Mercurial > sdl-ios-xcode
annotate src/video/dummy/SDL_nullvideo.c @ 4157:baf615f9f2a0 SDL-1.2
Date: Thu, 16 Oct 2008 20:27:34 +0400
From: "Ilya Kasnacheev" <ilya.kasnacheev@gmail.com>
To: sdl@lists.libsdl.org
Subject: [SDL] SDL for Windows CE: a few GAPI patches
Hi *!
I've just ported a POWDER roguelike ( http://www.zincland.com/powder/ ) to
Windows CE (PDAs, Windows Mobile/Pocket PC). To do that, I had to get libsdl
working. Thanks for the awesome project files, it built without a hitch.
Nevertheless, I've found quite a few bugs in Windows CE (GAPI) SDL
implementation, which I've solved and now present as a serie of patches.
I'll try carefully annotate them. Please annotate them so I can work
toward accepting
them into the main source tree since without them SDL isn't really working on
Windows CE (I wonder why nobody fixed them before, btw: why isn't SDL popular as
a way to develop Windows CE games? Where are no ports?)
These changes can't be considered flawless, but they can be considered working
because I've yet to hear complains about things I fixed and POWDER build for
Windows CE is now considered stable.
Note: my comments start with !!, delete them before applying.
diff -bru SDL-1.2.13/src/video/gapi/SDL_gapivideo.c
SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.c
--- SDL-1.2.13/src/video/gapi/SDL_gapivideo.c 2007-12-31
07:48:00.000000000 +0300
+++ SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.c 2008-10-16
20:02:11.000000000 +0400
@@ -643,6 +643,7 @@
}
gapi->userOrientation = SDL_ORIENTATION_UP;
+ gapi->systemOrientation = SDL_ORIENTATION_UP;
video->flags = SDL_FULLSCREEN; /* Clear flags, GAPI supports
fullscreen only */
/* GAPI or VGA? */
@@ -661,18 +662,21 @@
}
/* detect user landscape mode */
- if( (width > height) && (GetSystemMetrics(SM_CXSCREEN) <
GetSystemMetrics(SM_CYSCREEN)))
+ if( (width > height) && (gapi->gxProperties.cxWidth <
gapi->gxProperties.cyHeight))
gapi->userOrientation = SDL_ORIENTATION_RIGHT;
+ if(GetSystemMetrics(SM_CYSCREEN) < GetSystemMetrics(SM_CXSCREEN))
+ gapi->systemOrientation = SDL_ORIENTATION_RIGHT;
+
/* shall we apply hires fix? for example when we do not use
hires resource */
gapi->hiresFix = 0;
- if( gapi->userOrientation == SDL_ORIENTATION_RIGHT )
+ if( gapi->systemOrientation == gapi->userOrientation )
{
- if( (width > GetSystemMetrics(SM_CYSCREEN)) || (height
> GetSystemMetrics(SM_CXSCREEN)))
+ if( (width > GetSystemMetrics(SM_CXSCREEN)) || (height
> GetSystemMetrics(SM_CYSCREEN)))
gapi->hiresFix = 1;
} else
- if( (width > GetSystemMetrics(SM_CXSCREEN)) || (height
> GetSystemMetrics(SM_CYSCREEN)))
- if( !((width == GetSystemMetrics(SM_CYSCREEN))
&& (height == GetSystemMetrics(SM_CXSCREEN)))) // user portrait,
device landscape
+ if( (width > GetSystemMetrics(SM_CYSCREEN)) || (height
> GetSystemMetrics(SM_CXSCREEN)))
+// if( !((width == gapi->gxProperties.cyHeight)
&& (height == gapi->gxProperties.cxWidth))) // user portrait, device
landscape
gapi->hiresFix = 1;
switch( gapi->userOrientation )
!! It used to query system metrics which return dimensions according to screen
!! orientation, which can really be portrait, left landscape or right landscape.
!! This is presumably incorrect because we couldn't care less about user mode
!! dimensions - all we want are the GAPI framebuffer dimensions, which
only match
!! user dimensions in one of possible orientations.
!! There's a fair dose of cargo cult programming involved in this fix, but it
!! used to work only in one orientation (portrait for PDAs, where frame-buffer
!! have same orientation as user screen), and now it works on all orientations.
