384 lines
8.9 KiB
C
384 lines
8.9 KiB
C
/* $Id: gr.c,v 1.1.1.1 2006/03/17 19:53:38 zicodxx Exp $ */
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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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*/
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#ifdef HAVE_CONFIG_H
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#include <conf.h>
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#endif
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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/SDL.h>
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#ifdef SDL_IMAGE
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#include <SDL_image.h>
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#endif
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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 "error.h"
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#include "menu.h"
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#include "vers_id.h"
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#include "args.h"
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#include "gamefont.h"
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#ifdef _WIN32_WCE // should really be checking for "Pocket PC" somehow
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# define LANDSCAPE
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#endif
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int sdl_video_flags = SDL_SWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF;
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//end addition -MM
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SDL_Surface *screen;
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#ifdef LANDSCAPE
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static SDL_Surface *real_screen, *screen2;
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#endif
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int gr_installed = 0;
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#ifdef LANDSCAPE
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/* Create a new rotated surface for drawing */
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SDL_Surface *CreateRotatedSurface(SDL_Surface *s)
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{
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#if 0
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return(SDL_CreateRGBSurface(s->flags, s->h, s->w,
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s->format->BitsPerPixel,
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s->format->Rmask,
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s->format->Gmask,
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s->format->Bmask,
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s->format->Amask));
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#else
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return(SDL_CreateRGBSurface(s->flags, s->h, s->w, 8, 0, 0, 0, 0));
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#endif
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}
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/* Used to copy the rotated scratch surface to the screen */
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void BlitRotatedSurface(SDL_Surface *from, SDL_Surface *to)
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{
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int bpp = from->format->BytesPerPixel;
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int w=from->w, h=from->h, pitch=to->pitch;
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int i,j;
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Uint8 *pfrom, *pto, *to0;
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SDL_LockSurface(from);
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SDL_LockSurface(to);
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pfrom=(Uint8 *)from->pixels;
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to0=(Uint8 *) to->pixels+pitch*(w-1);
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for (i=0; i<h; i++)
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{
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to0+=bpp;
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pto=to0;
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for (j=0; j<w; j++)
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{
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if (bpp==1) *pto=*pfrom;
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else if (bpp==2) *(Uint16 *)pto=*(Uint16 *)pfrom;
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else if (bpp==4) *(Uint32 *)pto=*(Uint32 *)pfrom;
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else if (bpp==3)
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{
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pto[0]=pfrom[0];
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pto[1]=pfrom[1];
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pto[2]=pfrom[2];
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}
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pfrom+=bpp;
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pto-=pitch;
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}
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}
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SDL_UnlockSurface(from);
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SDL_UnlockSurface(to);
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}
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#endif
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void gr_flip()
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{
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#ifdef LANDSCAPE
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screen2 = SDL_DisplayFormat(screen);
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BlitRotatedSurface(screen2, real_screen);
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//SDL_SetColors(real_screen, screen->format->palette->colors, 0, 256);
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SDL_UpdateRect(real_screen, 0, 0, 0, 0);
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SDL_FreeSurface(screen2);
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#else
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SDL_Flip(screen);
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#endif
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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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int gr_check_mode(u_int32_t mode)
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{
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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, 8, 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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#ifdef NOGRAPH
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return 0;
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#endif
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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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//added on 11/06/98 by Matt Mueller to set the title bar. (moved from below)
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//sekmu: might wanna copy this litte blurb to one of the text files or something
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//we want to set it here so that X window manager "Style" type commands work
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//for example, in fvwm2 or fvwm95:
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//Style "D1X*" NoTitle, NoHandles, BorderWidth 0
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//if you can't use -fullscreen like me (crashes X), this is a big help in
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//getting the window centered correctly (if you use SmartPlacement)
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SDL_WM_SetCaption(DESCENT_VERSION, "Descent II");
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//end addition -MM
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#ifdef SDL_IMAGE
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{
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#include "descent.xpm"
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SDL_WM_SetIcon(IMG_ReadXPMFromArray(pixmap), NULL);
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}
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#endif
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//edited 10/05/98 by Matt Mueller - make fullscreen mode optional
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// changed by adb on 980913: added SDL_HWPALETTE (should be option?)
