X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fgui%2Fglwidget.cpp;h=2f959186914834bd0bf5cbb54ac03cfb97943263;hb=7228359373eb7602c26f7b098d6b2271ff5727a1;hp=af51f47ed3c8c093a6b6b41d85cde92732ceec0c;hpb=83fce768d2c1e0e16691c092ea02d64e2b280fad;p=virtualjaguar diff --git a/src/gui/glwidget.cpp b/src/gui/glwidget.cpp index af51f47..2f95918 100644 --- a/src/gui/glwidget.cpp +++ b/src/gui/glwidget.cpp @@ -25,11 +25,12 @@ GLWidget::GLWidget(QWidget * parent/*= 0*/): QGLWidget(parent), texture(0), - textureWidth(0), textureHeight(0), buffer(0), rasterWidth(340), rasterHeight(240), - offset(0) + 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); } @@ -53,13 +54,15 @@ void GLWidget::initializeGL() 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. @@ -111,39 +114,74 @@ rasterHeight = (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCRE } -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); + + 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); +} + - 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); +//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 {