-//\r
-// VIDEO.CPP: SDL/local hardware specific video routines\r
-//\r
-// by James L. Hammons\r
-//\r
-// JLH = James L. Hammons <jlhamm@acm.org>\r
-//\r
-// WHO WHEN WHAT\r
-// --- ---------- ------------------------------------------------------------\r
-// JLH 01/04/2006 Added changelog ;-)\r
-// JLH 01/20/2006 Cut out unnecessary buffering\r
-//\r
-\r
-#include "video.h"\r
-\r
-//#include <SDL.h>\r
-#include <string.h> // Why??? (for memset, etc... Lazy!) Dunno why, but this just strikes me as wrong...\r
-#include <malloc.h>\r
-#include "sdlemu_opengl.h"\r
-#include "log.h"\r
-#include "settings.h"\r
-#include "icon.h"\r
-\r
-#if SDL_BYTEORDER == SDL_BIG_ENDIAN\r
-#define MASK_R 0xFF000000\r
-#define MASK_G 0x00FF0000\r
-#define MASK_B 0x0000FF00\r
-#define MASK_A 0x000000FF\r
-#else\r
-#define MASK_R 0x000000FF\r
-#define MASK_G 0x0000FF00\r
-#define MASK_B 0x00FF0000\r
-#define MASK_A 0xFF000000\r
-#endif\r
-\r
-//#define TEST_ALPHA_BLENDING\r
-\r
-// Exported global variables (actually, these are LOCAL global variables, EXPORTED...)\r
-\r
-SDL_Surface * surface, * mainSurface, * someAlphaSurface;\r
-Uint32 mainSurfaceFlags;\r
-//uint32 scrBuffer[VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT];\r
-uint32 * scrBuffer = NULL;\r
-SDL_Joystick * joystick;\r
-\r
-//\r
-// Prime SDL and create surfaces\r
-//\r
-bool InitVideo(void)\r
-{\r
- // Set up SDL library\r
- if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER | SDL_INIT_NOPARACHUTE) < 0)\r
- {\r
- WriteLog("Video: Could not initialize the SDL library: %s\n", SDL_GetError());\r
- return false;\r
- }\r
-\r
- //Set icon (mainly for Win32 target--though seems to work under KDE as well...!)\r
- SDL_Surface * iconSurf = SDL_CreateRGBSurfaceFrom(icon, 32, 32, 32, 128, \r
- MASK_R, MASK_G, MASK_B, MASK_A);\r
- SDL_WM_SetIcon(iconSurf, NULL);\r
- SDL_FreeSurface(iconSurf);\r
-\r
- // Get proper info about the platform we're running on...\r
- const SDL_VideoInfo * info = SDL_GetVideoInfo();\r
-\r
- if (!info)\r
- {\r
- WriteLog("Video: SDL is unable to get the video info: %s\n", SDL_GetError());\r
- return false;\r
- }\r
-\r
- if (settings.useOpenGL)\r
- {\r
- mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF | SDL_OPENGL;\r
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);\r
- }\r
- else\r
- {\r
- mainSurfaceFlags = SDL_DOUBLEBUF;\r
-\r
- if (info->hw_available)\r
- {\r
- mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE;\r
- WriteLog("Video: Hardware available...\n");\r
- }\r
-\r
- if (info->blit_hw)\r
- {\r
- mainSurfaceFlags |= SDL_HWACCEL;\r
- WriteLog("Video: Hardware blit available...\n");\r
- }\r
- }\r
-\r
- if (settings.fullscreen)\r
- mainSurfaceFlags |= SDL_FULLSCREEN;\r
-\r
- // Create the primary SDL display (32 BPP)\r
- if (!settings.useOpenGL)\r
- mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32, mainSurfaceFlags);\r
- else\r
-// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, VIRTUAL_SCREEN_HEIGHT * 2, 32, mainSurfaceFlags);\r
-// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT * 2, 32, mainSurfaceFlags);\r
- mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32, mainSurfaceFlags);\r
-\r
- if (mainSurface == NULL)\r
- {\r
- WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());\r
- return false;\r
- }\r
-\r
- SDL_WM_SetCaption("Apple 2 SDL", "Apple 2 SDL");\r
-\r
- // Create the secondary SDL display (32 BPP) that we use directly\r
- surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32,\r
- MASK_R, MASK_G, MASK_B, MASK_A);\r
-/*WriteLog("Video: Created secondary surface with attributes:\n\n");\r
-WriteLog("\tWidth, height: %u x %u\n", surface->w, surface->h);\r
-WriteLog("\t Pitch: %u\n", surface->pitch);\r
