stella/stella/src/emucore/FrameBuffer.cxx

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//
// SSSS tt lll lll
// SS SS tt ll ll
// SS tttttt eeee ll ll aaaa
// SSSS tt ee ee ll ll aa
// SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator"
// SS SS tt ee ll ll aa aa
// SSSS ttt eeeee llll llll aaaaa
//
// Copyright (c) 1995-2008 by Bradford W. Mott and the Stella team
//
// See the file "license" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id: FrameBuffer.cxx,v 1.143 2008-12-12 15:51:07 stephena Exp $
//============================================================================
#include <algorithm>
#include <sstream>
#include "bspf.hxx"
#include "CommandMenu.hxx"
#include "Console.hxx"
#include "EventHandler.hxx"
#include "Event.hxx"
#include "Font.hxx"
#include "Launcher.hxx"
#include "MediaSrc.hxx"
#include "Menu.hxx"
#include "OSystem.hxx"
#include "Settings.hxx"
#include "FrameBuffer.hxx"
#ifdef DEBUGGER_SUPPORT
#include "Debugger.hxx"
#endif
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FrameBuffer::FrameBuffer(OSystem* osystem)
: myOSystem(osystem),
myScreen(0),
myRedrawEntireFrame(true),
myUsePhosphor(false),
myPhosphorBlend(77),
myInitializedCount(0),
myPausedCount(0),
mySurfaceCount(0)
{
myMsg.surface = myStatsMsg.surface = 0;
myMsg.surfaceID = myStatsMsg.surfaceID = -1;
myMsg.enabled = myStatsMsg.enabled = false;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FrameBuffer::~FrameBuffer(void)
{
freeSurface(myMsg.surfaceID);
freeSurface(myStatsMsg.surfaceID);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool FrameBuffer::initialize(const string& title, uInt32 width, uInt32 height)
{
// Now (re)initialize the SDL video system
// These things only have to be done one per FrameBuffer creation
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
if(SDL_WasInit(SDL_INIT_VIDEO) == 0)
{
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) < 0)
{
cerr << "ERROR: Couldn't initialize SDL: " << SDL_GetError() << endl;
return false;
}
}
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
myInitializedCount++;
// Set fullscreen flag
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
#ifdef WINDOWED_SUPPORT
mySDLFlags = myOSystem->settings().getBool("fullscreen") ? SDL_FULLSCREEN : 0;
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
#else
mySDLFlags = 0;
#endif
cerr << " <== FrameBuffer::initialize: w = " << width << ", h = " << height << endl;
// Set the available video modes for this framebuffer
setAvailableVidModes(width, height);
// Initialize video subsystem (make sure we get a valid mode)
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
VideoMode mode = getSavedVidMode();
if(width <= mode.screen_w && height <= mode.screen_h)
{
// Set window title and icon
setWindowTitle(title);
if(myInitializedCount == 1) setWindowIcon();
if(!initSubsystem(mode))
{
cerr << "ERROR: Couldn't initialize video subsystem" << endl;
return false;
}
else
{
myImageRect.setWidth(mode.image_w);
myImageRect.setHeight(mode.image_h);
myImageRect.moveTo(mode.image_x, mode.image_y);
myScreenRect.setWidth(mode.screen_w);
myScreenRect.setHeight(mode.screen_h);
}
}
else
return false;
// And refresh the display
myOSystem->eventHandler().refreshDisplay();
// Enable unicode so we can see translated key events
// (lowercase vs. uppercase characters)
SDL_EnableUNICODE(1);
// Erase any messages from a previous run
myMsg.counter = 0;
// Create surfaces for TIA statistics and general messages
myStatsMsg.color = kBtnTextColor;
myStatsMsg.w = myOSystem->consoleFont().getStringWidth("000 LINES %00.00 FPS");
myStatsMsg.h = myOSystem->consoleFont().getFontHeight();
if(myStatsMsg.surfaceID < 0)
{
myStatsMsg.surfaceID = allocateSurface(myStatsMsg.w, myStatsMsg.h);
myStatsMsg.surface = surface(myStatsMsg.surfaceID);
}
if(!myMsg.surface) // TODO - change this to the font we'll really use
{
myMsg.surfaceID = allocateSurface(320, myOSystem->consoleFont().getFontHeight()+10);
myMsg.surface = surface(myMsg.surfaceID);
}
// Finally, show some information about the framebuffer,
// but only on the first initialization
if(myInitializedCount == 1 && myOSystem->settings().getBool("showinfo"))
cout << about() << endl;
return true;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::update()
{
// Determine which mode we are in (from the EventHandler)
// Take care of S_EMULATE mode here, otherwise let the GUI
// figure out what to draw
switch(myOSystem->eventHandler().state())
{
case EventHandler::S_EMULATE:
{
OK, some huge changes across the board, so lets see if I get it all: After much request, added ability to access the settings menu from the ROM browser dialog. This menu now contains almost all items that can be selected in Stella, and can be accessed in-game as before. Completely removed pause functionality from the core code. It made sense back when Stella was a single-mode program: there were two modes; emulation and pause. Now that there are other event modes, the EventHandler state machine is getting too complicated. If you want to pause, you can simply enter one of the in-game menus. Related to this, when the app is minimized, Stella enters the menu dialog state. Previously, minimizing the app caused a pause, but since there was no onscreen feedback, many people assumed the app locked up. Added centering to all Dialog boxes, which is done dynamically, as