⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 sdl_dcvideo.c

📁 Simple DirectMedia Layer - Simple DirectMedia Layer 是一个跨平台的多媒体库设计用来提供快速图形framebuffer和音频驱动。应用MPEG为软件
💻 C
字号:
/*    SDL - Simple DirectMedia Layer    Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002  Sam Lantinga    This library is free software; you can redistribute it and/or    modify it under the terms of the GNU Library General Public    License as published by the Free Software Foundation; either    version 2 of the License, or (at your option) any later version.    This library 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    Library General Public License for more details.    You should have received a copy of the GNU Library General Public    License along with this library; if not, write to the Free    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA    BERO    bero@geocities.co.jp    based on SDL_nullvideo.c by    Sam Lantinga    slouken@libsdl.org*/#ifdef SAVE_RCSIDstatic char rcsid = "@(#) $Id: SDL_dcvideo.c,v 1.1 2002/10/05 16:50:56 slouken Exp $";#endif/* Dummy SDL video driver implementation; this is just enough to make an *  SDL-based application THINK it's got a working video driver, for *  applications that call SDL_Init(SDL_INIT_VIDEO) when they don't need it, *  and also for use as a collection of stubs when porting SDL to a new *  platform for which you haven't yet written a valid video driver. * * This is also a great way to determine bottlenecks: if you think that SDL *  is a performance problem for a given platform, enable this driver, and *  then see if your application runs faster without video overhead. * * Initial work by Ryan C. Gordon (icculus@linuxgames.com). A good portion *  of this was cut-and-pasted from Stephane Peter's work in the AAlib *  SDL video driver.  Renamed to "DC" by Sam Lantinga. */#include <stdio.h>#include <stdlib.h>#include <string.h>#include "SDL.h"#include "SDL_error.h"#include "SDL_video.h"#include "SDL_mouse.h"#include "SDL_sysvideo.h"#include "SDL_pixels_c.h"#include "SDL_events_c.h"#include "SDL_dcvideo.h"#include "SDL_dcevents_c.h"#include "SDL_dcmouse_c.h"#include <dc/video.h>#include <dc/pvr.h>#ifdef HAVE_OPENGL#include <GL/gl.h>#endif/* Initialization/Query functions */static int DC_VideoInit(_THIS, SDL_PixelFormat *vformat);static SDL_Rect **DC_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags);static SDL_Surface *DC_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags);static int DC_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors);static void DC_VideoQuit(_THIS);/* Hardware surface functions */static int DC_AllocHWSurface(_THIS, SDL_Surface *surface);static int DC_LockHWSurface(_THIS, SDL_Surface *surface);static void DC_UnlockHWSurface(_THIS, SDL_Surface *surface);static void DC_FreeHWSurface(_THIS, SDL_Surface *surface);static int DC_FlipHWSurface(_THIS, SDL_Surface *surface);/* etc. */static void DC_UpdateRects(_THIS, int numrects, SDL_Rect *rects);/* OpenGL */static void *DC_GL_GetProcAddress(_THIS, const char *proc);static int DC_GL_LoadLibrary(_THIS, const char *path);static int DC_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value);static void DC_GL_SwapBuffers(_THIS);/* DC driver bootstrap functions */static int DC_Available(void){	return 1;}static void DC_DeleteDevice(SDL_VideoDevice *device){	free(device->hidden);	free(device);}static SDL_VideoDevice *DC_CreateDevice(int devindex){	SDL_VideoDevice *device;	/* Initialize all variables that we clean on shutdown */	device = (SDL_VideoDevice *)malloc(sizeof(SDL_VideoDevice));	if ( device ) {		memset(device, 0, (sizeof *device));		device->hidden = (struct