view src/video/win32/SDL_win32video.c @ 1982:3b4ce57c6215

First shot at new audio data types (int32 and float32). Notable changes: - Converters between types are autogenerated. Instead of making multiple passes over the data with seperate filters for endianess, size, signedness, etc, converting between data types is always one specialized filter. This simplifies SDL_BuildAudioCVT(), which otherwise had a million edge cases with the new types, and makes the actually conversions more CPU cache friendly. Left a stub for adding specific optimized versions of these routines (SSE/MMX/Altivec, assembler, etc) - Autogenerated converters are built by SDL/src/audio/sdlgenaudiocvt.pl. This does not need to be run unless tweaking the code, and thus doesn't need integration into the build system. - Went through all the drivers and tried to weed out all the "Uint16" references that are better specified with the new SDL_AudioFormat typedef. - Cleaned out a bunch of hardcoded bitwise magic numbers and replaced them with new SDL_AUDIO_* macros. - Added initial float32 and int32 support code. Theoretically, existing drivers will push these through converters to get the data they want to feed to the hardware. Still TODO: - Optimize and debug new converters. - Update the CoreAudio backend to accept float32 data directly. - Other backends, too? - SDL_LoadWAV() needs to be updated to support int32 and float32 .wav files (both of which exist and can be generated by 'sox' for testing purposes). - Update the mixer to handle new datatypes. - Optionally update SDL_sound and SDL_mixer, etc.
author Ryan C. Gordon <icculus@icculus.org>
date Thu, 24 Aug 2006 12:10:46 +0000 (2006-08-24)
parents 420716272158
children 44e49d3fa6cf abc8acb8e3d7
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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
*/
#include "SDL_config.h"

#include "SDL_main.h"
#include "SDL_video.h"
#include "SDL_mouse.h"
#include "../SDL_sysvideo.h"
#include "../SDL_pixels_c.h"

#include "SDL_win32video.h"
#include "SDL_d3drender.h"
#include "SDL_gdirender.h"

/* Initialization/Query functions */
static int WIN_VideoInit(_THIS);
static void WIN_VideoQuit(_THIS);

/* WIN32 driver bootstrap functions */

static int
WIN_Available(void)
{
    return (1);
}

static void
WIN_DeleteDevice(SDL_VideoDevice * device)
{
    SDL_VideoData *data = (SDL_VideoData *) device->driverdata;

    SDL_UnregisterApp();
#if SDL_VIDEO_RENDER_D3D
    if (data->d3d) {
        IDirect3D9_Release(data->d3d);
        FreeLibrary(data->d3dDLL);
    }
#endif
    SDL_free(device->driverdata);
    SDL_free(device);
}

static SDL_VideoDevice *
WIN_CreateDevice(int devindex)
{
    SDL_VideoDevice *device;
    SDL_VideoData *data;

    SDL_RegisterApp(NULL, 0, NULL);

    /* Initialize all variables that we clean on shutdown */
    device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
    if (device) {
        data = (struct SDL_VideoData *) SDL_calloc(1, sizeof(SDL_VideoData));
    }
    if (!device || !data) {
        SDL_OutOfMemory();
        if (device) {
            SDL_free(device);
        }
        return NULL;
    }
    device->driverdata = data;

#if SDL_VIDEO_RENDER_D3D
    data->d3dDLL = LoadLibrary(TEXT("D3D9.DLL"));
    if (data->d3dDLL) {
        IDirect3D9 *(WINAPI * D3DCreate) (UINT SDKVersion);

        D3DCreate =
            (IDirect3D9 * (WINAPI *) (UINT)) GetProcAddress(data->d3dDLL,
                                                            "Direct3DCreate9");
        if (D3DCreate) {
            data->d3d = D3DCreate(D3D_SDK_VERSION);
        }
        if (!data->d3d) {
            FreeLibrary(data->d3dDLL);
            data->d3dDLL = NULL;
        }
    }
#endif /* SDL_VIDEO_RENDER_D3D */

    /* Set the function pointers */
    device->VideoInit = WIN_VideoInit;
    device->VideoQuit = WIN_VideoQuit;
    device->GetDisplayModes = WIN_GetDisplayModes;
    device->SetDisplayMode = WIN_SetDisplayMode;
    device->SetDisplayGammaRamp = WIN_SetDisplayGammaRamp;
    device->GetDisplayGammaRamp = WIN_GetDisplayGammaRamp;
    device->PumpEvents = WIN_PumpEvents;

#undef CreateWindow
    device->CreateWindow = WIN_CreateWindow;
    device->CreateWindowFrom = WIN_CreateWindowFrom;
    device->SetWindowTitle = WIN_SetWindowTitle;
    device->SetWindowPosition = WIN_SetWindowPosition;
    device->SetWindowSize = WIN_SetWindowSize;
    device->ShowWindow = WIN_ShowWindow;
    device->HideWindow = WIN_HideWindow;
    device->RaiseWindow = WIN_RaiseWindow;
    device->MaximizeWindow = WIN_MaximizeWindow;
    device->MinimizeWindow = WIN_MinimizeWindow;
    device->RestoreWindow = WIN_RestoreWindow;
    device->SetWindowGrab = WIN_SetWindowGrab;
    device->DestroyWindow = WIN_DestroyWindow;
    device->GetWindowWMInfo = WIN_GetWindowWMInfo;
#ifdef SDL_VIDEO_OPENGL_WGL
    device->GL_LoadLibrary = WIN_GL_LoadLibrary;
    device->GL_GetProcAddress = WIN_GL_GetProcAddress;
    device->GL_CreateContext = WIN_GL_CreateContext;
    device->GL_MakeCurrent = WIN_GL_MakeCurrent;
    device->GL_SetSwapInterval = WIN_GL_SetSwapInterval;
    device->GL_GetSwapInterval = WIN_GL_GetSwapInterval;
    device->GL_SwapWindow = WIN_GL_SwapWindow;
    device->GL_DeleteContext = WIN_GL_DeleteContext;
#endif

    device->free = WIN_DeleteDevice;

    return device;
}

VideoBootStrap WIN32_bootstrap = {
    "win32", "SDL Win32/64 video driver",
    WIN_Available, WIN_CreateDevice
};


int
WIN_VideoInit(_THIS)
{
    WIN_InitModes(_this);

#if SDL_VIDEO_RENDER_D3D
    D3D_AddRenderDriver(_this);
#endif
#if SDL_VIDEO_RENDER_GDI
    GDI_AddRenderDriver(_this);
#endif

    WIN_InitKeyboard(_this);
    WIN_InitMouse(_this);

    return 0;
}

void
WIN_VideoQuit(_THIS)
{
    WIN_QuitModes(_this);
    WIN_QuitKeyboard(_this);
    WIN_QuitMouse(_this);
}

/* vim: set ts=4 sw=4 expandtab: */