// 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(340), rasterHeight(240),
+ offset(0)
{
// Screen pitch has to be the texture width (in 32-bit pixels)...
JaguarSetScreenPitch(1024);
}
+
GLWidget::~GLWidget()
{
-// free(backbuffer);
+ if (buffer)
+ delete[] buffer;
}
+
void GLWidget::initializeGL()
{
format().setDoubleBuffer(true);
glClearColor(0.0, 0.0, 0.0, 0.0);
}
+
void GLWidget::paintGL()
{
//kludge
rasterHeight = (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL);
- unsigned outputWidth = width();
+ // 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 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)
{
if (width > textureWidth || height > textureHeight)
}
}
+
#if 0
class RubyGLWidget: public QGLWidget
{