SDL_PrivateVideoData *)				malloc((sizeof *device->hidden));	}	if ( (device == NULL) || (device->hidden == NULL) ) {		SDL_OutOfMemory();		if ( device ) {			free(device);		}		return(0);	}	memset(device->hidden, 0, (sizeof *device->hidden));	/* Set the function pointers */	device->VideoInit = DC_VideoInit;	device->ListModes = DC_ListModes;	device->SetVideoMode = DC_SetVideoMode;	device->CreateYUVOverlay = NULL;	device->SetColors = DC_SetColors;	device->UpdateRects = DC_UpdateRects;	device->VideoQuit = DC_VideoQuit;	device->AllocHWSurface = DC_AllocHWSurface;	device->CheckHWBlit = NULL;	device->FillHWRect = NULL;	device->SetHWColorKey = NULL;	device->SetHWAlpha = NULL;	device->LockHWSurface = DC_LockHWSurface;	device->UnlockHWSurface = DC_UnlockHWSurface;	device->FlipHWSurface = DC_FlipHWSurface;	device->FreeHWSurface = DC_FreeHWSurface;#ifdef	HAVE_OPENGL	device->GL_LoadLibrary = DC_GL_LoadLibrary;	device->GL_GetProcAddress = DC_GL_GetProcAddress;	device->GL_GetAttribute = DC_GL_GetAttribute;	device->GL_MakeCurrent = NULL;	device->GL_SwapBuffers = DC_GL_SwapBuffers;#endif	device->SetCaption = NULL;	device->SetIcon = NULL;	device->IconifyWindow = NULL;	device->GrabInput = NULL;	device->GetWMInfo = NULL;	device->InitOSKeymap = DC_InitOSKeymap;	device->PumpEvents = DC_PumpEvents;	device->free = DC_DeleteDevice;	return device;}VideoBootStrap DC_bootstrap = {	"dcvideo", "Dreamcast Video",	DC_Available, DC_CreateDevice};int DC_VideoInit(_THIS, SDL_PixelFormat *vformat){	/* Determine the screen depth (use default 8-bit depth) */	/* we change this during the SDL_SetVideoMode implementation... */	vformat->BitsPerPixel = 16;	vformat->Rmask = 0x0000f800;	vformat->Gmask = 0x000007e0;	vformat->Bmask = 0x0000001f;	/* We're done! */	return(0);}const static SDL_Rect	RECT_800x600 = {0,0,800,600},	RECT_640x480 = {0,0,640,480},	RECT_320x240 = {0,0,320,240};const static SDL_Rect *vid_modes[] = {	&RECT_800x600,	&RECT_640x480,	&RECT_320x240,	NULL};SDL_Rect **DC_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags){	switch(format->BitsPerPixel) {	case 15:	case 16:		return &vid_modes;	case 32:		if (!(flags & SDL_OPENGL))		return &vid_modes;	default:		return NULL;	}//	return (SDL_Rect **) -1;}pvr_init_params_t params = {        /* Enable opaque and translucent polygons with size 16 */        { PVR_BINSIZE_16, PVR_BINSIZE_0, PVR_BINSIZE_16, PVR_BINSIZE_0, PVR_BINSIZE_16 },        /* Vertex buffer size */        512*1024};#ifdef HAVE_OPENGLstatic int pvr_inited;#endifSDL_Surface *DC_SetVideoMode(_THIS, SDL_Surface *current,				int width, int height, int bpp, Uint32 flags){	int disp_mode,pixel_mode,pitch;	Uint32 Rmask, Gmask, Bmask;	if (width==320 && height==240) disp_mode=DM_320x240;	else if (width==640 && height==480) disp_mode=DM_640x480;	else if (width==800 && height==600) disp_mode=DM_800x608;	else {		SDL_SetError("Couldn't find requested mode in list");		return(NULL);	}	switch(bpp) {	case 15: pixel_mode = PM_RGB555; pitch = width*2;		/* 5-5-5 */		Rmask = 0x00007c00;		Gmask = 0x000003e0;		Bmask = 0x0000001f;		break;	case 16: pixel_mode = PM_RGB565; pitch = width*2;		/* 5-6-5 */		Rmask = 0x0000f800;		Gmask = 0x000007e0;		Bmask = 0x0000001f;		break;	case 24: bpp = 32;	case 32: pixel_mode = PM_RGB888; pitch = width*4;		Rmask = 0x00ff0000;		Gmask = 0x0000ff00;		Bmask = 0x000000ff;#ifdef	HAVE_OPENGL		if (!