//
#include "video.h"
-
-//#include "SDL.h"
+#include <SDL2/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 = NULL;
-SDL_Joystick * joystick;
+static SDL_Window * sdlWindow = NULL;
+static SDL_Renderer * sdlRenderer = NULL;
+static SDL_Texture * sdlTexture = NULL;
+uint32_t scrBuffer[VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT * sizeof(uint32_t)];
+
//
// 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)
+ 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;
}
- // 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;
- }
-
- WriteLog("Video: Hardware is%s available...\n", (info->hw_available ? "" : " NOT"));
- WriteLog("Video: Hardware blit is%s available...\n", (info->blit_hw ? "" : " NOT"));
-
- if (settings.useOpenGL)
- {
- mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF | SDL_OPENGL;
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
-//We want 32BPP, so force the issue...
- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
- }
- else
- {
- mainSurfaceFlags = SDL_DOUBLEBUF;
-
- if (info->hw_available)
- mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE;
-
- if (info->blit_hw)
- mainSurfaceFlags |= SDL_HWACCEL;
- }
-
- if (settings.fullscreen)
- mainSurfaceFlags |= SDL_FULLSCREEN;
-
- // Create the primary SDL display (32 BPP)
- if (settings.useOpenGL)
- mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, VIRTUAL_SCREEN_HEIGHT * 2, 32, mainSurfaceFlags);
- else
- 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;
- }
+ int retVal = SDL_CreateWindowAndRenderer(VIRTUAL_SCREEN_WIDTH * 3, VIRTUAL_SCREEN_HEIGHT * 3, SDL_WINDOW_OPENGL, &sdlWindow, &sdlRenderer);
- // 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);
-
- SDL_WM_SetCaption("StarGem2", "StarGem2");
-
- // 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)
+ if (retVal != 0)
{
- WriteLog("Video: Could not create secondary SDL surface: %s\n", SDL_GetError());
+ WriteLog("Video: Could not window and/or renderer: %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));
-
- if (settings.fullscreen)
- SDL_ShowCursor(SDL_DISABLE);
-
-#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);
+ // Make the scaled rendering look smoother.
+// SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
+ SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
+ SDL_RenderSetLogicalSize(sdlRenderer, VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT);
- 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
+ sdlTexture = SDL_CreateTexture(sdlRenderer,
+ SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING,
+ VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT);
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_Quit();
}
+
//
// Render the backbuffer to the primary screen surface
//
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_BlitSurface(surface, NULL, mainSurface, NULL);
- SDL_Flip(mainSurface);
- }
+ SDL_UpdateTexture(sdlTexture, NULL, scrBuffer, VIRTUAL_SCREEN_WIDTH * sizeof(Uint32));
+ SDL_RenderClear(sdlRenderer);
+ SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
+ SDL_RenderPresent(sdlRenderer);
}
-#if 0
+
//
// Fullscreen <-> window switching
//
-//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!
-void ToggleFullscreen(void)
+void ToggleFullScreen(void)
{
- vjs.fullscreen = !vjs.fullscreen;
- mainSurfaceFlags &= ~SDL_FULLSCREEN;
-
- if (vjs.fullscreen)
- mainSurfaceFlags |= SDL_FULLSCREEN;
+ settings.fullscreen = !settings.fullscreen;
+ int retVal;
- mainSurface = SDL_SetVideoMode(tom_width, tom_height, 16, mainSurfaceFlags);
-
- if (mainSurface == NULL)
+ if (settings.fullscreen)
{
- WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
- exit(1);
+ retVal = SDL_SetWindowFullscreen(sdlWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
+ SDL_ShowCursor(0);
+ }
+ else
+ {
+ retVal = SDL_SetWindowFullscreen(sdlWindow, 0);
+ SDL_ShowCursor(1);
}
- SDL_WM_SetCaption("Virtual Jaguar", "Virtual Jaguar");
+ if (retVal != 0)
+ {
+ WriteLog("Video::ToggleFullScreen: SDL error = %s\n", SDL_GetError());
+ }
}
-#endif
+