quakeforge/libs/video/targets/vid_sdl.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
static __attribute__ ((unused)) const char rcsid[] =
"$Id$";
#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 "d_iface.h"
#ifdef WIN32 // FIXME: evil hack to get full DirectSound support with SDL
#include <windows.h>
#include <SDL_syswm.h>
HWND mainwindow;
#endif
// The original defaults
#define BASEWIDTH 320
#define BASEHEIGHT 200
byte *VGA_pagebase;
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int VGA_width, VGA_height, VGA_rowbytes, VGA_bufferrowbytes = 0;
SDL_Surface *screen = NULL;
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void
VID_SetPalette (unsigned char *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 (screen, colors, 0, 256);
}
static void
do_screen_buffer (void)
{
}
void
VID_Init (unsigned char *palette)
{
Uint32 flags;
// Load the SDL library
if (SDL_Init (SDL_INIT_VIDEO) < 0)
Sys_Error ("VID: Couldn't load SDL: %s", SDL_GetError ());
// Set up display mode (width and height)
VID_GetWindowSize (BASEWIDTH, BASEHEIGHT);
Con_CheckResize (); // Now that we have a window size, fix console
// Set video width, height and flags
flags = (SDL_SWSURFACE | SDL_HWPALETTE);
if (vid_fullscreen->int_val)
flags |= SDL_FULLSCREEN;
// Initialize display
if (!(screen = SDL_SetVideoMode (vid.width, vid.height, 8, flags)))
Sys_Error ("VID: Couldn't set video mode: %s", SDL_GetError ());
VID_InitGamma (palette);
VID_SetPalette (vid.palette);
// now know everything we need to know about the buffer
VGA_width = vid.conwidth = vid.width;
VGA_height = vid.conheight = vid.height;
vid.aspect = ((float) vid.height / (float) vid.width) * (320.0 / 240.0);
vid.numpages = 1;
vid.colormap8 = vid_colormap;
vid.fullbright = 256 - LittleLong (*((int *) vid.colormap8 + 2048));
vid.do_screen_buffer = do_screen_buffer;
VGA_pagebase = vid.buffer = screen->pixels;
VGA_rowbytes = vid.rowbytes = screen->pitch;
vid.conbuffer = vid.buffer;
vid.conrowbytes = vid.rowbytes;
vid.direct = 0;
VID_InitBuffers (); // allocate z buffer and surface cache
SDL_ShowCursor (0); // hide the mouse pointer
#ifdef WIN32
// FIXME: EVIL thing - but needed for win32 until
// SDL_sound works better - without this DirectSound fails.
// SDL_GetWMInfo(&info);
// mainwindow=info.window;
mainwindow=GetActiveWindow();
#endif
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vid.initialized = true;
}
void
VID_Update (vrect_t *rects)
{
SDL_Rect *sdlrects;
int i, n;
vrect_t *rect;
// 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->pnext)
++n;
// Second, copy them to SDL rectangles and update
if (!(sdlrects = (SDL_Rect *) calloc (1, n * sizeof (SDL_Rect))))
Sys_Error ("Out of memory!");
i = 0;
for (rect = rects; rect; rect = rect->pnext) {
sdlrects[i].x = rect->x;
sdlrects[i].y = rect->y;
sdlrects[i].w = rect->width;
sdlrects[i].h = rect->height;
++i;
}
SDL_UpdateRects (screen, n, sdlrects);
}
void
D_BeginDirectRect (int x, int y, byte * pbitmap, int width, int height)
{
Uint8 *offset;
if (!screen)
return;
if (x < 0)
x = screen->w + x - 1;
offset = (Uint8 *) screen->pixels + y * screen->pitch + x;
while (height--) {
memcpy (offset, pbitmap, width);
offset += screen->pitch;
pbitmap += width;
}
}
void
D_EndDirectRect (int x, int y, int width, int height)
{
if (!screen)
return;
if (x < 0)
x = screen->w + x - 1;
SDL_UpdateRect (screen, x, y, width, height);
}
void
VID_LockBuffer (void)
{
}
void
VID_UnlockBuffer (void)
{
}