-WriteLog("\t Palette: %08X\n", surface->format->palette);\r
-WriteLog("\t BPP: %u\n", surface->format->BitsPerPixel);\r
-WriteLog("\t BytesPP: %u\n", surface->format->BytesPerPixel);\r
-WriteLog("\t RMask: %08X\n", surface->format->Rmask);\r
-WriteLog("\t GMask: %08X\n", surface->format->Gmask);\r
-WriteLog("\t BMask: %08X\n", surface->format->Bmask);\r
-WriteLog("\t AMask: %08X\n", surface->format->Amask);\r
-WriteLog("\n");//*/\r
-\r
- if (surface == NULL)\r
- {\r
- WriteLog("Video: Could not create secondary SDL surface: %s\n", SDL_GetError());\r
- return false;\r
- }\r
-\r
- if (settings.useOpenGL)\r
- sdlemu_init_opengl(surface, mainSurface, 1 /*method*/, settings.glFilter /*texture type (linear, nearest)*/,\r
- 0 /* Automatic bpp selection based upon src */);\r
-\r
- // Initialize Joystick support under SDL\r
-/* if (settings.useJoystick)\r
- {\r
- if (SDL_NumJoysticks() <= 0)\r
- {\r
- settings.useJoystick = false;\r
- WriteLog("Video: No joystick(s) or joypad(s) detected on your system. Using keyboard...\n");\r
- }\r
- else\r
- {\r
- if ((joystick = SDL_JoystickOpen(settings.joyport)) == 0)\r
- {\r
- settings.useJoystick = false;\r
- WriteLog("Video: Unable to open a Joystick on port: %d\n", (int)settings.joyport);\r
- }\r
- else\r
- WriteLog("Video: Using: %s\n", SDL_JoystickName(settings.joyport));\r
- }\r
- }//*/\r
-\r
- // Set up the scrBuffer\r
- scrBuffer = (uint32 *)surface->pixels; // Kludge--And shouldn't have to lock since it's a software surface...\r
-//needed? Dunno. Mebbe an SDL function instead?\r
-// memset(scrBuffer, 0x00, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT * sizeof(uint32));\r
-\r
-#ifdef TEST_ALPHA_BLENDING\r
-//Here's some code to test alpha blending...\r
-//Well whaddya know, it works. :-)\r
- someAlphaSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, 30, 30, 32,\r
- MASK_R, MASK_G, MASK_B, MASK_A);\r
-\r
- for(int i=0; i<30; i++)\r
- {\r
- for(int j=0; j<30; j++)\r
- {\r
- uint32 color = (uint32)(((double)(i * j) / (29.0 * 29.0)) * 255.0);\r
- color = (color << 24) | 0x00FF00FF;\r
- ((uint32 *)someAlphaSurface->pixels)[(j * 30) + i] = color;\r
- }\r
- }\r
-//End test code\r
-#endif\r
-\r
- WriteLog("Video: Successfully initialized.\n");\r
- return true;\r
-}\r
-\r
-//\r
-// Free various SDL components\r
-//\r
-void VideoDone(void)\r
-{\r
- if (settings.useOpenGL)\r
- sdlemu_close_opengl();\r
-\r
- SDL_JoystickClose(joystick);\r
- SDL_FreeSurface(surface);\r
- SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER);\r
- SDL_Quit();\r
-}\r
-\r
-//\r
-// Render the screen buffer to the primary screen surface\r
-//\r
-//void RenderBackbuffer(void)\r
-void RenderScreenBuffer(void)\r
-{\r
-//WriteLog("Video: Blitting a %u x %u surface to the main surface...\n", surface->w, surface->h);\r
-//Don't need this crapola--why have a separate buffer just to copy it to THIS\r
-//buffer in order to copy it to the main screen? That's what *I* thought!\r
-/* if (SDL_MUSTLOCK(surface))\r
- while (SDL_LockSurface(surface) < 0)\r
- SDL_Delay(10);\r
-\r
- memcpy(surface->pixels, scrBuffer, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT * sizeof(uint32));\r
-\r
- if (SDL_MUSTLOCK(surface))\r
- SDL_UnlockSurface(surface);//*/\r
-#ifdef TEST_ALPHA_BLENDING\r
-SDL_Rect dstRect = { 100, 100, 30, 30 };\r
-SDL_BlitSurface(someAlphaSurface, NULL, surface, &dstRect);\r
-#endif\r
-\r
- if (settings.useOpenGL)\r
- sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);\r
- else\r
- {\r
-// SDL_Rect rect = { 0, 0, surface->w, surface->h };\r
-// SDL_BlitSurface(surface, &rect, mainSurface, &rect);\r
- SDL_BlitSurface(surface, NULL, mainSurface, NULL);\r
- SDL_Flip(mainSurface);\r
- }\r
-}\r
-\r
-/*\r
-//\r
