#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 (18*SDLDISPLAY_SCALE) #define SCREENINSET_Y (13*SDLDISPLAY_SCALE) // 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, SDLDISPLAY_WIDTH, SDLDISPLAY_HEIGHT, SDL_WINDOW_SHOWN); // 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 } 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'); } } // drawImageOfSizeAt will horizontally scale out the image b/c the // images themselves aren't aware of the double resolution. This is an // inconsistency that probably should be addressed. FIXME? void SDLDisplay::drawImageOfSizeAt(const uint8_t *img, uint16_t sizex, uint8_t sizey, uint16_t wherex, uint8_t wherey) { for (uint8_t y=0; y> 16; g = (colorIdx & 0x00FF00) >> 8; b = (colorIdx & 0x0000FF); if (g_displayType == m_monochrome) { // float fv = 0.2125 * r + 0.7154 * g + 0.0721 * b; // r = b = 0; // g = fv; } else if (g_displayType == m_blackAndWhite) { // Used to reduce to B&W in this driver, but now it's up in the apple display // float fv = 0.2125 * r + 0.7154 * g + 0.0721 * b; // r = g = b = fv; } SDL_SetRenderDrawColor(renderer, r, g, b, 255); SDL_RenderDrawPoint(renderer, x+SCREENINSET_X, y+SCREENINSET_Y); } } if (overlayMessage[0]) { drawString(M_SELECTDISABLED, 1, 240 - 16 - 12, overlayMessage); } SDL_RenderPresent(renderer); } inline void putpixel(SDL_Renderer *renderer, int x, int y, uint8_t r, uint8_t g, uint8_t b) { SDL_SetRenderDrawColor(renderer, r, g, b, 255); SDL_RenderDrawPoint(renderer, x, y); } void SDLDisplay::drawUIPixel(uint16_t x, uint16_t y, uint16_t color) { for (int yoff=0; yoff> 8, g = (color & 0x7E0) >> 3, b = (color & 0x1F) << 3; // Pixel-doubling vertically and horizontally, based on scale for (int yoff=0; yoff= 320) break; // FIXME constant - and pre-scaling, b/c that's in drawCharacter } } void SDLDisplay::clrScr(uint8_t coloridx) { const uint8_t *rgbptr = &loresPixelColors[0][0]; if (coloridx <= 16) rgbptr = loresPixelColors[coloridx]; for (uint16_t y=0; y>1)*SDLDISPLAY_SCALE]; uint32_t newColor = packColor32(loresPixelColors[color]); if (g_displayType == m_blackAndWhite) { // There are four reasonable decisions here: if either pixel // *was* on, then it's on; if both pixels *were* on, then it's // on; and if the blended value of the two pixels were on, then // it's on; or if the blended value of the two is above some // certain overall brightness, then it's on. This is the last of // those - where the brightness cutoff is defined in the bios as // g_luminanceCutoff. uint32_t blendedColor = blendPackedColor(origColor, newColor); uint32_t luminance = luminanceFromRGB(unpackRed(blendedColor), unpackGreen(blendedColor), unpackBlue(blendedColor)); cacheDoubleWidePixel(x>>1,y,(uint32_t)((luminance >= g_luminanceCutoff) ? 0xFFFFFF : 0x000000)); } else { cacheDoubleWidePixel(x>>1,y,(uint32_t)blendPackedColor(origColor, newColor)); } // Else if it's black, we leave whatever was in the other pixel. } else { // The even pixels always draw. cacheDoubleWidePixel(x>>1,y,color); } #else // we have enough resolution to show all the pixels, so just do it x = (x * SDLDISPLAY_SCALE)/2; for (int yoff=0; yoff