they're placed on the dialog stack to be drawn to the screen. Cleaned up the API of Console/FrameBuffer/OSystem classes wrt to palettes and timing. Parts of each were being done in different classes; now it should be more consistent. Started infrastructure for user-selectable UI palettes. For now, there's no way to change it in the GUI, and it defaults to the normal palette. Eventually, there will be several choices selectable from an in-game menu. Removed '-channels' commandline argument, since that feature can be set from the ROM properties. Added '128' to the choices for fragment size in AudioDialog. Tweaked the OpenGL dynamic loading code to test both the given GL lib, and if that fails to use auto-detection. It seems in the OSX port, the first approach works for some people, and not the other (and vice-versa), git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1255 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2006-12-30 22:26:29 +00:00
// Run the console for one frame
myOSystem->console().mediaSource().update();
if(myOSystem->eventHandler().frying())
myOSystem->console().fry();
OK, some huge changes across the board, so lets see if I get it all: After much request, added ability to access the settings menu from the ROM browser dialog. This menu now contains almost all items that can be selected in Stella, and can be accessed in-game as before. Completely removed pause functionality from the core code. It made sense back when Stella was a single-mode program: there were two modes; emulation and pause. Now that there are other event modes, the EventHandler state machine is getting too complicated. If you want to pause, you can simply enter one of the in-game menus. Related to this, when the app is minimized, Stella enters the menu dialog state. Previously, minimizing the app caused a pause, but since there was no onscreen feedback, many people assumed the app locked up. Added centering to all Dialog boxes, which is done dynamically, as they're placed on the dialog stack to be drawn to the screen. Cleaned up the API of Console/FrameBuffer/OSystem classes wrt to palettes and timing. Parts of each were being done in different classes; now it should be more consistent. Started infrastructure for user-selectable UI palettes. For now, there's no way to change it in the GUI, and it defaults to the normal palette. Eventually, there will be several choices selectable from an in-game menu. Removed '-channels' commandline argument, since that feature can be set from the ROM properties. Added '128' to the choices for fragment size in AudioDialog. Tweaked the OpenGL dynamic loading code to test both the given GL lib, and if that fails to use auto-detection. It seems in the OSX port, the first approach works for some people, and not the other (and vice-versa), git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1255 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2006-12-30 22:26:29 +00:00
// And update the screen
drawMediaSource();
// Show frame statistics
if(myStatsMsg.enabled)
{
// FIXME - sizes hardcoded for now; fix during UI refactoring
char msg[30];
sprintf(msg, "%u LINES %2.2f FPS",
myOSystem->console().mediaSource().scanlines(),
myOSystem->console().getFramerate());
myStatsMsg.surface->fillRect(0, 0, myStatsMsg.w, myStatsMsg.h, kBGColor);
myStatsMsg.surface->drawString(&myOSystem->consoleFont(), msg, 0, 0,
myStatsMsg.w, myStatsMsg.color, kTextAlignLeft);
myStatsMsg.surface->addDirtyRect(0, 0, 0, 0); // force a full draw
myStatsMsg.surface->setPos(myImageRect.x() + 3, myImageRect.y() + 3);
myStatsMsg.surface->update();
}
break; // S_EMULATE
}
case EventHandler::S_PAUSE:
{
// Only update the screen if it's been invalidated
if(myRedrawEntireFrame)
drawMediaSource();
// Show a pause message every 5 seconds
if(myPausedCount++ >= 7*myOSystem->frameRate())
{
myPausedCount = 0;
showMessage("Paused", kMiddleCenter);
}
break; // S_PAUSE
}
case EventHandler::S_MENU:
{
// Only update the screen if it's been invalidated
if(myRedrawEntireFrame)
drawMediaSource();
myOSystem->menu().draw();
break; // S_MENU
}
case EventHandler::S_CMDMENU:
{
// Only update the screen if it's been invalidated
if(myRedrawEntireFrame)
drawMediaSource();
myOSystem->commandMenu().draw();
break; // S_CMDMENU
}
case EventHandler::S_LAUNCHER:
{
myOSystem->launcher().draw();
break; // S_LAUNCHER
}
#ifdef DEBUGGER_SUPPORT
case EventHandler::S_DEBUGGER:
{
myOSystem->debugger().draw();
break; // S_DEBUGGER
}
#endif
default:
return;
break;
}
// Draw any pending messages
if(myMsg.counter > 0)
drawMessage();
// Do any post-frame stuff
postFrameUpdate();
// The frame doesn't need to be completely redrawn anymore
myRedrawEntireFrame = false;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::showMessage(const string& message, MessagePosition position,
int color)
{
// Erase old messages on the screen
if(myMsg.counter > 0)
{
myRedrawEntireFrame = true;
myOSystem->eventHandler().refreshDisplay();
}
// Precompute the message coordinates
myMsg.text = message;
myMsg.counter = uInt32(myOSystem->frameRate()) << 1; // Show message for 2 seconds
myMsg.color = color;
myMsg.w = myOSystem->font().getStringWidth(myMsg.text) + 10;
myMsg.h = myOSystem->font().getFontHeight() + 8;
myMsg.surface->setWidth(myMsg.w);
myMsg.surface->setHeight(myMsg.h);
switch(position)
{
case kTopLeft:
myMsg.x = 5;
