Mercurial > sdl-ios-xcode
view src/video/dummy/SDL_nullvideo.c @ 1641:5cf11b00b900
Fixed bug #197
On servers with the composite extension enabled, visuals with 32-bit depth
have an alpha mask. This is pretty neat, but SDL needs a bit more work to
handle these properly, so for now, we'll just use 24 bit depth visuals.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 17 Apr 2006 04:54:08 +0000 |
parents | c439dad53df8 |
children | 782fd950bd46 c121d94672cb 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" /* Dummy SDL video driver implementation; this is just enough to make an * SDL-based application THINK it's got a working video driver, for * applications that call SDL_Init(SDL_INIT_VIDEO) when they don't need it, * and also for use as a collection of stubs when porting SDL to a new * platform for which you haven't yet written a valid video driver. * * This is also a great way to determine bottlenecks: if you think that SDL * is a performance problem for a given platform, enable this driver, and * then see if your application runs faster without video overhead. * * 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 "SDL_video.h" #include "SDL_mouse.h" #include "../SDL_sysvideo.h" #include "../SDL_pixels_c.h" #include "../../events/SDL_events_c.h" #include "SDL_nullvideo.h" #include "SDL_nullevents_c.h" #include "SDL_nullmouse_c.h" #define DUMMYVID_DRIVER_NAME "dummy" /* Initialization/Query functions */ static int DUMMY_VideoInit(_THIS, SDL_PixelFormat *vformat); static SDL_Rect **DUMMY_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags); static SDL_Surface *DUMMY_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); static int DUMMY_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors); static void DUMMY_VideoQuit(_THIS); /* Hardware surface functions */ static int DUMMY_AllocHWSurface(_THIS, SDL_Surface *surface); static int DUMMY_LockHWSurface(_THIS, SDL_Surface *surface); static void DUMMY_UnlockHWSurface(_THIS, SDL_Surface *surface); static void DUMMY_FreeHWSurface(_THIS, SDL_Surface *surface); /* etc. */ static void DUMMY_UpdateRects(_THIS, int numrects, SDL_Rect *rects); /* DUMMY driver bootstrap functions */ static int DUMMY_Available(void) { const char *envr = SDL_getenv("SDL_VIDEODRIVER"); if ((envr) && (SDL_strcmp(envr, DUMMYVID_DRIVER_NAME) == 0)) { return(1); } return(0); } static void DUMMY_DeleteDevice(SDL_VideoDevice *device) { SDL_free(device->hidden); SDL_free(device); } static SDL_VideoDevice *DUMMY_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 = DUMMY_VideoInit; device->ListModes = DUMMY_ListModes; device->SetVideoMode = DUMMY_SetVideoMode; device->CreateYUVOverlay = NULL; device->SetColors = DUMMY_SetColors; device->UpdateRects = DUMMY_UpdateRects; device->VideoQuit = DUMMY_VideoQuit; device->AllocHWSurface = DUMMY_AllocHWSurface; device->CheckHWBlit = NULL; device->FillHWRect = NULL; device->SetHWColorKey = NULL; device->SetHWAlpha = NULL; device->LockHWSurface = DUMMY_LockHWSurface; device->UnlockHWSurface = DUMMY_UnlockHWSurface; device->FlipHWSurface = NULL; device->FreeHWSurface = DUMMY_FreeHWSurface; device->SetCaption = NULL; device->SetIcon = NULL; device->IconifyWindow = NULL; device->GrabInput = NULL; device->GetWMInfo = NULL; device->InitOSKeymap = DUMMY_InitOSKeymap; device->PumpEvents = DUMMY_PumpEvents; device->free = DUMMY_DeleteDevice; return device; } VideoBootStrap DUMMY_bootstrap = { DUMMYVID_DRIVER_NAME, "SDL dummy video driver", DUMMY_Available, DUMMY_CreateDevice }; int DUMMY_VideoInit(_THIS, SDL_PixelFormat *vformat) { /* fprintf(stderr, "WARNING: You are using the SDL dummy video driver!\n"); */ /* Determine the screen depth (use default 8-bit depth) */ /* we change this during the SDL_SetVideoMode implementation... */ vformat->BitsPerPixel = 8; vformat->BytesPerPixel = 1; /* We're done! */ return(0); } SDL_Rect **DUMMY_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags) { return (SDL_Rect **) -1; } SDL_Surface *DUMMY_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags) { if ( this->hidden->buffer ) { SDL_free( this->hidden->buffer ); } this->hidden->buffer = SDL_malloc(width * height * (bpp / 8)); if ( ! this->hidden->buffer ) { SDL_SetError("Couldn't allocate buffer for requested mode"); return(NULL); } /* printf("Setting mode %dx%d\n", width, height); */ SDL_memset(this->hidden->buffer, 0, width * height * (bpp / 8)); /* Allocate the new pixel format for the screen */ if ( ! SDL_ReallocFormat(current, bpp, 0, 0, 0, 0) ) { SDL_free(this->hidden->buffer); 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; this->hidden->w = current->w = width; this->hidden->h = current->h = height; current->pitch = current->w * (bpp / 8); current->pixels = this->hidden->buffer; /* We're done */ return(current); } /* We don't actually allow hardware surfaces other than the main one */ static int DUMMY_AllocHWSurface(_THIS, SDL_Surface *surface) { return(-1); } static void DUMMY_FreeHWSurface(_THIS, SDL_Surface *surface) { return; } /* We need to wait for vertical retrace on page flipped displays */ static int DUMMY_LockHWSurface(_THIS, SDL_Surface *surface) { return(0); } static void DUMMY_UnlockHWSurface(_THIS, SDL_Surface *surface) { return; } static void DUMMY_UpdateRects(_THIS, int numrects, SDL_Rect *rects) { /* do nothing. */ } int DUMMY_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors) { /* do nothing of note. */ return(1); } /* Note: If we are terminated, this could be called in the middle of another SDL video routine -- notably UpdateRects. */ void DUMMY_VideoQuit(_THIS) { if (this->screen->pixels != NULL) { SDL_free(this->screen->pixels); this->screen->pixels = NULL; } }