Mercurial > sdl-ios-xcode
view src/video/dummy/SDL_nullvideo.c @ 866:0a45995a7fc3
Date: Tue, 2 Mar 2004 11:34:54 +0100
From: Bartosz Fenski aka fEnIo
Subject: outdated entry in INSTALL file
I've just found in INSTALL file:
If you are cross-compiling from Linux to Win32, you should read
the file README.Win32
But you don't shipped this file with SDL. I've found in CVS logs that
this file has been deleted and this information is now in FAQ.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 02 Mar 2004 13:01:02 +0000 |
parents | b8d311d90021 |
children | c9b51268668f |
line wrap: on
line source
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2004 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ #ifdef SAVE_RCSID static char rcsid = "@(#) $Id$"; #endif /* Dummy SDL video driver implementation; this is just enough to make an * SDL-based application THINK it's got a working video driver, for * applications that call SDL_Init(SDL_INIT_VIDEO) when they don't need it, * and also for use as a collection of stubs when porting SDL to a new * platform for which you haven't yet written a valid video driver. * * This is also a great way to determine bottlenecks: if you think that SDL * is a performance problem for a given platform, enable this driver, and * then see if your application runs faster without video overhead. * * Initial work by Ryan C. Gordon (icculus@linuxgames.com). 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 <string.h> #include "SDL.h" #include "SDL_error.h" #include "SDL_video.h" #include "SDL_mouse.h" #include "SDL_sysvideo.h" #include "SDL_pixels_c.h" #include "SDL_events_c.h" #include "SDL_nullvideo.h" #include "SDL_nullevents_c.h" #include "SDL_nullmouse_c.h" #define DUMMYVID_DRIVER_NAME "dummy" /* Initialization/Query functions */ static int DUMMY_VideoInit(_THIS, SDL_PixelFormat *vformat); static SDL_Rect **DUMMY_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags); static SDL_Surface *DUMMY_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); static int DUMMY_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors); static void DUMMY_VideoQuit(_THIS); /* Hardware surface functions */ static int DUMMY_AllocHWSurface(_THIS, SDL_Surface *surface); static int DUMMY_LockHWSurface(_THIS, SDL_Surface *surface); static void DUMMY_UnlockHWSurface(_THIS, SDL_Surface *surface); static void DUMMY_FreeHWSurface(_THIS, SDL_Surface *surface); /* etc. */ static void DUMMY_UpdateRects(_THIS, int numrects, SDL_Rect *rects); /* DUMMY driver bootstrap functions */ static int DUMMY_Available(void) { const char *envr = getenv("SDL_VIDEODRIVER"); if ((envr) && (strcmp(envr, DUMMYVID_DRIVER_NAME) == 0)) { return(1); } return(0); } static void DUMMY_DeleteDevice(SDL_VideoDevice *device) { free(device->hidden); free(device); } static SDL_VideoDevice *DUMMY_CreateDevice(int devindex) { SDL_VideoDevice *device; /* Initialize all variables that we clean on shutdown */ device = (SDL_VideoDevice *)malloc(sizeof(SDL_VideoDevice)); if ( device ) { memset(device, 0, (sizeof *device)); device->hidden = (struct SDL_PrivateVideoData *) malloc((sizeof *device->hidden)); } if ( (device == NULL) || (device->hidden == NULL) ) { SDL_OutOfMemory(); if ( device ) { free(device); } return(0); } memset(device->hidden, 0, (sizeof *device->hidden)); /* Set the function pointers */ device->VideoInit = DUMMY_VideoInit; device->ListModes = DUMMY_ListModes; device->SetVideoMode = DUMMY_SetVideoMode; device->CreateYUVOverlay = NULL; device->SetColors = DUMMY_SetColors; device->UpdateRects = DUMMY_UpdateRects; device->VideoQuit = DUMMY_VideoQuit; device->AllocHWSurface = DUMMY_AllocHWSurface; device->CheckHWBlit = NULL; device->FillHWRect = NULL; device->SetHWColorKey = NULL; device->SetHWAlpha = NULL; device->LockHWSurface = DUMMY_LockHWSurface; device->UnlockHWSurface = DUMMY_UnlockHWSurface; device->FlipHWSurface = NULL; device->FreeHWSurface = DUMMY_FreeHWSurface; device->SetCaption = NULL; device->SetIcon = NULL; device->IconifyWindow = NULL; device->GrabInput = NULL; device->GetWMInfo = NULL; device->InitOSKeymap = DUMMY_InitOSKeymap; device->PumpEvents = DUMMY_PumpEvents; device->free = DUMMY_DeleteDevice; return device; } VideoBootStrap DUMMY_bootstrap = { DUMMYVID_DRIVER_NAME, "SDL dummy video driver", DUMMY_Available, DUMMY_CreateDevice }; int DUMMY_VideoInit(_THIS, SDL_PixelFormat *vformat) { fprintf(stderr, "WARNING: You are using the SDL dummy video driver!\n"); /* Determine the screen depth (use default 8-bit depth) */ /* we change this during the SDL_SetVideoMode implementation... */ vformat->BitsPerPixel = 8; vformat->BytesPerPixel = 1; /* We're done! */ return(0); } SDL_Rect **DUMMY_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags) { return (SDL_Rect **) -1; } SDL_Surface *DUMMY_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags) { if ( this->hidden->buffer ) { free( this->hidden->buffer ); } this->hidden->buffer = malloc(width * height * (bpp / 8)); if ( ! this->hidden->buffer ) { SDL_SetError("Couldn't allocate buffer for requested mode"); return(NULL); } /* printf("Setting mode %dx%d\n", width, height); */ memset(this->hidden->buffer, 0, width * height * (bpp / 8)); /* Allocate the new pixel format for the screen */ if ( ! SDL_ReallocFormat(current, bpp, 0, 0, 0, 0) ) { free(this->hidden->buffer); this->hidden->buffer = NULL; SDL_SetError("Couldn't allocate new pixel format for requested mode"); return(NULL); } /* Set up the new mode framebuffer */ current->flags = flags & SDL_FULLSCREEN; this->hidden->w = current->w = width; this->hidden->h = current->h = height; current->pitch = current->w * (bpp / 8); current->pixels = this->hidden->buffer; /* We're done */ return(current); } /* We don't actually allow hardware surfaces other than the main one */ static int DUMMY_AllocHWSurface(_THIS, SDL_Surface *surface) { return(-1); } static void DUMMY_FreeHWSurface(_THIS, SDL_Surface *surface) { return; } /* We need to wait for vertical retrace on page flipped displays */ static int DUMMY_LockHWSurface(_THIS, SDL_Surface *surface) { return(0); } static void DUMMY_UnlockHWSurface(_THIS, SDL_Surface *surface) { return; } static void DUMMY_UpdateRects(_THIS, int numrects, SDL_Rect *rects) { /* do nothing. */ } int DUMMY_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors) { /* do nothing of note. */ return(1); } /* Note: If we are terminated, this could be called in the middle of another SDL video routine -- notably UpdateRects. */ void DUMMY_VideoQuit(_THIS) { if (this->screen->pixels != NULL) { free(this->screen->pixels); this->screen->pixels = NULL; } }