-// Resize the main SDL screen & scrBuffer\r
-//\r
-void ResizeScreen(uint32 width, uint32 height)\r
-{\r
- char window_title[256];\r
-\r
- SDL_FreeSurface(surface);\r
- surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 16,\r
- 0x7C00, 0x03E0, 0x001F, 0);\r
-\r
- if (surface == NULL)\r
- {\r
- WriteLog("Video: Could not create primary SDL surface: %s", SDL_GetError());\r
- exit(1);\r
- }\r
-\r
- if (settings.useOpenGL)\r
- // This seems to work well for resizing (i.e., changes in the pixel width)...\r
- sdlemu_resize_texture(surface, mainSurface, settings.glFilter);\r
- else\r
- {\r
- mainSurface = SDL_SetVideoMode(width, height, 16, mainSurfaceFlags);\r
-\r
- if (mainSurface == NULL)\r
- {\r
- WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());\r
- exit(1);\r
- }\r
- }\r
-\r
- sWriteLog(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height);\r
- SDL_WM_SetCaption(window_title, window_title);\r
-\r
- // This seems to work well for resizing (i.e., changes in the pixel width)...\r
-// if (settings.useOpenGL)\r
-// sdlemu_resize_texture(surface, mainSurface);\r
-}*/\r
-\r
-/*\r
-//\r
-// Fullscreen <-> window switching\r
-//\r
-//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!\r
-void ToggleFullscreen(void)\r
-{\r
- settings.fullscreen = !settings.fullscreen;\r
- mainSurfaceFlags &= ~SDL_FULLSCREEN;\r
-\r
- if (settings.fullscreen)\r
- mainSurfaceFlags |= SDL_FULLSCREEN;\r
-\r
- if (!settings.useOpenGL)\r
- mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32, mainSurfaceFlags);\r
- else\r
-// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, VIRTUAL_SCREEN_HEIGHT * 2, 32, mainSurfaceFlags);\r
-// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT * 2, 32, mainSurfaceFlags);\r
- mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32, mainSurfaceFlags);\r
-// mainSurface = SDL_SetVideoMode(tom_width, tom_height, 16, mainSurfaceFlags);\r
-\r
- if (mainSurface == NULL)\r
- {\r
- WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());\r
- exit(1);\r
- }\r
-\r
- SDL_WM_SetCaption("Apple 2 SDL", "Apple 2 SDL");\r
-}\r
-//*/\r
+//
+// VIDEO.CPP: SDL/local hardware specific video routines
+//
+// by James L. Hammons
+//
+// JLH = James L. Hammons <jlhamm@acm.org>
+//
+// WHO WHEN WHAT
+// --- ---------- ------------------------------------------------------------
+// JLH 01/04/2006 Added changelog ;-)
+// JLH 01/20/2006 Cut out unnecessary buffering
+//
+
+#include "video.h"
+
+//#include <SDL.h>
+#include <string.h> // Why??? (for memset, etc... Lazy!) Dunno why, but this just strikes me as wrong...
+#include <malloc.h>
+#include "sdlemu_opengl.h"
+#include "log.h"
+#include "settings.h"
+#include "icon.h"
+
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+#define MASK_R 0xFF000000
+#define MASK_G 0x00FF0000
+#define MASK_B 0x0000FF00
+#define MASK_A 0x000000FF
+#else
+#define MASK_R 0x000000FF
+#define MASK_G 0x0000FF00
+#define MASK_B 0x00FF0000
+#define MASK_A 0xFF000000
+#endif
+
+//#define TEST_ALPHA_BLENDING
+
+// Exported global variables (actually, these are LOCAL global variables, EXPORTED...)
+
+SDL_Surface * surface, * mainSurface, * someAlphaSurface;
+Uint32 mainSurfaceFlags;
+//uint32 scrBuffer[VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT];
+uint32 * scrBuffer = NULL, * mainScrBuffer = NULL;
+SDL_Joystick * joystick;
+
+//
+// Prime SDL and create surfaces
+//
+bool InitVideo(void)
+{
+ // Set up SDL library
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER | SDL_INIT_NOPARACHUTE) < 0)
+ {
+ WriteLog("Video: Could not initialize the SDL library: %s\n", SDL_GetError());
+ return false;
+ }
+
+ //Set icon (mainly for Win32 target--though seems to work under KDE as well...!)
