removing lots of unused code
[drnoksnes] / platform / sdlv.cpp
index 3d1a29c..7504231 100644 (file)
@@ -2,15 +2,14 @@
 
 #include <X11/Xlib.h>
 #include <X11/Xutil.h>
-#include <X11/extensions/Xsp.h>
 #include <SDL.h>
 #include <SDL_syswm.h>
 
 #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__ ); \
                abort(); \
        } while (0);
 
-static SDL_Surface *screen;
+struct gui GUI;
+
+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;
@@ -76,8 +59,10 @@ static void calculateScreenSize()
        }
 }
 
+/** 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) ) {
@@ -96,24 +81,28 @@ static void freeVideoSurface()
 {
        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()
 {
        // Real surface area.
-       unsigned gameWidth = IMAGE_WIDTH;
-       unsigned gameHeight = IMAGE_HEIGHT;
-       // SDL Window/Surface size (bigger, so we can get mouse events there).
-       unsigned winWidth, winHeight;
+       const unsigned gameWidth = IMAGE_WIDTH;
+       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));
@@ -121,82 +110,83 @@ static void setupVideoSurface()
                calculateScreenSize();
        }
        if (Config.fullscreen) {
-               winWidth = screenSize.w;
-               winHeight = screenSize.h;
+               GUI.Width = screenSize.w;
+               GUI.Height = screenSize.h;
        } else {
-               winWidth = windowSize.w;
-               winHeight = windowSize.h;
-       }
-       
-       // So, can we enable Xsp?
-       if (gameWidth * 2 < winWidth && gameHeight * 2 < winHeight) {
-               Config.xsp = true;
-       } else  {
-               Config.xsp = false;
-               setDoubling(false); // Before switching video modes; avoids flicker.
+               GUI.Width = windowSize.w;
+               GUI.Height = windowSize.h;
        }
 #else
-       winWidth = gameWidth;
-       winHeight = gameHeight;
+       GUI.Width = gameWidth;
+       GUI.Height = gameHeight;
+#endif
+#if CONF_EXIT_BUTTON
+       ExitBtnReset();
 #endif
 
        // Safeguard
-       if (gameHeight > winHeight || gameWidth > winWidth)
+       if (gameHeight > GUI.Height || gameWidth > GUI.Width)
                DIE("Video is larger than window size!");
 
-       screen = SDL_SetVideoMode(winWidth, winHeight,
-                                                               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, winWidth, winHeight,
-                       gameWidth * 2, gameHeight * 2);
-               renderArea.w /= 2;
-               renderArea.h /= 2;
-       } else {
-               centerRectangle(renderArea, winWidth, winHeight, gameWidth, gameHeight);
-       }
-#else
-       centerRectangle(renderArea, winWidth, winHeight, 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);
+
+       scaler->getRenderedGUIArea(GUI.RenderX, GUI.RenderY, GUI.RenderW, GUI.RenderH);
+       scaler->getRatio(GUI.ScaleX, GUI.ScaleY);
 
-       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());
+}
+
+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, const char ** argv)
+void S9xInitDisplay(int argc, char ** argv)
 {      
        if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) 
                DIE("SDL_InitSubSystem(VIDEO): %s", SDL_GetError());
 
        setupVideoSurface();
+       drawOnscreenControls();
 }
 
 void S9xDeinitDisplay()
@@ -207,52 +197,66 @@ 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;
 }
 
-bool8_32 S9xInitUpdate ()
+/** 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 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 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;
 }