#include <X11/Xlib.h>
#include <X11/Xutil.h>
-#include <X11/extensions/Xsp.h>
#include <SDL.h>
#include <SDL_syswm.h>
#include "display.h"
#include "gfx.h"
#include "ppu.h"
+#include "sdlv.h"
#define DIE(format, ...) do { \
fprintf(stderr, "Died at %s:%d: ", __FILE__, __LINE__ ); \
struct gui GUI;
-static SDL_Surface *screen;
+SDL_Surface* screen;
static SDL_Rect windowSize, screenSize;
static bool gotWindowSize, gotScreenSize;
-/** Inside the surface, where are we drawing */
-static SDL_Rect renderArea;
-
-#ifdef MAEMO
-static void setDoubling(bool enable)
-{
- SDL_SysWMinfo wminfo;
- SDL_VERSION(&wminfo.version);
- if ( SDL_GetWMInfo(&wminfo) ) {
- Display *dpy = wminfo.info.x11.display;
- XSPSetPixelDoubling(dpy, 0, enable ? 1 : 0);
- XFlush(dpy);
- }
-}
-#endif
-
-static void centerRectangle(SDL_Rect& result, int areaW, int areaH, int w, int h)
-{
- result.x = areaW / 2 - w / 2;
- result.w = w;
- result.y = areaH / 2 - h / 2;
- result.h = h;
-}
+/** The current scaler object */
+Scaler* scaler;
+/** Use the current window size to calculate screen size.
+ Useful on "single window" platforms, like Hildon.
+ */
static void calculateScreenSize()
{
SDL_SysWMinfo wminfo;
}
}
+/** Sets the main window title */
void S9xSetTitle(const char *title)
{
+ // This is a Maemo specific hack, but works on most platforms.
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if ( SDL_GetWMInfo(&info) ) {
{
screen = 0; // There's no need to free the screen surface.
GFX.Screen = 0;
-
+
free(GFX.SubScreen); GFX.SubScreen = 0;
free(GFX.ZBuffer); GFX.ZBuffer = 0;
free(GFX.SubZBuffer); GFX.SubZBuffer = 0;
+
+ delete scaler; scaler = 0;
}
static void setupVideoSurface()
const unsigned gameHeight = IMAGE_HEIGHT;
#ifdef MAEMO
+ // Under Maemo we know that the window manager will automatically
+ // resize our windows to fullscreen.
+ // Thus we can use that to detect the screen size.
+ // Of course, this causes flicker, so we try to avoid it when
+ // changing between modes.
if ((Config.fullscreen && !gotScreenSize) ||
(!Config.fullscreen && !gotWindowSize)) {
- // Do a first try, in order to get window/screen size
screen = SDL_SetVideoMode(gameWidth, gameHeight, 16,
SDL_SWSURFACE | SDL_RESIZABLE |
(Config.fullscreen ? SDL_FULLSCREEN : 0));
GUI.Width = windowSize.w;
GUI.Height = windowSize.h;
}
-
- // So, can we enable Xsp?
- if (gameWidth * 2 < GUI.Width && gameHeight * 2 < GUI.Height) {
- Config.xsp = true;
- } else {
- Config.xsp = false;
- setDoubling(false); // Before switching video modes; avoids flicker.
- }
#else
GUI.Width = gameWidth;
GUI.Height = gameHeight;
#endif
+#if CONF_EXIT_BUTTON
+ ExitBtnReset();
+#endif
// Safeguard
if (gameHeight > GUI.Height || gameWidth > GUI.Width)
DIE("Video is larger than window size!");
- screen = SDL_SetVideoMode(GUI.Width, GUI.Height,
- Settings.SixteenBit ? 16 : 8,
- SDL_SWSURFACE |
- (Config.fullscreen ? SDL_FULLSCREEN : 0));
+ const ScalerFactory* sFactory = searchForScaler(16, gameWidth, gameHeight);
+
+ screen = SDL_SetVideoMode(GUI.Width, GUI.Height, 16,
+ SDL_SWSURFACE | (Config.fullscreen ? SDL_FULLSCREEN : 0));
+
if (!screen)
DIE("SDL_SetVideoMode: %s", SDL_GetError());
SDL_ShowCursor(SDL_DISABLE);
- // We get pitch surface values from SDL
- GFX.RealPitch = GFX.Pitch = screen->pitch;
- GFX.ZPitch = GFX.Pitch / 2; // gfx & tile.cpp depend on this, unfortunately.
- GFX.PixSize = screen->format->BitsPerPixel / 8;
+ scaler = sFactory->instantiate(screen, gameWidth, gameHeight);
- // Ok, calculate renderArea
-#ifdef MAEMO
- if (Config.xsp) {
- setDoubling(true);
- centerRectangle(renderArea, GUI.Width, GUI.Height,
- gameWidth * 2, gameHeight * 2);
- } else {
- centerRectangle(renderArea, GUI.Width, GUI.Height,
- gameWidth, gameHeight);
- }
-#else
- centerRectangle(renderArea, GUI.Width, GUI.Height, gameWidth, gameHeight);
-#endif
-
- GFX.Screen = ((uint8*) screen->pixels)
- + (renderArea.x * GFX.PixSize)
- + (renderArea.y * GFX.Pitch);
+ // Each scaler may have its own pitch
+ GFX.Pitch = scaler->getDrawBufferPitch();
+ GFX.ZPitch = GFX.Pitch / 2;
+ // gfx & tile.cpp depend on the zbuffer pitch being always half of the color buffer pitch.
+ // Which is a pity, since the color buffer might be much larger.
