aiie/sdl/sdl-display.cpp

321 lines
8.9 KiB
C++

#include <ctype.h> // 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<sizey; y++) {
const uint8_t *p = &img[(y * sizex)*3];
for (uint16_t x=0; x<sizex; x++) {
videoBuffer[(y+wherey)][(x+wherex)] = packColor32(p);
p += 3;
}
}
}
void SDLDisplay::blit()
{
uint32_t *pixels = NULL;
int pitch = 0;
SDL_LockTexture(buffer,
NULL, // NULL means the *whole texture* here.
(void **)&pixels,
&pitch);
// FIXME what if pitch isn't as expected? Should be width*4
memcpy(pixels, videoBuffer, sizeof(videoBuffer));
SDL_UnlockTexture(buffer);
SDL_RenderCopy(renderer, buffer, NULL, NULL);
SDL_RenderPresent(renderer);
}
// Blit the videoBuffer to the display device, in the rect given
void SDLDisplay::blit(AiieRect r)
{
blit();
/*
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)
{
// ***
if (x >= 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<SDLDISPLAY_SCALE; xoff++) {
// putpixel(renderer, x+xoff, yoff+y*SDLDISPLAY_SCALE, r, g, b);
// }
// }
for (int yoff=0; yoff<2; yoff++) {
putpixel(renderer, x, (y*2)+yoff, r, g, b);
}
}
void SDLDisplay::drawPixel(uint16_t x, uint16_t y, uint8_t r, uint8_t g, uint8_t b)
{
// Pixel-doubling horizontally and vertically, based on scale
// ***
// for (int yoff=0; yoff<SDLDISPLAY_SCALE; yoff++) {
// for (int xoff=0; xoff<SDLDISPLAY_SCALE; xoff++) {
// putpixel(renderer, x+xoff, yoff+y*SDLDISPLAY_SCALE, r, g, b);
// }
// }
for (int yoff=0; yoff<2; yoff++) {
putpixel(renderer, x, (y*2)+yoff, r, g, b);
}
}
void SDLDisplay::drawCharacter(uint8_t mode, uint16_t x, uint16_t y, char c)
{
int8_t xsize = 8,
ysize = 0x07;
uint16_t offPixel, onPixel;
switch (mode) {
case M_NORMAL:
onPixel = 0xFFFF;
offPixel = 0x0010;
break;
case M_SELECTED:
onPixel = 0x0000;
offPixel = 0xFFFF;
break;
case M_DISABLED:
default:
onPixel = 0x7BEF;
offPixel = 0x0000;
break;
case M_SELECTDISABLED:
onPixel = 0x7BEF;
offPixel = 0xFFE0;
break;
case M_PLAIN:
onPixel = 0xFFFF;
offPixel = 0x0000;
break;
}
// scale up the font
const unsigned char *ch = asciiToAppleGlyph(c);
for (int8_t y_off = 0; y_off <= ysize; y_off++) {
for (int8_t x_off = 0; x_off <= xsize; x_off++) {
if (*ch & (1 << (x_off))) {
for (int8_t ys=0; ys<2; ys++) {
for (int8_t xs=0; xs<2; xs++) {
drawUIPixel((x + x_off)*2+xs, (y+y_off)*2 + ys, onPixel);
}
}
} else {
for (int8_t ys=0; ys<2; ys++) {
for (int8_t xs=0; xs<2; xs++) {
drawUIPixel((x + x_off)*2+xs, (y+y_off)*2 + ys, offPixel);
}
}
}
}
ch++;
}
}
void SDLDisplay::drawString(uint8_t mode, uint16_t x, uint16_t y, const char *str)
{
int8_t xsize = 8; // width of a char in this font
for (int8_t i=0; i<strlen(str); i++) {
drawCharacter(mode, x, y, str[i]);
x += xsize;
}
}
void SDLDisplay::clrScr(uint8_t coloridx)
{
const uint8_t *rgbptr = &loresPixelColors[0][0];
if (coloridx <= 16)
rgbptr = loresPixelColors[coloridx];
uint32_t packedColor = packColor32(loresPixelColors[coloridx]);
for (uint16_t y=0; y<480; y++) {
for (uint16_t x=0; x<800; x++) {
videoBuffer[y][x] = packedColor;
}
}
}
void SDLDisplay::cachePixel(uint16_t x, uint16_t y, uint8_t color)
{
// ***
for (int yoff=0; yoff<2; yoff++) {
videoBuffer[(y*2)+SCREENINSET_Y+yoff][x+SCREENINSET_X] = packColor32(loresPixelColors[color]);
}
}
// "DoubleWide" means "please double the X because I'm in low-res width mode"
void SDLDisplay::cacheDoubleWidePixel(uint16_t x, uint16_t y, uint8_t color)
{
// ***
for (int yoff=0; yoff<2; yoff++) {
for (int xoff=0; xoff<2; xoff++) {
videoBuffer[(y*2)+SCREENINSET_Y+yoff][(x*2)+SCREENINSET_X+xoff] = packColor32(loresPixelColors[color]);
}
}
}
void SDLDisplay::cacheDoubleWidePixel(uint16_t x, uint16_t y, uint32_t packedColor)
{
// ***
for (int yoff=0; yoff<2; yoff++) {
for (int xoff=0; xoff<2; xoff++) {
videoBuffer[(y*2)+SCREENINSET_Y+yoff][(x*2)+SCREENINSET_X+xoff] = packedColor;
}
}
}
void SDLDisplay::cache2DoubleWidePixels(uint16_t x, uint16_t y, uint8_t colorB, uint8_t colorA)
{
// ***
for (int yoff=0; yoff<2; yoff++) {
for (int xoff=0; xoff<2; xoff++) {
videoBuffer[(y*2)+SCREENINSET_Y+yoff][(x*2)+SCREENINSET_X+xoff] = packColor32(loresPixelColors[colorA]);
videoBuffer[(y*2)+SCREENINSET_Y+yoff][(x+1)*2+SCREENINSET_X+xoff] = packColor32(loresPixelColors[colorB]);
}
}
}
void SDLDisplay::windowResized(uint32_t w, uint32_t h)
{
// Preserve the aspect ratio
float aspectRatio = (float)w/(float)h;
if (aspectRatio != 800.0/480.0) {
if (aspectRatio > 800.0/480.0) {
h = ((1.f * 480.0) / 800.0) * w;
} else {
w = (800.0/480.0) * h;
}
}
SDL_SetWindowSize(screen, w, h);
}