annotate src/video/gapi/SDL_gapivideo.h @ 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 31c7c57af8a4
children 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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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 #ifndef _SDL_gapivideo_h
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25 #define _SDL_gapivideo_h
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26
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27 #include "SDL_mouse.h"
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28 #include "SDL_mutex.h"
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29 #include "../SDL_sysvideo.h"
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31 /* From gx.h, since it's not really C compliant */
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32
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33 struct GXDisplayProperties {
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34 DWORD cxWidth;
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35 DWORD cyHeight; // notice lack of 'th' in the word height.
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36 long cbxPitch; // number of bytes to move right one x pixel - can be negative.
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37 long cbyPitch; // number of bytes to move down one y pixel - can be negative.
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38 long cBPP; // # of bits in each pixel
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39 DWORD ffFormat; // format flags.
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40 };
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41
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42 struct GXKeyList {
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43 short vkUp; // key for up
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44 POINT ptUp; // x,y position of key/button. Not on screen but in screen coordinates.
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45 short vkDown;
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46 POINT ptDown;
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47 short vkLeft;
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48 POINT ptLeft;
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49 short vkRight;
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50 POINT ptRight;
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51 short vkA;
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52 POINT ptA;
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53 short vkB;
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54 POINT ptB;
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55 short vkC;
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56 POINT ptC;
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57 short vkStart;
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58 POINT ptStart;
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59 };
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60
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61 typedef int (*PFNGXOpenDisplay)(HWND hWnd, DWORD dwFlags);
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62 typedef int (*PFNGXCloseDisplay)();
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63 typedef void* (*PFNGXBeginDraw)();
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64 typedef int (*PFNGXEndDraw)();
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65 typedef int (*PFNGXOpenInput)();
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66 typedef int (*PFNGXCloseInput)();
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67 typedef struct GXDisplayProperties (*PFNGXGetDisplayProperties)();
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68 typedef struct GXKeyList (*PFNGXGetDefaultKeys)(int iOptions);
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69 typedef int (*PFNGXSuspend)();
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70 typedef int (*PFNGXResume)();
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71 typedef int (*PFNGXSetViewport)( DWORD dwTop, DWORD dwHeight, DWORD dwReserved1, DWORD dwReserved2 );
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72 typedef BOOL (*PFNGXIsDisplayDRAMBuffer)();
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73
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74 struct GapiFunc
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75 {
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76 PFNGXOpenDisplay GXOpenDisplay;
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77 PFNGXCloseDisplay GXCloseDisplay;
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78 PFNGXBeginDraw GXBeginDraw;
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79 PFNGXEndDraw GXEndDraw;
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80 PFNGXOpenInput GXOpenInput;
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81 PFNGXCloseInput GXCloseInput;
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82 PFNGXGetDisplayProperties GXGetDisplayProperties;
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83 PFNGXGetDefaultKeys GXGetDefaultKeys;
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84 PFNGXSuspend GXSuspend;
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85 PFNGXResume GXResume;
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86 PFNGXSetViewport GXSetViewport;
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87 PFNGXIsDisplayDRAMBuffer GXIsDisplayDRAMBuffer;
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88 };
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89
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90 #define kfLandscape 0x8 // Screen is rotated 270 degrees
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91 #define kfPalette 0x10 // Pixel values are indexes into a palette
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92 #define kfDirect 0x20 // Pixel values contain actual level information
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93 #define kfDirect555 0x40 // 5 bits each for red, green and blue values in a pixel.
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94 #define kfDirect565 0x80 // 5 red bits, 6 green bits and 5 blue bits per pixel
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95 #define kfDirect888 0x100 // 8 bits each for red, green and blue values in a pixel.
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96 #define kfDirect444 0x200 // 4 red, 4 green, 4 blue
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97 #define kfDirectInverted 0x400
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98
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99 #define GX_FULLSCREEN 0x01 // for OpenDisplay()
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100 #define GX_NORMALKEYS 0x02
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101 #define GX_LANDSCAPEKEYS 0x03
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102
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103 typedef enum
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104 {
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105 SDL_ORIENTATION_UP,
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106 SDL_ORIENTATION_DOWN,
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107 SDL_ORIENTATION_LEFT,
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108 SDL_ORIENTATION_RIGHT
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109 } SDL_ScreenOrientation;
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110
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111 /* GAPI video mode */
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112 typedef enum {
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113 GAPI_NONE = 0,
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114 GAPI_DIRECT_565,
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115 GAPI_DIRECT_555,
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116 GAPI_MONO,
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117 GAPI_PALETTE
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118 } GAPIVideoMode;
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119
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120 /* Hidden "this" pointer for the video functions */
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121 #define _THIS SDL_VideoDevice *this
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122
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123 typedef unsigned short PIXEL;
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124
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125 /* Private display data
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126 begin with DIB private structure to allow DIB events code sharing
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127 */
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128 struct SDL_PrivateVideoData {
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129 HBITMAP screen_bmp;
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130 HPALETTE screen_pal;
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131
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132 #define NUM_MODELISTS 4 /* 8, 16, 24, and 32 bits-per-pixel */
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133 int SDL_nummodes[NUM_MODELISTS];
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134 SDL_Rect **SDL_modelist[NUM_MODELISTS];
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135 // The orientation of the video mode user wants to get
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136 // Probably restricted to UP and RIGHT
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137 SDL_ScreenOrientation userOrientation;
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138 int invert;
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139 char hiresFix; // using hires mode without defining hires resource
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140 // --------------
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141 int useGXOpenDisplay; /* use GXOpenDispplay */
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142 int alreadyGXOpened;
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143 int w, h;
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144 // The orientation of GAPI framebuffer.
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145 // Never changes on the same device.
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146 SDL_ScreenOrientation gapiOrientation;
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147
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148 void *buffer; // may be 8, 16, 24, 32 bpp
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149 PIXEL *videoMem;
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150 BOOL needUpdate;
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151 struct GXKeyList keyList;
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152 struct GapiFunc gxFunc;
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153 struct GXDisplayProperties gxProperties;
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154 GAPIVideoMode videoMode;
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155 int colorscale;
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156 int dstLineStep; // in bytes
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157 int dstPixelStep; // in bytes
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158 int startOffset; // in bytes
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159 int useVga;
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160 int suspended; // do not pu anything into video memory
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161 // The orientation of the system, as defined by SM_CXSCREEN and SM_CYSCREEN
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162 // User can change it by using 'screen layout' in system options
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163 // Restricted to UP or RIGHT
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164 enum SDL_ScreenOrientation systemOrientation;
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165 };
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166
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167
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168 #define gapiBuffer this->hidden->buffer
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169 #define gapi this->hidden
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170
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171 #endif /* _SDL_gapivideo_h */