#include <SDL.h>
#include <SDL_syswm.h>
-#if CONF_XSP
-# include <X11/extensions/Xsp.h>
-#endif
-
#include "snes9x.h"
#include "platform.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;
-class Scaler;
/** The current scaler object */
-static Scaler* scaler;
-
-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;
-}
-
-class Scaler
-{
-public:
- Scaler() { };
- virtual ~Scaler() { };
-
- virtual const char * getName() const = 0;
-
- virtual uint8* getDrawBuffer() const = 0;
- virtual unsigned int getDrawBufferPitch() const = 0;
- virtual void getRenderedGUIArea(unsigned short & x, unsigned short & y,
- unsigned short & w, unsigned short & h)
- const = 0;
- virtual int getRatio() const = 0;
- virtual void prepare() = 0;
- virtual void finish() = 0;
-};
-
-class ScalerFactory
-{
-public:
- ScalerFactory() { };
- virtual ~ScalerFactory() { };
- virtual const char * getName() const = 0;
- virtual bool canEnable(int w, int h) const = 0;
- virtual Scaler* instantiate(SDL_Surface* screen, int w, int h) const = 0;
-};
-
-class DummyScaler : public Scaler
-{
- SDL_Surface * m_screen;
- SDL_Rect m_area;
-
- DummyScaler(SDL_Surface* screen, int w, int h)
- : m_screen(screen)
- {
- centerRectangle(m_area, GUI.Width, GUI.Height, w, h);
- }
-public:
-
- ~DummyScaler()
- {
- };
-
- class Factory : public ScalerFactory
- {
- const char * getName() const
- {
- return "none";
- }
-
- bool canEnable(int w, int h) const
- {
- return true;
- }
-
- Scaler* instantiate(SDL_Surface* screen, int w, int h) const
- {
- return new DummyScaler(screen, w, h);
- }
- };
-
- static const Factory factory;
-
- const char * getName() const
- {
- return "no scaling";
- }
-
- uint8* getDrawBuffer() const
- {
- const int Bpp = screen->format->BitsPerPixel / 8;
- const int pitch = screen->pitch;
- return ((uint8*) screen->pixels)
- + (m_area.x * Bpp)
- + (m_area.y * pitch);
- };
-
- unsigned int getDrawBufferPitch() const
- {
- return screen->pitch;
- };
-
- void getRenderedGUIArea(unsigned short & x, unsigned short & y,
- unsigned short & w, unsigned short & h) const
- {
- x = m_area.x; y = m_area.y; w = m_area.w; h = m_area.h;
- };
-
- int getRatio() const
- {
- return 1;
- };
-
- void prepare() { };
-
- void finish()
- {
- SDL_UpdateRects(m_screen, 1, &m_area);
- };
-};
-const DummyScaler::Factory DummyScaler::factory;
-
-class SWScaler : public Scaler
-{
- SDL_Surface * m_screen;
- SDL_Rect m_area;
- uint8 * m_surface;
- const int m_w, m_h, m_Bpp;
-
- SWScaler(SDL_Surface* screen, int w, int h)
- : m_screen(screen), m_w(w), m_h(h),
- m_Bpp(m_screen->format->BitsPerPixel / 8)
- {
- centerRectangle(m_area, GUI.Width, GUI.Height, w * 2, h * 2);
- m_surface = reinterpret_cast<uint8*>(malloc(w * h * m_Bpp));
- }
-public:
- ~SWScaler()
- {
- free(m_surface);
- };
-
- class Factory : public ScalerFactory
- {
- const char * getName() const
- {
- return "2x";
- }
-
- bool canEnable(int w, int h) const
- {
- return w * 2 < GUI.Width && h * 2 < GUI.Height;
- }
-
- Scaler* instantiate(SDL_Surface* screen, int w, int h) const
- {
- return new SWScaler(screen, w, h);
- }
- };
-
- static const Factory factory;
-
- const char * getName() const
- {
