Mercurial > sdl-ios-xcode
view src/video/nds/SDL_ndsvideo.c @ 4139:568c9b3c0167 SDL-1.2
* Added configure option --enable-screensaver, to allow enabling the screensaver by default.
* Use XResetScreenSaver() instead of disabling screensaver entirely.
Full discussion summary from Erik on the SDL mailing list:
Current behaviour
=================
SDL changes the user's display power management settings without
permission from the user and without telling the user.
The interface that it uses to do so is DPMSDisable/DPMSEnable, which
should only ever be used by configuration utilities like KControl, never
by normal application programs, let alone by the libraries that they
use. Using an interface that is not at all intended for what SDL tries
to achieve means that it will not work as it should. Firstly, the power
management is completely disabled during the whole lifetime of the SDL
program, not only when it should be. Secondly, it makes SDL
non-reentrant, meaning that things will break when multiple SDL programs
are clients of the same X server simultaneously. Thirdly, no cleanup
mechanism ensures that the setting is restored if the client does not do
that (for example if it crashes).
In addition to that, this interface is broken on xorg,
[http://bugs.freedesktop.org/show_bug.cgi?id=13962], so what SDL tries
to do does not work at all on that implementation of the X Window
System. (The reason that the DPMSEnable works in KControl is that it
calls DPMSSetTimeout immediately after,
[http://websvn.kde.org/tags/KDE/3.5.9/kdebase/kcontrol/energy/energy.cpp?annotate=774532#l343]).
The problems that the current behaviour causes
==============================================
1. Information leak. When the user is away, someone might see what the
user has on the display when the user counts on the screensaver
preventing this. This does not even require physical access to the
workstation, it is enough to see it from a distance.
2. Draining battery. An SDL program that runs on a laptop will quickly
drain the battery while the user is away. The system will soon shut down
and require recharging before being usable again, while it should in
fact have consumed very little energy if the user's settings would have
been obeyed.
3. Wasting energy. Even if battery issues are not considered, energy as
such is wasted.
4. Display wear. The display may be worn out.
The problems that the current behaviour tries to solve
======================================================
1. Preventing screensaver while playing movies.
Many SDL applications are media players. They have reasons to prevent
screensavers from being activated while a movie is being played. When a
user clicks on the play button it can be interpreted as saying "play
this movie, but do not turn off the display while playing it, because I
will watch it even though I do not interact with the system".
2. Preventing screensaver when some input bypasses X.
Sometimes SDL uses input from another source than the X server, so
that the X server is bypassed. This obviously breaks the screensaver
handling. SDL tries to work around that.
3. Preventing screensaver when all input bypasses X.
There is something called Direct Graphics Access mode, where a
program takes control of both the display and the input devices from the
X server. This obviously means that the X server can not handle the
screensaver alone, since screensaver handling depends on input handling.
SDL does not do what it should to help the X server to handle the
screensaver. Nor does SDL take care of screeensaver handling itself. SDL
simply disables the screensaver completely.
How the problems should be solved
=================================
The correct way for an application program to prevent the screensaver
under X is to call XResetScreenSaver. This was recently discovered and
implemented by the mplayer developers,
[http://svn.mplayerhq.hu/mplayer?view=rev&revision=25637]. SDL needs to
wrap this in an API call (SDL_ResetScreenSaver) and implement it for the
other video targets (if they do not have a corresponding call, SDL
should do what it takes on that particular target, for example sending
fake key events).
1. When a movie is played, the player should reset the screensaver when
the animation is advanced to a new frame. The same applies to anything
similar, like slideshows.
2. When the X server is handling input, it must handle all input
(keyboards, mice, gamepads, ...). This is necessary, not only to be able
to handle the screensaver, but also so that it can send the events to
the correct (the currently active) client. If there is an input device
that the X server can not handle for some reason (such as lack of Plug
and Play capability), the program that handles the device as a
workaround must simulate what would happen if the X server would have
handled the device, by calling XResetScreenSaver when input is received
from the device.
