2 // VIDEO.CPP: SDL/local hardware specific video routines
10 #include <string.h> // Why??? (for memset, etc... Lazy!) Dunno why, but this just strikes me as wrong...
12 #include "sdlemu_opengl.h"
17 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
18 #define MASK_R 0xFF000000
19 #define MASK_G 0x00FF0000
20 #define MASK_B 0x0000FF00
21 #define MASK_A 0x000000FF
23 #define MASK_R 0x000000FF
24 #define MASK_G 0x0000FF00
25 #define MASK_B 0x00FF0000
26 #define MASK_A 0xFF000000
29 //#define TEST_ALPHA_BLENDING
31 // Exported global variables (actually, these are LOCAL global variables, EXPORTED...)
33 SDL_Surface * surface, * mainSurface, * someAlphaSurface;
34 Uint32 mainSurfaceFlags;
35 uint32 * scrBuffer = NULL;
36 SDL_Joystick * joystick;
39 // Prime SDL and create surfaces
44 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER | SDL_INIT_NOPARACHUTE) < 0)
46 WriteLog("Video: Could not initialize the SDL library: %s\n", SDL_GetError());
50 // Get proper info about the platform we're running on...
51 const SDL_VideoInfo * info = SDL_GetVideoInfo();
55 WriteLog("Video: SDL is unable to get the video info: %s\n", SDL_GetError());
59 WriteLog("Video: Hardware is%s available...\n", (info->hw_available ? "" : " NOT"));
60 WriteLog("Video: Hardware blit is%s available...\n", (info->blit_hw ? "" : " NOT"));
62 if (settings.useOpenGL)
64 mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF | SDL_OPENGL;
65 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
66 //We want 32BPP, so force the issue...
67 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
68 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
69 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
73 mainSurfaceFlags = SDL_DOUBLEBUF;
75 if (info->hw_available)
76 mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE;
79 mainSurfaceFlags |= SDL_HWACCEL;
82 if (settings.fullscreen)
83 mainSurfaceFlags |= SDL_FULLSCREEN;
85 // Create the primary SDL display (32 BPP)
86 if (settings.useOpenGL)
87 mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, VIRTUAL_SCREEN_HEIGHT * 2, 32, mainSurfaceFlags);
89 mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32, mainSurfaceFlags);
91 if (mainSurface == NULL)
93 WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
97 // Set icon (mainly for Win32 target--though seems to work under KDE as well...!)
98 SDL_Surface * iconSurf = SDL_CreateRGBSurfaceFrom(icon, 32, 32, 32, 128,
99 MASK_R, MASK_G, MASK_B, MASK_A);
100 SDL_WM_SetIcon(iconSurf, NULL);
101 SDL_FreeSurface(iconSurf);
103 SDL_WM_SetCaption("StarGem2", "StarGem2");
105 // Create the secondary SDL display (32 BPP) that we use directly
106 surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 32, MASK_R, MASK_G, MASK_B, MASK_A);
107 /*WriteLog("Video: Created secondary surface with attributes:\n\n");
108 WriteLog("\tWidth, height: %u x %u\n", surface->w, surface->h);
109 WriteLog("\t Pitch: %u\n", surface->pitch);
110 WriteLog("\t Palette: %08X\n", surface->format->palette);
111 WriteLog("\t BPP: %u\n", surface->format->BitsPerPixel);
112 WriteLog("\t BytesPP: %u\n", surface->format->BytesPerPixel);
113 WriteLog("\t RMask: %08X\n", surface->format->Rmask);
114 WriteLog("\t GMask: %08X\n", surface->format->Gmask);
115 WriteLog("\t BMask: %08X\n", surface->format->Bmask);
116 WriteLog("\t AMask: %08X\n", surface->format->Amask);
121 WriteLog("Video: Could not create secondary SDL surface: %s\n", SDL_GetError());
125 if (settings.useOpenGL)
126 sdlemu_init_opengl(surface, mainSurface, 1 /*method*/,
127 settings.glFilter /*texture type (linear, nearest)*/,
128 0 /* Automatic bpp selection based upon src */);
130 // Initialize Joystick support under SDL
131 /* if (settings.useJoystick)
133 if (SDL_NumJoysticks() <= 0)
135 settings.useJoystick = false;
136 WriteLog("Video: No joystick(s) or joypad(s) detected on your system. Using keyboard...\n");
140 if ((joystick = SDL_JoystickOpen(settings.joyport)) == 0)
142 settings.useJoystick = false;
143 WriteLog("Video: Unable to open a Joystick on port: %d\n", (int)settings.joyport);
146 WriteLog("Video: Using: %s\n", SDL_JoystickName(settings.joyport));
150 // Set up the scrBuffer
151 scrBuffer = (uint32 *)surface->pixels; // Kludge--And shouldn't have to lock since it's a software surface...
152 //needed? Dunno. Mebbe an SDL function instead?
153 // memset(scrBuffer, 0x00, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT * sizeof(uint32));
155 if (settings.fullscreen)
156 SDL_ShowCursor(SDL_DISABLE);
158 #ifdef TEST_ALPHA_BLENDING
159 //Here's some code to test alpha blending...
160 //Well whaddya know, it works. :-)
161 someAlphaSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, 30, 30, 32,
162 MASK_R, MASK_G, MASK_B, MASK_A);
164 for(int i=0; i<30; i++)
166 for(int j=0; j<30; j++)
168 uint32 color = (uint32)(((double)(i * j) / (29.0 * 29.0)) * 255.0);
169 color = (color << 24) | 0x00FF00FF;
170 ((uint32 *)someAlphaSurface->pixels)[(j * 30) + i] = color;
176 WriteLog("Video: Successfully initialized.\n");
181 // Free various SDL components
185 if (settings.useOpenGL)
186 sdlemu_close_opengl();
188 // SDL_JoystickClose(joystick);
189 SDL_FreeSurface(surface);
194 // Render the backbuffer to the primary screen surface
196 void RenderScreenBuffer(void)
198 //WriteLog("Video: Blitting a %u x %u surface to the main surface...\n", surface->w, surface->h);
199 //Don't need this crapola--why have a separate buffer just to copy it to THIS
200 //buffer in order to copy it to the main screen? That's what *I* thought!
201 /* if (SDL_MUSTLOCK(surface))
202 while (SDL_LockSurface(surface) < 0)
205 memcpy(surface->pixels, scrBuffer, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT * sizeof(uint32));
207 if (SDL_MUSTLOCK(surface))
208 SDL_UnlockSurface(surface);//*/
209 #ifdef TEST_ALPHA_BLENDING
210 SDL_Rect dstRect = { 100, 100, 30, 30 };
211 SDL_BlitSurface(someAlphaSurface, NULL, surface, &dstRect);
214 if (settings.useOpenGL)
215 sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
218 SDL_BlitSurface(surface, NULL, mainSurface, NULL);
219 SDL_Flip(mainSurface);
225 // Fullscreen <-> window switching
227 //NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!
228 void ToggleFullscreen(void)
230 vjs.fullscreen = !vjs.fullscreen;
231 mainSurfaceFlags &= ~SDL_FULLSCREEN;
234 mainSurfaceFlags |= SDL_FULLSCREEN;
236 mainSurface = SDL_SetVideoMode(tom_width, tom_height, 16, mainSurfaceFlags);
238 if (mainSurface == NULL)
240 WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
244 SDL_WM_SetCaption("Virtual Jaguar", "Virtual Jaguar");