myMsg.y = 5;
break;
case kTopCenter:
myMsg.x = (myImageRect.width() - myMsg.w) >> 1;
myMsg.y = 5;
break;
case kTopRight:
myMsg.x = myImageRect.width() - myMsg.w - 5;
myMsg.y = 5;
break;
case kMiddleLeft:
myMsg.x = 5;
myMsg.y = (myImageRect.height() - myMsg.h) >> 1;
break;
case kMiddleCenter:
myMsg.x = (myImageRect.width() - myMsg.w) >> 1;
myMsg.y = (myImageRect.height() - myMsg.h) >> 1;
break;
case kMiddleRight:
myMsg.x = myImageRect.width() - myMsg.w - 5;
myMsg.y = (myImageRect.height() - myMsg.h) >> 1;
break;
case kBottomLeft:
myMsg.x = 5;
myMsg.y = myImageRect.height() - myMsg.h - 5;
break;
case kBottomCenter:
myMsg.x = (myImageRect.width() - myMsg.w) >> 1;
myMsg.y = myImageRect.height() - myMsg.h - 5;
break;
case kBottomRight:
myMsg.x = myImageRect.width() - myMsg.w - 5;
myMsg.y = myImageRect.height() - myMsg.h - 5;
break;
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::toggleFrameStats()
{
showFrameStats(!myOSystem->settings().getBool("stats"));
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::showFrameStats(bool enable)
{
myOSystem->settings().setBool("stats", enable);
myStatsMsg.enabled = enable;
myOSystem->eventHandler().refreshDisplay();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::enableMessages(bool enable)
{
if(enable)
{
// Only re-anable frame stats if they were already enabled before
myStatsMsg.enabled = myOSystem->settings().getBool("stats");
}
else
{
// Temporarily disable frame stats
myStatsMsg.enabled = false;
// Erase old messages on the screen
myMsg.counter = 0;
myOSystem->eventHandler().refreshDisplay(true); // Do this twice for
// myOSystem->eventHandler().refreshDisplay(true); // double-buffered modes
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
inline void FrameBuffer::drawMessage()
{
// Draw the bounded box and text
myMsg.surface->setPos(myMsg.x + myImageRect.x(), myMsg.y + myImageRect.y());
myMsg.surface->fillRect(0, 0, myMsg.w-2, myMsg.h-4, kBGColor);
myMsg.surface->box(0, 0, myMsg.w, myMsg.h-2, kColor, kShadowColor);
myMsg.surface->drawString(&myOSystem->font(), myMsg.text, 4, 4,
myMsg.w, myMsg.color, kTextAlignLeft);
myMsg.counter--;
// Either erase the entire message (when time is reached),
// or show again this frame
if(myMsg.counter == 0) // Force an immediate update
myOSystem->eventHandler().refreshDisplay(true);
else
{
myMsg.surface->addDirtyRect(0, 0, 0, 0); // force a full draw
myMsg.surface->update();
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::refresh()
{
myRedrawEntireFrame = true;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
int FrameBuffer::allocateSurface(int w, int h, bool useBase)
{
// Create a new surface
FBSurface* surface = createSurface(w, h, useBase);
// Add it to the list
mySurfaceList.insert(make_pair(mySurfaceCount, surface));
mySurfaceCount++;
// Return a reference to it
return mySurfaceCount - 1;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
int FrameBuffer::freeSurface(int id)
{
// Really delete the surface this time
// That means actually deleting the FBSurface object, and removing it
// from the list
map<int,FBSurface*>::iterator iter = mySurfaceList.find(id);
if(iter != mySurfaceList.end())
{
cerr << " delete id = " << iter->first << ", " << iter->second << endl;
delete iter->second;
mySurfaceList.erase(iter);
}
return -1;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FBSurface* FrameBuffer::surface(int id) const
{
map<int,FBSurface*>::const_iterator iter = mySurfaceList.find(id);
return iter != mySurfaceList.end() ? iter->second : NULL;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::reloadSurfaces()
{
map<int,FBSurface*>::iterator iter;
for(iter = mySurfaceList.begin(); iter != mySurfaceList.end(); ++iter)
iter->second->reload();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
OK, some huge changes across the board, so lets see if I get it all: After much request, added ability to access the settings menu from the ROM browser dialog. This menu now contains almost all items that can be selected in Stella, and can be accessed in-game as before. Completely removed pause functionality from the core code. It made sense back when Stella was a single-mode program: there were two modes; emulation and pause. Now that there are other event modes, the EventHandler state machine is getting too complicated. If you want to pause, you can simply enter one of the in-game menus. Related to this, when the app is minimized, Stella enters the menu dialog state. Previously, minimizing the app caused a pause, but since there was no onscreen feedback, many people assumed the app locked up. Added centering to all Dialog boxes, which is done dynamically, as they're placed on the dialog stack to be drawn to the screen. Cleaned up the API of Console/FrameBuffer/OSystem classes wrt to palettes and timing. Parts of each were being done in different classes; now it should be more consistent. Started infrastructure for user-selectable UI palettes. For now, there's no way to change it in the GUI, and it defaults to the normal palette. Eventually, there will be several choices selectable from an in-game menu. Removed '-channels' commandline argument, since that feature can be set from the ROM properties. Added '128' to the choices for fragment size in AudioDialog. Tweaked the OpenGL dynamic loading code to test both the given GL lib, and if that fails to use auto-detection. It seems in the OSX port, the first approach works for some people, and not the other (and vice-versa), git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1255 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2006-12-30 22:26:29 +00:00