@@ -742,21 +746,30 @@
WIN_FlushMessageQueue();
/* Open GAPI display */
- if( !gapi->useVga && this->hidden->useGXOpenDisplay )
+ if( !gapi->useVga && this->hidden->useGXOpenDisplay &&
!this->hidden->alreadyGXOpened )
+ {
+ this->hidden->alreadyGXOpened = 1;
if( !gapi->gxFunc.GXOpenDisplay(SDL_Window, GX_FULLSCREEN) )
{
SDL_SetError("Couldn't initialize GAPI");
return(NULL);
}
+ }
#if REPORT_VIDEO_INFO
printf("Video properties:\n");
printf("display bpp: %d\n", gapi->gxProperties.cBPP);
printf("display width: %d\n", gapi->gxProperties.cxWidth);
printf("display height: %d\n", gapi->gxProperties.cyHeight);
+ printf("system display width: %d\n", GetSystemMetrics(SM_CXSCREEN));
+ printf("system display height: %d\n", GetSystemMetrics(SM_CYSCREEN));
printf("x pitch: %d\n", gapi->gxProperties.cbxPitch);
printf("y pitch: %d\n", gapi->gxProperties.cbyPitch);
printf("gapi flags: 0x%x\n", gapi->gxProperties.ffFormat);
+ printf("user orientation: %d\n", gapi->userOrientation);
+ printf("system orientation: %d\n", gapi->userOrientation);
+ printf("gapi orientation: %d\n", gapi->gapiOrientation);
+
if( !gapi->useVga && this->hidden->useGXOpenDisplay && gapi->needUpdate)
{
!! Previous version used to call gapi->gxFunc.GXOpenDisplay each time the video
!! mode would be changed. You shouldn't, because this call has a
meaning "Lock the
!! GAPI framebuffer, designate it as busy", so the second call will fail (it is
!! already locked/busy).
!! Testing might not find that because most programs set up the video mode only
!! once, but POWDER does this once in a while, so it crashed when in
320x240 mode
!! (640x480 mode doesn't use that code, it worked fine).
diff -bru SDL-1.2.13/src/video/gapi/SDL_gapivideo.h
SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.h
--- SDL-1.2.13/src/video/gapi/SDL_gapivideo.h 2007-12-31
07:48:00.000000000 +0300
+++ SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.h 2008-10-16
20:02:11.000000000 +0400
@@ -132,12 +132,17 @@
#define NUM_MODELISTS 4 /* 8, 16, 24, and 32 bits-per-pixel */
int SDL_nummodes[NUM_MODELISTS];
SDL_Rect **SDL_modelist[NUM_MODELISTS];
+ // The orientation of the video mode user wants to get
+ // Probably restricted to UP and RIGHT
enum SDL_ScreenOrientation userOrientation;
int invert;
char hiresFix; // using hires mode without defining hires resource
// --------------
int useGXOpenDisplay; /* use GXOpenDispplay */
+ int alreadyGXOpened;
int w, h;
+ // The orientation of GAPI framebuffer.
+ // Never changes on the same device.
enum SDL_ScreenOrientation gapiOrientation;
void *buffer; // may be 8, 16, 24, 32 bpp
@@ -153,6 +158,10 @@
int startOffset; // in bytes
int useVga;
int suspended; // do not pu anything into video memory
+ // The orientation of the system, as defined by SM_CXSCREEN
and SM_CYSCREEN
+ // User can change it by using 'screen layout' in system options
+ // Restricted to UP or RIGHT
+ enum SDL_ScreenOrientation systemOrientation;
};
!! This is a flag variable, see the previous comment
!! And yet another orientation: now we have to keep three of them in mind.
diff -bru SDL-1.2.13/src/video/wincommon/SDL_sysevents.c
SDL-1.2.13-new/src/video/wincommon/SDL_sysevents.c
--- SDL-1.2.13/src/video/wincommon/SDL_sysevents.c 2007-12-31
07:48:02.000000000 +0300
+++ SDL-1.2.13-new/src/video/wincommon/SDL_sysevents.c 2008-10-16
20:02:12.000000000 +0400
@@ -160,10 +160,22 @@
#endif */
}
break;
+ // FIXME: Older version used just SDL_VideoSurface->(w, h)
+ // w and h are "clipped" while x and y are "raw", which caused
+ // x in former and y in latter case to be clipped in a
wrong direction,
+ // thus offsetting the coordinate on 2 x clip pixels
+ // (like, 128 for 640 -> 512 clipping).
