Mercurial > sdl-ios-xcode
view src/video/aalib/SDL_aavideo.c @ 1336:3692456e7b0f
Use SDL_ prefixed versions of C library functions.
FIXME:
Change #include <stdlib.h> to #include "SDL_stdlib.h"
Change #include <string.h> to #include "SDL_string.h"
Make sure nothing else broke because of this...
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 07 Feb 2006 06:59:48 +0000 |
parents | 2a2f31cc4c8b |
children | 604d73db6802 |
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/* 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 */ /* AAlib based SDL video driver implementation. */ #include <stdlib.h> #include <stdio.h> #include <string.h> #include <unistd.h> #include <sys/stat.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_aavideo.h" #include "SDL_aaevents_c.h" #include "SDL_aamouse_c.h" #include <aalib.h> /* Initialization/Query functions */ static int AA_VideoInit(_THIS, SDL_PixelFormat *vformat); static SDL_Rect **AA_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags); static SDL_Surface *AA_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); static int AA_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors); static void AA_VideoQuit(_THIS); /* Hardware surface functions */ static int AA_AllocHWSurface(_THIS, SDL_Surface *surface); static int AA_LockHWSurface(_THIS, SDL_Surface *surface); static int AA_FlipHWSurface(_THIS, SDL_Surface *surface); static void AA_UnlockHWSurface(_THIS, SDL_Surface *surface); static void AA_FreeHWSurface(_THIS, SDL_Surface *surface); /* Cache the VideoDevice struct */ static struct SDL_VideoDevice *local_this; /* AAlib driver bootstrap functions */ static int AA_Available(void) { return 1; /* Always available ! */ } static void AA_DeleteDevice(SDL_VideoDevice *device) { SDL_free(device->hidden); SDL_free(device); } static SDL_VideoDevice *AA_CreateDevice(int devindex) { SDL_VideoDevice *device; /* Initialize all variables that we clean on shutdown */ device = (SDL_VideoDevice *)SDL_malloc(sizeof(SDL_VideoDevice)); if ( device ) { SDL_memset(device, 0, (sizeof *device)); device->hidden = (struct SDL_PrivateVideoData *) SDL_malloc((sizeof *device->hidden)); } if ( (device == NULL) || (device->hidden == NULL) ) { SDL_OutOfMemory(); if ( device ) { SDL_free(device); } return(0); } SDL_memset(device->hidden, 0, (sizeof *device->hidden)); /* Set the function pointers */ device->VideoInit = AA_VideoInit; device->ListModes = AA_ListModes; device->SetVideoMode = AA_SetVideoMode; device->CreateYUVOverlay = NULL; device->SetColors = AA_SetColors; device->UpdateRects = NULL; device->VideoQuit = AA_VideoQuit; device->AllocHWSurface = AA_AllocHWSurface; device->CheckHWBlit = NULL; device->FillHWRect = NULL; device->SetHWColorKey = NULL; device->SetHWAlpha = NULL; device->LockHWSurface = AA_LockHWSurface; device->UnlockHWSurface = AA_UnlockHWSurface; device->FlipHWSurface = NULL; device->FreeHWSurface = AA_FreeHWSurface; device->SetCaption = NULL; device->SetIcon = NULL; device->IconifyWindow = NULL; device->GrabInput = NULL; device->GetWMInfo = NULL; device->InitOSKeymap = AA_InitOSKeymap; device->PumpEvents = AA_PumpEvents; device->free = AA_DeleteDevice; return device; } VideoBootStrap AALIB_bootstrap = { "aalib", "ASCII Art Library", AA_Available, AA_CreateDevice }; static void AA_ResizeHandler(aa_context *); int AA_VideoInit(_THIS, SDL_PixelFormat *vformat) { int keyboard; int i; /* Initialize all variables that we clean on shutdown */ for ( i=0; i<SDL_NUMMODES; ++i ) { SDL_modelist[i] = SDL_malloc(sizeof(SDL_Rect)); SDL_modelist[i]->x = SDL_modelist[i]->y = 0; } /* Modes sorted largest to smallest */ SDL_modelist[0]->w = 1024; SDL_modelist[0]->h = 768; SDL_modelist[1]->w = 800; SDL_modelist[1]->h = 600; SDL_modelist[2]->w = 640; SDL_modelist[2]->h = 480; SDL_modelist[3]->w = 320; SDL_modelist[3]->h = 400; SDL_modelist[4]->w = 320; SDL_modelist[4]->h = 240; SDL_modelist[5]->w = 320; SDL_modelist[5]->h = 200; SDL_modelist[6] = NULL; /* Initialize the library */ AA_mutex = SDL_CreateMutex(); aa_parseoptions (NULL, NULL, NULL, NULL); AA_context = aa_autoinit(&aa_defparams); if ( ! AA_context ) { SDL_SetError("Unable to initialize AAlib"); return(-1); } /* Enable mouse and keyboard support */ if ( ! aa_autoinitkbd (AA_context, AA_SENDRELEASE) ) { SDL_SetError("Unable to initialize AAlib keyboard"); return(-1); } if ( ! aa_autoinitmouse (AA_context, AA_SENDRELEASE) ) { fprintf(stderr,"Warning: Unable to initialize AAlib mouse"); } AA_rparams = aa_getrenderparams(); local_this = this; aa_resizehandler(AA_context, AA_ResizeHandler); fprintf(stderr,"Using AAlib driver: %s (%s)\n", AA_context->driver->name, AA_context->driver->shortname); AA_in_x11 = (SDL_strcmp(AA_context->driver->shortname,"X11") == 0); /* Determine the screen depth (use default 