#include "snes9x.h"
#include "platform.h"
-#include "display.h"
#include "gfx.h"
#include "ppu.h"
#include "sdlv.h"
if (gameHeight > GUI.Height || gameWidth > GUI.Width)
DIE("Video is larger than window size!");
- const ScalerFactory* sFactory =
- searchForScaler(Settings.SixteenBit ? 16 : 8, 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);
// Each scaler may have its own pitch
- GFX.RealPitch = GFX.Pitch = scaler->getDrawBufferPitch();
- GFX.ZPitch = GFX.Pitch / 2; // gfx & tile.cpp depend on this, unfortunately.
- GFX.PixSize = screen->format->BitsPerPixel / 8;
-
+ 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);
scaler->getRatio(GUI.ScaleX, GUI.ScaleY);
if (Config.touchscreenShow) {
scaler->pause();
SDL_FillRect(screen, NULL, 0);
- S9xInputScreenDraw(Settings.SixteenBit ? 2 : 1,
- screen->pixels, screen->pitch);
+ S9xInputScreenDraw(screen->pixels, screen->pitch);
SDL_Flip(screen);
scaler->resume();
}
drawOnscreenControls();
}
-void processVideoEvent(const SDL_Event& event)
+bool videoEventFilter(const SDL_Event& event)
{
// If we're in power save mode, and this is a defocus event, quit.
if (Config.saver) {
(event.active.state & SDL_APPINPUTFOCUS) &&
!event.active.gain) {
S9xDoAction(kActionQuit);
- return;
+ return true;
}
}
// Forward video event to the active scaler, if any.
if (scaler)
- scaler->filter(event);
-}
-
-// This is here for completeness, but palette mode is mostly useless (slow).
-void S9xSetPalette ()
-{
- 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;
- }
-
- SDL_SetColors(screen, colors, 0, 256);
+ return scaler->filter(event);
+ else
+ return false;
}
/** Called before rendering a frame.
while initializing video output.
@return TRUE if we should render the frame.
*/
-bool8_32 S9xInitUpdate ()
+bool8 S9xInitUpdate ()
{
scaler->prepare();
return TRUE;
}
-/** Called after rendering a frame. */
-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 S9xDeinitUpdate (int width, int height)
{
scaler->finish();