+//shouldn't these exist here??? Prolly.
+//And now, they do! :-)
+SDL_Surface * surface, * mainSurface;
+Uint32 mainSurfaceFlags;
+//int16 * backbuffer;
+uint32 * backbuffer;
+SDL_Joystick * joystick;
+
+// One of the reasons why OpenGL is slower then normal SDL rendering, is because
+// the data is being pumped into the buffer every frame with a overflow as result.
+// So, we going tot render every 1 frame instead of every 0 frame.
+
+// [Shamus] This isn't the case. OpenGL is slower because 60 frames a second is a
+// lot of data to pump through the system. In any case, frameskip is probably
+// a good idea for now, since most systems are probably too slow to run at
+// 60 FPS. But doing so will have some nasty side effects in some games.
+// You have been warned!
+
+int frame_ticker = vjs.frameSkip;
+
+//
+// Create SDL/OpenGL surfaces
+//
+bool InitVideo(void)
+{
+ // Get proper info about the platform we're running on...
+ const SDL_VideoInfo * info = SDL_GetVideoInfo();
+
+ if (!info)
+ {
+ WriteLog("VJ: SDL is unable to get the video info: %s\n", SDL_GetError());
+ return false;
+ }
+
+ if (vjs.useOpenGL)
+ {
+ // Initializing SDL attributes with OpenGL
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ mainSurfaceFlags = SDL_OPENGL;
+
+ }
+ else
+ {
+ if (info->hw_available)
+ mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF;
+
+ if (info->blit_hw)
+ mainSurfaceFlags |= SDL_HWACCEL;
+ }
+
+ if (vjs.fullscreen)
+ mainSurfaceFlags |= SDL_FULLSCREEN;
+
+/* if (!vjs.useOpenGL)
+// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT_NTSC, 16, mainSurfaceFlags);
+ mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
+ 16, mainSurfaceFlags);
+ else
+ // When OpenGL is used, we're going to use a standard resolution of 640x480.
+ // This way we have good scaling functionality and when the screen is resized
+ // because of the NTSC <-> PAL resize, we only have to re-create the texture
+ // instead of initializing the entire OpenGL texture en screens.
+ mainSurface = SDL_SetVideoMode(640, 480, 16, mainSurfaceFlags);//*/
+//24BPP
+ if (!vjs.useOpenGL)
+// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT_NTSC, 16, mainSurfaceFlags);
+ mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
+ 32, mainSurfaceFlags);
+ else
+ // When OpenGL is used, we're going to use a standard resolution of 640x480.
+ // This way we have good scaling functionality and when the screen is resized
+ // because of the NTSC <-> PAL resize, we only have to re-create the texture
+ // instead of initializing the entire OpenGL texture en screens.
+ mainSurface = SDL_SetVideoMode(640, 480, 32, mainSurfaceFlags);//*/
+
+ if (mainSurface == NULL)
+ {
+ WriteLog("VJ: SDL is unable to set the video mode: %s\n", SDL_GetError());
+ return false;
+ }
+
+ SDL_WM_SetCaption("Virtual Jaguar", "Virtual Jaguar");
+
+ // Create the primary SDL display (16 BPP, 5/5/5 RGB format)
+/* surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
+ 16, 0x7C00, 0x03E0, 0x001F, 0);//*/
+//24BPP
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL), 32,
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+ 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
+#else
+ 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
+#endif//*/
+
+ if (surface == NULL)
+ {
+ WriteLog("VJ: Could not create primary SDL surface: %s\n", SDL_GetError());
+ return false;
+ }
+
+ if (vjs.useOpenGL)
+ // Let us setup OpenGL and our rendering texture. We give the src (surface) and the
+ // dst (mainSurface) display as well as the automatic bpp selection as options so that
+ // our texture is automaticly created :)
+ sdlemu_init_opengl(surface, mainSurface, 1 /*method*/,
+ vjs.glFilter /*texture type (linear, nearest)*/,
+ 0 /* Automatic bpp selection based upon src */);
+
+ // Initialize Joystick support under SDL
+
+ if (vjs.useJoystick)
+ {
+ if (SDL_NumJoysticks() <= 0)
+ {
+ vjs.useJoystick = false;
+ printf("VJ: No joystick(s) or joypad(s) detected on your system. Using keyboard...\n");
+ }
+ else
+ {
+ if ((joystick = SDL_JoystickOpen(vjs.joyport)) == 0)
+ {
+ vjs.useJoystick = false;
+ printf("VJ: Unable to open a Joystick on port: %d\n", (int)vjs.joyport);
+ }
+ else
+ printf("VJ: Using: %s\n", SDL_JoystickName(vjs.joyport));
+ }
+ }
+
+ // Set up the backbuffer
+//To be safe, this should be 1280 * 625 * 2...
+// backbuffer = (int16 *)malloc(845 * 525 * sizeof(int16));
+/* backbuffer = (int16 *)malloc(1280 * 625 * sizeof(int16));
+// memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT_NTSC * sizeof(int16));
+ memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH *
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL)
+ * sizeof(int16));//*/
+//24BPP
+ backbuffer = (uint32 *)malloc(1280 * 625 * sizeof(uint32));
+// memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT_NTSC * sizeof(int16));
+ memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH *
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL)
+ * sizeof(uint32));
+
+ return true;
+}
+
+//
+// Free various SDL components
+//
+void VideoDone(void)
+{
+ if (vjs.useOpenGL)
+ sdlemu_close_opengl();
+
+ SDL_JoystickClose(joystick);
+ SDL_FreeSurface(surface);
+ free(backbuffer);
+}