GLWidget::GLWidget(QWidget * parent/*= 0*/): QGLWidget(parent), texture(0),
textureWidth(0), textureHeight(0), buffer(0), rasterWidth(326), rasterHeight(240),
- offset(0)
+ offset(0), hideMouseTimeout(60)
{
// Screen pitch has to be the texture width (in 32-bit pixels)...
JaguarSetScreenPitch(1024);
+ setMouseTracking(true);
}
void GLWidget::paintGL()
{
-//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();
+ // Bit 0 in VP is interlace flag. 0 = interlace, 1 = non-interlaced
+ double multiplier = (TOMGetVP() & 0x0001 ? 1.0 : 2.0);
unsigned outputHeight = height();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, outputWidth, 0, outputHeight, -1.0, 1.0);
-// glViewport(0, 0, outputWidth, outputHeight);
glViewport(0 + offset, 0, outputWidth, outputHeight);
glMatrixMode(GL_MODELVIEW);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (vjs.glFilter ? GL_LINEAR : GL_NEAREST));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (vjs.glFilter ? GL_LINEAR : GL_NEAREST));
-// glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rasterWidth, rasterHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, buffer);
-//more kludge
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, TOMGetVideoModeWidth(), rasterHeight, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, buffer);
-// glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rasterWidth, rasterHeight, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, buffer);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, TOMGetVideoModeWidth(), rasterHeight * multiplier, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, buffer);
double w = (double)TOMGetVideoModeWidth() / (double)textureWidth;
-// double w = (double)rasterWidth / (double)textureWidth;
- double h = (double)rasterHeight / (double)textureHeight;
+ double h = ((double)rasterHeight * multiplier) / (double)textureHeight;
unsigned u = outputWidth;
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*/)
{
//kludge [No, this is where it belongs!]
rasterHeight = (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL);
}
+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--;
+ setCursor(Qt::BlankCursor);
+ }
+}
+
+
+// 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)
+ setCursor(Qt::ArrowCursor);
+
+ 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
{