view src/video/dc/SDL_dcvideo.c @ 753:b14fdadd8311

Date: Thu, 4 Dec 2003 07:48:40 +0200 From: "Mike Gorchak" Subject: SDL/QNX6 new patch Here in attachment my patch for the SDL/QNX6 again :) It contain non-crtitical/cosmetic fixes: 1. Fixed window centering at other than the first consoles. 2. Fixed window centering algorithm in case when window height or width are greater than the desktop resolution. 3. Fixed window positioning on other than the first consoles. 4. Fixed occasional input focus lost when switching to fullscreen. 5. Removed the Photon's default chroma color for the overlays, added RGB(12, 6, 12) color instead (very dark pink). 6. Added more checks to the YUV overlay code (fixed crashes during resolution mode switches). 7. Added support for Enter/Backspace keys in unicode mode (used by Maelstrom and by other games). 8. Fixed window restore/maximize function. It works, finally.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 10 Dec 2003 12:35:56 +0000
parents dad72daf44b3
children b8d311d90021
line wrap: on
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002  Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 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
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

    BERO
    bero@geocities.co.jp

    based on SDL_nullvideo.c by

    Sam Lantinga
    slouken@libsdl.org
*/

#ifdef SAVE_RCSID
static char rcsid =
 "@(#) $Id$";
#endif

/* 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@linuxgames.com). A good portion
 *  of this was cut-and-pasted from Stephane Peter's work in the AAlib
 *  SDL video driver.  Renamed to "DC" by Sam Lantinga.
 */

#include <stdio.h>
#include <stdlib.h>
#include <string.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_dcvideo.h"
#include "SDL_dcevents_c.h"
#include "SDL_dcmouse_c.h"

#include <dc/video.h>
#include <dc/pvr.h>

#ifdef HAVE_OPENGL
#include <GL/gl.h>
#endif


/* Initialization/Query functions */
static int DC_VideoInit(_THIS, SDL_PixelFormat *vformat);
static SDL_Rect **DC_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags);
static SDL_Surface *DC_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags);
static int DC_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors);
static void DC_VideoQuit(_THIS);

/* Hardware surface functions */
static int DC_AllocHWSurface(_THIS, SDL_Surface *surface);
static int DC_LockHWSurface(_THIS, SDL_Surface *surface);
static void DC_UnlockHWSurface(_THIS, SDL_Surface *surface);
static void DC_FreeHWSurface(_THIS, SDL_Surface *surface);
static int DC_FlipHWSurface(_THIS, SDL_Surface *surface);

/* etc. */
static void DC_UpdateRects(_THIS, int numrects, SDL_Rect *rects);

/* OpenGL */
static void *DC_GL_GetProcAddress(_THIS, const char *proc);
static int DC_GL_LoadLibrary(_THIS, const char *path);
static int DC_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value);
static void DC_GL_SwapBuffers(_THIS);

/* DC driver bootstrap functions */

static int DC_Available(void)
{
	return 1;
}

static void DC_DeleteDevice(SDL_VideoDevice *device)
{
	free(device->hidden);
	free(device);
}

static SDL_VideoDevice *DC_CreateDevice(int devindex)
{
	SDL_VideoDevice *device;

	/* Initialize all variables that we clean on shutdown */
	device = (SDL_VideoDevice *)malloc(sizeof(SDL_VideoDevice));
	if ( device ) {
		memset(device, 0, (sizeof *device));
		device->hidden = (struct SDL_PrivateVideoData *)
				malloc((sizeof *device->hidden));
	}
	if ( (device == NULL) || (device->hidden == NULL) ) {
		SDL_OutOfMemory();
		if ( device ) {
			free(device);
		}
		return(0);
	}
	memset(device->hidden, 0, (sizeof *device->hidden));

	/* Set the function pointers */
	device->VideoInit = DC_VideoInit;
	device->ListModes = DC_ListModes;
	device->SetVideoMode = DC_SetVideoMode;
	device->CreateYUVOverlay = NULL;
	device->SetColors = DC_SetColors;
	device->UpdateRects = DC_UpdateRects;
	device->VideoQuit = DC_VideoQuit;
	device->AllocHWSurface = DC_AllocHWSurface;
	device->CheckHWBlit = NULL;
	device->FillHWRect = NULL;
	device->SetHWColorKey = NULL;
	device->SetHWAlpha = NULL;
	device->LockHWSurface = DC_LockHWSurface;
	device->UnlockHWSurface = DC_UnlockHWSurface;
	device->FlipHWSurface = DC_FlipHWSurface;
	device->FreeHWSurface = DC_FreeHWSurface;
#ifdef	HAVE_OPENGL
	device->GL_LoadLibrary = DC_GL_LoadLibrary;
	device->GL_GetProcAddress = DC_GL_GetProcAddress;
	device->GL_GetAttribute = DC_GL_GetAttribute;
	device->GL_MakeCurrent = NULL;
	device->GL_SwapBuffers = DC_GL_SwapBuffers;
#endif
	device->SetCaption = NULL;
	device->SetIcon = NULL;
	device->IconifyWindow = NULL;
	device->GrabInput = NULL;
	device->GetWMInfo = NULL;
	device->InitOSKeymap = DC_InitOSKeymap;
	device->PumpEvents = DC_PumpEvents;

