view src/video/nds/SDL_ndsvideo.c @ 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 83518f8fcd61
line wrap: on
line source

/*
    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"

/* 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: */