robmcmullen-apple2/src/video.cpp

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//
// VIDEO.CPP: SDL/local hardware specific video routines
//
// by James L. Hammons
//
// JLH = James L. Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 01/04/2006 Added changelog ;-)
// JLH 01/20/2006 Cut out unnecessary buffering
//
#include "video.h"
//#include <SDL.h>
#include <string.h> // Why??? (for memset, etc... Lazy!) Dunno why, but this just strikes me as wrong...
#include <malloc.h>
#include "sdlemu_opengl.h"
#include "log.h"
#include "settings.h"
#include "icon.h"
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define MASK_R 0xFF000000
#define MASK_G 0x00FF0000
#define MASK_B 0x0000FF00
#define MASK_A 0x000000FF
#else
#define MASK_R 0x000000FF
#define MASK_G 0x0000FF00
#define MASK_B 0x00FF0000
#define MASK_A 0xFF000000
#endif
//#define TEST_ALPHA_BLENDING
// Exported global variables (actually, these are LOCAL global variables, EXPORTED...)
SDL_Surface * surface, * mainSurface, * someAlphaSurface;
Uint32 mainSurfaceFlags;
//uint32 scrBuffer[VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT];
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uint32 * scrBuffer = NULL, * mainScrBuffer = NULL;
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SDL_Joystick * joystick;
//
// Prime SDL and create surfaces
//
bool InitVideo(void)
{
// Set up SDL library
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER | SDL_INIT_NOPARACHUTE) < 0)
{
WriteLog("Video: Could not initialize the SDL library: %s\n", SDL_GetError());
return false;
}
//Set icon (mainly for Win32 target--though seems to work under KDE as well...!)
SDL_Surface * iconSurf = SDL_CreateRGBSurfaceFrom(icon, 32, 32, 32, 128,
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MASK_R, MASK_G, MASK_B, MASK_A);
SDL_WM_SetIcon(iconSurf, NULL);
SDL_FreeSurface(iconSurf);
// Get proper info about the platform we're running on...
const SDL_VideoInfo * info = SDL_GetVideoInfo();
if (!info)
{
WriteLog("Video: SDL is unable to get the video info: %s\n", SDL_GetError());
return false;
}
if (settings.useOpenGL)
{
mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF | SDL_OPENGL;
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
}
else
{
mainSurfaceFlags = SDL_DOUBLEBUF;
if (info->hw_available)
{
mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE;
WriteLog("Video: Hardware available...\n");
}
if (info->blit_hw)
{
mainSurfaceFlags |= SDL_HWACCEL;
WriteLog("Video: Hardware blit available...\n");
}
}
if (settings.fullscreen)
mainSurfaceFlags |= SDL_FULLSCREEN;
// Create the primary SDL display (32 BPP)
if (!settings.useOpenGL)
mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32, mainSurfaceFlags);
else
// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, VIRTUAL_SCREEN_HEIGHT * 2, 32, mainSurfaceFlags);
// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT * 2, 32, mainSurfaceFlags);
mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32, mainSurfaceFlags);
if (mainSurface == NULL)
{
WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
return false;
}
SDL_WM_SetCaption("Apple 2 SDL", "Apple 2 SDL");
// Create the secondary SDL display (32 BPP) that we use directly
surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32,
MASK_R, MASK_G, MASK_B, MASK_A);
/*WriteLog("Video: Created secondary surface with attributes:\n\n");
WriteLog("\tWidth, height: %u x %u\n", surface->w, surface->h);
WriteLog("\t Pitch: %u\n", surface->pitch);
WriteLog("\t Palette: %08X\n", surface->format->palette);
WriteLog("\t BPP: %u\n", surface->format->BitsPerPixel);
WriteLog("\t BytesPP: %u\n", surface->format->BytesPerPixel);
WriteLog("\t RMask: %08X\n", surface->format->Rmask);
WriteLog("\t GMask: %08X\n", surface->format->Gmask);
WriteLog("\t BMask: %08X\n", surface->format->Bmask);
WriteLog("\t AMask: %08X\n", surface->format->Amask);
WriteLog("\n");//*/
if (surface == NULL)
{
WriteLog("Video: Could not create secondary SDL surface: %s\n", SDL_GetError());
return false;
}
if (settings.useOpenGL)
sdlemu_init_opengl(surface, mainSurface, 1 /*method*/, settings.glFilter /*texture type (linear, nearest)*/,
0 /* Automatic bpp selection based upon src */);
// Initialize Joystick support under SDL
/* if (settings.useJoystick)
{
if (SDL_NumJoysticks() <= 0)
{
settings.useJoystick = false;
WriteLog("Video: No joystick(s) or joypad(s) detected on your system. Using keyboard...\n");
}
else
{
if ((joystick = SDL_JoystickOpen(settings.joyport)) == 0)
{
settings.useJoystick = false;
WriteLog("Video: Unable to open a Joystick on port: %d\n", (int)settings.joyport);
}
else
WriteLog("Video: Using: %s\n", SDL_JoystickName(settings.joyport));
}
}//*/
// Set up the scrBuffer
scrBuffer = (uint32 *)surface->pixels; // Kludge--And shouldn't have to lock since it's a software surface...
