]> Shamusworld >> Repos - thunder/blob - src/video.cpp
Added DIP switch fungibility, misc. code cleanups.
[thunder] / src / video.cpp
1 //
2 // VIDEO.CPP: SDL/local hardware specific video routines
3 //
4 // by James Hammons
5 //
6 // JLH = James Hammons <jlhamm@acm.org>
7 //
8 // WHO  WHEN        WHAT
9 // ---  ----------  ------------------------------------------------------------
10 // JLH  01/04/2006  Added changelog ;-)
11 // JLH  01/20/2006  Cut out unnecessary buffering
12 //
13
14 #include "video.h"
15 #include <string.h>     // Why??? (for memset, etc... Lazy!) Dunno why, but this just strikes me as wrong...
16 #include <malloc.h>
17 //#include "gui/gui.h"
18 #include "icon-64x64.h"
19 #include "log.h"
20 //#include "settings.h"
21
22
23 // Exported global variables (actually, these are LOCAL global variables, EXPORTED...)
24
25 //SDL_Surface * screen;
26 static SDL_Window * sdlWindow = NULL;
27 SDL_Renderer * sdlRenderer = NULL;
28 static SDL_Texture * sdlTexture = NULL;
29 uint32_t scrBuffer[VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT * sizeof(uint32_t)];
30
31 struct
32 {
33         bool fullscreen;
34 } settings;
35
36
37 //
38 // Prime SDL and create surfaces
39 //
40 bool InitVideo(void)
41 {
42         if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER | SDL_INIT_NOPARACHUTE) != 0)
43         {
44                 WriteLog("Video: Could not initialize the SDL library: %s\n", SDL_GetError());
45                 return false;
46         }
47
48         int retVal = SDL_CreateWindowAndRenderer(VIRTUAL_SCREEN_WIDTH * 3, VIRTUAL_SCREEN_HEIGHT * 3, SDL_WINDOW_OPENGL, &sdlWindow, &sdlRenderer);
49
50         if (retVal != 0)
51         {
52                 WriteLog("Video: Could not window and/or renderer: %s\n", SDL_GetError());
53                 return false;
54         }
55
56         // Make the scaled rendering look smoother.
57 //      SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
58         SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
59         SDL_RenderSetLogicalSize(sdlRenderer, VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT);
60
61         // Set the application's icon & title...
62         SDL_Surface * iconSurface = SDL_CreateRGBSurfaceFrom(icon, 64, 64, 32, 64*4, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
63         SDL_SetWindowIcon(sdlWindow, iconSurface);
64         SDL_FreeSurface(iconSurface);
65         SDL_SetWindowTitle(sdlWindow, "Thunder Emulator");
66
67         sdlTexture = SDL_CreateTexture(sdlRenderer,
68                 SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING,
69                 VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT);
70
71         WriteLog("Video: Successfully initialized.\n");
72         return true;
73 }
74
75
76 //
77 // Free various SDL components
78 //
79 void VideoDone(void)
80 {
81         WriteLog("Video: Shutting down SDL...\n");
82         SDL_Quit();
83         WriteLog("Video: Done.\n");
84 }
85
86
87 //
88 // Render the screen buffer to the primary screen surface
89 //
90 void RenderScreenBuffer(void)
91 {
92         SDL_UpdateTexture(sdlTexture, NULL, scrBuffer, VIRTUAL_SCREEN_WIDTH * sizeof(Uint32));
93         SDL_RenderClear(sdlRenderer);
94         SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
95         SDL_RenderPresent(sdlRenderer);
96 }
97
98
99 //
100 // Fullscreen <-> window switching
101 //
102 void ToggleFullScreen(void)
103 {
104         settings.fullscreen = !settings.fullscreen;
105
106         int retVal = SDL_SetWindowFullscreen(sdlWindow, (settings.fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0));
107         SDL_ShowCursor(settings.fullscreen ? 0 : 1);
108
109         if (retVal != 0)
110                 WriteLog("Video::ToggleFullScreen: SDL error = %s\n", SDL_GetError());
111 }
112