#ifndef _ENGINE_H #define _ENGINE_H #include "song.h" #include "dispatch.h" #include "../audio/taAudio.h" #include "blip_buf.h" enum DivStatusView { DIV_STATUS_NOTHING=0, DIV_STATUS_PATTERN, DIV_STATUS_COMMANDS }; enum DivAudioEngines { DIV_AUDIO_JACK=0, DIV_AUDIO_SDL }; struct DivChannelState { std::vector delayed; int note, pitch, portaSpeed, portaNote; int volume, volSpeed, cut, rowDelay, volMax; int delayOrder, delayRow; int vibratoDepth, vibratoRate, vibratoPos, vibratoDir, vibratoFine; int tremoloDepth, tremoloRate, tremoloPos; unsigned char arp, arpStage, arpTicks; bool doNote, legato, portaStop, keyOn, nowYouCanStop, stopOnOff, arpYield; DivChannelState(): note(-1), pitch(0), portaSpeed(-1), portaNote(-1), volume(0x7f00), volSpeed(0), cut(-1), rowDelay(0), delayOrder(0), delayRow(0), vibratoDepth(0), vibratoRate(0), vibratoPos(0), vibratoDir(0), vibratoFine(15), tremoloDepth(0), tremoloRate(0), tremoloPos(0), arp(0), arpStage(-1), arpTicks(1), doNote(false), legato(false), portaStop(false), keyOn(false), nowYouCanStop(true), stopOnOff(false), arpYield(false) {} }; class DivEngine { DivDispatch* dispatch; TAAudio* output; TAAudioDesc want, got; int chans; bool playing; bool speedAB; int ticks, cycles, curRow, curOrder; int changeOrd, changePos, totalTicks, totalCmds, lastCmds, cmdsPerSecond; DivStatusView view; DivChannelState chan[17]; DivAudioEngines audioEngine; short vibTable[64]; blip_buffer_t* bb[2]; size_t bbInLen; int temp[2], prevSample[2]; short* bbIn[2]; short* bbOut[2]; int dispatchCmd(DivCommand c); void processRow(int i, bool afterDelay); void nextOrder(); void nextRow(); void nextTick(); bool perSystemEffect(int ch, unsigned char effect, unsigned char effectVal); bool perSystemPostEffect(int ch, unsigned char effect, unsigned char effectVal); void renderSamples(); public: DivSong song; void nextBuf(float** in, float** out, int inChans, int outChans, unsigned int size); DivInstrument* getIns(int index); DivWavetable* getWave(int index); // load a .dmf. bool load(void* f, size_t length); // save as .dmf. bool save(FILE* f); // play void play(); // set the audio system. void setAudio(DivAudioEngines which); // set the view mode. void setView(DivStatusView which); // initialize the engine. bool init(); DivEngine(): chans(0), playing(false), speedAB(false), ticks(0), cycles(0), curRow(0), curOrder(0), changeOrd(-1), changePos(0), totalTicks(0), totalCmds(0), lastCmds(0), cmdsPerSecond(0), view(DIV_STATUS_PATTERN), audioEngine(DIV_AUDIO_SDL), bbInLen(0), temp{0,0}, prevSample{0,0} {} }; #endif