	device->free = DC_DeleteDevice;

	return device;
}

VideoBootStrap DC_bootstrap = {
	"dcvideo", "Dreamcast Video",
	DC_Available, DC_CreateDevice
};


int DC_VideoInit(_THIS, SDL_PixelFormat *vformat)
{
	/* Determine the screen depth (use default 8-bit depth) */
	/* we change this during the SDL_SetVideoMode implementation... */
	vformat->BitsPerPixel = 16;
	vformat->Rmask = 0x0000f800;
	vformat->Gmask = 0x000007e0;
	vformat->Bmask = 0x0000001f;

	/* We're done! */
	return(0);
}

const static SDL_Rect
	RECT_800x600 = {0,0,800,600},
	RECT_640x480 = {0,0,640,480},
	RECT_320x240 = {0,0,320,240};
const static SDL_Rect *vid_modes[] = {
	&RECT_800x600,
	&RECT_640x480,
	&RECT_320x240,
	NULL
};

SDL_Rect **DC_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags)
{
	switch(format->BitsPerPixel) {
	case 15:
	case 16:
		return &vid_modes;
	case 32:
		if (!(flags & SDL_OPENGL))
		return &vid_modes;
	default:
		return NULL;
	}
//	return (SDL_Rect **) -1;
}

pvr_init_params_t params = {
        /* Enable opaque and translucent polygons with size 16 */
        { PVR_BINSIZE_16, PVR_BINSIZE_0, PVR_BINSIZE_16, PVR_BINSIZE_0, PVR_BINSIZE_16 },

        /* Vertex buffer size */
        512*1024
};

#ifdef HAVE_OPENGL
static int pvr_inited;
#endif

SDL_Surface *DC_SetVideoMode(_THIS, SDL_Surface *current,
				int width, int height, int bpp, Uint32 flags)
{
	int disp_mode,pixel_mode,pitch;
	Uint32 Rmask, Gmask, Bmask;

	if (width==320 && height==240) disp_mode=DM_320x240;
	else if (width==640 && height==480) disp_mode=DM_640x480;
	else if (width==800 && height==600) disp_mode=DM_800x608;
	else {
		SDL_SetError("Couldn't find requested mode in list");
		return(NULL);
	}

	switch(bpp) {
	case 15: pixel_mode = PM_RGB555; pitch = width*2;
		/* 5-5-5 */
		Rmask = 0x00007c00;
		Gmask = 0x000003e0;
		Bmask = 0x0000001f;
		break;
	case 16: pixel_mode = PM_RGB565; pitch = width*2;
		/* 5-6-5 */
		Rmask = 0x0000f800;
		Gmask = 0x000007e0;
		Bmask = 0x0000001f;
		break;
	case 24: bpp = 32;
	case 32: pixel_mode = PM_RGB888; pitch = width*4;
		Rmask = 0x00ff0000;
		Gmask = 0x0000ff00;
		Bmask = 0x000000ff;
#ifdef	HAVE_OPENGL
		if (!(flags & SDL_OPENGL))
#endif
		break;
	default:
		SDL_SetError("Couldn't find requested mode in list");
		return(NULL);
	}

//  if ( bpp != current->format->BitsPerPixel ) {
	if ( ! SDL_ReallocFormat(current, bpp, Rmask, Gmask, Bmask, 0) ) {
		return(NULL);
	}
//  }

	/* Set up the new mode framebuffer */
	current->flags = (SDL_FULLSCREEN|SDL_HWSURFACE);
	current->w = width;
	current->h = height;
	current->pitch = pitch;

#ifdef HAVE_OPENGL
	if (pvr_inited) {
		pvr_inited = 0;
		pvr_shutdown();
	}
#endif

	vid_set_mode(disp_mode,pixel_mode);

	current->pixels = vram_s;

#ifdef	HAVE_OPENGL
	if (flags & SDL_OPENGL) {
		this->gl_config.driver_loaded = 1;
		current->flags = SDL_FULLSCREEN | SDL_OPENGL;
		current->pixels = NULL;
		pvr_inited = 1;
		pvr_init(&params);
		glKosInit();
		glKosBeginFrame();
	} else
#endif
	if (flags | SDL_DOUBLEBUF) {
		current->flags |= SDL_DOUBLEBUF;
		current->pixels = (void*)((int)current->pixels | 0x400000);
	}