3. When the X server is not handling the input, it depends on the
program that does to call XResetScreenSaver whenever an input event
occurs. Alternatively the program must handle the screensaver countdown
internally and call XActivateScreenSaver.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 29 Feb 2008 13:55:44 +0000 |
parents | 722db1bd733c |
children | a1b03ba2fcd0 |
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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 <nds.h> #include <nds/registers_alt.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 "../../events/SDL_events_c.h" #include "SDL_ndsvideo.h" #include "SDL_ndsevents_c.h" #include "SDL_ndsmouse_c.h" #define NDSVID_DRIVER_NAME "nds" /* Initialization/Query functions */ static int NDS_VideoInit(_THIS, SDL_PixelFormat *vformat); static SDL_Rect **NDS_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags); static SDL_Surface *NDS_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); static int NDS_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors); static void NDS_VideoQuit(_THIS); /* Hardware surface functions */ static int NDS_AllocHWSurface(_THIS, SDL_Surface *surface); static int NDS_LockHWSurface(_THIS, SDL_Surface *surface); static int NDS_FlipHWSurface(_THIS, SDL_Surface *surface); static void NDS_UnlockHWSurface(_THIS, SDL_Surface *surface); static void NDS_FreeHWSurface(_THIS, SDL_Surface *surface); /* etc. */ static void NDS_UpdateRects(_THIS, int numrects, SDL_Rect *rects); /* NDS driver bootstrap functions */ static int NDS_Available(void) { return(1); } static void NDS_DeleteDevice(SDL_VideoDevice *device) { SDL_free(device->hidden); SDL_free(device); } void on_irq_vblank() { // Disable interrupts //REG_IME = 0; scanKeys(); // VBLANK_INTR_WAIT_FLAGS |= IRQ_VBLANK; // REG_IF |= IRQ_VBLANK; //REG_IF = REG_IF; // Enable interrupts //REG_IME = 1; } static int HWAccelBlit(SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect) { return 0; } static int CheckHWBlit(_THIS, SDL_Surface *src, SDL_Surface *dst) { if (src->flags & SDL_SRCALPHA) return false; if (src->flags & SDL_SRCCOLORKEY) return false; if (src->flags & SDL_HWPALETTE ) return false; if (dst->flags & SDL_SRCALPHA) return false; if (dst->flags & SDL_SRCCOLORKEY) return false; if (dst->flags & SDL_HWPALETTE ) return false; if (src->format->BitsPerPixel != dst->format->BitsPerPixel) return false; if (src->format->BytesPerPixel != dst->format->BytesPerPixel) return false; src->map->hw_blit = HWAccelBlit; return true; } static SDL_VideoDevice *NDS_CreateDevice(int devindex) { SDL_VideoDevice *device=0; /* 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 = NDS_VideoInit; device->ListModes = NDS_ListModes; device->SetVideoMode = NDS_SetVideoMode; device->CreateYUVOverlay = NULL; device->SetColors = NDS_SetColors; device->UpdateRects = NDS_UpdateRects; device->VideoQuit = NDS_VideoQuit; device->AllocHWSurface = NDS_AllocHWSurface; device->CheckHWBlit = CheckHWBlit; device->FillHWRect = NULL; device->SetHWColorKey = NULL; device->SetHWAlpha = NULL; device->LockHWSurface = NDS_LockHWSurface; device->UnlockHWSurface = NDS_UnlockHWSurface; device->FlipHWSurface = NDS_FlipHWSurface; device->FreeHWSurface = NDS_FreeHWSurface; device->SetCaption = NULL; device->SetIcon = NULL; device->IconifyWindow = NULL; device->GrabInput = NULL; device->GetWMInfo = NULL; device->InitOSKeymap = NDS_InitOSKeymap; device->PumpEvents = NDS_PumpEvents; device->info.blit_hw=1; device->free = NDS_DeleteDevice; return device; } VideoBootStrap NDS_bootstrap = { NDSVID_DRIVER_NAME, "SDL NDS video driver", NDS_Available, NDS_CreateDevice }; u16* frontBuffer;// = (u16*)(0x06000000); u16* backBuffer;// = (u16*)(0x06000000 + 256 * 256 * 2); int NDS_VideoInit(_THIS, SDL_PixelFormat *vformat) { //printf("WARNING: You are using the SDL NDS video driver!