(flags & SDL_OPENGL))#endif		break;	default:		SDL_SetError("Couldn't find requested mode in list");		return(NULL);	}//  if ( bpp != current->format->BitsPerPixel ) {	if ( ! SDL_ReallocFormat(current, bpp, Rmask, Gmask, Bmask, 0) ) {		return(NULL);	}//  }	/* Set up the new mode framebuffer */	current->flags = (SDL_FULLSCREEN|SDL_HWSURFACE);	current->w = width;	current->h = height;	current->pitch = pitch;#ifdef HAVE_OPENGL	if (pvr_inited) {		pvr_inited = 0;		pvr_shutdown();	}#endif	vid_set_mode(disp_mode,pixel_mode);	current->pixels = vram_s;#ifdef	HAVE_OPENGL	if (flags & SDL_OPENGL) {		this->gl_config.driver_loaded = 1;		current->flags = SDL_FULLSCREEN | SDL_OPENGL;		current->pixels = NULL;		pvr_inited = 1;		pvr_init(&params);		glKosInit();		glKosBeginFrame();	} else#endif	if (flags | SDL_DOUBLEBUF) {		current->flags |= SDL_DOUBLEBUF;		current->pixels = (void*)((int)current->pixels | 0x400000);	}	/* We're done */	return(current);}/* We don't actually allow hardware surfaces other than the main one */static int DC_AllocHWSurface(_THIS, SDL_Surface *surface){	return(-1);}static void DC_FreeHWSurface(_THIS, SDL_Surface *surface){	return;}/* We need to wait for vertical retrace on page flipped displays */static int DC_LockHWSurface(_THIS, SDL_Surface *surface){	return(0);}static void DC_UnlockHWSurface(_THIS, SDL_Surface *surface){	return;}static int DC_FlipHWSurface(_THIS, SDL_Surface *surface){	if (surface->flags & SDL_DOUBLEBUF) {		vid_set_start((int)surface->pixels & 0xffffff);		surface->pixels = (void*)((int)surface->pixels ^ 0x400000);	}	return(0);}static void DC_UpdateRects(_THIS, int numrects, SDL_Rect *rects){	/* do nothing. */}static int DC_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors){	/* do nothing of note. */	return(1);}/* Note:  If we are terminated, this could be called in the middle of   another SDL video routine -- notably UpdateRects.*/static void DC_VideoQuit(_THIS){#ifdef HAVE_OPENGL	if (pvr_inited) {		pvr_inited = 0;		pvr_shutdown();	}#endif}#ifdef HAVE_OPENGLvoid dmyfunc(void) {}typedef void (*funcptr)();const static struct {	char *name;	funcptr addr;} glfuncs[] = {#define	DEF(func)	{#func,&func}	DEF(glBegin),	DEF(glBindTexture),	DEF(glBlendFunc),	DEF(glColor4f),//	DEF(glCopyImageID),	DEF(glDisable),	DEF(glEnable),	DEF(glEnd),	DEF(glFlush),	DEF(glGenTextures),	DEF(glGetString),	DEF(glLoadIdentity),	DEF(glMatrixMode),	DEF(glOrtho),	DEF(glPixelStorei),//	DEF(glPopAttrib),//	DEF(glPopClientAttrib),	{"glPopAttrib",&dmyfunc},	{"glPopClientAttrib",&dmyfunc},	DEF(glPopMatrix),//	DEF(glPushAttrib),//	DEF(glPushClientAttrib),	{"glPushAttrib",&dmyfunc},	{"glPushClientAttrib",&dmyfunc},	DEF(glPushMatrix),	DEF(glTexCoord2f),	DEF(glTexEnvf),	DEF(glTexImage2D),	DEF(glTexParameteri),	DEF(glTexSubImage2D),	DEF(glVertex2i),	DEF(glViewport),#undef	DEF};static void *DC_GL_GetProcAddress(_THIS, const char *proc){	void *ret;	int i;	ret = glKosGetProcAddress(proc);	if (ret) return ret;	for(i=0;i<sizeof(glfuncs)/sizeof(glfuncs[0]);i++) {		if (strcmp(proc,glfuncs[i].name)==0) return glfuncs[i].addr;	}	return NULL;}static int DC_GL_LoadLibrary(_THIS, const char *path){	this->gl_config.driver_loaded = 1;	return 0;}static int DC_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value){	GLenum mesa_attrib;	int val;	switch(attrib) {	case SDL_GL_RED_SIZE:		val = 5;		break;	case SDL_GL_GREEN_SIZE:		val = 6;		break;	case SDL_GL_BLUE_SIZE:		val = 5;		break;	case SDL_GL_ALPHA_SIZE:		val = 0;		break;	case SDL_GL_DOUBLEBUFFER:		val = 1;		break;	case SDL_GL_DEPTH_SIZE:		val = 16; /* or 32? */		break;	case SDL_GL_STENCIL_SIZE:		val = 0;		break;	case SDL_GL_ACCUM_RED_SIZE:		val = 0;		break;	case SDL_GL_ACCUM_GREEN_SIZE:		val = 0;	case SDL_GL_ACCUM_BLUE_SIZE:		val = 0;		break;	case SDL_GL_ACCUM_ALPHA_SIZE:		val = 0;		break;	default :		return -1;	}	*value = val;	return 0;}static void DC_GL_SwapBuffers(_THIS){	glKosFinishFrame();	glKosBeginFrame();}#endif

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -