view src/video/gapi/SDL_gapivideo.h @ 3474:1edb86163d62

Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later. If we have to, we can use vertical line and horizontal line textures for vertical and horizontal lines, and then create custom textures for diagonal lines and software render those. It's terrible, but at least it would be pixel perfect.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Nov 2009 07:22:59 +0000
parents 99210400e8b9
children
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 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"

#ifndef _SDL_gapivideo_h
#define _SDL_gapivideo_h

#include "SDL_mouse.h"
#include "SDL_mutex.h"
#include "../SDL_sysvideo.h"

/* From gx.h, since it's not really C compliant */

struct GXDisplayProperties
{
    DWORD cxWidth;
    DWORD cyHeight;             // notice lack of 'th' in the word height.
    long cbxPitch;              // number of bytes to move right one x pixel - can be negative.
    long cbyPitch;              // number of bytes to move down one y pixel - can be negative.
    long cBPP;                  // # of bits in each pixel
    DWORD ffFormat;             // format flags.
};

struct GXKeyList
{
    short vkUp;                 // key for up
    POINT ptUp;                 // x,y position of key/button.  Not on screen but in screen coordinates.
    short vkDown;
    POINT ptDown;
    short vkLeft;
    POINT ptLeft;
    short vkRight;
    POINT ptRight;
    short vkA;
    POINT ptA;
    short vkB;
    POINT ptB;
    short vkC;
    POINT ptC;
    short vkStart;
    POINT ptStart;
};

typedef int (*PFNGXOpenDisplay) (HWND hWnd, DWORD dwFlags);
typedef int (*PFNGXCloseDisplay) ();
typedef void *(*PFNGXBeginDraw) ();
typedef int (*PFNGXEndDraw) ();
typedef int (*PFNGXOpenInput) ();
typedef int (*PFNGXCloseInput) ();
typedef struct GXDisplayProperties (*PFNGXGetDisplayProperties) ();
typedef struct GXKeyList (*PFNGXGetDefaultKeys) (int iOptions);
typedef int (*PFNGXSuspend) ();
typedef int (*PFNGXResume) ();
typedef int (*PFNGXSetViewport) (DWORD dwTop, DWORD dwHeight,
                                 DWORD dwReserved1, DWORD dwReserved2);
typedef BOOL(*PFNGXIsDisplayDRAMBuffer) ();

struct GapiFunc
{
    PFNGXOpenDisplay GXOpenDisplay;
    PFNGXCloseDisplay GXCloseDisplay;
    PFNGXBeginDraw GXBeginDraw;
    PFNGXEndDraw GXEndDraw;
    PFNGXOpenInput GXOpenInput;
    PFNGXCloseInput GXCloseInput;
    PFNGXGetDisplayProperties GXGetDisplayProperties;
    PFNGXGetDefaultKeys GXGetDefaultKeys;
    PFNGXSuspend GXSuspend;
    PFNGXResume GXResume;
    PFNGXSetViewport GXSetViewport;
    PFNGXIsDisplayDRAMBuffer GXIsDisplayDRAMBuffer;
};

#define kfLandscape	0x8     // Screen is rotated 270 degrees
#define kfPalette	0x10    // Pixel values are indexes into a palette
#define kfDirect	0x20    // Pixel values contain actual level information
#define kfDirect555	0x40    // 5 bits each for red, green and blue values in a pixel.
#define kfDirect565	0x80    // 5 red bits, 6 green bits and 5 blue bits per pixel
#define kfDirect888	0x100   // 8 bits each for red, green and blue values in a pixel.
#define kfDirect444	0x200   // 4 red, 4 green, 4 blue
#define kfDirectInverted 0x400

#define GX_FULLSCREEN	0x01    // for OpenDisplay()
#define GX_NORMALKEYS   0x02
#define GX_LANDSCAPEKEYS        0x03

typedef enum
{
    SDL_ORIENTATION_UP,
    SDL_ORIENTATION_DOWN,
    SDL_ORIENTATION_LEFT,
    SDL_ORIENTATION_RIGHT
} SDL_ScreenOrientation;

/* GAPI video mode */
typedef enum
{
    GAPI_NONE = 0,
    GAPI_DIRECT_565,
    GAPI_DIRECT_555,
    GAPI_MONO,
    GAPI_PALETTE
} GAPIVideoMode;

/* Hidden "this" pointer for the video functions */
#define _THIS	SDL_VideoDevice *this

typedef unsigned short PIXEL;

/* Private display data 
   begin with DIB private structure to allow DIB events code sharing
*/
struct SDL_PrivateVideoData
{
    HBITMAP screen_bmp;
    HPALETTE screen_pal;

#define NUM_MODELISTS	4       /* 8, 16, 24, and 32 bits-per-pixel */
    int SDL_nummodes[NUM_MODELISTS];
    SDL_Rect **SDL_modelist[NUM_MODELISTS];
    enum SDL_ScreenOrientation userOrientation;
    int invert;
    char hiresFix;              // using hires mode without defining hires resource
// --------------
    int useGXOpenDisplay;       /* use GXOpenDispplay */
    int w, h;
    enum SDL_ScreenOrientation gapiOrientation;

    void *buffer;               // may be 8, 16, 24, 32 bpp
    PIXEL *videoMem;
    BOOL needUpdate;
    struct GXKeyList keyList;
    struct GapiFunc gxFunc;
    struct GXDisplayProperties gxProperties;
    enum GAPIVideoMode videoMode;
    int colorscale;
    int dstLineStep;            // in bytes
    int dstPixelStep;           // in bytes
    int startOffset;            // in bytes
    int useVga;
    int suspended;              // do not pu anything into video memory
};


#define gapiBuffer this->hidden->buffer
#define gapi this->hidden

#endif /* _SDL_gapivideo_h */
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