+ // We will now try to extract and use raw values.
+ // The way to do that RIGHT is do
(orientation-dependent) clipping before
+ // doing this transform, but it's hardly possible.
+
+ // SEE SDL_mouse.c /ClipOffset to understand these calculations.
case SDL_ORIENTATION_RIGHT:
if (!SDL_VideoSurface)
break;
- rotatedX = SDL_VideoSurface->w - *y;
+ rotatedX = (2 *
((SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
+ SDL_VideoSurface->format->BytesPerPixel))
+ + SDL_VideoSurface->w - *y;
rotatedY = *x;
*x = rotatedX;
*y = rotatedY;
@@ -172,7 +184,8 @@
if (!SDL_VideoSurface)
break;
rotatedX = *y;
- rotatedY = SDL_VideoSurface->h - *x;
+ rotatedY = (2 *
(SDL_VideoSurface->offset/SDL_VideoSurface->pitch))
+ + SDL_VideoSurface->h - *x;
*x = rotatedX;
*y = rotatedY;
break;
!! That's the trickest part, hence the long comment.
!! GAPI would really support only 320x240 or 640x480 mode, if application
!! requested the different screen size (as POWDER did, wishing
256x192), then SDL
!! is going to grab the first mode that fits the requested, and pad the screen
!! with black bars (as they do with wide-screen films).
!! It would also get, say, 240x320 mode, and to turn it into 256x192 it would
!! need to rotate mouse clicks.
!! It worked, but one bug slipped through: it would receive mouse clicks
!! unpadded, then rotate them, and then pad the black bars. The
problem is: rotate
!! is done by GAPI driver while padding is done by SDL core. SDL core
doesn't know
!! anything about rotating, so it would pad one of dimensions incorrectly.
I understand that some of my claims (or code) might seem unbacked, but you can
always grab the POWDER binary, compile your own libsdl with one or more of
those fixes turned off, and see how weird it would misbehave. I can even supply
you with those custom builds of libsdl if you don't want to set up the build
environment for windows ce, you'll just need a PDA or a smartphone with it.
I plan to take care of SDL on Windows CE as long as I maintain the POWDER port.
POWDER is good for that because it:
Employs both padded (with centered image, black bars) and unpadded
(image occupies full screen) graphics; initializes video more than
once; uses both 320x240 and 640x480 video; uses both stylus and
buttons.
There's still a list of unresolved issues which I'm planning to fix:
1) Arrow buttons on PDA return weird scancodes compared to PC, this
caused the game to misbehave before I've fixed that. You can see it on
those diagrams:
http://wrar.name/upload/powder-htc.png
http://wrar.name/upload/powder-pda.png
2) SDL (or underlying windows) doesn't care to rotate arrow presses
when we're in a low-res GAPI mode, but it will rotate them in VGA mode
(because of different screen orientations, the same arrow buttons can
suddently mean different directions). Solution: we should stick to
GAPI user orientation (the orientation the program supposedly wants)
and rotate the keys on our own.
