public void Init(Syscalls syscalls, Core core, Runtime runtime) { // maybe use some pretty reflection mechanism to find all syscall implementations here.. syscalls.maCheckInterfaceVersion = delegate(int hash) { if (MoSync.Constants.MoSyncHash != (uint)hash) { MoSync.Util.CriticalError("Invalid hash!"); } return(hash); }; syscalls.maPanic = delegate(int code, int str) { String message = core.GetDataMemory().ReadStringAtAddress(str); MoSync.Util.CriticalError(message + "\ncode: " + code); }; syscalls.maExit = delegate(int res) { MoSync.Util.Exit(res); }; DateTime startDate = System.DateTime.Now; syscalls.maGetMilliSecondCount = delegate() { System.TimeSpan offset = (System.DateTime.Now - startDate); return(offset.Milliseconds + (offset.Seconds + (offset.Minutes + (offset.Hours + offset.Days * 24) * 60) * 60) * 1000); }; syscalls.maTime = delegate() { return((int)Util.ToUnixTimeUtc(System.DateTime.Now)); }; syscalls.maLocalTime = delegate() { return((int)Util.ToUnixTime(System.DateTime.Now)); }; syscalls.maCreatePlaceholder = delegate() { Resource res = new Resource(null, MoSync.Constants.RT_PLACEHOLDER, true); return(runtime.AddResource(res)); }; syscalls.maDestroyPlaceholder = delegate(int res) { if (!runtime.GetResource(0, res).IsDynamicPlaceholder()) { MoSync.Util.CriticalError("maDestroyPlaceholder can only be used on handles created by maCreatePlaceholder."); } runtime.RemoveResource(res); }; syscalls.maFindLabel = delegate(int _name) { String name = core.GetDataMemory().ReadStringAtAddress(_name); int res; if (runtime.mLabels.TryGetValue(name, out res)) { return(res); } else { return(-1); } }; /* * PhoneApplicationService.Current.UserIdleDetectionMode * Disabling this will stop the screen from timing out and locking. * Discussion: this needs to be re-enabled for the backlight to work * so an maStartBacklight should be needed for WP7; * what about maToggleBacklight(bool)? * * We have maWakeLock instead on Windows Phone, Android, iOS. */ syscalls.maResetBacklight = delegate() { }; syscalls.maVibrate = delegate(int _ms) { if (mVibrateController == null) { mVibrateController = Microsoft.Devices.VibrateController.Default; } // more than 5 seconds aren't allowed.. if (_ms > 5000) { _ms = 5000; } if (_ms < 0) { return(_ms); } else if (_ms == 0) { mVibrateController.Stop(); } else { mVibrateController.Start(TimeSpan.FromMilliseconds(_ms)); } return(1); }; syscalls.maLoadProgram = delegate(int _data, int _reload) { #if REBUILD throw new Exception("maLoadProgram not available in rebuild mode"); #else Resource res = runtime.GetResource(MoSync.Constants.RT_BINARY, _data); //Memory mem = (Memory)res.GetInternalObject(); Stream mem = (Stream)res.GetInternalObject(); MoSync.Machine.SetLoadProgram(mem, _reload != 0); throw new Util.ExitException(0); #endif }; }
public void Init(Ioctls ioctls, Core core, Runtime runtime) { mRuntime = runtime; ioctls.maOpenGLInitFullscreen = delegate(int _glApi) { if (_glApi != MoSync.Constants.MA_GL_API_GL1) { return(MoSync.Constants.MA_GL_INIT_RES_ERROR); } Syscalls syscalls = runtime.GetSyscalls(); mOldUpdateScreenImplementation = syscalls.maUpdateScreen; syscalls.maUpdateScreen = delegate() { if (maUpdateScreenAction != null) { maUpdateScreenAction(); } }; MoSync.Util.RunActionOnMainThreadSync(() => { // GamePage must always exist for fullscreen apps to work. if (((PhoneApplicationFrame)Application.Current.RootVisual).Navigate(new Uri("/GamePage.xaml", UriKind.Relative))) { } }); return(MoSync.Constants.MA_GL_INIT_RES_OK); }; ioctls.maOpenGLCloseFullscreen = delegate() { return(MoSync.Constants.MA_GL_INIT_RES_OK); }; ioctls.maOpenGLTexImage2D = delegate(int _res) { Resource res = runtime.GetResource(MoSync.Constants.RT_IMAGE, _res); WriteableBitmap src = (WriteableBitmap)res.GetInternalObject(); byte[] pixels = src.ToByteArray(); mGL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, src.PixelWidth, src.PixelHeight, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, pixels, 