8-bit depth) */ vformat->BitsPerPixel = 8; vformat->BytesPerPixel = 1; /* We're done! */ return(0); } SDL_Rect **AA_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags) { if(format->BitsPerPixel != 8) return NULL; if ( flags & SDL_FULLSCREEN ) { return SDL_modelist; } else { return (SDL_Rect **) -1; } } /* From aavga.c AAlib does not give us the choice of the actual resolution, thus we have to simulate additional resolution by scaling down manually each frame */ static void fastscale (register char *b1, register char *b2, int x1, int x2, int y1, int y2) { register int ex, spx = 0, ddx, ddx1; int ddy1, ddy, spy = 0, ey; int x; char *bb1 = b1; if (!x1 || !x2 || !y1 || !y2) return; ddx = x1 + x1; ddx1 = x2 + x2; if (ddx1 < ddx) spx = ddx / ddx1, ddx %= ddx1; ddy = y1 + y1; ddy1 = y2 + y2; if (ddy1 < ddy) spy = (ddy / ddy1) * x1, ddy %= ddy1; ey = -ddy1; for (; y2; y2--) { ex = -ddx1; for (x = x2; x; x--) { *b2 = *b1; b2++; b1 += spx; ex += ddx; if (ex > 0) { b1++; ex -= ddx1; } } bb1 += spy; ey += ddy; if (ey > 0) { bb1 += x1; ey -= ddy1; } b1 = bb1; } } /* Various screen update functions available */ static void AA_DirectUpdate(_THIS, int numrects, SDL_Rect *rects); SDL_Surface *AA_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags) { int mode; if ( AA_buffer ) { SDL_free( AA_buffer ); } AA_buffer = SDL_malloc(width * height); if ( ! AA_buffer ) { SDL_SetError("Couldn't allocate buffer for requested mode"); return(NULL); } /* printf("Setting mode %dx%d\n", width, height); */ SDL_memset(aa_image(AA_context), 0, aa_imgwidth(AA_context) * aa_imgheight(AA_context)); SDL_memset(AA_buffer, 0, width * height); /* Allocate the new pixel format for the screen */ if ( ! SDL_ReallocFormat(current, 8, 0, 0, 0, 0) ) { return(NULL); } /* Set up the new mode framebuffer */ current->flags = SDL_FULLSCREEN; AA_w = current->w = width; AA_h = current->h = height; current->pitch = current->w; current->pixels = AA_buffer; AA_x_ratio = ((double)aa_imgwidth(AA_context)) / ((double)width); AA_y_ratio = ((double)aa_imgheight(AA_context)) / ((double)height); /* Set the blit function */ this->UpdateRects = AA_DirectUpdate; /* We're done */ return(current); } static void AA_ResizeHandler(aa_context *context) { aa_resize(context); local_this->hidden->x_ratio = ((double)aa_imgwidth(context)) / ((double)local_this->screen->w); local_this->hidden->y_ratio = ((double)aa_imgheight(context)) / ((double)local_this->screen->h); fastscale (local_this->hidden->buffer, aa_image(context), local_this->hidden->w, aa_imgwidth (context), local_this->hidden->h, aa_imgheight (context)); aa_renderpalette(context, local_this->hidden->palette, local_this->hidden->rparams, 0, 0, aa_scrwidth(context), aa_scrheight(context)); aa_flush(context); } /* We don't actually allow hardware surfaces other than the main one */ static int AA_AllocHWSurface(_THIS, SDL_Surface *surface) { return(-1); } static void AA_FreeHWSurface(_THIS, SDL_Surface *surface) { return; } /* We need to wait for vertical retrace on page flipped displays */ static int AA_LockHWSurface(_THIS, SDL_Surface *surface) { /* TODO ? */ return(0); } static void AA_UnlockHWSurface(_THIS, SDL_Surface *surface) { return; } /* FIXME: How is this done with AAlib? */ static int AA_FlipHWSurface(_THIS, SDL_Surface *surface) { SDL_mutexP(AA_mutex); aa_flush(AA_context); SDL_mutexV(AA_mutex); return(0); } static void AA_DirectUpdate(_THIS, int numrects, SDL_Rect *rects) { int i; SDL_Rect *rect; fastscale (AA_buffer, aa_image(AA_context), AA_w, aa_imgwidth (AA_context), AA_h, aa_imgheight (AA_context)); #if 1 aa_renderpalette(AA_context, AA_palette, AA_rparams, 0, 0, aa_scrwidth(AA_context), aa_scrheight(AA_context)); #else /* Render only the rectangles in the list */ printf("Update rects : "); for ( i=0; i < numrects; ++i ) { rect = &rects[i]; printf("(%d,%d-%d,%d)", rect->x, rect->y, rect->w, rect->h); aa_renderpalette(AA_context, AA_palette, AA_rparams, rect->x * AA_x_ratio, rect->y * AA_y_ratio, rect->w * AA_x_ratio, rect->h * AA_y_ratio); } printf("\n"); #endif SDL_mutexP(AA_mutex); aa_flush(AA_context); SDL_mutexV(AA_mutex); return; } int AA_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors) { int i; for ( i=0; i < ncolors; i++ ) { aa_setpalette(AA_palette, firstcolor + i, colors[i].r>>2, colors[i].g>>2, colors[i].b>>2); } return(1); } /* Note: If we are terminated, this could be called in the middle of another SDL video routine -- notably UpdateRects. */ void AA_VideoQuit(_THIS) { int i; aa_uninitkbd(AA_context); aa_uninitmouse(AA_context); /* Free video mode lists */ for ( i=0; i<SDL_NUMMODES; ++i ) { if ( SDL_modelist[i] != NULL ) { SDL_free(SDL_modelist[i]); SDL_modelist[i] = NULL; } } aa_close(AA_context); SDL_DestroyMutex(AA_mutex); this->screen->pixels = NULL; }