// by James L. Hammons
//
-#include "types.h"
#include "tom.h"
#include "sdlemu_opengl.h"
#include "settings.h"
SDL_Joystick * joystick;
//
-// Prime SDL and create surfaces
+// Create SDL/OpenGL 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("VJ: Could not initialize the SDL library: %s", SDL_GetError());
- return false;
- }
-
// Get proper info about the platform we're running on...
const SDL_VideoInfo * info = SDL_GetVideoInfo();
mainSurfaceFlags |= SDL_FULLSCREEN;
if (!vjs.useOpenGL)
- mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 16, mainSurfaceFlags);
+// 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
- mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, VIRTUAL_SCREEN_HEIGHT * 2, 16, mainSurfaceFlags);
+// mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, VIRTUAL_SCREEN_HEIGHT_NTSC * 2, 16, mainSurfaceFlags);
+ mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2,
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL) * 2,
+ 16, mainSurfaceFlags);
if (mainSurface == NULL)
{
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, VIRTUAL_SCREEN_HEIGHT,
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
+ (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
16, 0x7C00, 0x03E0, 0x001F, 0);
if (surface == NULL)
if (vjs.useOpenGL)
//Should make another setting here, for either linear or nearest (instead of just picking one)
+//And we have! ;-)
sdlemu_init_opengl(surface, 1/*method*/, 2/*size*/, vjs.glFilter/*texture type (linear, nearest)*/);
// Initialize Joystick support under SDL
//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 * 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));
return true;
}
SDL_JoystickClose(joystick);
SDL_FreeSurface(surface);
- SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER);
- SDL_Quit();
-
free(backbuffer);
}
if (surface == NULL)
{
WriteLog("Video: Could not create primary SDL surface: %s", SDL_GetError());
+//This is just crappy. We shouldn't exit this way--it leaves all kinds of memory leaks
+//as well as screwing up SDL... !!! FIX !!!
exit(1);
}
if (vjs.useOpenGL)
+ {
+//Need to really resize the window height--no pixel height shenanigans!
+//Err, we should only do this *if* we changed from PAL to NTSC or vice versa... !!! FIX !!!
+ mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, height * 2, 16, mainSurfaceFlags);
// This seems to work well for resizing (i.e., changes in the pixel width)...
sdlemu_resize_texture(surface, mainSurface, vjs.glFilter);
+ }
else
{
mainSurface = SDL_SetVideoMode(width, height, 16, mainSurfaceFlags);
sprintf(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 (vjs.useOpenGL)
-// sdlemu_resize_texture(surface, mainSurface);
}
//
//
// Fullscreen <-> window switching
//
-//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!
void ToggleFullscreen(void)
{
+//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!
+ if (vjs.useOpenGL)
+ return; // Until we can fix it...
+
vjs.fullscreen = !vjs.fullscreen;
mainSurfaceFlags &= ~SDL_FULLSCREEN;