// Who When What
// --- ---------- -------------------------------------------------------------
// JLH 01/14/2010 Created this file
+// JLH 02/03/2013 Added "centered" fullscreen mode with correct aspect ratio
//
#include "glwidget.h"
#include <GL/glext.h>
#endif
+
GLWidget::GLWidget(QWidget * parent/*= 0*/): QGLWidget(parent), texture(0),
- textureWidth(0), textureHeight(0), buffer(0), rasterWidth(340), rasterHeight(240)
+ textureWidth(0), textureHeight(0), buffer(0), rasterWidth(326), rasterHeight(240),
+ offset(0), hideMouseTimeout(60)
{
// Screen pitch has to be the texture width (in 32-bit pixels)...
JaguarSetScreenPitch(1024);
+ setMouseTracking(true);
}
+
GLWidget::~GLWidget()
{
-// free(backbuffer);
+ if (buffer)
+ delete[] buffer;
}
+
void GLWidget::initializeGL()
{
format().setDoubleBuffer(true);
glEnable(GL_DITHER);
glEnable(GL_TEXTURE_2D);
glClearColor(0.0, 0.0, 0.0, 0.0);
+
+ CreateTextures();
}
+
void GLWidget::paintGL()
{
-//kludge
-rasterHeight = (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL);
+//kludge [NO MORE!]
+//rasterHeight = (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL);
+
+ // If we're in fullscreen mode, we take the value of the screen width as
+ // set by MainWin, since it may be wider than what our aspect ratio allows.
+ // In that case, we adjust the viewport over so that it's centered on the
+ // screen. Otherwise, we simply take the width from our width() funtion
+ // which will always be correct in windowed mode.
+
+// unsigned outputWidth = width();
+ if (!fullscreen)
+ outputWidth = width();
- unsigned outputWidth = width();
unsigned outputHeight = height();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, outputWidth, 0, outputHeight, -1.0, 1.0);
- glViewport(0, 0, outputWidth, outputHeight);
+// glViewport(0, 0, outputWidth, outputHeight);
+ glViewport(0 + offset, 0, outputWidth, outputHeight);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
unsigned v = outputHeight;
glBegin(GL_TRIANGLE_STRIP);
+#if 1
glTexCoord2f(0, 0); glVertex3i(0, v, 0);
glTexCoord2f(w, 0); glVertex3i(u, v, 0);
glTexCoord2f(0, h); glVertex3i(0, 0, 0);
glTexCoord2f(w, h); glVertex3i(u, 0, 0);
+#else
+ glTexCoord2f(0, 0); glVertex3i(0 + offset, v, 0);
+ glTexCoord2f(w, 0); glVertex3i(u + offset, v, 0);
+ glTexCoord2f(0, h); glVertex3i(0 + offset, 0, 0);
+ glTexCoord2f(w, h); glVertex3i(u + offset, 0, 0);
+#endif
glEnd();
}
-void GLWidget::resizeGL(int width, int height)
+
+void GLWidget::resizeGL(int /*width*/, int /*height*/)
{
- if (width > textureWidth || height > textureHeight)
- {
- // Seems that power of 2 sizes are still mandatory...
- textureWidth = 1024;
- textureHeight = 512;
-#if 0
-printf("Resizing: new texture width/height = %i x %i\n", textureWidth, textureHeight);
-printf("Resizing: new raster width/height = %i x %i\n", rasterWidth, rasterHeight);
-#endif
+//kludge [No, this is where it belongs!]
+ rasterHeight = (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL);
- if (buffer)
- {
- delete[] buffer;
- glDeleteTextures(1, &texture);
- }
-
- buffer = new uint32_t[textureWidth * textureHeight];
- JaguarSetScreenBuffer(buffer);
-
-//???
-memset(buffer, 0xFF, textureWidth * textureHeight * sizeof(uint32_t));
- glGenTextures(1, &texture);
- glBindTexture(GL_TEXTURE_2D, texture);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, textureWidth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, NULL);
+ return;
+}
+
+
+// At some point, we'll have to create more than one texture to handle
+// cases like Doom. Or have another go at TV type rendering; it will
+// require a 2048x512 texture though. (Note that 512 is the correct height for
+// interlaced screens; we won't have to change much here to support it.)
+void GLWidget::CreateTextures(void)
+{
+ // Seems that power of 2 sizes are still mandatory...
+ textureWidth = 1024;
+ textureHeight = 512;
+ buffer = new uint32_t[textureWidth * textureHeight];
+ JaguarSetScreenBuffer(buffer);
+
+ glGenTextures(1, &texture);
+ glBindTexture(GL_TEXTURE_2D, texture);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, textureWidth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, NULL);
+}
+
+
+//void GLWidget::HideMouseIfTimedOut(void)
+void GLWidget::HandleMouseHiding(void)
+{
+ // Mouse watchdog timer handling. Basically, if the timeout value is
+ // greater than zero, decrement it. Otherwise, check for zero, if so,
+ // then hide the mouse and set the hideMouseTimeout value to -1 to
+ // signal that the mouse has been hidden.
+ if (hideMouseTimeout > 0)
+ hideMouseTimeout--;
+ else if (hideMouseTimeout == 0)
+ {
+ hideMouseTimeout--;
+ qApp->setOverrideCursor(Qt::BlankCursor);
+//printf("timer: hideMouseTimeout = %i, mouse hidden\n", hideMouseTimeout);
}
}
+
+// We use this as part of a watchdog system for hiding/unhiding the mouse. This
+// part shows the mouse (if hidden) and resets the watchdog timer.
+void GLWidget::CheckAndRestoreMouseCursor(void)
+{
+ // Has the mouse been hidden? (-1 means mouse was hidden)
+ if (hideMouseTimeout == -1)
+ qApp->restoreOverrideCursor();
+
+ hideMouseTimeout = 60;
+}
+
+
+// We check here for mouse movement; if there is any, show the mouse and reset
+// the watchdog timer.
+void GLWidget::mouseMoveEvent(QMouseEvent * /*event*/)
+{
+ CheckAndRestoreMouseCursor();
+}
+
+
#if 0
class RubyGLWidget: public QGLWidget
{