344 lines
7.3 KiB
C++
344 lines
7.3 KiB
C++
/*
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* This file is part of the DXX-Rebirth project <http://www.dxx-rebirth.com/>.
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* It is copyright by its individual contributors, as recorded in the
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* project's Git history. See COPYING.txt at the top level for license
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* terms and a link to the Git history.
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*/
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/*
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*
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* SDL video functions.
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*
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*/
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#include <stdlib.h>
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#include <string.h>
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#include <limits.h>
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#include <math.h>
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#include <SDL.h>
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#include "gr.h"
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#include "grdef.h"
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#include "palette.h"
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#include "u_mem.h"
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#include "dxxerror.h"
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#include "vers_id.h"
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#include "gamefont.h"
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#include "args.h"
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#include "config.h"
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#include "palette.h"
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#include "compiler-make_unique.h"
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int sdl_video_flags = SDL_SWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF;
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SDL_Surface *screen,*canvas;
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int gr_installed = 0;
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void gr_flip()
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{
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SDL_Rect src, dest;
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dest.x = src.x = dest.y = src.y = 0;
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dest.w = src.w = canvas->w;
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dest.h = src.h = canvas->h;
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SDL_BlitSurface(canvas, &src, screen, &dest);
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SDL_Flip(screen);
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}
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// Set the buffer to draw to. 0 is front, 1 is back
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// With SDL, can't use it without resetting the video mode
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void gr_set_draw_buffer(int buf)
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{
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buf = buf;
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}
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// returns possible (fullscreen) resolutions if any.
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int gr_list_modes( array<uint32_t, 50> &gsmodes )
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{
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SDL_Rect** modes;
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int modesnum = 0;
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int sdl_check_flags = sdl_video_flags;
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sdl_check_flags |= SDL_FULLSCREEN; // always use Fullscreen as lead.
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modes = SDL_ListModes(NULL, sdl_check_flags);
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if (modes == (SDL_Rect**)0) // check if we get any modes - if not, return 0
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return 0;
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if (modes == (SDL_Rect**)-1)
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{
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return 0; // can obviously use any resolution... strange!
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}
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else
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{
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for (int i = 0; modes[i]; ++i)
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{
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if (modes[i]->w > 0xFFF0 || modes[i]->h > 0xFFF0 // resolutions saved in 32bits. so skip bigger ones (unrealistic in 2010) (kreatordxx - made 0xFFF0 to kill warning)
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|| modes[i]->w < 320 || modes[i]->h < 200) // also skip everything smaller than 320x200
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continue;
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gsmodes[modesnum] = SM(modes[i]->w,modes[i]->h);
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modesnum++;
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if (modesnum >= 50) // that really seems to be enough big boy.
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break;
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}
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return modesnum;
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}
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}
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int gr_check_mode(u_int32_t mode)
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{
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unsigned int w, h;
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w=SM_W(mode);
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h=SM_H(mode);
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return SDL_VideoModeOK(w,h,GameArg.DbgBpp,sdl_video_flags);
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}
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int gr_set_mode(u_int32_t mode)
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{
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unsigned int w, h;
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if (mode<=0)
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return 0;
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w=SM_W(mode);
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h=SM_H(mode);
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screen=NULL;
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SDL_WM_SetCaption(DESCENT_VERSION, DXX_SDL_WINDOW_CAPTION);
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SDL_WM_SetIcon( SDL_LoadBMP( DXX_SDL_WINDOW_ICON_BITMAP ), NULL );
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if(SDL_VideoModeOK(w,h,GameArg.DbgBpp,sdl_video_flags))
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{
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screen=SDL_SetVideoMode(w, h, GameArg.DbgBpp, sdl_video_flags);
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}
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else
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{
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con_printf(CON_URGENT,"Cannot set %ix%i. Fallback to 640x480",w,h);
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w=640;
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h=480;
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Game_screen_mode=mode=SM(w,h);
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screen=SDL_SetVideoMode(w, h, GameArg.DbgBpp, sdl_video_flags);
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}
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if (screen == NULL)
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{
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Error("Could not set %dx%dx%d video mode\n",w,h,GameArg.DbgBpp);
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exit(1);
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}
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canvas = SDL_CreateRGBSurface(sdl_video_flags, w, h, 8, 0, 0, 0, 0);
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if (canvas == NULL)
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{
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Error("Could not create canvas surface\n");
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exit(1);
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}
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*grd_curscreen = {};
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grd_curscreen->sc_mode = mode;
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grd_curscreen->sc_w = w;
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grd_curscreen->sc_h = h;
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grd_curscreen->sc_aspect = fixdiv(grd_curscreen->sc_w*GameCfg.AspectX,grd_curscreen->sc_h*GameCfg.AspectY);
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gr_init_canvas(&grd_curscreen->sc_canvas, reinterpret_cast<unsigned char *>(canvas->pixels), BM_LINEAR, w, h);
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window_update_canvases();
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gr_set_current_canvas(NULL);
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SDL_ShowCursor(0);
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gamefont_choose_game_font(w,h);
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gr_palette_load(gr_palette);
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gr_remap_color_fonts();
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gr_remap_mono_fonts();
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return 0;
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}
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int gr_check_fullscreen(void)
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{
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return (sdl_video_flags & SDL_FULLSCREEN)?1:0;
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}
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int gr_toggle_fullscreen(void)
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{
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gr_remap_color_fonts();
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gr_remap_mono_fonts();
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sdl_video_flags^=SDL_FULLSCREEN;
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SDL_WM_ToggleFullScreen(screen);
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GameCfg.WindowMode = (sdl_video_flags & SDL_FULLSCREEN)?0:1;
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return (sdl_video_flags & SDL_FULLSCREEN)?1:0;
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}
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void gr_set_attributes(void)
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{
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}
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int gr_init(int mode)
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{
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int retcode;
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// Only do this function once!
