#include <X11/Xlib.h>
#include <X11/Xutil.h>
-#include <X11/extensions/Xsp.h>
#include <SDL.h>
#include <SDL_syswm.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__ ); \
struct gui GUI;
-static SDL_Surface *screen;
+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;
static void calculateScreenSize()
{
{
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()
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
+#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);
+
screen = SDL_SetVideoMode(GUI.Width, GUI.Height,
Settings.SixteenBit ? 16 : 8,
SDL_SWSURFACE |
SDL_ShowCursor(SDL_DISABLE);
+ scaler = sFactory->instantiate(screen, gameWidth, gameHeight);
+
// We get pitch surface values from SDL
- GFX.RealPitch = GFX.Pitch = screen->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;
-
- // 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)
- + (renderArea.x * GFX.PixSize)
- + (renderArea.y * GFX.Pitch);
+ 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.PPL = GFX.Pitch >> 1;
GFX.PPLx2 = GFX.Pitch;
- GUI.RenderX = renderArea.x;
- GUI.RenderY = renderArea.y;
- GUI.RenderW = renderArea.w;
- GUI.RenderH = renderArea.h;
+ scaler->getRenderedGUIArea(GUI.RenderX, GUI.RenderY, GUI.RenderW, GUI.RenderH);
+ scaler->getRatio(GUI.ScaleX, GUI.ScaleY);
-#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",
+ 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(Settings.SixteenBit ? 2 : 1,
+ screen->pixels, screen->pitch);
+ SDL_Flip(screen);
+ scaler->resume();
+ }
}
void S9xInitDisplay(int argc, const char ** argv)
DIE("SDL_InitSubSystem(VIDEO): %s", SDL_GetError());
setupVideoSurface();
+ drawOnscreenControls();
}
void S9xDeinitDisplay()
void S9xVideoToggleFullscreen()
{
- Config.fullscreen = !Config.fullscreen;
freeVideoSurface();
+ Config.fullscreen = !Config.fullscreen;
setupVideoSurface();
+ drawOnscreenControls();
}
-void S9xVideoOutputFocus(bool hasFocus)
+void processVideoEvent(const SDL_Event& event)
{
- if (Config.xsp) {
- setDoubling(hasFocus);
- }
+ if (scaler)
+ scaler->filter(event);
}
// This is here for completeness, but palette mode is useless on N8x0
bool8_32 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)
{
- 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;
}