abort(); \
} while (0);
+struct gui GUI;
+
static 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) ) {
- XSPSetPixelDoubling(wminfo.info.x11.display, 0, enable ? 1 : 0);
+ 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;
+}
+
+static void calculateScreenSize()
+{
+ SDL_SysWMinfo wminfo;
+ SDL_VERSION(&wminfo.version);
+
+ if ( SDL_GetWMInfo(&wminfo) ) {
+ Display *dpy = wminfo.info.x11.display;
+ Window w;
+ SDL_Rect* size;
+ XWindowAttributes xwa;
+
+ if (Config.fullscreen) {
+ w = wminfo.info.x11.fswindow;
+ size = &screenSize;
+ gotScreenSize = true;
+ } else {
+ w = wminfo.info.x11.wmwindow;
+ size = &windowSize;
+ gotWindowSize = true;
+ }
+
+ XGetWindowAttributes(dpy, w, &xwa);
+ size->x = xwa.x;
+ size->y = xwa.y;
+ size->w = xwa.width;
+ size->h = xwa.height;
}
}
static void setupVideoSurface()
{
- int w = IMAGE_WIDTH;
- int h = IMAGE_HEIGHT;
-
- // By now, just assume xsp == fullscreen. This has to change.
- Config.xsp = Config.fullscreen;
- if (Config.xsp) {
- w *= 2;
- h *= 2;
+ // Real surface area.
+ const unsigned gameWidth = IMAGE_WIDTH;
+ const unsigned gameHeight = IMAGE_HEIGHT;
+
+#ifdef MAEMO
+ 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));
+ if (!screen) DIE("SDL_SetVideoMode: %s", SDL_GetError());
+ calculateScreenSize();
+ }
+ if (Config.fullscreen) {
+ GUI.Width = screenSize.w;
+ GUI.Height = screenSize.h;
} else {
- setDoubling(false); // Before switching video modes
+ 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
+
+ // Safeguard
+ if (gameHeight > GUI.Height || gameWidth > GUI.Width)
+ DIE("Video is larger than window size!");
- screen = SDL_SetVideoMode(w, h,
+ 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());
SDL_ShowCursor(SDL_DISABLE);
- if (Config.xsp) setDoubling(true);
-
+ // 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;
+
+ // 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;
- GFX.SubScreen = (uint8 *) malloc(GFX.RealPitch * IMAGE_HEIGHT);
- GFX.ZBuffer = (uint8 *) malloc(GFX.RealPitch * IMAGE_HEIGHT);
- GFX.SubZBuffer = (uint8 *) malloc(GFX.RealPitch * IMAGE_HEIGHT);
-
+ GFX.Screen = ((uint8*) screen->pixels)
+ + (renderArea.x * GFX.PixSize)
+ + (renderArea.y * GFX.Pitch);
+ 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.ZPitch = GFX.Pitch >> 1;
-
- printf("Video: %dx%d, %hu bits per pixel, %s %s\n", screen->w, screen->h,
- screen->format->BitsPerPixel,
+
+ GUI.RenderX = renderArea.x;
+ GUI.RenderY = renderArea.y;
+ GUI.RenderW = renderArea.w;
+ GUI.RenderH = renderArea.h;
+
+#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",
+ gameWidth, gameHeight,
+ screen->w, screen->h, screen->format->BitsPerPixel,
Config.fullscreen ? "fullscreen" : "windowed",
Config.xsp ? "with pixel doubling" : "");
}
{
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
DIE("SDL_InitSubSystem(VIDEO): %s", SDL_GetError());
-
+
setupVideoSurface();
}
{
if(SDL_MUSTLOCK(screen)) SDL_UnlockSurface(screen);
- if (Config.xsp) {
- width *= 2;
- height *= 2;
- }
+ SDL_UpdateRects(screen, 1, &renderArea);
- SDL_UpdateRect(screen, 0, 0, width, height);
-
return TRUE;
}