WDEF sample: PowerPC support

This commit is contained in:
Wolfgang Thaller 2018-01-07 17:28:28 +01:00
parent b585d65962
commit 12270f7caa
5 changed files with 56 additions and 16 deletions

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@ -30,25 +30,44 @@ cmake_minimum_required(VERSION 2.8)
# First, let's build a separate code resource:
add_executable(WDEF wdef.c)
set_target_properties(WDEF PROPERTIES
# tell wdef.c that it is being compiled as a code resource
COMPILE_DEFINITIONS "COMPILING_AS_CODE_RESOURCE"
COMPILE_OPTIONS -ffunction-sections # make things smaller
# set a linker flag that says we want a flat piece
# of code in a data file, specify entry point,
# and add -Wl,-gc-sections to make things smaller.
LINK_FLAGS "-Wl,--mac-flat -Wl,-eMYWINDOWDEFPROC -Wl,-gc-sections")
if(CMAKE_SYSTEM_NAME MATCHES Retro68)
set_target_properties(WDEF PROPERTIES
# tell wdef.c that it is being compiled as a code resource
COMPILE_DEFINITIONS "COMPILING_AS_CODE_RESOURCE"
COMPILE_OPTIONS -ffunction-sections # make things smaller
# set a linker flag that says we want a flat piece
# of code in a data file, specify entry point,
# and add -Wl,-gc-sections to make things smaller.
LINK_FLAGS "-Wl,--mac-flat -Wl,-eMYWINDOWDEFPROC -Wl,-gc-sections")
set(WDEF_R wdef.r)
set(WDEF_RESOURCE WDEF)
elseif(CMAKE_SYSTEM_NAME MATCHES RetroPPC)
set_target_properties(WDEF PROPERTIES
COMPILE_OPTIONS -ffunction-sections # make things smaller
# tell wdef.c that it is being compiled as a code resource
COMPILE_DEFINITIONS "COMPILING_AS_CODE_RESOURCE"
LINK_FLAGS " -Wl,-eMyWindowDefProc -Wl,-gc-sections"
)
set(WDEF_R wdefppc.r)
add_custom_command(
OUTPUT WDEF.pef
COMMAND ${MAKE_PEF} WDEF -o "WDEF.pef"
DEPENDS WDEF)
set(WDEF_RESOURCE WDEF.pef)
endif()
# wrap the compiled WDEF into a resource
add_custom_command(
OUTPUT WDEF.rsrc.bin
COMMAND ${REZ} -I ${REZ_INCLUDE_PATH}
${CMAKE_CURRENT_SOURCE_DIR}/wdef.r
${CMAKE_CURRENT_SOURCE_DIR}/${WDEF_R}
-o WDEF.rsrc.bin
DEPENDS WDEF wdef.r)
DEPENDS ${WDEF_RESOURCE} ${WDEF_R})
# Now build the application
add_application(WDEFShell

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@ -3,7 +3,9 @@
#include <Fonts.h>
#ifdef COMPILING_AS_CODE_RESOURCE
#ifndef __PPC__
#include <Retro68Runtime.h>
#endif
#include <LowMem.h>
#endif
@ -14,7 +16,9 @@ pascal long MyWindowDefProc(short varCode, WindowRef window, short message, long
// First, our machine code doesn't yet know where in RAM it is located, so things
// will crash as soon as we call a function or access a global variable.
// The following call, part of libretro, fixes that:
#ifndef __PPC__
RETRO68_RELOCATE();
#endif
// Next, Quickdraw's global variables are stored as part of the application's
// global variables. If we acces "qd.", we'll get our own copy, which QuickDraw knows
@ -24,7 +28,7 @@ pascal long MyWindowDefProc(short varCode, WindowRef window, short message, long
// alternatively, we could just avoid accessing QuickDraw globals. In our case, that would mean
// using GetPort instead of qdPtr->thePort, and not using qdPtr->white and qdPtr->ltGray.
#else
// We're part of the real application, we could be using qd. in the first place:
// We're part of the real application, we could be using `qd' in the first place:
QDGlobalsPtr qdPtr = &qd;
#endif
@ -49,6 +53,7 @@ pascal long MyWindowDefProc(short varCode, WindowRef window, short message, long
MoveTo(r.left, r.top - 10);
HLock((Handle) peek->titleHandle);
//TextMode(srcOr);
DrawString(*peek->titleHandle);
HUnlock((Handle) peek->titleHandle);
}

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@ -1,5 +1,3 @@
#include "Retro68.r"
data 'WDEF' (129) {
$$read("WDEF")
};

9
Samples/WDEF/wdefppc.r Normal file
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@ -0,0 +1,9 @@
#include "MixedMode.r"
type 'WDEF' as 'rdes';
resource 'WDEF' (129) {
0x00003BB0, // ProcInfo
$$Read("WDEF.pef") // Specify name of PEF file
};

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@ -79,8 +79,14 @@ void InitCustomWDEF()
Handle h = GetResource('WDEF', 128);
HLock(h);
*(WindowDefProcPtr*)(*h + 6) = &MyWindowDefProc;
*(WindowDefUPP*)(*h + 6) = NewWindowDefUPP(&MyWindowDefProc);
// note: for 68K, the above is equivalent to:
// *(WindowDefProcPtr*)(*h + 6) = &MyWindowDefProc;
// for PPC, it creates a routine descriptor data structure to get out of the emulator again.
// On PPC only, we could also bypass the emulator by putting the routine descriptor into the resource,
// and putting the pointer to the code into it here. This wouldn't work for the 68K version of this code, though.
// By the way, this was the only part of this file relevant for dealing
// with custom WDEFs.
}
@ -222,6 +228,9 @@ void DoUpdate(WindowRef w)
FillRect(&r, &qd.gray);
FrameRect(&r);
MoveTo(100,100);
DrawString("\pHello, world.");
EndUpdate(w);
}