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if (gr_installed==1)
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return -1;
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if (SDL_Init(SDL_INIT_VIDEO) < 0)
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{
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Error("SDL library video initialisation failed: %s.",SDL_GetError());
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}
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grd_curscreen = make_unique<grs_screen, grs_screen>({});
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if (!GameCfg.WindowMode && !GameArg.SysWindow)
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sdl_video_flags|=SDL_FULLSCREEN;
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if (GameArg.SysNoBorders)
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sdl_video_flags|=SDL_NOFRAME;
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if (GameArg.DbgSdlHWSurface)
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sdl_video_flags|=SDL_HWSURFACE;
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if (GameArg.DbgSdlASyncBlit)
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sdl_video_flags|=SDL_ASYNCBLIT;
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// Set the mode.
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if ((retcode=gr_set_mode(mode)))
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return retcode;
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grd_curscreen->sc_canvas.cv_color = 0;
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grd_curscreen->sc_canvas.cv_fade_level = GR_FADE_OFF;
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grd_curscreen->sc_canvas.cv_blend_func = GR_BLEND_NORMAL;
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grd_curscreen->sc_canvas.cv_drawmode = 0;
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grd_curscreen->sc_canvas.cv_font = NULL;
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grd_curscreen->sc_canvas.cv_font_fg_color = 0;
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grd_curscreen->sc_canvas.cv_font_bg_color = 0;
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gr_set_current_canvas( &grd_curscreen->sc_canvas );
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gr_installed = 1;
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return 0;
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}
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void gr_close()
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{
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if (gr_installed==1)
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{
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gr_installed = 0;
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grd_curscreen.reset();
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SDL_ShowCursor(1);
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SDL_FreeSurface(canvas);
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}
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}
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// Palette functions follow.
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static int last_r=0, last_g=0, last_b=0;
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void gr_palette_step_up( int r, int g, int b )
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{
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palette_array_t &p = gr_palette;
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int temp;
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SDL_Palette *palette;
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SDL_Color colors[256];
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if ( (r==last_r) && (g==last_g) && (b==last_b) )
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return;
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last_r = r;
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last_g = g;
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last_b = b;
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palette = canvas->format->palette;
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if (palette == NULL)
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return; // Display is not palettised
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for (int i=0; i<256; i++)
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{
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temp = (int)(p[i].r) + r + gr_palette_gamma;
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if (temp<0)
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temp=0;
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else if (temp>63)
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temp=63;
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colors[i].r = temp * 4;
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temp = (int)(p[i].g) + g + gr_palette_gamma;
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if (temp<0)
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temp=0;
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else if (temp>63)
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temp=63;
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colors[i].g = temp * 4;
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temp = (int)(p[i].b) + b + gr_palette_gamma;
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if (temp<0)
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temp=0;
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else if (temp>63)
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temp=63;
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colors[i].b = temp * 4;
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}
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SDL_SetColors(canvas, colors, 0, 256);
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}
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#undef min
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static inline int min(int x, int y) { return x < y ? x : y; }
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void gr_palette_load( palette_array_t &pal )
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{
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SDL_Palette *palette;
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SDL_Color colors[256];
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ubyte gamma[64];
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if (pal != gr_current_pal)
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SDL_FillRect(canvas, NULL, SDL_MapRGB(canvas->format, 0, 0, 0));
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copy_bound_palette(gr_current_pal, pal);
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if (canvas == NULL)
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return;
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palette = canvas->format->palette;
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if (palette == NULL)
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return; // Display is not palettised
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for (int i=0;i<64;i++)
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gamma[i] = (int)((pow(((double)(14)/(double)(32)), 1.0)*i) + 0.5);
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for (int i = 0, j = 0; j < 256; j++)
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{
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int c;
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c = gr_find_closest_color(gamma[gr_palette[j].r],gamma[gr_palette[j].g],gamma[gr_palette[j].b]);
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gr_fade_table[14][j] = c;
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colors[j].r = (min(gr_current_pal[i].r + gr_palette_gamma, 63)) * 4;
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colors[j].g = (min(gr_current_pal[i].g + gr_palette_gamma, 63)) * 4;
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colors[j].b = (min(gr_current_pal[i].b + gr_palette_gamma, 63)) * 4;
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i++;
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}
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SDL_SetColors(canvas, colors, 0, 256);
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init_computed_colors();
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gr_remap_color_fonts();
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gr_remap_mono_fonts();
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}
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void gr_palette_read(palette_array_t &pal)
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{
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SDL_Palette *palette;
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unsigned i;
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palette = canvas->format->palette;
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if (palette == NULL)
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return; // Display is not palettised
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for (i = 0; i < 256; i++)
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{
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pal[i].r = palette->colors[i].r / 4;
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pal[i].g = palette->colors[i].g / 4;
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pal[i].b = palette->colors[i].b / 4;
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}
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}
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