#include // isgraph #include "sdl-display.h" #include "images.h" #include "globals.h" #include "applevm.h" #include "apple/appleui.h" // FIXME should be able to omit this include and rely on the xterns, which // would prove it's linking properly #include "apple/font.h" extern const unsigned char ucase_glyphs[512]; extern const unsigned char lcase_glyphs[256]; extern const unsigned char mousetext_glyphs[256]; extern const unsigned char interface_glyphs[256]; // *** #define SCREENINSET_X (120) #define SCREENINSET_Y (10) // RGB map of each of the lowres colors const uint8_t loresPixelColors[16][3] = { { 0, 0, 0 }, // black { 0xAC, 0x12, 0x4C }, // magenta { 0x00, 0x07, 0x83 }, // dark blue { 0xAA, 0x1A, 0xD1 }, // purple { 0x00, 0x83, 0x2F }, // dark green { 0x9F, 0x97, 0x7E }, // drak grey { 0x00, 0x8A, 0xB5 }, // medium blue { 0x9F, 0x9E, 0xFF }, // light blue { 0x7A, 0x5F, 0x00 }, // brown { 0xFF, 0x72, 0x47 }, // orange { 0x78, 0x68, 0x7F }, // light gray { 0xFF, 0x7A, 0xCF }, // pink { 0x6F, 0xE6, 0x2C }, // green { 0xFF, 0xF6, 0x7B }, // yellow { 0x6C, 0xEE, 0xB2 }, // aqua { 0xFF, 0xFF, 0xFF } // white }; #define color16To32(x) ( (((x) & 0xF800) << 8) | (((x) & 0x07E0) << 5) | (((x) & 0x001F)<<3) ) #define packColor32(x) ( (x[0] << 16) | (x[1] << 8) | (x[2]) ) #define unpackRed(x) ( ((x) & 0xFF0000) >> 16 ) #define unpackGreen(x) ( ((x) & 0xFF00) >> 8 ) #define unpackBlue(x) ( ((x) & 0xFF) ) // FIXME this blend could be optimized - and it's a dumb blend that // just averages RGB values individually, rather than trying to find a // sane blend of 2 pixels. Needs thought. #define blendPackedColor(x,y) ( (((unpackRed(x) + unpackRed(y))/2) << 16) + (((unpackGreen(x) + unpackGreen(y))/2) << 8) + ((unpackBlue(x) + unpackBlue(y))/2) ) #define luminanceFromRGB(r,g,b) ( ((r)*0.2126) + ((g)*0.7152) + ((b)*0.0722) ) SDLDisplay::SDLDisplay() { memset(videoBuffer, 0, sizeof(videoBuffer)); // FIXME: abstract constants screen = SDL_CreateWindow("Aiie!", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 480, SDL_WINDOW_SHOWN|SDL_WINDOW_RESIZABLE); // SDL_RENDERER_SOFTWARE because, at least on my Mac, this has some // serious issues with hardware accelerated drawing (flashing and crashing). renderer = SDL_CreateRenderer(screen, -1, SDL_RENDERER_SOFTWARE); SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); // set to white SDL_RenderClear(renderer); // clear it to the selected color SDL_RenderPresent(renderer); // perform the render // *** buffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_STREAMING, 800, 480); } SDLDisplay::~SDLDisplay() { SDL_Quit(); } void SDLDisplay::flush() { blit(); SDL_RenderPresent(renderer); } void SDLDisplay::redraw() { // primarily for the device, where it's in and out of the // bios. Draws the background image. g_ui->drawStaticUIElement(UIeOverlay); if (g_vm && g_ui) { // determine whether or not a disk is inserted & redraw each drive g_ui->drawOnOffUIElement(UIeDisk1_state, ((AppleVM *)g_vm)->DiskName(0)[0] == '\0'); g_ui->drawOnOffUIElement(UIeDisk2_state, ((AppleVM *)g_vm)->DiskName(1)[0] == '\0'); } } void SDLDisplay::drawImageOfSizeAt(const uint8_t *img, uint16_t sizex, uint16_t sizey, uint16_t wherex, uint16_t wherey) { for (uint16_t y=0; y= 800 || y >= 480) return; // make sure it's onscreen videoBuffer[y][x] = color16To32(color); } void SDLDisplay::drawPixel(uint16_t x, uint16_t y, uint16_t color) { uint8_t r = (color & 0xF800) >> 8, g = (color & 0x7E0) >> 3, b = (color & 0x1F) << 3; // Pixel-doubling vertically and horizontally, based on scale // for (int xoff=0; xoff 800.0/480.0) { h = ((1.f * 480.0) / 800.0) * w; } else { w = (800.0/480.0) * h; } } SDL_SetWindowSize(screen, w, h); }