	/* We're done */
	return(current);
}

/* We don't actually allow hardware surfaces other than the main one */
static int DC_AllocHWSurface(_THIS, SDL_Surface *surface)
{
	return(-1);
}
static void DC_FreeHWSurface(_THIS, SDL_Surface *surface)
{
	return;
}

/* We need to wait for vertical retrace on page flipped displays */
static int DC_LockHWSurface(_THIS, SDL_Surface *surface)
{
	return(0);
}

static void DC_UnlockHWSurface(_THIS, SDL_Surface *surface)
{
	return;
}

static int DC_FlipHWSurface(_THIS, SDL_Surface *surface)
{
	if (surface->flags & SDL_DOUBLEBUF) {
		vid_set_start((int)surface->pixels & 0xffffff);
		surface->pixels = (void*)((int)surface->pixels ^ 0x400000);
	}
	return(0);
}

static void DC_UpdateRects(_THIS, int numrects, SDL_Rect *rects)
{
	/* do nothing. */
}

static int DC_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.
*/
static void DC_VideoQuit(_THIS)
{
#ifdef HAVE_OPENGL
	if (pvr_inited) {
		pvr_inited = 0;
		pvr_shutdown();
	}
#endif
}

#ifdef HAVE_OPENGL

void dmyfunc(void) {}

typedef void (*funcptr)();
const static struct {
	char *name;
	funcptr addr;
} glfuncs[] = {
#define	DEF(func)	{#func,&func}
	DEF(glBegin),
	DEF(glBindTexture),
	DEF(glBlendFunc),
	DEF(glColor4f),
//	DEF(glCopyImageID),
	DEF(glDisable),
	DEF(glEnable),
	DEF(glEnd),
	DEF(glFlush),
	DEF(glGenTextures),
	DEF(glGetString),
	DEF(glLoadIdentity),
	DEF(glMatrixMode),
	DEF(glOrtho),
	DEF(glPixelStorei),
//	DEF(glPopAttrib),
//	DEF(glPopClientAttrib),
	{"glPopAttrib",&dmyfunc},
	{"glPopClientAttrib",&dmyfunc},
	DEF(glPopMatrix),
//	DEF(glPushAttrib),
//	DEF(glPushClientAttrib),
	{"glPushAttrib",&dmyfunc},
	{"glPushClientAttrib",&dmyfunc},
	DEF(glPushMatrix),
	DEF(glTexCoord2f),
	DEF(glTexEnvf),
	DEF(glTexImage2D),
	DEF(glTexParameteri),
	DEF(glTexSubImage2D),
	DEF(glVertex2i),
	DEF(glViewport),
#undef	DEF
};

static void *DC_GL_GetProcAddress(_THIS, const char *proc)
{
	void *ret;
	int i;

	ret = glKosGetProcAddress(proc);
	if (ret) return ret;

	for(i=0;i<sizeof(glfuncs)/sizeof(glfuncs[0]);i++) {
		if (strcmp(proc,glfuncs[i].name)==0) return glfuncs[i].addr;
	}

	return NULL;
}

static int DC_GL_LoadLibrary(_THIS, const char *path)
{
	this->gl_config.driver_loaded = 1;

	return 0;
}

static int DC_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value)
{
	GLenum mesa_attrib;
	int val;

	switch(attrib) {
	case SDL_GL_RED_SIZE:
		val = 5;
		break;
	case SDL_GL_GREEN_SIZE:
		val = 6;
		break;
	case SDL_GL_BLUE_SIZE:
		val = 5;
		break;
	case SDL_GL_ALPHA_SIZE:
		val = 0;
		break;
	case SDL_GL_DOUBLEBUFFER:
		val = 1;
		break;
	case SDL_GL_DEPTH_SIZE:
		val = 16; /* or 32? */
		break;
	case SDL_GL_STENCIL_SIZE:
		val = 0;
		break;
	case SDL_GL_ACCUM_RED_SIZE:
		val = 0;
		break;
	case SDL_GL_ACCUM_GREEN_SIZE:
		val = 0;
	case SDL_GL_ACCUM_BLUE_SIZE:
		val = 0;
		break;
	case SDL_GL_ACCUM_ALPHA_SIZE:
		val = 0;
		break;
	default :
		return -1;
	}
	*value = val;
	return 0;
}

static void DC_GL_SwapBuffers(_THIS)
{
	glKosFinishFrame();
	glKosBeginFrame();
}
#endif