void FrameBuffer::setTIAPalette(const uInt32* palette)
{
int i, j;
// Set palette for normal fill
for(i = 0; i < 256; ++i)
{
OK, some huge changes across the board, so lets see if I get it all: After much request, added ability to access the settings menu from the ROM browser dialog. This menu now contains almost all items that can be selected in Stella, and can be accessed in-game as before. Completely removed pause functionality from the core code. It made sense back when Stella was a single-mode program: there were two modes; emulation and pause. Now that there are other event modes, the EventHandler state machine is getting too complicated. If you want to pause, you can simply enter one of the in-game menus. Related to this, when the app is minimized, Stella enters the menu dialog state. Previously, minimizing the app caused a pause, but since there was no onscreen feedback, many people assumed the app locked up. Added centering to all Dialog boxes, which is done dynamically, as they're placed on the dialog stack to be drawn to the screen. Cleaned up the API of Console/FrameBuffer/OSystem classes wrt to palettes and timing. Parts of each were being done in different classes; now it should be more consistent. Started infrastructure for user-selectable UI palettes. For now, there's no way to change it in the GUI, and it defaults to the normal palette. Eventually, there will be several choices selectable from an in-game menu. Removed '-channels' commandline argument, since that feature can be set from the ROM properties. Added '128' to the choices for fragment size in AudioDialog. Tweaked the OpenGL dynamic loading code to test both the given GL lib, and if that fails to use auto-detection. It seems in the OSX port, the first approach works for some people, and not the other (and vice-versa), git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1255 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2006-12-30 22:26:29 +00:00
Uint8 r = (palette[i] >> 16) & 0xff;
Uint8 g = (palette[i] >> 8) & 0xff;
Uint8 b = palette[i] & 0xff;
myDefPalette[i] = mapRGB(r, g, b);
}
// Set palette for phosphor effect
for(i = 0; i < 256; ++i)
{
for(j = 0; j < 256; ++j)
{
OK, some huge changes across the board, so lets see if I get it all: After much request, added ability to access the settings menu from the ROM browser dialog. This menu now contains almost all items that can be selected in Stella, and can be accessed in-game as before. Completely removed pause functionality from the core code. It made sense back when Stella was a single-mode program: there were two modes; emulation and pause. Now that there are other event modes, the EventHandler state machine is getting too complicated. If you want to pause, you can simply enter one of the in-game menus. Related to this, when the app is minimized, Stella enters the menu dialog state. Previously, minimizing the app caused a pause, but since there was no onscreen feedback, many people assumed the app locked up. Added centering to all Dialog boxes, which is done dynamically, as they're placed on the dialog stack to be drawn to the screen. Cleaned up the API of Console/FrameBuffer/OSystem classes wrt to palettes and timing. Parts of each were being done in different classes; now it should be more consistent. Started infrastructure for user-selectable UI palettes. For now, there's no way to change it in the GUI, and it defaults to the normal palette. Eventually, there will be several choices selectable from an in-game menu. Removed '-channels' commandline argument, since that feature can be set from the ROM properties. Added '128' to the choices for fragment size in AudioDialog. Tweaked the OpenGL dynamic loading code to test both the given GL lib, and if that fails to use auto-detection. It seems in the OSX port, the first approach works for some people, and not the other (and vice-versa), git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1255 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2006-12-30 22:26:29 +00:00
uInt8 ri = (palette[i] >> 16) & 0xff;
uInt8 gi = (palette[i] >> 8) & 0xff;
uInt8 bi = palette[i] & 0xff;
uInt8 rj = (palette[j] >> 16) & 0xff;
uInt8 gj = (palette[j] >> 8) & 0xff;
uInt8 bj = palette[j] & 0xff;
Uint8 r = (Uint8) getPhosphor(ri, rj);
Uint8 g = (Uint8) getPhosphor(gi, gj);
Uint8 b = (Uint8) getPhosphor(bi, bj);
myAvgPalette[i][j] = mapRGB(r, g, b);
}
}
myRedrawEntireFrame = true;
}
