#include "snes9x.h"
#include "platform.h"
-#include "display.h"
#include "gfx.h"
#include "ppu.h"
#include "sdlv.h"
-#include "scaler.h"
#define DIE(format, ...) do { \
fprintf(stderr, "Died at %s:%d: ", __FILE__, __LINE__ ); \
static bool gotWindowSize, gotScreenSize;
/** The current scaler object */
-static Scaler* 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) ) {
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 = 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(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);
- // 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);
scaler->getRatio(GUI.ScaleX, GUI.ScaleY);
{
if (Config.touchscreenInput) {
S9xInputScreenChanged();
- if (Config.touchscreenShow) {
- scaler->pause();
- SDL_FillRect(screen, NULL, 0);
- S9xInputScreenDraw(Settings.SixteenBit ? 2 : 1,
- screen->pixels, screen->pitch);
- SDL_Flip(screen);
- scaler->resume();
- }
+ }
+
+ 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());
-#if CONF_HD
- hd_setup();
-#endif
-
setupVideoSurface();
drawOnscreenControls();
}
drawOnscreenControls();
}
-void S9xVideoOutputFocus(bool hasFocus)
+bool videoEventFilter(const SDL_Event& event)
{
-#if MAEMO
- if (scaler) {
- if (hasFocus) {
- scaler->resume();
- } else {
- scaler->pause();
+ // 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;
}
}
-#endif
-}
-// This is here for completeness, but palette mode is useless on N8x0
-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);
+ // 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 ()
{
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)
{
scaler->finish();
+#if CONF_EXIT_BUTTON
+ if (ExitBtnRequiresDraw()) {
+ scaler->pause();
+ ExitBtnDraw(screen);
+ scaler->resume();
+ }
+#endif
+
return TRUE;
}