0); return(MoSync.Constants.MA_GL_TEX_IMAGE_2D_OK); }; ioctls.maOpenGLTexSubImage2D = delegate(int _res) { Resource res = runtime.GetResource(MoSync.Constants.RT_IMAGE, _res); WriteableBitmap src = (WriteableBitmap)res.GetInternalObject(); byte[] pixels = src.ToByteArray(); mGL.glTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, src.PixelWidth, src.PixelHeight, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, pixels, 0); return(MoSync.Constants.MA_GL_TEX_IMAGE_2D_OK); }; ioctls.glViewport = delegate(int _x, int _y, int _w, int _h) { mGL.glViewport(_x, _y, _w, _h); return(0); }; ioctls.glGetError = delegate() { int err = mGL.glGetError(); if (err != GL.GL_NO_ERROR) { //int a = 2; //err = GL.GL_NO_ERROR; } return(err); }; ioctls.glGetStringHandle = delegate(int _name) { String str = mGL.glGetString(_name); char[] data = str.ToCharArray(); byte[] bytes = new byte[data.Length + 1]; bytes[data.Length] = 0; for (int i = 0; i < data.Length; i++) { bytes[i] = (byte)data[i]; } return(runtime.AddResource(new Resource(new System.IO.MemoryStream(bytes), MoSync.Constants.RT_BINARY, true))); }; ioctls.glMatrixMode = delegate(int mode) { mGL.glMatrixMode(mode); return(0); }; ioctls.glPushMatrix = delegate() { mGL.glPushMatrix(); return(0); }; ioctls.glPopMatrix = delegate() { mGL.glPopMatrix(); return(0); }; ioctls.glLoadIdentity = delegate() { mGL.glLoadIdentity(); return(0); }; ioctls.glBlendFunc = delegate(int sfactor, int dfactor) { mGL.glBlendFunc(sfactor, dfactor); return(0); }; ioctls.glAlphaFunc = delegate(int func, float _ref) { return(0); }; ioctls.glAlphaFuncx = delegate(int func, int _ref) { return(0); }; ioctls.glDepthFunc = delegate(int _func) { mGL.glDepthFunc(_func); return(0); }; ioctls.glDepthMask = delegate(int _flag) { mGL.glDepthMask(_flag); return(0); }; ioctls.glClearColor = delegate(float r, float g, float b, float a) { mGL.glClearColor(r, g, b, a); return(0); }; ioctls.glClearColorx = delegate(int r, int g, int b, int a) { mGL.glClearColorx(r, g, b, a); return(0); }; ioctls.glColor4f = delegate(float r, float g, float b, float a) { mGL.glColor4f(r, g, b, a); return(0); }; ioctls.glColor4x = delegate(int r, int g, int b, int a) { mGL.glColor4x(r, g, b, a); return(0); }; ioctls.glColor4ub = delegate(int r, int g, int b, int a) { mGL.glColor4ub(r, g, b, a); return(0); }; ioctls.glColor4f = delegate(float r, float g, float b, float a) { mGL.glColor4f(r, g, b, a); return(0); }; ioctls.glClear = delegate(int _mask) { mGL.glClear(_mask); return(0); }; ioctls.glRotatef = delegate(float angle, float x, float y, float z) { mGL.glRotatef(angle, x, y, z); return(0); }; ioctls.glRotatex = delegate(int angle, int x, int y, int z) { mGL.glRotatex(angle, x, y, z); return(0); }; ioctls.glTranslatef = delegate(float x, float y, float z) { mGL.glTranslatef(x, y, z); return(0); }; ioctls.glTranslatex = delegate(int x, int y, int z) { mGL.glTranslatex(x, y, z); return(0); }; ioctls.glScalef = delegate(float x, float y, float z) { mGL.glScalef(x, y, z); return(0); }; ioctls.glScalex = delegate(int x, int y, int z) { mGL.glScalex(x, y, z); return(0); }; ioctls.glMultMatrixf = delegate(int _matrix) { #if !LIB mGL.glMultMatrixf(core.GetDataMemory().GetData(), _matrix); return(0); #else return(MoSync.Constants.IOCTL_UNAVAILABLE);; #endif }; ioctls.glMultMatrixx = delegate(int _matrix) { #if !LIB mGL.glMultMatrixx(core.GetDataMemory().GetData(), _matrix); return(0); #else return(MoSync.Constants.IOCTL_UNAVAILABLE);; #endif }; ioctls.glEnableClientState = delegate(int _array) { mGL.glEnableClientState(_array); return(0); }; ioctls.glDisableClientState = delegate(int _array) { mGL.glDisableClientState(_array); return(0); }; ioctls.glTexCoordPointer = delegate(int _size, int _type, int _stride, int _pointer) { #if !LIB mGL.glTexCoordPointer(_size, _type, _stride, core.GetDataMemory().GetData(), _pointer); return(0); #else return(MoSync.Constants.IOCTL_UNAVAILABLE);; #endif }; ioctls.glVertexPointer = delegate(int _size, int _type, int _stride, int _pointer) { #if !LIB mGL.glVertexPointer(_size, _type, _stride, core.GetDataMemory().GetData(), _pointer); return(0); #else return(MoSync.Constants.IOCTL_UNAVAILABLE);; #endif }; ioctls.glColorPointer = delegate(int _size, int _type, int _stride, int _pointer) { #if !LIB mGL.glColorPointer(_size, _type, _stride, core.GetDataMemory().GetData(), _pointer); return(0); #else return(MoSync.Constants.IOCTL_UNAVAILABLE);; #endif }; ioctls.glNormalPointer = delegate(int _type, int _stride, int _pointer) { #if !LIB mGL.glNormalPointer(_type, _stride, core.GetDataMemory().GetData(), _pointer); return(0); #else return(MoSync.Constants.IOCTL_UNAVAILABLE);; #endif }; ioctls.glDrawArrays = delegate(int _mode, int _first, int _count) { mGL.glDrawArrays(_mode, _first, _count); return(0); }; ioctls.glDrawElements = delegate(int _mode, int _count, int _type, int _indecies) { #if !LIB mGL.glDrawElements(_mode, _count, _type, core.GetDataMemory().GetData(), _indecies); return(0); #else return(MoSync.Constants.IOCTL_UNAVAILABLE);; #endif }; ioctls.glEnable = delegate(int _e) { mGL.glEnable(_e); return(0); }; ioctls.glDisable = delegate(int _e) { mGL.glDisable(_e); return(0); }; ioctls.glFrustumf = delegate(float _left, float _right, float _bottom, float _top, float _znear, float _zfar) { mGL.glFrustumf(_left, _right, _bottom, _top, _znear, _zfar); return(0); }; ioctls.glOrthof = delegate(float _left, float _right, float _bottom, float _top, float _znear, float _zfar) { mGL.glOrthof(_left, _right, _bottom, _top, _znear, _zfar); return(0); }; ioctls.glFrustumx = delegate(int _left, int _right, int _bottom, int _top, int _znear, int _zfar) { mGL.glFrustumx(_left, _right, _bottom, _top, _znear, _zfar); return(0); }; ioctls.glOrthox = delegate(int _left, int _right, int _bottom, int _top, int _znear, int _zfar) { mGL.glOrthox(_left, _right, _bottom, _top, _znear, _zfar); return(0); }; ioctls.glFlush = delegate() { return(0); }; ioctls.glFinish = delegate() { mGL.glFinish(); return(0); }; ioctls.glGenTextures = delegate(int _n, int _textures) { int[] handles = new int[_n]; mGL.glGenTextures(_n, handles); for (int i = 0; i < _n; i++) { core.GetDataMemory().WriteInt32(_textures + i * 4, handles[i]); } return(0); }; ioctls.glBindTexture = delegate(int _target, int _texture) { mGL.glBindTexture(_target, _texture); return(0); }; ioctls.glTexImage2D = delegate(int _target, int _level, int _internalformat, int _width, int _height, int _border, int _format, int _type, int _pixels) { #if !LIB if (_pixels == 0) { mGL.glTexImage2D(_target, _level, _internalformat, _width, _height, _border, _format, _type, null, _pixels); } else { mGL.glTexImage2D(_target, _level, _internalformat, _width, _height, _border, _format, _type, core.GetDataMemory().GetData(), _pixels); } return(0); #else return(MoSync.Constants.IOCTL_UNAVAILABLE);; #endif }; ioctls.glDeleteTextures = delegate(int _n, int _textures) { int[] textures = new int[_n]; for (int i = 0; i < _n; i++) { textures[i] = core.GetDataMemory().ReadInt32(_textures + i * 4); } mGL.glDeleteTextures(textures); return(0); }; ioctls.glTexSubImage2D = delegate(int _target, int _level, int _xofs, int _yofs, int _width, int _height, int _format, int _type, int _pixels) { #if !LIB mGL.glTexSubImage2D(_target, _level, _xofs, _yofs, _width, _height, _format, _type, core.GetDataMemory().GetData(), _pixels); return(0); #else return(MoSync.Constants.IOCTL_UNAVAILABLE);; #endif }; ioctls.glCompressedTexImage2D = delegate(int _target, int _level, int _internalformat, int _width, int _height, int _border, int _imageSize, int _data) { return(0); }; ioctls.glCompressedTexSubImage2D = delegate(int _target, int _level, int _xofs, int _yofs, int _width, int _height, int _format, int _imageSize, int _data) { return(0); }; ioctls.glGenBuffers = delegate(int _n, int _buffers) { int[] handles = new int[_n]; mGL.glGenBuffers(_n, handles); for (int i = 0; i < _n; i++) { core.GetDataMemory().WriteInt32(_buffers + i * 