Mercurial > sdl-ios-xcode
diff src/video/nds/SDL_ndsvideo.c @ 2735:204be4fc2726
Final merge of Google Summer of Code 2008 work...
Port SDL 1.3 to the Nintendo DS
by Darren Alton, mentored by Sam Lantinga
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 27 Aug 2008 15:10:03 +0000 |
parents | |
children | 99210400e8b9 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/video/nds/SDL_ndsvideo.c Wed Aug 27 15:10:03 2008 +0000 @@ -0,0 +1,168 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2006 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + + Sam Lantinga + slouken@libsdl.org +*/ +#include "SDL_config.h" + +/* SDL Nintendo DS video driver implementation + * based on dummy driver: + * Initial work by Ryan C. Gordon (icculus@icculus.org). A good portion + * of this was cut-and-pasted from Stephane Peter's work in the AAlib + * SDL video driver. Renamed to "DUMMY" by Sam Lantinga. + */ + +#include <stdio.h> +#include <stdlib.h> +#include <nds.h> +#include <nds/arm9/video.h> + +#include "SDL_video.h" +#include "SDL_mouse.h" +#include "../SDL_sysvideo.h" +#include "../SDL_pixels_c.h" +#include "../../events/SDL_events_c.h" + +#include "SDL_ndsvideo.h" +#include "SDL_ndsevents_c.h" +#include "SDL_ndsrender_c.h" + +#define NDSVID_DRIVER_NAME "nds" + +/* Initialization/Query functions */ +static int NDS_VideoInit(_THIS); +static int NDS_SetDisplayMode(_THIS, SDL_DisplayMode * mode); +static void NDS_VideoQuit(_THIS); + + +/* SDL NDS driver bootstrap functions */ +static int +NDS_Available(void) +{ + return (1); /* always here */ +} + +static void +NDS_DeleteDevice(SDL_VideoDevice * device) +{ + SDL_free(device); +} + +static SDL_VideoDevice * +NDS_CreateDevice(int devindex) +{ + SDL_VideoDevice *device; + + /* Initialize all variables that we clean on shutdown */ + device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice)); + if (!device) { + SDL_OutOfMemory(); + if (device) { + SDL_free(device); + } + return (0); + } + + /* Set the function pointers */ + device->VideoInit = NDS_VideoInit; + device->VideoQuit = NDS_VideoQuit; + device->SetDisplayMode = NDS_SetDisplayMode; + device->PumpEvents = NDS_PumpEvents; + + device->num_displays = 2; /* DS = dual screens */ + + device->free = NDS_DeleteDevice; + + return device; +} + +VideoBootStrap NDS_bootstrap = { + NDSVID_DRIVER_NAME, "SDL NDS video driver", + NDS_Available, NDS_CreateDevice +}; + +int +NDS_VideoInit(_THIS) +{ + SDL_DisplayMode mode; + int i; + + /* simple 256x192x16x60 for now */ + mode.w = 256; + mode.h = 192; + mode.format = SDL_PIXELFORMAT_ABGR1555; + mode.refresh_rate = 60; + mode.driverdata = NULL; + + SDL_AddBasicVideoDisplay(&mode); + SDL_AddRenderDriver(0, &NDS_RenderDriver); + + SDL_zero(mode); + SDL_AddDisplayMode(0, &mode); + + powerON(POWER_ALL_2D); + irqInit(); + irqEnable(IRQ_VBLANK); + NDS_SetDisplayMode(_this, &mode); + + return 0; +} + +static int +NDS_SetDisplayMode(_THIS, SDL_DisplayMode * mode) +{ + /* right now this function is just hard-coded for 256x192 ABGR1555 */ + videoSetMode(MODE_5_2D | DISPLAY_BG2_ACTIVE | DISPLAY_BG3_ACTIVE | DISPLAY_BG_EXT_PALETTE | DISPLAY_SPR_1D_LAYOUT | DISPLAY_SPR_1D_BMP | DISPLAY_SPR_1D_BMP_SIZE_256 | /* (try 128 if 256 is trouble.) */ + DISPLAY_SPR_ACTIVE | DISPLAY_SPR_EXT_PALETTE); /* display on main core + with lots of flags set for + flexibility/capacity to render */ + + /* hopefully these cover all the various things we might need to do */ + vramSetBankA(VRAM_A_MAIN_BG_0x06000000); + vramSetBankB(VRAM_B_MAIN_BG_0x06020000); + vramSetBankC(VRAM_C_SUB_BG_0x06200000); + vramSetBankD(VRAM_D_MAIN_BG_0x06040000); /* not a typo. vram d can't sub */ + vramSetBankE(VRAM_E_MAIN_SPRITE); + vramSetBankF(VRAM_F_OBJ_EXT_PALETTE); + vramSetBankG(VRAM_G_BG_EXT_PALETTE); + vramSetBankH(VRAM_H_SUB_BG_EXT_PALETTE); + vramSetBankI(VRAM_I_SUB_SPRITE); + + videoSetModeSub(MODE_0_2D | DISPLAY_BG0_ACTIVE); /* debug text on sub + TODO: this will change + when multi-head is + introduced in render */ + + return 0; +} + +void +NDS_VideoQuit(_THIS) +{ + videoSetMode(DISPLAY_SCREEN_OFF); + videoSetModeSub(DISPLAY_SCREEN_OFF); + vramSetMainBanks(VRAM_A_LCD, VRAM_B_LCD, VRAM_C_LCD, VRAM_D_LCD); + vramSetBankE(VRAM_E_LCD); + vramSetBankF(VRAM_F_LCD); + vramSetBankG(VRAM_G_LCD); + vramSetBankH(VRAM_H_LCD); + vramSetBankI(VRAM_I_LCD); +} + +/* vi: set ts=4 sw=4 expandtab: */