- return "software 2x scaling";
- }
-
- uint8* getDrawBuffer() const
- {
- return m_surface;
- };
-
- unsigned int getDrawBufferPitch() const
- {
- return m_w * m_Bpp;
- };
-
- void getRenderedGUIArea(unsigned short & x, unsigned short & y,
- unsigned short & w, unsigned short & h) const
- {
- x = m_area.x; y = m_area.y; w = m_area.w; h = m_area.h;
- };
-
- int getRatio() const
- {
- return 2;
- };
-
- void prepare() { };
-
- void finish()
- {
- uint16 * src = reinterpret_cast<uint16*>(m_surface);
- uint16 * dst = reinterpret_cast<uint16*>(
- ((uint8*) m_screen->pixels)
- + (m_area.x * m_Bpp)
- + (m_area.y * m_screen->pitch));
- const int src_pitch = m_w;
- const int dst_pitch = m_screen->pitch / m_Bpp;
- int x, y;
-
- for (y = 0; y < m_h*2; y++) {
- for (x = 0; x < m_w*2; x+=2) {
- dst[x] = src[x/2];
- dst[x + 1] = src[x/2];
- }
- dst += dst_pitch;
- if (y&1) src += src_pitch;
- }
-
- SDL_UpdateRects(m_screen, 1, &m_area);
- };
-};
-const SWScaler::Factory SWScaler::factory;
-
-#if CONF_XSP
-class XSPScaler : public Scaler
-{
- SDL_Surface* m_screen;
- SDL_Rect m_area;
- SDL_Rect m_real_area;
-
- 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);
- }
- }
-
- XSPScaler(SDL_Surface* screen, int w, int h)
- : m_screen(screen)
- {
- centerRectangle(m_area, GUI.Width, GUI.Height,
- w * 2, h * 2);
- setDoubling(true);
-
- m_real_area.x = m_area.x;
- m_real_area.y = m_area.y;
- m_real_area.w = m_area.w / 2;
- m_real_area.h = m_area.h / 2;
- };
-public:
- ~XSPScaler()
- {
- setDoubling(false);
- };
-
- class Factory : public ScalerFactory
- {
- const char * getName() const
- {
- return "xsp";
- }
-
- bool canEnable(int w, int h) const
- {
- return w * 2 < GUI.Width && h * 2 < GUI.Height;
- };
-
- Scaler* instantiate(SDL_Surface* screen, int w, int h) const
- {
- return new XSPScaler(screen, w, h);
- }
- };
-
- static const Factory factory;
-
- const char * getName() const
- {
- return "XSP pixel doubling";
- }
-
- uint8* getDrawBuffer() const
- {
- const int Bpp = screen->format->BitsPerPixel / 8;
- const int pitch = screen->pitch;
- return ((uint8*) screen->pixels)
- + (m_area.x * Bpp)
- + (m_area.y * pitch);
- };
-
- int getDrawBufferPitch() const
- {
- return screen->pitch;
- };
-
- void getRenderedGUIArea(unsigned short & x, unsigned short & y,
- unsigned short & w, unsigned short & h) const
- {
- x = m_area.x; y = m_area.y; w = m_area.w; h = m_area.h;
- };
-
- int getRatio() const
- {
- return 2;
- };
-
- void prepare() { };
-
- void finish()
- {
- SDL_UpdateRects(m_screen, 1, &m_real_area);
- };
-};
-const XSPScaler::Factory XSPScaler::factory;
-#endif
-
-static const ScalerFactory* scalers[] = {
-#if CONF_XSP
- &XSPScaler::factory,
-#endif
- &SWScaler::factory,
- &DummyScaler::factory
-};
-
-static const ScalerFactory* searchForScaler(int w, int h)
-{
- const int n = sizeof(scalers) / sizeof(ScalerFactory*);
- int i;
-
- if (Config.scaler && strcasecmp(Config.scaler, "help") == 0 ) {
- // List scalers
- printf("Scalers list:\n");
- for (i = 0; i < n; i++) {
- printf(" %s\n", scalers[i]->getName());
- }
- DIE("End of scalers list");
- } else if (Config.scaler && strcasecmp(Config.scaler, "auto") != 0 ) {