_______________________________________________
SDL mailing list
SDL@lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 07 Nov 2008 04:15:36 +0000 |
parents | c439dad53df8 |
children | 782fd950bd46 c121d94672cb a1b03ba2fcd0 |
rev | line source |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
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3 Copyright (C) 1997-2006 Sam Lantinga |
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 #include "SDL_config.h" |
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23 |
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24 /* Dummy SDL video driver implementation; this is just enough to make an |
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25 * SDL-based application THINK it's got a working video driver, for |
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26 * applications that call SDL_Init(SDL_INIT_VIDEO) when they don't need it, |
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27 * and also for use as a collection of stubs when porting SDL to a new |
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28 * platform for which you haven't yet written a valid video driver. |
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29 * |
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30 * This is also a great way to determine bottlenecks: if you think that SDL |
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31 * is a performance problem for a given platform, enable this driver, and |
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32 * then see if your application runs faster without video overhead. |
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33 * |
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34 * Initial work by Ryan C. Gordon (icculus@icculus.org). A good portion |
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35 * of this was cut-and-pasted from Stephane Peter's work in the AAlib |
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36 * SDL video driver. Renamed to "DUMMY" by Sam Lantinga. |
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37 */ |
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38 |
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39 #include "SDL_video.h" |
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40 #include "SDL_mouse.h" |
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41 #include "../SDL_sysvideo.h" |
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42 #include "../SDL_pixels_c.h" |
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43 #include "../../events/SDL_events_c.h" |
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44 |
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45 #include "SDL_nullvideo.h" |
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46 #include "SDL_nullevents_c.h" |
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47 #include "SDL_nullmouse_c.h" |
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48 |
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49 #define DUMMYVID_DRIVER_NAME "dummy" |
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50 |
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51 /* Initialization/Query functions */ |
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52 static int DUMMY_VideoInit(_THIS, SDL_PixelFormat *vformat); |
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53 static SDL_Rect **DUMMY_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags); |
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54 static SDL_Surface *DUMMY_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); |
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55 static int DUMMY_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors); |
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56 static void DUMMY_VideoQuit(_THIS); |
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57 |
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58 /* Hardware surface functions */ |
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59 static int DUMMY_AllocHWSurface(_THIS, SDL_Surface *surface); |
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60 static int DUMMY_LockHWSurface(_THIS, SDL_Surface *surface); |
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61 static void DUMMY_UnlockHWSurface(_THIS, SDL_Surface *surface); |
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62 static void DUMMY_FreeHWSurface(_THIS, SDL_Surface *surface); |
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63 |
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64 /* etc. */ |
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65 static void DUMMY_UpdateRects(_THIS, int numrects, SDL_Rect *rects); |
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66 |
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67 /* DUMMY driver bootstrap functions */ |
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68 |
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69 static int DUMMY_Available(void) |
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70 { |
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71 const char *envr = SDL_getenv("SDL_VIDEODRIVER"); |
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72 if ((envr) && (SDL_strcmp(envr, DUMMYVID_DRIVER_NAME) == 0)) { |
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73 return(1); |
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74 } |
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75 |
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76 return(0); |
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77 } |
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78 |
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79 static void DUMMY_DeleteDevice(SDL_VideoDevice *device) |
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80 { |
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81 SDL_free(device->hidden); |
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82 SDL_free(device); |
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83 } |
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84 |
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85 static SDL_VideoDevice *DUMMY_CreateDevice(int devindex) |
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86 { |
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87 SDL_VideoDevice *device; |
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88 |
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89 /* Initialize all variables that we clean on shutdown */ |
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90 device = (SDL_VideoDevice *)SDL_malloc(sizeof(SDL_VideoDevice)); |
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91 if ( device ) { |
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92 SDL_memset(device, 0, (sizeof *device)); |
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93 device->hidden = (struct SDL_PrivateVideoData *) |
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94 SDL_malloc((sizeof *device->hidden)); |
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95 } |
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96 if ( (device == NULL) || (device->hidden == NULL) ) { |
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97 SDL_OutOfMemory(); |
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98 if ( device ) { |
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99 SDL_free(device); |
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100 } |
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101 return(0); |
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102 } |
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103 SDL_memset(device->hidden, 0, (sizeof *device->hidden)); |
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104 |
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105 /* Set the function pointers */ |
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106 device->VideoInit = DUMMY_VideoInit; |
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107 device->ListModes = DUMMY_ListModes; |
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108 device->SetVideoMode = DUMMY_SetVideoMode; |
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109 device->CreateYUVOverlay = NULL; |
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110 device->SetColors = DUMMY_SetColors; |
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111 device->UpdateRects = DUMMY_UpdateRects; |
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112 device->VideoQuit = DUMMY_VideoQuit; |
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113 device->AllocHWSurface = DUMMY_AllocHWSurface; |
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114 device->CheckHWBlit = NULL; |
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115 device->FillHWRect = NULL; |
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116 device->SetHWColorKey = NULL; |
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117 device->SetHWAlpha = NULL; |
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118 device->LockHWSurface = DUMMY_LockHWSurface; |
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119 device->UnlockHWSurface = DUMMY_UnlockHWSurface; |
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120 device->FlipHWSurface = NULL; |
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121 device->FreeHWSurface = DUMMY_FreeHWSurface; |
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122 device->SetCaption = NULL; |
