Mercurial > sdl-ios-xcode
view src/video/nds/SDL_ndsvideo.c @ 2866:e532417a6977
Fixed SDL 1.2 compatibility problem.
The API specifies that SDL_OpenAudio() will fill out the 'desired' audio spec
with the correct samples and size set by the driver. This value is important
since it may be used by applications that size audio buffers, etc.
However, we want to allow advanced applications to call SDL_OpenAudioDevice()
which gets passed a const 'desired' parameter, and have the correct data filled
into the 'obtained' parameter, possibly allowing or not allowing format changes.
So... 'obtained' becomes the audio format the user callback is expected to use,
and we add flags to allow the application to specify which format changes are
allowed.
Note: We really need to add a way to query the 'obtained' audio spec.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 13 Dec 2008 06:36:47 +0000 |
parents | 99210400e8b9 |
children | 83518f8fcd61 |
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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" /* SDL Nintendo DS video driver implementation * based on dummy driver: * 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 <nds/arm9/video.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); /* SDL NDS driver bootstrap functions */ static int NDS_Available(void) { return (1); /* always here */ } static void NDS_DeleteDevice(SDL_VideoDevice * device) { SDL_free(device); } static SDL_VideoDevice * NDS_CreateDevice(int devindex) { SDL_VideoDevice *device; /* 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 256x192x16x60 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_zero(mode); SDL_AddDisplayMode(0, &mode); powerON(POWER_ALL_2D); 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_BG2_ACTIVE | DISPLAY_BG3_ACTIVE | DISPLAY_BG_EXT_PALETTE | DISPLAY_SPR_1D_LAYOUT | DISPLAY_SPR_1D_BMP | DISPLAY_SPR_1D_BMP_SIZE_256 | /* (try 128 if 256 is trouble.) */ DISPLAY_SPR_ACTIVE | DISPLAY_SPR_EXT_PALETTE); /* display on main core with lots of flags set for flexibility/capacity to render */ /* hopefully these cover all the various things we might need to do */ vramSetBankA(VRAM_A_MAIN_BG_0x06000000); vramSetBankB(VRAM_B_MAIN_BG_0x06020000); vramSetBankC(VRAM_C_SUB_BG_0x06200000); vramSetBankD(VRAM_D_MAIN_BG_0x06040000); /* not a typo. vram d can't sub */ vramSetBankE(VRAM_E_MAIN_SPRITE); vramSetBankF(VRAM_F_OBJ_EXT_PALETTE); vramSetBankG(VRAM_G_BG_EXT_PALETTE); vramSetBankH(VRAM_H_SUB_BG_EXT_PALETTE); vramSetBankI(VRAM_I_SUB_SPRITE); videoSetModeSub(MODE_0_2D | DISPLAY_BG0_ACTIVE); /* debug text on sub TODO: this will change when multi-head is introduced in render */ 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); vramSetBankE(VRAM_E_LCD); vramSetBankF(VRAM_F_LCD); vramSetBankG(VRAM_G_LCD); vramSetBankH(VRAM_H_LCD); vramSetBankI(VRAM_I_LCD); } /* vi: set ts=4 sw=4 expandtab: */