15 #define DIE(format, ...) do { \
16 fprintf(stderr, "Died at %s:%d: ", __FILE__, __LINE__ ); \
17 fprintf(stderr, format "\n", ## __VA_ARGS__); \
25 static SDL_Rect windowSize, screenSize;
26 static bool gotWindowSize, gotScreenSize;
28 /** The current scaler object */
31 /** Use the current window size to calculate screen size.
32 Useful on "single window" platforms, like Hildon.
34 static void calculateScreenSize()
37 SDL_VERSION(&wminfo.version);
39 if ( SDL_GetWMInfo(&wminfo) ) {
40 Display *dpy = wminfo.info.x11.display;
43 XWindowAttributes xwa;
45 if (Config.fullscreen) {
46 w = wminfo.info.x11.fswindow;
50 w = wminfo.info.x11.wmwindow;
55 XGetWindowAttributes(dpy, w, &xwa);
63 /** Sets the main window title */
64 void S9xSetTitle(const char *title)
66 // This is a Maemo specific hack, but works on most platforms.
68 SDL_VERSION(&info.version);
69 if ( SDL_GetWMInfo(&info) ) {
70 Display *dpy = info.info.x11.display;
73 win = info.info.x11.fswindow;
74 if (win) XStoreName(dpy, win, title);
75 win = info.info.x11.wmwindow;
76 if (win) XStoreName(dpy, win, title);
81 static void freeVideoSurface()
83 screen = 0; // There's no need to free the screen surface.
86 free(GFX.SubScreen); GFX.SubScreen = 0;
87 free(GFX.ZBuffer); GFX.ZBuffer = 0;
88 free(GFX.SubZBuffer); GFX.SubZBuffer = 0;
90 delete scaler; scaler = 0;
93 static void setupVideoSurface()
96 const unsigned gameWidth = IMAGE_WIDTH;
97 const unsigned gameHeight = IMAGE_HEIGHT;
100 // Under Maemo we know that the window manager will automatically
101 // resize our windows to fullscreen.
102 // Thus we can use that to detect the screen size.
103 // Of course, this causes flicker, so we try to avoid it when
104 // changing between modes.
105 if ((Config.fullscreen && !gotScreenSize) ||
106 (!Config.fullscreen && !gotWindowSize)) {
107 screen = SDL_SetVideoMode(gameWidth, gameHeight, 16,
108 SDL_SWSURFACE | SDL_RESIZABLE |
109 (Config.fullscreen ? SDL_FULLSCREEN : 0));
110 if (!screen) DIE("SDL_SetVideoMode: %s", SDL_GetError());
111 calculateScreenSize();
113 if (Config.fullscreen) {
114 GUI.Width = screenSize.w;
115 GUI.Height = screenSize.h;
117 GUI.Width = windowSize.w;
118 GUI.Height = windowSize.h;
121 GUI.Width = gameWidth;
122 GUI.Height = gameHeight;
129 if (gameHeight > GUI.Height || gameWidth > GUI.Width)
130 DIE("Video is larger than window size!");
132 const ScalerFactory* sFactory =
133 searchForScaler(Settings.SixteenBit ? 16 : 8, gameWidth, gameHeight);
135 screen = SDL_SetVideoMode(GUI.Width, GUI.Height,
136 Settings.SixteenBit ? 16 : 8,
138 (Config.fullscreen ? SDL_FULLSCREEN : 0));
140 DIE("SDL_SetVideoMode: %s", SDL_GetError());
142 SDL_ShowCursor(SDL_DISABLE);
144 scaler = sFactory->instantiate(screen, gameWidth, gameHeight);
146 // Each scaler may have its own pitch
147 GFX.RealPitch = GFX.Pitch = scaler->getDrawBufferPitch();
148 GFX.ZPitch = GFX.Pitch / 2; // gfx & tile.cpp depend on this, unfortunately.
149 GFX.PixSize = screen->format->BitsPerPixel / 8;
151 GFX.Screen = scaler->getDrawBuffer();
152 GFX.SubScreen = (uint8 *) malloc(GFX.Pitch * IMAGE_HEIGHT);
153 GFX.ZBuffer = (uint8 *) malloc(GFX.ZPitch * IMAGE_HEIGHT);
154 GFX.SubZBuffer = (uint8 *) malloc(GFX.ZPitch * IMAGE_HEIGHT);
156 GFX.Delta = (GFX.SubScreen - GFX.Screen) >> 1;
157 GFX.PPL = GFX.Pitch >> 1;
158 GFX.PPLx2 = GFX.Pitch;
160 scaler->getRenderedGUIArea(GUI.RenderX, GUI.RenderY, GUI.RenderW, GUI.RenderH);
161 scaler->getRatio(GUI.ScaleX, GUI.ScaleY);
163 printf("Video: %dx%d (%dx%d output), %hu bits per pixel, %s, %s\n",
164 gameWidth, gameHeight,
165 screen->w, screen->h, screen->format->BitsPerPixel,
166 Config.fullscreen ? "fullscreen" : "windowed",
170 static void drawOnscreenControls()
172 if (Config.touchscreenInput) {
173 S9xInputScreenChanged();
176 if (Config.touchscreenShow) {
178 SDL_FillRect(screen, NULL, 0);
179 S9xInputScreenDraw(Settings.SixteenBit ? 2 : 1,
180 screen->pixels, screen->pitch);
186 void S9xInitDisplay(int argc, char ** argv)
188 if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
189 DIE("SDL_InitSubSystem(VIDEO): %s", SDL_GetError());
192 drawOnscreenControls();
195 void S9xDeinitDisplay()
198 SDL_QuitSubSystem(SDL_INIT_VIDEO);
201 void S9xVideoToggleFullscreen()
204 Config.fullscreen = !Config.fullscreen;
206 drawOnscreenControls();
209 void processVideoEvent(const SDL_Event& event)
211 // If we're in power save mode, and this is a defocus event, quit.
213 if (event.type == SDL_ACTIVEEVENT &&
214 (event.active.state & SDL_APPINPUTFOCUS) &&
215 !event.active.gain) {
216 S9xDoAction(kActionQuit);
221 // Forward video event to the active scaler, if any.
223 scaler->filter(event);
226 // This is here for completeness, but palette mode is mostly useless (slow).
227 void S9xSetPalette ()
229 if (Settings.SixteenBit) return;
231 SDL_Color colors[256];
232 int brightness = IPPU.MaxBrightness *138;
233 for (int i = 0; i < 256; i++)
235 colors[i].r = ((PPU.CGDATA[i] >> 0) & 0x1F) * brightness;
236 colors[i].g = ((PPU.CGDATA[i] >> 5) & 0x1F) * brightness;
237 colors[i].b = ((PPU.CGDATA[i] >> 10) & 0x1F) * brightness;
240 SDL_SetColors(screen, colors, 0, 256);
243 /** Called before rendering a frame.
244 This function must ensure GFX.Screen points to something, but we did that
245 while initializing video output.
246 @return TRUE if we should render the frame.
248 bool8_32 S9xInitUpdate ()
255 /** Called after rendering a frame. */
256 bool8_32 S9xDeinitUpdate (int width, int height, bool8_32 sixteenBit)
261 if (ExitBtnRequiresDraw()) {