\n"); /* Determine the screen depth (use default 8-bit depth) */ /* we change this during the SDL_SetVideoMode implementation... */ vformat->BitsPerPixel = 16; // mode 3 vformat->BytesPerPixel = 2; vformat->Rmask = 0x0000f800; vformat->Gmask = 0x000007e0; vformat->Bmask = 0x0000001f; powerON(POWER_ALL); irqInit(); irqSet(IRQ_VBLANK, on_irq_vblank); irqEnable(IRQ_VBLANK); //set the mode for 2 text layers and two extended background layers //videoSetMode(MODE_5_2D | DISPLAY_BG3_ACTIVE); videoSetMode(MODE_6_2D| DISPLAY_BG2_ACTIVE); //set the sub background up for text display (we could just print to one //of the main display text backgrounds just as easily videoSetModeSub(MODE_0_2D | DISPLAY_BG0_ACTIVE); //sub bg 0 will be used to print text //set the first two banks as background memory and the third as sub background memory //D is not used..if you need a bigger background then you will need to map //more vram banks consecutivly (VRAM A-D are all 0x20000 bytes in size) //vramSetMainBanks(VRAM_A_MAIN_BG_0x6000000, VRAM_B_MAIN_BG_0x6020000,VRAM_C_SUB_BG , VRAM_D_LCD); vramSetMainBanks(VRAM_A_MAIN_BG,VRAM_B_MAIN_BG,VRAM_C_MAIN_BG,VRAM_D_MAIN_BG); //vramSetBankA(VRAM_A_MAIN_BG); //vramSetBankB(VRAM_B_MAIN_BG); //vramSetBankC(VRAM_C_MAIN_BG); //vramSetBankD(VRAM_D_MAIN_BG); //vramSetBankE(VRAM_E_MAIN_BG); //vramSetBankF(VRAM_F_MAIN_BG); //vramSetBankG(VRAM_G_MAIN_BG); vramSetBankH(VRAM_H_SUB_BG); vramSetBankI(VRAM_I_LCD); ////////////////set up text background for text///////////////////// SUB_BG0_CR = BG_MAP_BASE(8); BG_PALETTE_SUB[255] = RGB15(31,31,31);//by default font will be rendered with color 255 ///////////////set up our bitmap background/////////////////////// //BG3_CR = BG_BMP16_512x512; //these are rotation backgrounds so you must set the rotation attributes: //these are fixed point numbers with the low 8 bits the fractional part //this basicaly gives it a 1:1 translation in x and y so you get a nice flat bitmap /* BG3_XDX = 1<<8; BG3_XDY = 0; BG3_YDX = 0; BG3_YDY = 1<<8; //our bitmap looks a bit better if we center it so scroll down (256 - 192) / 2 BG3_CX = 0; BG3_CY = 0; */ //consoleInit() is a lot more flexible but this gets you up and running quick consoleInitDefault((u16*)SCREEN_BASE_BLOCK_SUB(8), (u16*)CHAR_BASE_BLOCK_SUB(0), 16); frontBuffer =(u16*)(0x06000000); //backBuffer =(u16*)(0x06000000 + 1024 * 512*2); //lcdSwap(); /* We're done! */ return(0); } SDL_Rect **NDS_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags) { return (SDL_Rect **) -1; } SDL_Surface *NDS_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags) { Uint32 Rmask, Gmask, Bmask, Amask; //if(width > 1024 || height > 512 || bpp > 16) // return(NULL); if(bpp >8) { bpp=16; Rmask = 0x0000001F; Gmask = 0x000003E0; Bmask = 0x00007C00; Amask = 0x00008000; videoSetMode(MODE_5_2D| DISPLAY_BG2_ACTIVE); vramSetMainBanks(VRAM_A_MAIN_BG,VRAM_B_MAIN_BG,VRAM_C_MAIN_BG,VRAM_D_MAIN_BG); BG2_CR = BG_BMP16_512x512; BG2_XDX = ((width / 256) << 8) | (width % 256) ; BG2_XDY = 0; BG2_YDX = 0; BG2_YDY = ((height / 192) << 8) | ((height % 192) + (height % 192) / 3) ; BG2_CX = 0; BG2_CY = 0; // for (i=0;i<256*192;i++) // frontBuffer[i] = RGB15(31,0,0)|BIT(15); } else if(bpp <= 8) { bpp=8; Rmask = 0x00000000; Gmask = 0x00000000; Bmask = 0x00000000; BG2_CR = BG_BMP8_1024x512; BG2_XDX = ((width / 256) << 8) | (width % 256) ; BG2_XDY = 0; BG2_YDX = 0; BG2_YDY = ((height / 192) << 8) | ((height % 192) + (height % 192) / 3) ; } else if(bpp < 15) bpp=15; if(width<=256) width=256; else if(width<256) width=256; if(height<=192) height=192; else if(height<192) height=192; if(bpp==8) { if(width<256) width=256; if(height<192) height=192; this->hidden->ndsmode=4; } if(bpp==15) { if(width<256) this->hidden->ndsmode=5; else this->hidden->ndsmode=3; } this->hidden->buffer= frontBuffer;//NDS_VRAM_BASE; //NDS_DISPCNT = NDS_DISP_MODE(this->hidden->ndsmode)|NDS_DISP_BG2; //fprintf(stderr,"Setting mode %dx%d (ndsmode %d)\n", width, height,this->hidden->ndsmode); // FIXME: How do I tell that 15 bits mode is 555? SDL_memset(this->hidden->buffer, 0, 1024 * 512* ((this->hidden->ndsmode==4 || this->hidden->ndsmode==5) ? 