+ SDL_Surface * iconSurf = SDL_CreateRGBSurfaceFrom(icon, 32, 32, 32, 128,
+ MASK_R, MASK_G, MASK_B, MASK_A);
+ SDL_WM_SetIcon(iconSurf, NULL);
+ SDL_FreeSurface(iconSurf);
+
+ // Get proper info about the platform we're running on...
+ const SDL_VideoInfo * info = SDL_GetVideoInfo();
+
+ if (!info)
+ {
+ WriteLog("Video: SDL is unable to get the video info: %s\n", SDL_GetError());
+ return false;
+ }
+
+ if (settings.useOpenGL)
+ {
+ mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF | SDL_OPENGL;
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ }
+ else
+ {
+ mainSurfaceFlags = SDL_DOUBLEBUF;
+
+ if (info->hw_available)
+ {
+ mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE;
+ WriteLog("Video: Hardware available...\n");
+ }
+
+ if (info->blit_hw)
+ {
+ mainSurfaceFlags |= SDL_HWACCEL;
+ WriteLog("Video: Hardware blit available...\n");
+ }
+ }
+
+ if (settings.fullscreen)
+ mainSurfaceFlags |= SDL_FULLSCREEN;
+
+ // Create the primary SDL display (32 BPP)
+ if (!settings.useOpenGL)
+ mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32, mainSurfaceFlags);
+ else
+// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, VIRTUAL_SCREEN_HEIGHT * 2, 32, mainSurfaceFlags);
+// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT * 2, 32, mainSurfaceFlags);
+ mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32, mainSurfaceFlags);
+
+ if (mainSurface == NULL)
+ {
+ WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
+ return false;
+ }
+
+ SDL_WM_SetCaption("Apple 2 SDL", "Apple 2 SDL");
+
+ // Create the secondary SDL display (32 BPP) that we use directly
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32,
+ MASK_R, MASK_G, MASK_B, MASK_A);
+/*WriteLog("Video: Created secondary surface with attributes:\n\n");
+WriteLog("\tWidth, height: %u x %u\n", surface->w, surface->h);
+WriteLog("\t Pitch: %u\n", surface->pitch);
+WriteLog("\t Palette: %08X\n", surface->format->palette);
+WriteLog("\t BPP: %u\n", surface->format->BitsPerPixel);
+WriteLog("\t BytesPP: %u\n", surface->format->BytesPerPixel);
+WriteLog("\t RMask: %08X\n", surface->format->Rmask);
+WriteLog("\t GMask: %08X\n", surface->format->Gmask);
+WriteLog("\t BMask: %08X\n", surface->format->Bmask);
+WriteLog("\t AMask: %08X\n", surface->format->Amask);
+WriteLog("\n");//*/
+
+ if (surface == NULL)
+ {
+ WriteLog("Video: Could not create secondary SDL surface: %s\n", SDL_GetError());
+ return false;
+ }
+
+ if (settings.useOpenGL)
+ sdlemu_init_opengl(surface, mainSurface, 1 /*method*/, settings.glFilter /*texture type (linear, nearest)*/,
+ 0 /* Automatic bpp selection based upon src */);
+
+ // Initialize Joystick support under SDL
+/* if (settings.useJoystick)
+ {
+ if (SDL_NumJoysticks() <= 0)
+ {
+ settings.useJoystick = false;
+ WriteLog("Video: No joystick(s) or joypad(s) detected on your system. Using keyboard...\n");
+ }
+ else
+ {
+ if ((joystick = SDL_JoystickOpen(settings.joyport)) == 0)
+ {
+ settings.useJoystick = false;
+ WriteLog("Video: Unable to open a Joystick on port: %d\n", (int)settings.joyport);
+ }
+ else
+ WriteLog("Video: Using: %s\n", SDL_JoystickName(settings.joyport));
+ }
+ }//*/
+
+ // Set up the scrBuffer
+ scrBuffer = (uint32 *)surface->pixels; // Kludge--And shouldn't have to lock since it's a software surface...
+//needed? Dunno. Mebbe an SDL function instead?
+// memset(scrBuffer, 0x00, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT * sizeof(uint32));
+ // Set up the mainScrBuffer
+ mainScrBuffer = (uint32 *)mainSurface->pixels; // May need to lock...
+
+#ifdef TEST_ALPHA_BLENDING
+//Here's some code to test alpha blending...
