view src/video/gem/SDL_gemvideo.h @ 889:eac8c69b5706

ate: Fri, 09 Apr 2004 20:07:10 +0200 From: Hibernatus Subject: [SDL] BUG: changing video mode in opengl + windows In WIN_GL_SetupWindow (SDL12/src/video/wincommon/SDL_wingl.c) you call WIN_GL_ResetWindow when SetPixelFormat fails. WIN_GL_ResetWindow cannot properly work in its current state, because there are several things to update once you've created a new window. At least DirectInput doesn't work anymore here (which is somewhat annoying for the player :). I think you can simply remove that function. Many games don't try to recover from that exception, that's why the newest ATI drivers emulate 16 bpp display in 32 bpp mode so the error never occurs (but the games may run much slower). Having SDL_SetVideoMode return NULL would be better than actually setting the video mode and losing focus, directinput and maybe directsound too. It also made my previous drivers crash (when switching from 32 bpp windowed to 16 bpp fullscreen).
author Sam Lantinga <slouken@libsdl.org>
date Sun, 16 May 2004 18:02:48 +0000
parents b8d311d90021
children 83db694556eb
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2004 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

    Sam Lantinga
    slouken@libsdl.org
*/

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

#ifndef _SDL_gemvideo_h
#define _SDL_gemvideo_h

#include "SDL_sysvideo.h"
#include "SDL_mutex.h"

/* Hidden "this" pointer for the video functions */
#define _THIS	SDL_VideoDevice *this

/* Functions prototypes */
void GEM_wind_redraw(_THIS, int winhandle, short *inside);

/* Private display data */

#define B2S_C2P_1TO2		(1<<0)	/* C2P convert buffer 1 to buffer 2 */
#define B2S_C2P_1TOS		(1<<1)	/* C2P convert buffer 1 to screen */
#define B2S_VROCPYFM_1TOS	(1<<2)	/* vro_cpyfm() buffer 1 to screen */
#define B2S_VROCPYFM_2TOS	(1<<3)	/* vro_cpyfm() buffer 2 to screen */

#define SDL_NUMMODES	1		/* Fullscreen */

struct SDL_PrivateVideoData {
	Uint16	buf2scr_ops;		/* Operations to get buffer to screen */
    void *buffer1;				/* Our shadow buffers */
	void *buffer2;

	/* VDI infos */
	short vdi_handle;			/* VDI handle */
	short full_w, full_h;		/* Fullscreen size */
    short bpp;					/* Colour depth */
	short pixelsize;			/* Bytes per pixel */
	short old_numcolors;		/* Number of colors in saved palette */
	Uint16 pitch;				/* Line length */
	Uint16 format;				/* Screen format */
	void *screen;				/* Screen address */
	Uint32 red, green, blue, alpha;	/* Screen components */
	Uint32 screensize;
	short	blit_coords[8];		/* Coordinates for bitblt */
	MFDB	src_mfdb, dst_mfdb;	/* VDI MFDB for bitblt */
	Uint16 old_palette[256][3];	/* Saved current palette */

	/* GEM infos */
	short desk_x, desk_y;		/* Desktop properties */
	short desk_w, desk_h;
	short win_handle;			/* Our window handle */
	int window_type;			/* Window type */
	const char *title_name;		/* Window title */
	const char *icon_name;		/* Icon title */
	short version;				/* AES version */
	short wfeatures;			/* AES window features */
	SDL_bool refresh_name;		/* Change window title ? */
	SDL_bool window_fulled;		/* Window maximized ? */
	SDL_bool mouse_relative;	/* Report relative mouse movement */
	SDL_bool locked;			/* AES locked for fullscreen ? */
	short message[8];			/* To self-send an AES message */
	SDL_Rect *SDL_modelist[SDL_NUMMODES+1];	/* Mode list */
	SDL_Surface *icon;			/* The icon */
};

/* Hidden structure -> variables names */
#define VDI_handle			(this->hidden->vdi_handle)
#define VDI_w				(this->hidden->full_w)
#define VDI_h				(this->hidden->full_h)
#define VDI_bpp				(this->hidden->bpp)
#define VDI_pixelsize		(this->hidden->pixelsize)
#define VDI_oldnumcolors	(this->hidden->old_numcolors)
#define VDI_oldpalette		(this->hidden->old_palette)
#define VDI_pitch			(this->hidden->pitch)
#define VDI_format			(this->hidden->format)
#define VDI_screen			(this->hidden->screen)
#define VDI_redmask			(this->hidden->red)
#define VDI_greenmask		(this->hidden->green)
#define VDI_bluemask		(this->hidden->blue)
#define VDI_alphamask		(this->hidden->alpha)
#define VDI_screensize		(this->hidden->screensize)
#define VDI_src_mfdb		(this->hidden->src_mfdb)
#define VDI_dst_mfdb		(this->hidden->dst_mfdb)
#define VDI_blit_coords		(this->hidden->blit_coords)

#define GEM_desk_x			(this->hidden->desk_x)
#define GEM_desk_y			(this->hidden->desk_y)
#define GEM_desk_w			(this->hidden->desk_w)
#define GEM_desk_h			(this->hidden->desk_h)
#define GEM_handle			(this->hidden->win_handle)
#define GEM_win_type		(this->hidden->window_type)
#define GEM_title_name		(this->hidden->title_name)
#define GEM_icon_name		(this->hidden->icon_name)
#define GEM_refresh_name	(this->hidden->refresh_name)
#define GEM_version			(this->hidden->version)
#define GEM_wfeatures		(this->hidden->wfeatures)
#define GEM_win_fulled		(this->hidden->window_fulled)
#define GEM_mouse_relative	(this->hidden->mouse_relative)
#define GEM_locked			(this->hidden->locked)
#define GEM_message			(this->hidden->message)
#define SDL_modelist		(this->hidden->SDL_modelist)
#define GEM_icon			(this->hidden->icon)

#define GEM_buffer1			(this->hidden->buffer1)
#define GEM_buffer2			(this->hidden->buffer2)
#define GEM_bufops			(this->hidden->buf2scr_ops)

#define VDI_FBMASK(amask, rmask, gmask, bmask) \
	VDI_alphamask = (amask); \
	VDI_redmask = (rmask); \
	VDI_greenmask = (gmask); \
	VDI_bluemask = (bmask);

/*
	Possible buffer to screen operations:

	TC: 8 (chunky),15,16,24,32 bpp
	8I: 8 bpp planes
	FB: screen framebuffer address available
	FS: fullscreen

	TC, FB, FS:
		- draw to screen
	8I, FB, FS:
		- draw to buffer 1
		- C2P from buffer 1 to screen

	TC, !FB, FS:
		- draw to buffer 1
		- vro_cpyfm() from buffer 1 to screen
	8I, !FB, FS:
		- draw to buffer 1
		- C2P from buffer 1 to buffer 2
		- vro_cpyfm() from buffer 2 to screen

	TC, FB, !FS:
		- draw to buffer 1
		- vro_cpyfm() from buffer 1 to screen
	8I, FB, !FS:
		- draw to buffer 1
		- C2P from buffer 1 to buffer 2
		- vro_cpyfm() from buffer 2 to screen

	TC, !FB, !FS:
		- draw to buffer 1
		- vro_cpyfm() from buffer 1 to screen
	8I, !FB, !FS:
		- draw to buffer 1
		- C2P from buffer 1 to buffer 2
		- vro_cpyfm() from buffer 2 to screen
*/

#endif /* _SDL_gemvideo_h */