
// No need to do anything here. The screen will be updated in updateScreen().
}
void OSystem_DS::setFocusRectangle(const Common::Rect& rect) {
DS::setTalkPos(rect.left + rect.width() / 2, rect.top + rect.height() / 2);
}
void OSystem_DS::clearFocusRectangle() {
}
void OSystem_DS::addAutoComplete(const char *word) {
DS::addAutoComplete(word);
}
void OSystem_DS::clearAutoComplete() {
DS::clearAutoComplete();
}
void OSystem_DS::setCharactersEntered(int count) {
DS::setCharactersEntered(count);
}
Common::String OSystem_DS::getDefaultConfigFileName() {
return DEFAULT_CONFIG_FILE;
}
void OSystem_DS::logMessage(LogMessageType::Type type, const char *message) {
#ifndef DISABLE_TEXT_CONSOLE
nocashMessage((char *)message);
// consolePrintf((char *)message);
#endif
}
u16 OSystem_DS::applyGamma(u16 color) {
// Attempt to do gamma correction (or something like it) to palette entries
// to improve the contrast of the image on the original DS screen.
// Split the color into it's component channels
int r = color & 0x001F;
int g = (color & 0x03E0) >> 5;
int b = (color & 0x7C00) >> 10;
// Caluclate the scaling factor for this color based on it's brightness
int scale = ((23 - ((r + g + b) >> 2)) * _gammaValue) >> 3;
// Scale the three components by the scaling factor, with clamping
r = r + ((r * scale) >> 4);
if (r > 31) r = 31;
g = g + ((g * scale) >> 4);
if (g > 31) g = 31;
b = b + ((b * scale) >> 4);
if (b > 31) b = 31;
// Stick them back together into a 555 color value
return 0x8000 | r | (g << 5) | (b << 10);
}
void OSystem_DS::engineDone() {
// Scumm games appear not to stop their CD audio, so I stop the CD here.
stopCD();
DS::exitGame();
#ifdef ENABLE_AGI
DS::clearAutoCompleteWordList();
#endif
}