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123 device->SetIcon = NULL; |
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124 device->IconifyWindow = NULL; |
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125 device->GrabInput = NULL; |
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126 device->GetWMInfo = NULL; |
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127 device->InitOSKeymap = DUMMY_InitOSKeymap; |
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128 device->PumpEvents = DUMMY_PumpEvents; |
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129 |
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130 device->free = DUMMY_DeleteDevice; |
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131 |
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132 return device; |
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133 } |
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134 |
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135 VideoBootStrap DUMMY_bootstrap = { |
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136 DUMMYVID_DRIVER_NAME, "SDL dummy video driver", |
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137 DUMMY_Available, DUMMY_CreateDevice |
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138 }; |
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139 |
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140 |
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141 int DUMMY_VideoInit(_THIS, SDL_PixelFormat *vformat) |
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142 { |
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143 /* |
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144 fprintf(stderr, "WARNING: You are using the SDL dummy video driver!\n"); |
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145 */ |
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146 |
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147 /* Determine the screen depth (use default 8-bit depth) */ |
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148 /* we change this during the SDL_SetVideoMode implementation... */ |
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149 vformat->BitsPerPixel = 8; |
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150 vformat->BytesPerPixel = 1; |
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151 |
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152 /* We're done! */ |
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153 return(0); |
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154 } |
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155 |
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156 SDL_Rect **DUMMY_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags) |
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157 { |
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158 return (SDL_Rect **) -1; |
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159 } |
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160 |
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161 SDL_Surface *DUMMY_SetVideoMode(_THIS, SDL_Surface *current, |
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162 int width, int height, int bpp, Uint32 flags) |
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163 { |
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164 if ( this->hidden->buffer ) { |
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165 SDL_free( this->hidden->buffer ); |
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166 } |
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167 |
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168 this->hidden->buffer = SDL_malloc(width * height * (bpp / 8)); |
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169 if ( ! this->hidden->buffer ) { |
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170 SDL_SetError("Couldn't allocate buffer for requested mode"); |
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171 return(NULL); |
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172 } |
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173 |
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174 /* printf("Setting mode %dx%d\n", width, height); */ |
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175 |
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176 SDL_memset(this->hidden->buffer, 0, width * height * (bpp / 8)); |
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177 |
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178 /* Allocate the new pixel format for the screen */ |
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179 if ( ! SDL_ReallocFormat(current, bpp, 0, 0, 0, 0) ) { |
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180 SDL_free(this->hidden->buffer); |
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181 this->hidden->buffer = NULL; |
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182 SDL_SetError("Couldn't allocate new pixel format for requested mode"); |
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183 return(NULL); |
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184 } |
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185 |
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186 /* Set up the new mode framebuffer */ |
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187 current->flags = flags & SDL_FULLSCREEN; |
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188 this->hidden->w = current->w = width; |
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189 this->hidden->h = current->h = height; |
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190 current->pitch = current->w * (bpp / 8); |
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191 current->pixels = this->hidden->buffer; |
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192 |
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193 /* We're done */ |
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194 return(current); |
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195 } |
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196 |
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197 /* We don't actually allow hardware surfaces other than the main one */ |
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198 static int DUMMY_AllocHWSurface(_THIS, SDL_Surface *surface) |
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199 { |
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200 return(-1); |
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201 } |
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202 static void DUMMY_FreeHWSurface(_THIS, SDL_Surface *surface) |
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203 { |
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204 return; |
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205 } |
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206 |
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207 /* We need to wait for vertical retrace on page flipped displays */ |
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208 static int DUMMY_LockHWSurface(_THIS, SDL_Surface *surface) |
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209 { |
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210 return(0); |
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211 } |
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212 |
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213 static void DUMMY_UnlockHWSurface(_THIS, SDL_Surface *surface) |
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214 { |
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215 return; |
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216 } |
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217 |
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218 static void DUMMY_UpdateRects(_THIS, int numrects, SDL_Rect *rects) |
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219 { |
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220 /* do nothing. */ |
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221 } |
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222 |
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223 int DUMMY_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors) |
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224 { |
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225 /* do nothing of note. */ |
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226 return(1); |
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227 } |
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228 |
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229 /* Note: If we are terminated, this could be called in the middle of |
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230 another SDL video routine -- notably UpdateRects. |
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231 */ |
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232 void DUMMY_VideoQuit(_THIS) |
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233 { |
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234 if (this->screen->pixels != NULL) |
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235 { |
1336
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236 SDL_free(this->screen->pixels); |
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237 this->screen->pixels = NULL; |
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238 } |
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239 } |