AppleWin/source/Video.h

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#pragma once
// Types ____________________________________________________________
// NOTE: KEEP IN SYNC: VideoType_e g_aVideoChoices g_apVideoModeDesc
// NOTE: Used/Serialized by: g_eVideoType
enum VideoType_e
{
VT_MONO_CUSTOM
, VT_COLOR_MONITOR
, VT_MONO_TV
, VT_COLOR_TV
, VT_MONO_AMBER
, VT_MONO_GREEN
, VT_MONO_WHITE
, NUM_VIDEO_MODES
};
extern TCHAR g_aVideoChoices[];
extern char *g_apVideoModeDesc[ NUM_VIDEO_MODES ];
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enum VideoFlag_e
{
VF_80COL = 0x00000001,
VF_DHIRES = 0x00000002,
VF_HIRES = 0x00000004,
VF_80STORE= 0x00000008, // was called VF_MASK2
VF_MIXED = 0x00000010,
VF_PAGE2 = 0x00000020,
VF_TEXT = 0x00000040
};
enum AppleFont_e
{
// 40-Column mode is 1x Zoom (default)
// 80-Column mode is ~0.75x Zoom (7 x 16)
// Tiny mode is 0.5 zoom (7x8) for debugger
APPLE_FONT_WIDTH = 14, // in pixels
APPLE_FONT_HEIGHT = 16, // in pixels
// Each cell has a reserved aligned pixel area (grid spacing)
APPLE_FONT_CELL_WIDTH = 16,
APPLE_FONT_CELL_HEIGHT = 16,
// The bitmap contains 3 regions
// Each region is 256x256 pixels = 16x16 chars
APPLE_FONT_X_REGIONSIZE = 256, // in pixelx
APPLE_FONT_Y_REGIONSIZE = 256, // in pixels
// Starting Y offsets (pixels) for the regions
APPLE_FONT_Y_APPLE_2PLUS = 0, // ][+
APPLE_FONT_Y_APPLE_80COL = 256, // //e (inc. Mouse Text)
APPLE_FONT_Y_APPLE_40COL = 512, // ][
};
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#ifdef _MSC_VER
/// turn of MSVC struct member padding
#pragma pack(push,1)
#define PACKED
#else
#define PACKED // TODO: FIXME: gcc/clang __attribute__
#endif
struct bgra_t
{
uint8_t b;
uint8_t g;
uint8_t r;
uint8_t a; // reserved on Win32
};
struct WinBmpHeader_t
{
// BITMAPFILEHEADER // Addr Size
uint8_t nCookie[2] ; // 0x00 0x02 BM
uint32_t nSizeFile ; // 0x02 0x04 0 = ignore
uint16_t nReserved1 ; // 0x06 0x02
uint16_t nReserved2 ; // 0x08 0x02
uint32_t nOffsetData ; // 0x0A 0x04
// == 0x0D (14)
// BITMAPINFOHEADER
uint32_t nStructSize ; // 0x0E 0x04 biSize
uint32_t nWidthPixels ; // 0x12 0x04 biWidth
uint32_t nHeightPixels ; // 0x16 0x04 biHeight
uint16_t nPlanes ; // 0x1A 0x02 biPlanes
uint16_t nBitsPerPixel ; // 0x1C 0x02 biBitCount
uint32_t nCompression ; // 0x1E 0x04 biCompression 0 = BI_RGB
uint32_t nSizeImage ; // 0x22 0x04 0 = ignore
uint32_t nXPelsPerMeter ; // 0x26 0x04
uint32_t nYPelsPerMeter ; // 0x2A 0x04
uint32_t nPaletteColors ; // 0x2E 0x04
uint32_t nImportantColors; // 0x32 0x04
// == 0x28 (40)
// RGBQUAD
// pixelmap
};
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struct WinCIEXYZ
{
uint32_t r; // fixed point 2.30
uint32_t g; // fixed point 2.30
uint32_t b; // fixed point 2.30
};
struct WinBmpHeader4_t
{
// BITMAPFILEHEADER // Addr Size
uint8_t nCookie[2] ; // 0x00 0x02 BM
uint32_t nSizeFile ; // 0x02 0x04 0 = ignore
uint16_t nReserved1 ; // 0x06 0x02
uint16_t nReserved2 ; // 0x08 0x02
uint32_t nOffsetData ; // 0x0A 0x04
// ==== 0x0D (14)
// BITMAPINFOHEADER
uint32_t nStructSize ; // 0x0E 0x04 biSize
uint32_t nWidthPixels ; // 0x12 0x04 biWidth
uint32_t nHeightPixels ; // 0x16 0x04 biHeight
uint16_t nPlanes ; // 0x1A 0x02 biPlanes
uint16_t nBitsPerPixel ; // 0x1C 0x02 biBitCount
uint32_t nCompression ; // 0x1E 0x04 biCompression 0 = BI_RGB
uint32_t nSizeImage ; // 0x22 0x04 0 = ignore
uint32_t nXPelsPerMeter ; // 0x26 0x04
uint32_t nYPelsPerMeter ; // 0x2A 0x04
uint32_t nPaletteColors ; // 0x2E 0x04
uint32_t nImportantColors; // 0x32 0x04
// ==== 0x28 (40)
//BITMAPV4HEADER new fields
uint32_t nRedMask ; // 0x36 0x04
uint32_t nGreenMask ; // 0x3A 0x04