4, handles[i]); } return(0); }; ioctls.glBindBuffer = delegate(int _target, int _buffer) { mGL.glBindBuffer(_target, _buffer); return(0); }; ioctls.glBufferData = delegate(int _target, int _size, int _data, int _usage) { #if !LIB mGL.glBufferData(_target, _size, core.GetDataMemory().GetData(), _data, _usage); return(0); #else return(MoSync.Constants.IOCTL_UNAVAILABLE);; #endif }; ioctls.glBufferSubData = delegate(int _target, int _offset, int _size, int _data) { #if !LIB mGL.glBufferSubData(_target, _offset, _size, core.GetDataMemory().GetData(), _data); return(0); #else return(MoSync.Constants.IOCTL_UNAVAILABLE); #endif }; ioctls.glMaterialf = delegate(int face, int pname, float value) { mGL.glMaterialf(face, pname, value); return(0); }; ioctls.glMaterialx = delegate(int face, int pname, int value) { mGL.glMaterialx(face, pname, value); return(0); }; ioctls.glMaterialfv = delegate(int face, int pname, int data) { #if !LIB mGL.glMaterialfv(face, pname, core.GetDataMemory().GetData(), data); return(0); #else return(MoSync.Constants.IOCTL_UNAVAILABLE);; #endif }; ioctls.glMaterialxv = delegate(int face, int pname, int data) { #if !LIB mGL.glMaterialxv(face, pname, core.GetDataMemory().GetData(), data); return(0); #else return(MoSync.Constants.IOCTL_UNAVAILABLE);; #endif }; ioctls.glLightf = delegate(int _light, int _pname, float _param) { mGL.glLightf(_light, _pname, _param); return(0); }; ioctls.glLightx = delegate(int _light, int _pname, int _param) { mGL.glLightx(_light, _pname, _param); return(0); }; ioctls.glLightfv = delegate(int _light, int _pname, int _pointer) { #if !LIB mGL.glLightfv(_light, _pname, core.GetDataMemory().GetData(), _pointer); return(0); #else return(MoSync.Constants.IOCTL_UNAVAILABLE);; #endif }; ioctls.glLightxv = delegate(int _light, int _pname, int _pointer) { #if !LIB mGL.glLightxv(_light, _pname, core.GetDataMemory().GetData(), _pointer); return(0); #else return(MoSync.Constants.IOCTL_UNAVAILABLE);; #endif }; ioctls.glShadeModel = delegate(int _mode) { mGL.glShadeModel(_mode); return(0); }; }
public void Init(Syscalls syscalls, Core core, Runtime runtime) { SystemPropertyManager.mSystemPropertyProviders.Clear(); // maybe use some pretty reflection mechanism to find all syscall implementations here.. syscalls.maCheckInterfaceVersion = delegate(int hash) { if (MoSync.Constants.MoSyncHash != (uint)hash) { MoSync.Util.CriticalError("Invalid hash!"); } return(hash); }; syscalls.maPanic = delegate(int code, int str) { String message = core.GetDataMemory().ReadStringAtAddress(str); MoSync.Util.CriticalError(message + "\ncode: " + code); }; syscalls.maExit = delegate(int res) { MoSync.Util.Exit(res); }; DateTime startDate = System.DateTime.Now; syscalls.maGetMilliSecondCount = delegate() { System.TimeSpan offset = (System.DateTime.Now - startDate); return(offset.Milliseconds + (offset.Seconds + (offset.Minutes + (offset.Hours + offset.Days * 24) * 60) * 60) * 1000); }; syscalls.maTime = delegate() { return((int)Util.ToUnixTimeUtc(System.DateTime.Now)); }; syscalls.maLocalTime = delegate() { return((int)Util.ToUnixTime(System.DateTime.Now)); }; syscalls.maCreatePlaceholder = delegate() { return(runtime.AddResource(new Resource(null, MoSync.Constants.RT_PLACEHOLDER))); }; syscalls.maFindLabel = delegate(int _name) { String name = core.GetDataMemory().ReadStringAtAddress(_name); int res; if (runtime.mLabels.TryGetValue(name, out res)) { return(res); } else { return(-1); } }; syscalls.maResetBacklight = delegate() { }; syscalls.maSoundPlay = delegate(int _sound_res, int _offset, int _size) { // not implemented, but I don't wanna throw exceptions. return(-1); }; syscalls.maLoadProgram = delegate(int _data, int _reload) { #if REBUILD throw new Exception("maLoadProgram not available in rebuild mode"); #else Resource res = runtime.GetResource(MoSync.Constants.RT_BINARY, _data); Memory mem = (Memory)res.GetInternalObject(); MoSync.Machine.SetLoadProgram(mem.GetStream(), _reload != 0); throw new Util.ExitException(0); #endif }; }