100 lines
2.6 KiB
C++
100 lines
2.6 KiB
C++
//
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// VIDEO.CPP: SDL/local hardware specific video routines
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//
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// by James Hammons
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//
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// JLH = James Hammons <jlhamm@acm.org>
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//
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// WHO WHEN WHAT
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// --- ---------- ------------------------------------------------------------
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// JLH 01/04/2006 Added changelog ;-)
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// JLH 01/20/2006 Cut out unnecessary buffering
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//
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#include "video.h"
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#include <SDL2/SDL.h>
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#include <string.h> // Why??? (for memset, etc... Lazy!) Dunno why, but this just strikes me as wrong...
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#include <malloc.h>
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#include "log.h"
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#include "settings.h"
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// Exported global variables (actually, these are LOCAL global variables, EXPORTED...)
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static SDL_Window * sdlWindow = NULL;
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static SDL_Renderer * sdlRenderer = NULL;
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static SDL_Texture * sdlTexture = NULL;
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uint32_t scrBuffer[VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT * sizeof(uint32_t)];
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//
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// Prime SDL and create surfaces
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//
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bool InitVideo(void)
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{
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER | SDL_INIT_NOPARACHUTE) != 0)
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{
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WriteLog("Video: Could not initialize the SDL library: %s\n", SDL_GetError());
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return false;
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}
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int retVal = SDL_CreateWindowAndRenderer(VIRTUAL_SCREEN_WIDTH * 2, VIRTUAL_SCREEN_HEIGHT * 2, SDL_WINDOW_OPENGL, &sdlWindow, &sdlRenderer);
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if (retVal != 0)
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{
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WriteLog("Video: Could not window and/or renderer: %s\n", SDL_GetError());
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return false;
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}
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// Make the scaled rendering look smoother.
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
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// SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
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SDL_RenderSetLogicalSize(sdlRenderer, VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT);
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sdlTexture = SDL_CreateTexture(sdlRenderer,
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SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING,
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VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT);
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WriteLog("Video: Successfully initialized.\n");
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return true;
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}
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//
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// Free various SDL components
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//
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void VideoDone(void)
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{
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WriteLog("Video: Shutting down SDL...\n");
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SDL_Quit();
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WriteLog("Video: Done.\n");
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}
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//
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// Render the screen buffer to the primary screen surface
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//
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void RenderScreenBuffer(void)
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{
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SDL_UpdateTexture(sdlTexture, NULL, scrBuffer, VIRTUAL_SCREEN_WIDTH * sizeof(Uint32));
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SDL_RenderClear(sdlRenderer);
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SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
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SDL_RenderPresent(sdlRenderer);
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}
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//
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// Fullscreen <-> window switching
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//
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void ToggleFullScreen(void)
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{
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settings.fullscreen = !settings.fullscreen;
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int retVal = SDL_SetWindowFullscreen(sdlWindow, (settings.fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0));
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SDL_ShowCursor(settings.fullscreen ? 0 : 1);
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if (retVal != 0)
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WriteLog("Video::ToggleFullScreen: SDL error = %s\n", SDL_GetError());
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}
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