view src/video/nds/SDL_ndsvideo.c @ 4384:6800e2560310 SDL-1.2

Fixed bugs #882 and 865, re-opening bug #634 Ronald Lamprecht to SDL Hi, Sam Lantinga wrote: The problem with that fix is that it breaks IME events again. Maybe we can handle keyboard events differently to prevent this issue? Spending an hour reading MSDN, analysing SDL and another hour testing the reality on XP I am really wondering how patch r4990 could have ever worked in any situation. It's main effect is to break the unicode translation and causing spurious activation events! Why does TranslateMessage(&msg) nothing useful? Simply because it does not affect "msg" at all! All keyboard events are dispatched without the slightest change (see MSDN). TranslateMessage() just appends additional WM_CHAR, WM_DEADCHAR, WM_SYSCHAR, WM_SYSDEADCHAR event messages to the queue. But I could not find any SDL event handling routine that catches these events and transforms them to proper SDL keyevents while eliminating the corresponding WM_KEYDOWN, etc. events. Thus any IME input like the '@' generated by "Alt + 6(Numpad) + 4(Numpad)" is simply lost. But the situation is even worse! Up to r4990 the TranslateKey()/ToUnicode() calls did evaluate dead keys and did deliver proper key events for subsequent key strokes like '´' + 'e' resulting in 'é'. ToUnicode() needs proper key state informations to be able to handle these substitutions. But unfortunatly TranslateMessage() needs the same state information and eats it up while generating the WM_CHAR messages :-( Thus the current 1.2.14 breakes the partial IME support of previous releases, too. The key state race condition between ToUnicode() and TranslateMessage() requires to avoid any ToUnicode() usage for receiving proper WM_CHAR, etc. messages generated by TranslateMessage(). (Yes - the '@' and 'é' appear as WM_CHAR messages when unicode is switched off). The spurious SDL activation events are *not* caused by additional WM_ACTIVATE Windows messages! Besides DIB_HandleMessage() SDL_PrivateAppActive() is called by another source which I am not yet aware of - any hints? Thus I do strongly recommend the deletion of the TranslateMessage(&msg) call as a quick fix. A proper support of unicode and IME requires a clean SDL keyboard input concept first. Which SDL keyboards events should be transmitted to the app when the user presses '´' + 'e' ? Within the current unicode handling the first key stroke is hidden. Even though ToUnicode() delivers the proper key SDL does ignore it in TranslateKey(). Just the composed key event is transmitted to the app. That is what you expect for text input, but the app can no longer use keys like '^' as a key button because it will never receive a key event for it! With a given concept it seems to be necessary to regenerate SDL key events out of the WM_CHAR, etc. events and to drop all related direct WM_KEYDOWN, etc. events while the remaining basic WM_KEYDOWN, etc. events would still have to result in SDL key events. Anyway the source of the spurious WM_ACTIVATE should be located to avoid future trouble. Greets, Ronald
author Sam Lantinga <slouken@libsdl.org>
date Tue, 17 Nov 2009 04:59:13 +0000
parents a1b03ba2fcd0
children
line wrap: on
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/*
    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"

#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)
{
}