+
+ GFX.Screen = scaler->getDrawBuffer();
GFX.SubScreen = (uint8 *) malloc(GFX.Pitch * IMAGE_HEIGHT);
GFX.ZBuffer = (uint8 *) malloc(GFX.ZPitch * IMAGE_HEIGHT);
GFX.SubZBuffer = (uint8 *) malloc(GFX.ZPitch * IMAGE_HEIGHT);
GFX.Delta = (GFX.SubScreen - GFX.Screen) >> 1;
- GFX.PPL = GFX.Pitch >> 1;
- GFX.PPLx2 = GFX.Pitch;
+ GFX.DepthDelta = GFX.SubZBuffer - GFX.ZBuffer;
+ GFX.PPL = GFX.Pitch / (screen->format->BitsPerPixel / 8);
- GUI.RenderX = renderArea.x;
- GUI.RenderY = renderArea.y;
- GUI.RenderW = renderArea.w;
- GUI.RenderH = renderArea.h;
+ scaler->getRenderedGUIArea(GUI.RenderX, GUI.RenderY, GUI.RenderW, GUI.RenderH);
+ scaler->getRatio(GUI.ScaleX, GUI.ScaleY);
-#ifdef MAEMO
- if (Config.xsp) {
- // Do not update 2x the area.
- renderArea.w /= 2;
- renderArea.h /= 2;
- }
-#endif
-
- printf("Video: %dx%d (%dx%d output), %hu bits per pixel, %s %s\n",
+ printf("Video: %dx%d (%dx%d output), %hu bits per pixel, %s, %s\n",
gameWidth, gameHeight,
screen->w, screen->h, screen->format->BitsPerPixel,
Config.fullscreen ? "fullscreen" : "windowed",
- Config.xsp ? "with pixel doubling" : "");
+ scaler->getName());
}
-void S9xInitDisplay(int argc, const char ** argv)
+static void drawOnscreenControls()
+{
+ if (Config.touchscreenInput) {
+ S9xInputScreenChanged();
+ }
+
+ if (Config.touchscreenShow) {
+ scaler->pause();
+ SDL_FillRect(screen, NULL, 0);
+ S9xInputScreenDraw(screen->pixels, screen->pitch);
+ SDL_Flip(screen);
+ scaler->resume();
+ }
+}
+
+void S9xInitDisplay(int argc, char ** argv)
{
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
DIE("SDL_InitSubSystem(VIDEO): %s", SDL_GetError());
setupVideoSurface();
+ drawOnscreenControls();
}
void S9xDeinitDisplay()
void S9xVideoToggleFullscreen()
{
- Config.fullscreen = !Config.fullscreen;
freeVideoSurface();
+ Config.fullscreen = !Config.fullscreen;
setupVideoSurface();
+ drawOnscreenControls();
}
-void S9xVideoOutputFocus(bool hasFocus)
-{
- if (Config.xsp) {
- setDoubling(hasFocus);
- }
-}
-
-// This is here for completeness, but palette mode is useless on N8x0
-void S9xSetPalette ()
+bool videoEventFilter(const SDL_Event& event)
{
- if (Settings.SixteenBit) return;
-
- SDL_Color colors[256];
- int brightness = IPPU.MaxBrightness *138;
- for (int i = 0; i < 256; i++)
- {
- colors[i].r = ((PPU.CGDATA[i] >> 0) & 0x1F) * brightness;
- colors[i].g = ((PPU.CGDATA[i] >> 5) & 0x1F) * brightness;
- colors[i].b = ((PPU.CGDATA[i] >> 10) & 0x1F) * brightness;
+ // If we're in power save mode, and this is a defocus event, quit.
+ if (Config.saver) {
+ if (event.type == SDL_ACTIVEEVENT &&
+ (event.active.state & SDL_APPINPUTFOCUS) &&
+ !event.active.gain) {
+ S9xDoAction(kActionQuit);
+ return true;
+ }
}
-
- SDL_SetColors(screen, colors, 0, 256);
+
+ // Forward video event to the active scaler, if any.
+ if (scaler)
+ return scaler->filter(event);
+ else
+ return false;
}
+/** Called before rendering a frame.
+ This function must ensure GFX.Screen points to something, but we did that
+ while initializing video output.
+ @return TRUE if we should render the frame.
+ */
bool8_32 S9xInitUpdate ()
{
- if(SDL_MUSTLOCK(screen))
- {
- if(SDL_LockSurface(screen) < 0) {
- DIE("Failed to lock SDL surface: %s", SDL_GetError());
- }
- }
+ scaler->prepare();
return TRUE;
}
-bool8_32 S9xDeinitUpdate (int width, int height, bool8_32 sixteenBit)
+/** Called once a complete SNES screen has been rendered into the GFX.Screen
+ memory buffer.
+
+ Now is your chance to copy the SNES rendered screen to the
+ host computer's screen memory. The problem is that you have to cope with
+ different sized SNES rendered screens. Width is always 256, unless you're
+ supporting SNES hi-res. screen modes (Settings.SupportHiRes is TRUE), in
+ which case it can be 256 or 512. The height parameter can be either 224 or
+ 239 if you're only supporting SNES lo-res. screen modes, or 224, 239, 448 or
+ 478 if hi-res. SNES screen modes are being supported.
+ */
+// TODO Above.
+bool8_32 S9xDeinitUpdate (int width, int height)
{
- if(SDL_MUSTLOCK(screen)) SDL_UnlockSurface(screen);
+ scaler->finish();
- SDL_UpdateRects(screen, 1, &renderArea);
+#if CONF_EXIT_BUTTON
+ if (ExitBtnRequiresDraw()) {
+ scaler->pause();
+ ExitBtnDraw(screen);
+ scaler->resume();
+ }
+#endif
return TRUE;
}