OK, some huge changes across the board, so lets see if I get it all: After much request, added ability to access the settings menu from the ROM browser dialog. This menu now contains almost all items that can be selected in Stella, and can be accessed in-game as before. Completely removed pause functionality from the core code. It made sense back when Stella was a single-mode program: there were two modes; emulation and pause. Now that there are other event modes, the EventHandler state machine is getting too complicated. If you want to pause, you can simply enter one of the in-game menus. Related to this, when the app is minimized, Stella enters the menu dialog state. Previously, minimizing the app caused a pause, but since there was no onscreen feedback, many people assumed the app locked up. Added centering to all Dialog boxes, which is done dynamically, as they're placed on the dialog stack to be drawn to the screen. Cleaned up the API of Console/FrameBuffer/OSystem classes wrt to palettes and timing. Parts of each were being done in different classes; now it should be more consistent. Started infrastructure for user-selectable UI palettes. For now, there's no way to change it in the GUI, and it defaults to the normal palette. Eventually, there will be several choices selectable from an in-game menu. Removed '-channels' commandline argument, since that feature can be set from the ROM properties. Added '128' to the choices for fragment size in AudioDialog. Tweaked the OpenGL dynamic loading code to test both the given GL lib, and if that fails to use auto-detection. It seems in the OSX port, the first approach works for some people, and not the other (and vice-versa), git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1255 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2006-12-30 22:26:29 +00:00
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::setUIPalette(const uInt32* palette)
{
// Set palette for GUI
for(int i = 0; i < kNumColors-256; ++i)
{
Uint8 r = (palette[i] >> 16) & 0xff;
Uint8 g = (palette[i] >> 8) & 0xff;
Uint8 b = palette[i] & 0xff;
myDefPalette[i+256] = mapRGB(r, g, b);
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::toggleFullscreen()
{
setFullscreen(!myOSystem->settings().getBool("fullscreen"));
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::setFullscreen(bool enable)
{
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
#ifdef WINDOWED_SUPPORT
// Update the settings
myOSystem->settings().setBool("fullscreen", enable);
if(enable)
mySDLFlags |= SDL_FULLSCREEN;
else
mySDLFlags &= ~SDL_FULLSCREEN;
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
// Do a dummy call to getSavedVidMode to set up the modelists
// and have it point to the correct 'current' mode
getSavedVidMode();
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
// Do a mode change to the 'current' mode by not passing a '+1' or '-1'
// to changeVidMode()
changeVidMode(0);
#endif
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
bool FrameBuffer::changeVidMode(int direction)
{
EventHandler::State state = myOSystem->eventHandler().state();
bool inUIMode = (state == EventHandler::S_DEBUGGER ||
state == EventHandler::S_LAUNCHER);
// Ignore any attempts to change video size while in UI mode
if(inUIMode && direction != 0)
return false;
// Only save mode changes in TIA mode with a valid selector
bool saveModeChange = !inUIMode && (direction == -1 || direction == +1);
if(direction == +1)
myCurrentModeList->next();
else if(direction == -1)
myCurrentModeList->previous();
VideoMode vidmode = myCurrentModeList->current(myOSystem->settings());
if(setVidMode(vidmode))
{
myImageRect.setWidth(vidmode.image_w);
myImageRect.setHeight(vidmode.image_h);
myImageRect.moveTo(vidmode.image_x, vidmode.image_y);
myScreenRect.setWidth(vidmode.screen_w);
myScreenRect.setHeight(vidmode.screen_h);
if(!inUIMode)
{
myOSystem->eventHandler().handleResizeEvent();
myOSystem->eventHandler().refreshDisplay(true);
setCursorState();
showMessage(vidmode.gfxmode.description);
}
if(saveModeChange)
myOSystem->settings().setString("tia_filter", vidmode.gfxmode.name);
}
else
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
return false;
return true;
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
/*
cerr << "New mode:" << endl
<< " screen w = " << newmode.screen_w << endl
<< " screen h = " << newmode.screen_h << endl
<< " image x = " << newmode.image_x << endl
<< " image y = " << newmode.image_y << endl
<< " image w = " << newmode.image_w << endl
<< " image h = " << newmode.image_h << endl
<< " zoom = " << newmode.zoom << endl
<< " name = " << newmode.name << endl
<< endl;
*/
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::setCursorState()
{
bool isFullscreen = myOSystem->settings().getBool("fullscreen");
if(isFullscreen)
grabMouse(true);
else
grabMouse(myOSystem->settings().getBool("grabmouse"));
switch(myOSystem->eventHandler().state())
{
case EventHandler::S_EMULATE:
case EventHandler::S_PAUSE:
showCursor(false);
break;
default:
showCursor(true);
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::showCursor(bool show)
{
SDL_ShowCursor(show ? SDL_ENABLE : SDL_DISABLE);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::grabMouse(bool grab)
{
SDL_WM_GrabInput(grab ? SDL_GRAB_ON : SDL_GRAB_OFF);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool FrameBuffer::fullScreen() const
{
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
#ifdef WINDOWED_SUPPORT
return myOSystem->settings().getBool("fullscreen");
#else
return true;
#endif
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::setWindowTitle(const string& title)
{
SDL_WM_SetCaption(title.c_str(), "stella");
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::setWindowIcon()
{
#ifndef MAC_OSX
#include "stella.xpm" // The Stella icon
// Set the window icon
uInt32 w, h, ncols, nbytes;
uInt32 rgba[256], icon[32 * 32];
uInt8 mask[32][4];
sscanf(stella_icon[0], "%u %u %u %u", &w, &h, &ncols, &nbytes);
if((w != 32) || (h != 32) || (ncols > 255) || (nbytes > 1))