- // We prefer a specific scaler
- for (i = 0; i < n; i++) {
- if (strcasecmp(scalers[i]->getName(), Config.scaler) == 0) {
- if (!scalers[i]->canEnable(w, h)) {
- DIE("Cannot use selected scaler");
- }
- return scalers[i];
- }
- }
- DIE("Select scaler does not exist");
- } else {
- // Just try them all
- for (i = 0; i < n; i++) {
- if (scalers[i]->canEnable(w, h)) {
- return scalers[i];
- }
- }
- DIE("Can't use any scaler");
- }
-}
+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) ) {
free(GFX.ZBuffer); GFX.ZBuffer = 0;
free(GFX.SubZBuffer); GFX.SubZBuffer = 0;
- free(scaler); scaler = 0;
+ delete scaler; scaler = 0;
}
static void setupVideoSurface()
const unsigned gameWidth = IMAGE_WIDTH;
const unsigned gameHeight = IMAGE_HEIGHT;
- if (scaler) {
- delete scaler;
- scaler = 0;
- }
-
#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 = 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!");
- const ScalerFactory* sFactory = searchForScaler(gameWidth, gameHeight);
+ const ScalerFactory* sFactory = searchForScaler(16, gameWidth, gameHeight);
+
+ screen = SDL_SetVideoMode(GUI.Width, GUI.Height, 16,
+ SDL_SWSURFACE | (Config.fullscreen ? SDL_FULLSCREEN : 0));
- screen = SDL_SetVideoMode(GUI.Width, GUI.Height,
- Settings.SixteenBit ? 16 : 8,
- SDL_SWSURFACE |
- (Config.fullscreen ? SDL_FULLSCREEN : 0));
if (!screen)
DIE("SDL_SetVideoMode: %s", SDL_GetError());
scaler = sFactory->instantiate(screen, gameWidth, gameHeight);
- // We get pitch surface values from SDL
- GFX.RealPitch = GFX.Pitch = scaler->getDrawBufferPitch();
- GFX.ZPitch = GFX.Pitch / 2; // gfx & tile.cpp depend on this, unfortunately.
- GFX.PixSize = screen->format->BitsPerPixel / 8;
-
+ // 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);
scaler->getRenderedGUIArea(GUI.RenderX, GUI.RenderY, GUI.RenderW, GUI.RenderH);
- GUI.Scale = scaler->getRatio();
+ scaler->getRatio(GUI.ScaleX, GUI.ScaleY);
printf("Video: %dx%d (%dx%d output), %hu bits per pixel, %s, %s\n",
gameWidth, gameHeight,
{
if (Config.touchscreenInput) {
S9xInputScreenChanged();
- if (Config.touchscreenShow) {
- S9xInputScreenDraw(Settings.SixteenBit ? 2 : 1,
- screen->pixels, screen->pitch);
- SDL_Flip(screen);
- }
+ }
+
+ if (Config.touchscreenShow) {
+ scaler->pause();
+ SDL_FillRect(screen, NULL, 0);
+ S9xInputScreenDraw(screen->pixels, screen->pitch);
+ SDL_Flip(screen);
+ scaler->resume();
}
}
-void S9xInitDisplay(int argc, const char ** argv)
+void S9xInitDisplay(int argc, char ** argv)
{
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
DIE("SDL_InitSubSystem(VIDEO): %s", SDL_GetError());
void S9xVideoToggleFullscreen()
{
- Config.fullscreen = !Config.fullscreen;
freeVideoSurface();
+ Config.fullscreen = !Config.fullscreen;
setupVideoSurface();
drawOnscreenControls();
}
-void S9xVideoOutputFocus(bool hasFocus)
-{
-#if 0 // TODO
- if (Config.xsp) {
- setDoubling(hasFocus);
- }
-#endif
-}
-
-// 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 ()
{
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)
{
scaler->finish();
+#if CONF_EXIT_BUTTON
+ if (ExitBtnRequiresDraw()) {
+ scaler->pause();
+ ExitBtnDraw(screen);
+ scaler->resume();
+ }
+#endif
+
return TRUE;
}