uint32_t nBlueMask ; // 0x3E 0x04
uint32_t nAlphaMask ; // 0x42 0x04
uint32_t nType ; // 0x46 0x04
uint32_t Rx, Ry, Rz ; // 0x4A 0x0C
uint32_t Gx, Gy, Gz ; // 0x56 0x0C
uint32_t Bx, By, Bz ; // 0x62 0x0C
uint32_t nRedGamma ; // 0x6E 0x04
uint32_t nGreenGamma ; // 0x72 0x04
uint32_t nBlueGamma ; // 0x76 0x04
};
#ifdef _MSC_VER
#pragma pack(pop)
#endif
// Globals __________________________________________________________
extern HBITMAP g_hLogoBitmap;
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extern COLORREF g_nMonochromeRGB; // saved to Registry
extern uint32_t g_uVideoMode;
extern DWORD g_eVideoType; // saved to Registry
extern DWORD g_uHalfScanLines; // saved to Registry
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extern uint8_t *g_pFramebufferbits;
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typedef bool (*VideoUpdateFuncPtr_t)(int,int,int,int,int);
// Prototypes _______________________________________________________
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BOOL VideoApparentlyDirty ();
void VideoBenchmark ();
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void VideoChooseMonochromeColor (); // FIXME: Should be moved to PageConfig and call VideoSetMonochromeColor()
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void VideoDestroy ();
void VideoDisplayLogo ();
void VideoInitialize ();
void VideoRealizePalette (HDC);
void VideoRedrawScreenDuringFullSpeed(DWORD dwCyclesThisFrame, bool bInvalidate = false);
void VideoRedrawScreenAfterFullSpeed(DWORD dwCyclesThisFrame);
void VideoRedrawScreen (UINT uDelayRefresh = 0);
void VideoRefreshScreen (int bVideoFlags, UINT uDelayRefresh =0 );
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void VideoReinitialize ();
void VideoResetState ();
WORD VideoGetScannerAddress(bool* pbVblBar_OUT, const DWORD uExecutedCycles);
bool VideoGetVbl(DWORD uExecutedCycles);
Simplified and moved main-loop video update logic into Video.cpp. Removed complex case below for: . VideoHasRefreshed(), 'anyupdates' . VideoCheckPage() Detailed notes below. --- Video updates in ContinueExecution() loop: 'anyupdates' gets set if there were any page-flip(s) in last ~17030 cycles: anyupdates |= VideoHasRefreshed(); ie. VideoRefreshScreen() was called outside of this loop. If there's been a call to VideoRefreshScreen() outside of this loop, and then the video framebuffer gets written to, ie. VideoApparentlyDirty() returns TRUE, then don't call VideoRefreshScreen() from this loop for 3 frames. (If a VideoRefreshScreen() is called outside of this loop then restart the 3 frame count.) So.. if the game is flipping, the VideoApparentlyDirty() will return FALSE (since game writes to other framebuffer). if the game is not flipping, then VideoHasRefreshed() will return FALSE (since no flips occur). Therefore this complex case above probably only arises at a boundary eg. when the game is transitioning between these 2 modes, and so if the emulator does the very occasional screen update in this main loop, it is of no consequence. (I guess this extra logic was to throttle video updates on very old slow machines) --- VideoCheckPage(BOOL bForce) was called twice in main-loop: UnexpectedPage if g_bVideoDisplayPage2 != SW_PAGE2 Once each time through the loop (ie. every 1ms), with bForce=0 if UnexpectedPage && >500ms since last flip then VideoRefreshScreen() Once each video frame (ie. ~17030 cycles) when not flipping, with bForce=1 if UnexpectedPage then VideoRefreshScreen() Basically this was all about supporting FullSpeed mode, and limiting the calls to VideoRefreshScreen().