{
cerr << "ERROR: Couldn't load the icon.\n";
return;
}
for(uInt32 i = 0; i < ncols; i++)
{
unsigned char code;
char color[32];
uInt32 col;
sscanf(stella_icon[1 + i], "%c c %s", &code, color);
if(!strcmp(color, "None"))
col = 0x00000000;
else if(!strcmp(color, "black"))
col = 0xFF000000;
else if (color[0] == '#')
{
sscanf(color + 1, "%06x", &col);
col |= 0xFF000000;
}
else
{
cerr << "ERROR: Couldn't load the icon.\n";
return;
}
rgba[code] = col;
}
memset(mask, 0, sizeof(mask));
for(h = 0; h < 32; h++)
{
const char* line = stella_icon[1 + ncols + h];
for(w = 0; w < 32; w++)
{
icon[w + 32 * h] = rgba[(int)line[w]];
if(rgba[(int)line[w]] & 0xFF000000)
mask[h][w >> 3] |= 1 << (7 - (w & 0x07));
}
}
SDL_Surface *surface = SDL_CreateRGBSurfaceFrom(icon, 32, 32, 32,
32 * 4, 0xFF0000, 0x00FF00, 0x0000FF, 0xFF000000);
SDL_WM_SetIcon(surface, (unsigned char *) mask);
SDL_FreeSurface(surface);
#endif
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt8 FrameBuffer::getPhosphor(uInt8 c1, uInt8 c2)
{
if(c2 > c1)
BSPF_swap(c1, c2);
return ((c1 - c2) * myPhosphorBlend)/100 + c2;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
const StringMap& FrameBuffer::supportedTIAFilters(const string& type)
{
uInt32 max_zoom = maxWindowSizeForScreen(320, 210,
myOSystem->desktopWidth(), myOSystem->desktopHeight());
uInt8 mask = (type == "soft" ? 0x1 : 0x2);
#ifdef SMALL_SCREEN
uInt32 firstmode = 0;
#else
uInt32 firstmode = 1;
#endif
myTIAFilters.clear();
for(uInt32 i = firstmode; i < GFX_NumModes; ++i)
{
// For now, just include all filters
// This will change once OpenGL-only filters are added
if((ourGraphicsModes[i].avail & mask) && ourGraphicsModes[i].zoom <= max_zoom)
{
myTIAFilters.push_back(ourGraphicsModes[i].description,
ourGraphicsModes[i].name);
}
}
return myTIAFilters;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt32 FrameBuffer::maxWindowSizeForScreen(uInt32 baseWidth, uInt32 baseHeight,
uInt32 screenWidth, uInt32 screenHeight)
{
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
uInt32 multiplier = 1;
for(;;)
{
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
// Figure out the zoomed size of the window
uInt32 width = baseWidth * multiplier;
uInt32 height = baseHeight * multiplier;
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
if((width > screenWidth) || (height > screenHeight))
break;
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
++multiplier;
}
return multiplier > 1 ? multiplier - 1 : 1;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::setAvailableVidModes(uInt32 baseWidth, uInt32 baseHeight)
{
// Modelists are different depending on what state we're in
EventHandler::State state = myOSystem->eventHandler().state();
bool inUIMode = (state == EventHandler::S_DEBUGGER ||
state == EventHandler::S_LAUNCHER);
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
myWindowedModeList.clear();
myFullscreenModeList.clear();
// In UI/windowed mode, there's only one valid video mode we can use
if(inUIMode)
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
{
VideoMode m;
m.image_x = m.image_y = 0;
m.image_w = m.screen_w = baseWidth;
m.image_h = m.screen_h = baseHeight;
m.gfxmode = ourGraphicsModes[0]; // this should be zoom1x
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
addVidMode(m);
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
}
else
{
// Scan list of filters, adding only those which are appropriate
// for the given dimensions
uInt32 max_zoom = maxWindowSizeForScreen(baseWidth, baseHeight,
myOSystem->desktopWidth(), myOSystem->desktopHeight());
#ifdef SMALL_SCREEN
uInt32 firstmode = 0;
#else
uInt32 firstmode = 1;
#endif
for(uInt32 i = firstmode; i < GFX_NumModes; ++i)
{
uInt32 zoom = ourGraphicsModes[i].zoom;
if(zoom <= max_zoom)
{
VideoMode m;
m.image_x = m.image_y = 0;
m.image_w = m.screen_w = baseWidth * zoom;
m.image_h = m.screen_h = baseHeight * zoom;
m.gfxmode = ourGraphicsModes[i];
addVidMode(m);
}
}
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::addVidMode(VideoMode& mode)
{
// Windowed modes can be sized exactly as required, since there's normally
// no restriction on window size (up the maximum size)
myWindowedModeList.add(mode);
// There are often stricter requirements on fullscreen modes, and they're
// normally different depending on the OSystem in use
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
// As well, we usually can't get fullscreen modes in the exact size
// we want, so we need to calculate image offsets
const ResolutionList& res = myOSystem->supportedResolutions();
for(uInt32 i = 0; i < res.size(); ++i)
{
if(mode.screen_w <= res[i].width && mode.screen_h <= res[i].height)
{
// Auto-calculate 'smart' centering; platform-specific framebuffers are
// free to ignore or augment it
mode.screen_w = res[i].width;
mode.screen_h = res[i].height;
mode.image_x = (mode.screen_w - mode.image_w) >> 1;
mode.image_y = (mode.screen_h - mode.image_h) >> 1;
break;
}
}
myFullscreenModeList.add(mode);
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
}
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FrameBuffer::VideoMode FrameBuffer::getSavedVidMode()
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
{
EventHandler::State state = myOSystem->eventHandler().state();
