2 // VIDEO.CPP: SDL/local hardware specific video routines
6 // JLH = James Hammons <jlhamm@acm.org>
9 // --- ---------- ------------------------------------------------------------
10 // JLH 01/04/2006 Added changelog ;-)
11 // JLH 01/20/2006 Cut out unnecessary buffering
15 #include <string.h> // Why??? (for memset, etc... Lazy!) Dunno why, but this just strikes me as wrong...
17 //#include "gui/gui.h"
18 #include "icon-64x64.h"
20 //#include "settings.h"
23 // Exported global variables (actually, these are LOCAL global variables, EXPORTED...)
25 static SDL_Window * sdlWindow = NULL;
26 SDL_Renderer * sdlRenderer = NULL;
27 static SDL_Texture * sdlTexture = NULL;
28 uint32_t scrBuffer[VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT * sizeof(uint32_t)];
36 // Prime SDL and create surfaces
40 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER | SDL_INIT_NOPARACHUTE) != 0)
42 WriteLog("Video: Could not initialize the SDL library: %s\n", SDL_GetError());
46 int retVal = SDL_CreateWindowAndRenderer(VIRTUAL_SCREEN_WIDTH * 3, VIRTUAL_SCREEN_HEIGHT * 3, SDL_WINDOW_OPENGL, &sdlWindow, &sdlRenderer);
50 WriteLog("Video: Could not window and/or renderer: %s\n", SDL_GetError());
54 // Make the scaled rendering look smoother.
55 // SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
56 SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
57 SDL_RenderSetLogicalSize(sdlRenderer, VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT);
59 // Set the application's icon & title...
60 SDL_Surface * iconSurface = SDL_CreateRGBSurfaceFrom(icon, 64, 64, 32, 64*4, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
61 SDL_SetWindowIcon(sdlWindow, iconSurface);
62 SDL_FreeSurface(iconSurface);
63 SDL_SetWindowTitle(sdlWindow, "Thunder Emulator");
65 sdlTexture = SDL_CreateTexture(sdlRenderer,
66 SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING,
67 VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT);
69 WriteLog("Video: Successfully initialized.\n");
75 // Free various SDL components
79 WriteLog("Video: Shutting down SDL...\n");
81 WriteLog("Video: Done.\n");
86 // Render the screen buffer to the primary screen surface
88 void RenderScreenBuffer(void)
90 SDL_UpdateTexture(sdlTexture, NULL, scrBuffer, VIRTUAL_SCREEN_WIDTH * sizeof(Uint32));
91 SDL_RenderClear(sdlRenderer);
92 SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
93 SDL_RenderPresent(sdlRenderer);
98 // Fullscreen <-> window switching
100 void ToggleFullScreen(void)
102 settings.fullscreen = !settings.fullscreen;
104 int retVal = SDL_SetWindowFullscreen(sdlWindow, (settings.fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0));
105 SDL_ShowCursor(settings.fullscreen ? 0 : 1);
108 WriteLog("Video::ToggleFullScreen: SDL error = %s\n", SDL_GetError());