quakeforge/libs/video/targets/vid_sdl_sw.c

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/*
vid_sdl.c
Video driver for Sam Lantinga's Simple DirectMedia Layer
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#include <SDL.h>
#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/qendian.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "context_sdl.h"
#include "d_iface.h"
#include "vid_internal.h"
#include "vid_sw.h"
#ifdef _WIN32 // FIXME: evil hack to get full DirectSound support with SDL
#include <windows.h>
#include <SDL_syswm.h>
#endif
// The original defaults
#define BASEWIDTH 320
#define BASEHEIGHT 200
byte *VGA_pagebase;
int VGA_width, VGA_height, VGA_rowbytes, VGA_bufferrowbytes = 0;
// Define GLAPIENTRY to a useful value
#ifndef GLAPIENTRY
# ifdef _WIN32
# include <windows.h>
# define GLAPIENTRY WINAPI
# undef LoadImage
# else
# ifdef APIENTRY
# define GLAPIENTRY APIENTRY
# else
# define GLAPIENTRY
# endif
# endif
#endif
static byte cached_palette[256 * 3];
static int update_palette;
static void
sdl_update_palette (const byte *palette)
{
SDL_Color colors[256];
int i;
for (i = 0; i < 256; ++i) {
colors[i].r = *palette++;
colors[i].g = *palette++;
colors[i].b = *palette++;
}
SDL_SetColors (sdl_screen, colors, 0, 256);
}
static void
sdl_set_palette (const byte *palette)
{
if (memcmp (cached_palette, palette, sizeof (cached_palette))) {
memcpy (cached_palette, palette, sizeof (cached_palette));
update_palette = 1;
}
}
static void
do_screen_buffer (void)
{
}
static void
sdl_set_vid_mode (sw_ctx_t *ctx)
{
// Initialize display
if (!(sdl_screen = SDL_SetVideoMode (viddef.width, viddef.height, 8,
sdl_flags)))
Sys_Error ("VID: Couldn't set video mode: %s", SDL_GetError ());
// now know everything we need to know about the buffer
VGA_width = viddef.width;
VGA_height = viddef.height;
viddef.vid_internal->do_screen_buffer = do_screen_buffer;
VGA_pagebase = viddef.buffer = sdl_screen->pixels;
VGA_rowbytes = viddef.rowbytes = sdl_screen->pitch;
viddef.conbuffer = viddef.buffer;
viddef.conrowbytes = viddef.rowbytes;
viddef.direct = 0;
VID_InitBuffers (); // allocate z buffer and surface cache
}
static void
sdl_sw_update (vrect_t *rects)
{
static SDL_Rect *sdlrects;
static int num_sdlrects;
int i, n;
vrect_t *rect;
if (update_palette) {
update_palette = 0;
sdl_update_palette (cached_palette);
}
// Two-pass system, since Quake doesn't do it the SDL way...
// First, count the number of rectangles
n = 0;
for (rect = rects; rect; rect = rect->next)
++n;
if (n > num_sdlrects) {
num_sdlrects = n;
sdlrects = realloc (sdlrects, n * sizeof (SDL_Rect));
if (!sdlrects)
Sys_Error ("Out of memory!");
}
// Second, copy them to SDL rectangles and update
i = 0;
for (rect = rects; rect; rect = rect->next) {
sdlrects[i].x = rect->x;
sdlrects[i].y = rect->y;
sdlrects[i].w = rect->width;
sdlrects[i].h = rect->height;
++i;
}
SDL_UpdateRects (sdl_screen, n, sdlrects);
}
sw_ctx_t *
SDL_SW_Context (void)
{
sw_ctx_t *ctx = calloc (1, sizeof (sw_ctx_t));
ctx->set_palette = sdl_set_palette;
ctx->create_context = sdl_set_vid_mode;
ctx->update = sdl_sw_update;
return ctx;
}
void
SDL_SW_Init_Cvars ()
{
}