Added 'WINDOWED_SUPPORT' compile-time argument, which can be used for those systems which don't actually have a windowing environment. When this is set, toggling from fullscreen will not be possible, and certain window-related UI functions will not be accessible. Completely revamped video subsystem. Windowed and fullscreen modes are now dealt with separately. Windows can be zoomed using the 'zoom_ui' and 'zoom_tia' arguments. Fullscreen modes are now set by resolution, not zoom, so you can specify to always use a certain fullscreen resolution, and the images will be scaled appropriately. This also fixes the fullscreen issues on widescreen monitors; just select a widescreen video mode, and the aspect ratio will always be correct. Removed dirty-rect support for software rendering of the TIA image, as it ended up being slower than just updating the entire image. For those resolutions where it will start to slow down (1024x768 or higher), one should be using OpenGL. Fixed issue in Windows when returning from fullscreen mode made the window constantly 'shrink' in size. It was related to auto-detecting the desktop resolution, which is really the job of SDL. As such, all further releases of Stella will require SDL 1.2.10, which includes this auto-detection code internally. Made ROM launcher resizable, configurable in sizes from 320x240 to 800x600. Updated the UIDialog to change these quantities from the UI (Stella will need to be restarted for it to take effect). Removed aspect ratio support, since it was causing problems, and the new fullscreen mode work has made it obsolete. i *may* consider it again in the future, if there's sufficient demand. Added 'fullres' commandline argument, used to set the fullscreen resolution. Added 'launcherres' commandline argument, used to set the ROM launcher resolution. This replaces 'launchersize' argument, which has been removed. Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia', respectively. Their function remains the same. Changed meaning of 'gl_fsmax' argument to specify what modes to use fullscreen OpenGL scaling (previously, this was a boolean, and didn't consider different modes). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1323 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-06-20 16:33:23 +00:00
if(myOSystem->settings().getBool("fullscreen"))
myCurrentModeList = &myFullscreenModeList;
else
myCurrentModeList = &myWindowedModeList;
// Now select the best resolution depending on the state
// UI modes (launcher and debugger) have only one supported resolution
// so the 'current' one is the only valid one
if(state == EventHandler::S_DEBUGGER || state == EventHandler::S_LAUNCHER)
{
myCurrentModeList->setByGfxMode(GFX_Zoom1x);
}
else
{
const string& name = myOSystem->settings().getString("tia_filter");
myCurrentModeList->setByGfxMode(name);
}
return myCurrentModeList->current(myOSystem->settings());
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FrameBuffer::VideoModeList::VideoModeList()
{
myIdx = -1;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FrameBuffer::VideoModeList::~VideoModeList()
{
clear();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::VideoModeList::add(VideoMode mode)
{
myModeList.push_back(mode);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::VideoModeList::clear()
{
myModeList.clear();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool FrameBuffer::VideoModeList::isEmpty() const
{
return myModeList.isEmpty();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt32 FrameBuffer::VideoModeList::size() const
{
return myModeList.size();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::VideoModeList::previous()
{
--myIdx;
if(myIdx < 0) myIdx = myModeList.size() - 1;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
const FrameBuffer::VideoMode FrameBuffer::
VideoModeList::current(const Settings& settings) const
{
// Fullscreen modes are related to the 'fullres' setting
// If it's 'auto', we just use the mode as already previously defined
// If it's not 'auto', attempt to fit the mode into the resolution
// specified by 'fullres' (if possible)
if(settings.getBool("fullscreen") &&
BSPF_tolower(settings.getString("fullres")) != "auto")
{
// Only use 'fullres' if it's *bigger* than the requested mode
int w, h;
settings.getSize("fullres", w, h);
if(w != -1 && h != -1 && (uInt32)w > myModeList[myIdx].screen_w &&
(uInt32)h > myModeList[myIdx].screen_h)
{
VideoMode mode = myModeList[myIdx];
mode.screen_w = w;
mode.screen_h = h;
mode.image_x = (mode.screen_w - mode.image_w) >> 1;
mode.image_y = (mode.screen_h - mode.image_h) >> 1;
return mode;
}
}
// Otherwise, we just use the mode has it was defined in ::addVidMode()
return myModeList[myIdx];
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::VideoModeList::next()
{
myIdx = (myIdx + 1) % myModeList.size();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::VideoModeList::setByGfxMode(GfxID id)
{
// First we determine which graphics mode is being requested
bool found = false;
GraphicsMode gfxmode;
for(uInt32 i = 0; i < GFX_NumModes; ++i)
{
if(ourGraphicsModes[i].type == id)
{
gfxmode = ourGraphicsModes[i];
found = true;
break;
}
}
if(!found) gfxmode = ourGraphicsModes[0];
// Now we scan the list for the applicable video mode
set(gfxmode);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::VideoModeList::setByGfxMode(const string& name)
{
// First we determine which graphics mode is being requested
bool found = false;