2 : 1 ) * ((bpp+7) / 8)); /* Allocate the new pixel format for the screen */ if ( ! SDL_ReallocFormat(current, bpp, Rmask, Gmask, Bmask, Amask) ) { 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 | SDL_HWSURFACE | (this->hidden->ndsmode > 0 ? SDL_DOUBLEBUF : 0); this->hidden->w = current->w = width; this->hidden->h = current->h = height; current->pixels = frontBuffer; if (flags & SDL_DOUBLEBUF) { this->hidden->secondbufferallocd=1; backBuffer=(u16*)SDL_malloc(1024*512*2); current->pixels = backBuffer; } if(bpp==8) current->pitch =1024; else current->pitch =512*2; /* We're done */ return(current); } static int NDS_AllocHWSurface(_THIS, SDL_Surface *surface) { if(this->hidden->secondbufferallocd) { //printf("double double buffer alloc\n"); return -1; } //if(this->hidden->ndsmode==3) //{ // printf("no 2nd buffer in mode3\n"); // return -1; //} //printf("second buffer\n"); //this->hidden->secondbufferallocd=1; //backBuffer=(u16*)malloc(1024*512*2); //surface->pixels = backBuffer; return(0); } static void NDS_FreeHWSurface(_THIS, SDL_Surface *surface) { //free(backBuffer); this->hidden->secondbufferallocd=0; } int z=0; /* We need to wait for vertical retrace on page flipped displays */ static int NDS_LockHWSurface(_THIS, SDL_Surface *surface) { /* uint8* a = surface->pixels; int i,j; a += 5 * SCREEN_WIDTH + 5; for( i = 0; i < 195; ++i) { uint16* line = a + (SCREEN_WIDTH * i); for( j = 0; j < 158; ++j) { *line++ = RGB15(155,155,25); } } */ //if (z <256) // BG_PALETTE[z++]=RGB15(255-z,z,255-z); return(0); } static void NDS_UnlockHWSurface(_THIS, SDL_Surface *surface) { return; } static int NDS_FlipHWSurface(_THIS, SDL_Surface *surface) { if(this->hidden->secondbufferallocd){ while(DISP_Y!=192); while(DISP_Y==192); //printf("flip"); dmaCopyAsynch(backBuffer,frontBuffer,1024*512); } //printf("flip\n"); //u16* temp = surface->pixels; //surface->pixels = frontBuffer; //frontBuffer = temp; /* u8* vram=BG_GFX; int x,y; for(y = 0; y < 512; y++) dmaCopy(&frontBuffer[y*rects->w], &vram[y*512],512); //unsigned char buf; //printf("NDS_FlipHWSurface\n"); //printf("ptr now: 0x%x\n",surface->pixels); while(DISP_Y!=192); while(DISP_Y==192); //swap u16* temp = frontBuffer; frontBuffer = backBuffer; backBuffer = temp; //flip //base is 16KB and screen size is 256x256x2 (128KB) BG2_CR ^= BG_BMP_BASE( 512 / 16 ); */ /* if(surface->pixels == frontBuffer)//NDS_VRAM_BASE) { while(DISP_Y!=192); while(DISP_Y==192); //swap u16* temp = backBuffer; backBuffer = frontBuffer; frontBuffer = temp; //flip //base is 16KB and screen size is 256x256x2 (128KB) BG3_CR ^= BG_BMP_BASE( 128 / 16 ); } else { while(DISP_Y!=192); while(DISP_Y==192); //swap u16* temp = frontBuffer; frontBuffer = backBuffer; backBuffer = temp; //flip //base is 16KB and screen size is 256x256x2 (128KB) BG3_CR ^= BG_BMP_BASE( 128 / 16 ); } */ //printf("ptr then: 0x%x\n",surface->pixels); //printf("setting dispcnt to 0x%x\n",NDS_DISPCNT = NDS_DISP_MODE(this->hidden->ndsmode)|NDS_DISP_BG2| buf); return(0); } static void NDS_UpdateRects(_THIS, int numrects, SDL_Rect *rects) { //fprintf(stderr,"update\n"); /* do nothing. */ //dmaCopy(frontBuffer,BG_GFX,512*512); /* u8* vram=(u8*)BG_GFX; int x,y; for(y = 0; y < 512; y++) dmaCopy(&frontBuffer[y*rects->w], &vram[y*512],512); */ } int NDS_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors) { //printf("SetColors\n"); short r,g,b; if(this->hidden->ndsmode != 4) { printf("This is not a palettized mode\n"); return -1; } int i,j=firstcolor+ncolors; for(i=firstcolor;i<j;i++) { r=colors[i].r>>3; g=colors[i].g>>3; b=colors[i].b>>3; BG_PALETTE[i]=RGB15(r, g, b); } return(0); } /* Note: If we are terminated, this could be called in the middle of another SDL video routine -- notably UpdateRects. */ void NDS_VideoQuit(_THIS) { }