Mercurial > sdl-ios-xcode
view src/video/nds/SDL_ndsvideo.c @ 2679:bc3e3e889f6d gsoc2008_nds
More NDS video driver work.
author | Darren Alton <dalton@stevens.edu> |
---|---|
date | Sun, 13 Jul 2008 04:28:54 +0000 |
parents | 6386764eb222 |
children | 4135aa9c5645 |
line wrap: on
line source
/* 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 <stdio.h> #include <stdlib.h> #include <nds.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_ndsrender_c.h" #define NDSVID_DRIVER_NAME "nds" /* Initialization/Query functions */ static int NDS_VideoInit(_THIS); static int NDS_SetDisplayMode(_THIS, SDL_DisplayMode * mode); static void NDS_VideoQuit(_THIS); /* DUMMY driver bootstrap functions */ static int NDS_Available(void) { const char *envr = SDL_getenv("SDL_VIDEODRIVER"); /*printf("NDS_Available()\n"); */ return (1); } static void NDS_DeleteDevice(SDL_VideoDevice * device) { SDL_free(device); } static SDL_VideoDevice * NDS_CreateDevice(int devindex) { SDL_VideoDevice *device; /*printf("NDS_CreateDevice(%d)\n", devindex); */ /* Initialize all variables that we clean on shutdown */ device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice)); if (!device) { SDL_OutOfMemory(); if (device) { SDL_free(device); } return (0); } /* Set the function pointers */ device->VideoInit = NDS_VideoInit; device->VideoQuit = NDS_VideoQuit; device->SetDisplayMode = NDS_SetDisplayMode; device->PumpEvents = NDS_PumpEvents; device->num_displays = 2; /* DS = dual screens */ device->free = NDS_DeleteDevice; return device; } VideoBootStrap NDS_bootstrap = { NDSVID_DRIVER_NAME, "SDL NDS video driver", NDS_Available, NDS_CreateDevice }; int NDS_VideoInit(_THIS) { SDL_DisplayMode mode; int i; /* simple 256x192x15x60 for now */ mode.w = 256; mode.h = 192; mode.format = SDL_PIXELFORMAT_ABGR1555; mode.refresh_rate = 60; mode.driverdata = NULL; SDL_AddBasicVideoDisplay(&mode); SDL_AddRenderDriver(0, &NDS_RenderDriver); /*SDL_AddBasicVideoDisplay(&mode); two screens, same mode. uncomment later SDL_AddRenderDriver(1, &NDS_RenderDriver);*/ SDL_zero(mode); SDL_AddDisplayMode(0, &mode); /* hackish stuff to get things up and running for now, and for a console */ powerON(POWER_ALL); irqInit(); irqEnable(IRQ_VBLANK); NDS_SetDisplayMode(_this, &mode); return 0; } static int NDS_SetDisplayMode(_THIS, SDL_DisplayMode * mode) { /* right now this function is just hard-coded for 256x192 ABGR1555 */ videoSetMode(MODE_5_2D | DISPLAY_BG3_ACTIVE); /* display on main core */ videoSetModeSub(MODE_0_2D | DISPLAY_BG0_ACTIVE); /* debug text on sub */ vramSetMainBanks(VRAM_A_MAIN_BG_0x06000000, VRAM_B_LCD, VRAM_C_SUB_BG, VRAM_D_LCD); /* set up console for debug text 'n stuff */ SUB_BG0_CR = BG_MAP_BASE(31); BG_PALETTE_SUB[255] = RGB15(31, 31, 31); consoleInitDefault((u16 *) SCREEN_BASE_BLOCK_SUB(31), (u16 *) CHAR_BASE_BLOCK_SUB(0), 16); #if 0 /* we should be using this as a texture for rendering, not as a framebuffer */ /* maps well to the 256x192 screen anyway. note: need VRAM_B for bigger */ BACKGROUND.control[3] = BG_BMP16_256x256; /* affine transformation matrix. nothing too fancy here */ BG3_XDX = 0x100; BG3_XDY = 0; BG3_YDX = 0; BG3_YDY = 0x100; /* x/y position */ BG3_CX = 0; BG3_CY = 0; #endif return 0; } void NDS_VideoQuit(_THIS) { videoSetMode(DISPLAY_SCREEN_OFF); videoSetModeSub(DISPLAY_SCREEN_OFF); vramSetMainBanks(VRAM_A_LCD, VRAM_B_LCD, VRAM_C_LCD, VRAM_D_LCD); } /* vi: set ts=4 sw=4 expandtab: */