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bool VideoGetSW80COL(void);
bool VideoGetSWDHIRES(void);
bool VideoGetSWHIRES(void);
bool VideoGetSW80STORE(void);
bool VideoGetSWMIXED(void);
bool VideoGetSWPAGE2(void);
bool VideoGetSWTEXT(void);
bool VideoGetSWAltCharSet(void);
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Simplified and moved main-loop video update logic into Video.cpp. Removed complex case below for: . VideoHasRefreshed(), 'anyupdates' . VideoCheckPage() Detailed notes below. --- Video updates in ContinueExecution() loop: 'anyupdates' gets set if there were any page-flip(s) in last ~17030 cycles: anyupdates |= VideoHasRefreshed(); ie. VideoRefreshScreen() was called outside of this loop. If there's been a call to VideoRefreshScreen() outside of this loop, and then the video framebuffer gets written to, ie. VideoApparentlyDirty() returns TRUE, then don't call VideoRefreshScreen() from this loop for 3 frames. (If a VideoRefreshScreen() is called outside of this loop then restart the 3 frame count.) So.. if the game is flipping, the VideoApparentlyDirty() will return FALSE (since game writes to other framebuffer). if the game is not flipping, then VideoHasRefreshed() will return FALSE (since no flips occur). Therefore this complex case above probably only arises at a boundary eg. when the game is transitioning between these 2 modes, and so if the emulator does the very occasional screen update in this main loop, it is of no consequence. (I guess this extra logic was to throttle video updates on very old slow machines) --- VideoCheckPage(BOOL bForce) was called twice in main-loop: UnexpectedPage if g_bVideoDisplayPage2 != SW_PAGE2 Once each time through the loop (ie. every 1ms), with bForce=0 if UnexpectedPage && >500ms since last flip then VideoRefreshScreen() Once each video frame (ie. ~17030 cycles) when not flipping, with bForce=1 if UnexpectedPage then VideoRefreshScreen() Basically this was all about supporting FullSpeed mode, and limiting the calls to VideoRefreshScreen().
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void VideoSetForceFullRedraw(void);
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void VideoSetSnapshot_v1(const UINT AltCharSet, const UINT VideoMode);
void VideoSaveSnapshot(class YamlSaveHelper& yamlSaveHelper);
void VideoLoadSnapshot(class YamlLoadHelper& yamlLoadHelper);
int _Video_SetupBanks( bool bBank2 );
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bool Update40ColCell (int x, int y, int xpixel, int ypixel, int offset);
bool Update80ColCell (int x, int y, int xpixel, int ypixel, int offset);
bool UpdateLoResCell (int x, int y, int xpixel, int ypixel, int offset);
bool UpdateDLoResCell (int x, int y, int xpixel, int ypixel, int offset);
bool UpdateHiResCell (int x, int y, int xpixel, int ypixel, int offset);
bool UpdateDHiResCell (int x, int y, int xpixel, int ypixel, int offset);
extern bool g_bDisplayPrintScreenFileName;
extern bool g_bShowPrintScreenWarningDialog;
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void Video_ResetScreenshotCounter( char *pDiskImageFileName );
enum VideoScreenShot_e
{
SCREENSHOT_560x384 = 0,
SCREENSHOT_280x192
};
void Video_TakeScreenShot( int iScreenShotType );
void Video_SetBitmapHeader( WinBmpHeader_t *pBmp, int nWidth, int nHeight, int nBitsPerPixel );
// Win32/MSVC: __stdcall
BYTE VideoCheckMode (WORD pc, WORD addr, BYTE bWrite, BYTE d, ULONG uExecutedCycles);
BYTE VideoCheckVbl ( ULONG uExecutedCycles );
BYTE VideoSetMode (WORD pc, WORD addr, BYTE bWrite, BYTE d, ULONG uExecutedCycles);
void Config_Load_Video(void);
void Config_Save_Video(void);