+//Well whaddya know, it works. :-)
+ someAlphaSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, 30, 30, 32,
+ MASK_R, MASK_G, MASK_B, MASK_A);
+
+ for(int i=0; i<30; i++)
+ {
+ for(int j=0; j<30; j++)
+ {
+ uint32 color = (uint32)(((double)(i * j) / (29.0 * 29.0)) * 255.0);
+ color = (color << 24) | 0x00FF00FF;
+ ((uint32 *)someAlphaSurface->pixels)[(j * 30) + i] = color;
+ }
+ }
+//End test code
+#endif
+
+ WriteLog("Video: Successfully initialized.\n");
+ return true;
+}
+
+//
+// Free various SDL components
+//
+void VideoDone(void)
+{
+ if (settings.useOpenGL)
+ sdlemu_close_opengl();
+
+ SDL_JoystickClose(joystick);
+ SDL_FreeSurface(surface);
+ SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER);
+ SDL_Quit();
+}
+
+//
+// Render the screen buffer to the primary screen surface
+//
+//void RenderBackbuffer(void)
+void RenderScreenBuffer(void)
+{
+//WriteLog("Video: Blitting a %u x %u surface to the main surface...\n", surface->w, surface->h);
+//Don't need this crapola--why have a separate buffer just to copy it to THIS
+//buffer in order to copy it to the main screen? That's what *I* thought!
+/* if (SDL_MUSTLOCK(surface))
+ while (SDL_LockSurface(surface) < 0)
+ SDL_Delay(10);
+
+ memcpy(surface->pixels, scrBuffer, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT * sizeof(uint32));
+
+ if (SDL_MUSTLOCK(surface))
+ SDL_UnlockSurface(surface);//*/
+#ifdef TEST_ALPHA_BLENDING
+SDL_Rect dstRect = { 100, 100, 30, 30 };
+SDL_BlitSurface(someAlphaSurface, NULL, surface, &dstRect);
+#endif
+
+ if (settings.useOpenGL)
+ sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
+ else
+ {
+// SDL_Rect rect = { 0, 0, surface->w, surface->h };
+// SDL_BlitSurface(surface, &rect, mainSurface, &rect);
+ SDL_BlitSurface(surface, NULL, mainSurface, NULL);
+ SDL_Flip(mainSurface);
+ }
+}
+
+// Is this even necessary? (Could call SDL_Flip directly...)
+void FlipMainScreen(void)
+{
+#ifdef TEST_ALPHA_BLENDING
+SDL_Rect dstRect = { 100, 100, 30, 30 };
+SDL_BlitSurface(someAlphaSurface, NULL, mainSurface, &dstRect);
+#endif
+
+ if (settings.useOpenGL)
+ sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
+ else
+ SDL_Flip(mainSurface);
+}
+
+/*
+//
+// Resize the main SDL screen & scrBuffer
+//
+void ResizeScreen(uint32 width, uint32 height)
+{
+ char window_title[256];
+
+ SDL_FreeSurface(surface);
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 16,
+ 0x7C00, 0x03E0, 0x001F, 0);
+
+ if (surface == NULL)
+ {
+ WriteLog("Video: Could not create primary SDL surface: %s", SDL_GetError());
+ exit(1);
+ }
+
+ if (settings.useOpenGL)
+ // This seems to work well for resizing (i.e., changes in the pixel width)...
+ sdlemu_resize_texture(surface, mainSurface, settings.glFilter);
+ else
+ {
+ mainSurface = SDL_SetVideoMode(width, height, 16, mainSurfaceFlags);
+
+ if (mainSurface == NULL)
+ {
+ WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
+ exit(1);
+ }
+ }
+
+ sWriteLog(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height);
+ SDL_WM_SetCaption(window_title, window_title);
+
+ // This seems to work well for resizing (i.e., changes in the pixel width)...
+// if (settings.useOpenGL)
+// sdlemu_resize_texture(surface, mainSurface);
+}*/
+
+/*
+//
+// Fullscreen <-> window switching
+//
+//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!
+void ToggleFullscreen(void)
+{
+ settings.fullscreen = !settings.fullscreen;
+ mainSurfaceFlags &= ~SDL_FULLSCREEN;
+
+ if (settings.fullscreen)
+ mainSurfaceFlags |= SDL_FULLSCREEN;
+
+ if (!settings.useOpenGL)
+ mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32, mainSurfaceFlags);
+ else
+// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, VIRTUAL_SCREEN_HEIGHT * 2, 32, mainSurfaceFlags);
+// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT * 2, 32, mainSurfaceFlags);
+ mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32, mainSurfaceFlags);
+// mainSurface = SDL_SetVideoMode(tom_width, tom_height, 16, mainSurfaceFlags);
+
+ if (mainSurface == NULL)
+ {
+ WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
+ exit(1);
+ }
+
+ SDL_WM_SetCaption("Apple 2 SDL", "Apple 2 SDL");
+}
+//*/