GraphicsMode gfxmode;
for(uInt32 i = 0; i < GFX_NumModes; ++i)
{
if(ourGraphicsModes[i].name == BSPF_tolower(name) ||
ourGraphicsModes[i].description == BSPF_tolower(name))
{
gfxmode = ourGraphicsModes[i];
found = true;
break;
}
}
if(!found) gfxmode = ourGraphicsModes[0];
// Now we scan the list for the applicable video mode
set(gfxmode);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::VideoModeList::set(const GraphicsMode& gfxmode)
{
// Attempt to point the current mode to the one given
myIdx = -1;
// First search for the given gfx id
for(unsigned int i = 0; i < myModeList.size(); ++i)
{
if(myModeList[i].gfxmode.type == gfxmode.type)
{
myIdx = i;
return;
}
}
// If we get here, then the gfx type couldn't be found, so we search
// for the first mode with the same zoomlevel
for(unsigned int i = 0; i < myModeList.size(); ++i)
{
if(myModeList[i].gfxmode.zoom == gfxmode.zoom)
{
myIdx = i;
return;
}
}
// Finally, just pick the lowes video mode
myIdx = 0;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::VideoModeList::print()
{
cerr << "VideoModeList: " << endl << endl;
for(Common::Array<VideoMode>::const_iterator i = myModeList.begin();
i != myModeList.end(); ++i)
{
cerr << " Mode " << i << endl
<< " screen w = " << i->screen_w << endl
<< " screen h = " << i->screen_h << endl
<< " image x = " << i->image_x << endl
<< " image y = " << i->image_y << endl
<< " image w = " << i->image_w << endl
<< " image h = " << i->image_h << endl
<< " gfx id = " << i->gfxmode.type << endl
<< " gfx name = " << i->gfxmode.name << endl
<< " gfx desc = " << i->gfxmode.description << endl
<< " gfx zoom = " << i->gfxmode.zoom << endl
<< endl;
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FBSurface::box(uInt32 x, uInt32 y, uInt32 w, uInt32 h,
int colorA, int colorB)
{
hLine(x + 1, y, x + w - 2, colorA);
hLine(x, y + 1, x + w - 1, colorA);
vLine(x, y + 1, y + h - 2, colorA);
vLine(x + 1, y, y + h - 1, colorA);
hLine(x + 1, y + h - 2, x + w - 1, colorB);
hLine(x + 1, y + h - 1, x + w - 2, colorB);
vLine(x + w - 1, y + 1, y + h - 2, colorB);
vLine(x + w - 2, y + 1, y + h - 1, colorB);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FBSurface::frameRect(uInt32 x, uInt32 y, uInt32 w, uInt32 h,
int color, FrameStyle style)
{
switch(style)
{
case kSolidLine:
hLine(x, y, x + w - 1, color);
hLine(x, y + h - 1, x + w - 1, color);
vLine(x, y, y + h - 1, color);
vLine(x + w - 1, y, y + h - 1, color);
break;
case kDashLine:
unsigned int i, skip, lwidth = 1;
for(i = x, skip = 1; i < x+w-1; i=i+lwidth+1, ++skip)
{
if(skip % 2)
{
hLine(i, y, i + lwidth, color);
hLine(i, y + h - 1, i + lwidth, color);
}
}
for(i = y, skip = 1; i < y+h-1; i=i+lwidth+1, ++skip)
{
if(skip % 2)
{
vLine(x, i, i + lwidth, color);
vLine(x + w - 1, i, i + lwidth, color);
}
}
break;
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FBSurface::drawString(const GUI::Font* font, const string& s,
int x, int y, int w,
int color, TextAlignment align,
int deltax, bool useEllipsis)
{
const int leftX = x, rightX = x + w;
unsigned int i;
int width = font->getStringWidth(s);
string str;
if(useEllipsis && width > w)
{
// String is too wide. So we shorten it "intelligently", by replacing
// parts of it by an ellipsis ("..."). There are three possibilities
// for this: replace the start, the end, or the middle of the string.
// What is best really depends on the context; but unless we want to
// make this configurable, replacing the middle probably is a good
// compromise.
const int ellipsisWidth = font->getStringWidth("...");
// SLOW algorithm to remove enough of the middle. But it is good enough for now.
const int halfWidth = (w - ellipsisWidth) / 2;
int w2 = 0;
for(i = 0; i < s.size(); ++i)
{
int charWidth = font->getCharWidth(s[i]);
if(w2 + charWidth > halfWidth)
break;
w2 += charWidth;
str += s[i];
}
// At this point we know that the first 'i' chars are together 'w2'
// pixels wide. We took the first i-1, and add "..." to them.
str += "...";
// The original string is width wide. Of those we already skipped past
// w2 pixels, which means (width - w2) remain.
// The new str is (w2+ellipsisWidth) wide, so we can accomodate about
// (w - (w2+ellipsisWidth)) more pixels.
// Thus we skip ((width - w2) - (w - (w2+ellipsisWidth))) =
// (width + ellipsisWidth - w)
int skip = width + ellipsisWidth - w;
for(; i < s.size() && skip > 0; ++i)
skip -= font->getCharWidth(s[i]);
// Append the remaining chars, if any
for(; i < s.size(); ++i)
str += s[i];
width = font->getStringWidth(str);
}
else
str = s;
if(align == kTextAlignCenter)
x = x + (w - width - 1)/2;
else if(align == kTextAlignRight)
x = x + w - width;
x += deltax;
for(i = 0; i < str.size(); ++i)
{
w = font->getCharWidth(str[i]);
if(x+w > rightX)
break;
if(x >= leftX)
drawChar(font, str[i], x, y, color);
x += w;
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FrameBuffer::GraphicsMode FrameBuffer::ourGraphicsModes[GFX_NumModes] = {
{ GFX_Zoom1x, "zoom1x", "Zoom 1x", 1, 0x3 },
{ GFX_Zoom2x, "zoom2x", "Zoom 2x", 2, 0x3 },
{ GFX_Zoom3x, "zoom3x", "Zoom 3x", 3, 0x3 },
{ GFX_Zoom4x, "zoom4x", "Zoom 4x", 4, 0x3 },
{ GFX_Zoom5x, "zoom5x", "Zoom 5x", 5, 0x3 },
{ GFX_Zoom6x, "zoom6x", "Zoom 6x", 6, 0x3 },
{ GFX_Zoom7x, "zoom7x", "Zoom 7x", 7, 0x3 },
{ GFX_Zoom8x, "zoom8x", "Zoom 8x", 8, 0x3 },
{ GFX_Zoom9x, "zoom9x", "Zoom 9x", 9, 0x3 },
{ GFX_Zoom10x, "zoom10x", "Zoom 10x", 10, 0x3 }
};