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// changed by someone on 980923 to add SDL_FULLSCREEN
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#ifdef LANDSCAPE
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real_screen = SDL_SetVideoMode(h, w, 0, sdl_video_flags);
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screen = CreateRotatedSurface(real_screen);
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#else
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screen = SDL_SetVideoMode(w, h, 8, sdl_video_flags);
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#endif
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// end changes by someone
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// end changes by adb
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//end edit -MM
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if (screen == NULL) {
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Error("Could not set %dx%dx8 video mode\n",w,h);
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exit(1);
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}
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memset( grd_curscreen, 0, sizeof(grs_screen));
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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*GameArg.GfxAspectX,grd_curscreen->sc_h*GameArg.GfxAspectY);
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grd_curscreen->sc_canvas.cv_bitmap.bm_x = 0;
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grd_curscreen->sc_canvas.cv_bitmap.bm_y = 0;
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grd_curscreen->sc_canvas.cv_bitmap.bm_w = w;
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grd_curscreen->sc_canvas.cv_bitmap.bm_h = h;
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grd_curscreen->sc_canvas.cv_bitmap.bm_rowsize = screen->pitch;
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grd_curscreen->sc_canvas.cv_bitmap.bm_type = BM_LINEAR;
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grd_curscreen->sc_canvas.cv_bitmap.bm_data = (unsigned char *)screen->pixels;
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gr_set_current_canvas(NULL);
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//gr_enable_default_palette_loading();
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//added on 9/30/98 by Matt Mueller to hide the mouse if its over the game window
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SDL_ShowCursor(0);
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//end addition -MM
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//--moved up--added on 9/30/98 by Matt Mueller to set the title bar. Woohoo!
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//--moved up-- SDL_WM_SetCaption(DESCENT_VERSION " " D1X_DATE, NULL);
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//--moved up--end addition -MM
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gamefont_choose_game_font(w,h);
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gr_palette_load(gr_palette);
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return 0;
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}
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int gr_check_fullscreen(void){
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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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sdl_video_flags^=SDL_FULLSCREEN;
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SDL_WM_ToggleFullScreen(screen);
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return (sdl_video_flags & SDL_FULLSCREEN)?1:0;
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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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MALLOC( grd_curscreen,grs_screen,1 );
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memset( grd_curscreen, 0, sizeof(grs_screen));
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if (!GameArg.SysWindow)
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sdl_video_flags|=SDL_FULLSCREEN;
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//added 05/19/99 Matt Mueller - make HW surface optional
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if (GameArg.DbgSdlHWSurface)
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sdl_video_flags|=SDL_HWSURFACE;
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//end addition -MM
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// Set the mode.
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if ((retcode=gr_set_mode(mode)))
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{
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return retcode;
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}
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grd_curscreen->sc_canvas.cv_color = 0;
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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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// added on 980913 by adb to add cleanup
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atexit(gr_close);
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// end changes by adb
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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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d_free(grd_curscreen);
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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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int i;
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ubyte *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) ) 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 = screen->format->palette;
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if (palette == NULL) {
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return; // Display is not palettised
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}
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for (i=0; i<256; i++) {
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temp = (int)(*p++) + r + gr_palette_gamma;
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if (temp<0) temp=0;
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else if (temp>63) temp=63;
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colors[i].r = temp * 4;
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temp = (int)(*p++) + g + gr_palette_gamma;
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if (temp<0) temp=0;
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else if (temp>63) temp=63;
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colors[i].g = temp * 4;
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temp = (int)(*p++) + b + gr_palette_gamma;
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if (temp<0) temp=0;
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else if (temp>63) temp=63;
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colors[i].b = temp * 4;
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}
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SDL_SetColors(screen, colors, 0, 256);
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}
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//added on 980913 by adb to fix palette problems
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// need a min without side effects...
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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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//end changes by adb
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void gr_palette_load( ubyte *pal )
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{
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int i, j;
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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 (memcmp(pal,gr_current_pal,768))
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SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 0, 0, 0));
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for (i=0; i<768; i++ ) {
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gr_current_pal[i] = pal[i];
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if (gr_current_pal[i] > 63) gr_current_pal[i] = 63;
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}
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if (screen == NULL) {
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return;
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}
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palette = screen->format->palette;
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if (palette == NULL) {
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return; // Display is not palettised
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}
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for (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 (i = 0, j = 0; j < 256; j++) {
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int c;
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c = gr_find_closest_color(gamma[gr_palette[j*3]],gamma[gr_palette[j*3+1]],gamma[gr_palette[j*3+2]]);
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gr_fade_table[14*256+j] = c;
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//changed on 980913 by adb to fix palette problems
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colors[j].r = (min(gr_current_pal[i++] + gr_palette_gamma, 63)) * 4;
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colors[j].g = (min(gr_current_pal[i++] + gr_palette_gamma, 63)) * 4;
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colors[j].b = (min(gr_current_pal[i++] + gr_palette_gamma, 63)) * 4;
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//end changes by adb
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}
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SDL_SetColors(screen, colors, 0, 256);
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// SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 0, 0, 0));
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init_computed_colors();
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gr_remap_color_fonts();
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}
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void gr_palette_read(ubyte * pal)
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{
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SDL_Palette *palette;
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int i, j;
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palette = screen->format->palette;
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if (palette == NULL) {
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return; // Display is not palettised
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}
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for (i = 0, j=0; i < 256; i++) {
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pal[j++] = palette->colors[i].r / 4;
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pal[j++] = palette->colors[i].g / 4;
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pal[j++] = palette->colors[i].b / 4;
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}
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}
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