//needed? Dunno. Mebbe an SDL function instead?
// memset(scrBuffer, 0x00, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT * sizeof(uint32));
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// Set up the mainScrBuffer
mainScrBuffer = (uint32 *)mainSurface->pixels; // May need to lock...
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#ifdef TEST_ALPHA_BLENDING
//Here's some code to test alpha blending...
//Well whaddya know, it works. :-)
someAlphaSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, 30, 30, 32,
MASK_R, MASK_G, MASK_B, MASK_A);
for(int i=0; i<30; i++)
{
for(int j=0; j<30; j++)
{
uint32 color = (uint32)(((double)(i * j) / (29.0 * 29.0)) * 255.0);
color = (color << 24) | 0x00FF00FF;
((uint32 *)someAlphaSurface->pixels)[(j * 30) + i] = color;
}
}
//End test code
#endif
WriteLog("Video: Successfully initialized.\n");
return true;
}
//
// Free various SDL components
//
void VideoDone(void)
{
if (settings.useOpenGL)
sdlemu_close_opengl();
SDL_JoystickClose(joystick);
SDL_FreeSurface(surface);
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER);
SDL_Quit();
}
//
// Render the screen buffer to the primary screen surface
//
//void RenderBackbuffer(void)
void RenderScreenBuffer(void)
{
//WriteLog("Video: Blitting a %u x %u surface to the main surface...\n", surface->w, surface->h);
//Don't need this crapola--why have a separate buffer just to copy it to THIS
//buffer in order to copy it to the main screen? That's what *I* thought!
/* if (SDL_MUSTLOCK(surface))
while (SDL_LockSurface(surface) < 0)
SDL_Delay(10);
memcpy(surface->pixels, scrBuffer, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT * sizeof(uint32));
if (SDL_MUSTLOCK(surface))
SDL_UnlockSurface(surface);//*/
#ifdef TEST_ALPHA_BLENDING
SDL_Rect dstRect = { 100, 100, 30, 30 };
SDL_BlitSurface(someAlphaSurface, NULL, surface, &dstRect);
#endif
if (settings.useOpenGL)
sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
else
{
// SDL_Rect rect = { 0, 0, surface->w, surface->h };
// SDL_BlitSurface(surface, &rect, mainSurface, &rect);
SDL_BlitSurface(surface, NULL, mainSurface, NULL);
SDL_Flip(mainSurface);
}
}
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// Is this even necessary? (Could call SDL_Flip directly...)
void FlipMainScreen(void)
{
#ifdef TEST_ALPHA_BLENDING
SDL_Rect dstRect = { 100, 100, 30, 30 };
SDL_BlitSurface(someAlphaSurface, NULL, mainSurface, &dstRect);
#endif
if (settings.useOpenGL)
sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
else
SDL_Flip(mainSurface);
}
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/*
//
// Resize the main SDL screen & scrBuffer
//
void ResizeScreen(uint32 width, uint32 height)
{
char window_title[256];
SDL_FreeSurface(surface);
surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 16,
0x7C00, 0x03E0, 0x001F, 0);
if (surface == NULL)
{
WriteLog("Video: Could not create primary SDL surface: %s", SDL_GetError());
exit(1);
}
if (settings.useOpenGL)
// This seems to work well for resizing (i.e., changes in the pixel width)...
sdlemu_resize_texture(surface, mainSurface, settings.glFilter);
else
{
mainSurface = SDL_SetVideoMode(width, height, 16, mainSurfaceFlags);
if (mainSurface == NULL)
{
WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
exit(1);
}
}
sWriteLog(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height);
SDL_WM_SetCaption(window_title, window_title);
// This seems to work well for resizing (i.e., changes in the pixel width)...
// if (settings.useOpenGL)
// sdlemu_resize_texture(surface, mainSurface);
}*/
/*
//
// Fullscreen <-> window switching
//
//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!
void ToggleFullscreen(void)
{
settings.fullscreen = !settings.fullscreen;
mainSurfaceFlags &= ~SDL_FULLSCREEN;
if (settings.fullscreen)
mainSurfaceFlags |= SDL_FULLSCREEN;
if (!settings.useOpenGL)
mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32, mainSurfaceFlags);
else
// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, VIRTUAL_SCREEN_HEIGHT * 2, 32, mainSurfaceFlags);
// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT * 2, 32, mainSurfaceFlags);
mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32, mainSurfaceFlags);
// mainSurface = SDL_SetVideoMode(tom_width, tom_height, 16, mainSurfaceFlags);
if (mainSurface == NULL)
{
WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
exit(1);
}
SDL_WM_SetCaption("Apple 2 SDL", "Apple 2 SDL");
}
//*/