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) 1995-2012 by Bradford W. Mott, Stephen Anthony
// and the Stella Team
//
// See the file "License.txt" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id$
//============================================================================
#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 "Menu.hxx"
#include "OSystem.hxx"
#include "Settings.hxx"
#include "TIA.hxx"
#include "FrameBuffer.hxx"
#ifdef DEBUGGER_SUPPORT
#include "Debugger.hxx"
#endif
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FrameBuffer::FrameBuffer(OSystem* osystem)
: myOSystem(osystem),
myScreen(0),
mySDLFlags(0),
myRedrawEntireFrame(true),
myUsePhosphor(false),
myPhosphorBlend(77),
myInitializedCount(0),
myPausedCount(0)
{
myMsg.surface = myStatsMsg.surface = NULL;
myMsg.surfaceID = myStatsMsg.surfaceID = -1;
myMsg.enabled = myStatsMsg.enabled = false;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FrameBuffer::~FrameBuffer(void)
{
// Free all allocated surfaces
while(!mySurfaceList.empty())
{
delete (*mySurfaceList.begin()).second;
mySurfaceList.erase(mySurfaceList.begin());
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FBInitStatus FrameBuffer::initialize(const string& title,
uInt32 width, uInt32 height)
{
ostringstream buf;
// 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)
{
buf << "ERROR: Couldn't initialize SDL: " << SDL_GetError() << endl;
myOSystem->logMessage(buf.str(), 0);
return kFailComplete;
}
}
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++;
// A 'windowed' system is defined as one where the window size can be
// larger than the screen size, as there's some sort of window manager
// that takes care of it (all current desktop systems fall in this category)
// However, some systems have no concept of windowing, and have hard limits
// on how large a window can be (ie, the size of the 'desktop' is the
// absolute upper limit on window size)
//
// If the WINDOWED_SUPPORT macro is defined, we treat the system as the
// former type; if not, as the latter type
uInt32 flags = mySDLFlags;
#ifdef WINDOWED_SUPPORT
// We assume that a desktop size of at least 640x480 means that we're
// running on a 'large' system, and the window size requirements can
// be relaxed
// Otherwise, we treat the system as if WINDOWED_SUPPORT is not defined
if(myOSystem->desktopWidth() < 640 && myOSystem->desktopHeight() < 480 &&
(myOSystem->desktopWidth() < width || myOSystem->desktopHeight() < height))
return kFailTooLarge;
if(myOSystem->settings().getString("fullscreen") == "1")
{
if(myOSystem->desktopWidth() < width || myOSystem->desktopHeight() < height)
return kFailTooLarge;
flags |= SDL_FULLSCREEN;
}
else
flags &= ~SDL_FULLSCREEN;
#else
// Make sure this mode is even possible
// We only really need to worry about it in non-windowed environments,
// where requesting a window that's too large will probably cause a crash
if(myOSystem->desktopWidth() < width || myOSystem->desktopHeight() < height)
return kFailTooLarge;
#endif
// Only update the actual flags if no errors were detected
mySDLFlags = flags;
// 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))
{
centerAppWindow(mode);
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);
// Did we get the requested fullscreen state?
const string& fullscreen = myOSystem->settings().getString("fullscreen");
if(fullscreen != "-1")
myOSystem->settings().setString("fullscreen", fullScreen() ? "1" : "0");
setCursorState();
}
else
{
myOSystem->logMessage("ERROR: Couldn't initialize video subsystem\n", 0);
return kFailNotSupported;
}
}
else
return kFailTooLarge;
// 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().getMaxCharWidth() * 23 + 2;
myStatsMsg.h = (myOSystem->consoleFont().getFontHeight() + 2) * 2;
if(myStatsMsg.surface == NULL)
{
myStatsMsg.surfaceID = allocateSurface(myStatsMsg.w, myStatsMsg.h);
myStatsMsg.surface = surface(myStatsMsg.surfaceID);
}
if(myMsg.surface == NULL)
{
myMsg.surfaceID = allocateSurface(500, myOSystem->font().getFontHeight()+10);
myMsg.surface = surface(myMsg.surfaceID);
}
// Finally, show some information about the framebuffer,
// but only on the first initialization
if(myInitializedCount == 1)
myOSystem->logMessage(about() + "\n", 1);
return kSuccess;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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
// Note that the debugger can cause a breakpoint to occur, which changes
// the EventHandler state 'behind our back' - we need to check for that
myOSystem->console().tia().update();
#ifdef DEBUGGER_SUPPORT
if(myOSystem->eventHandler().state() != EventHandler::S_EMULATE) break;
#endif
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
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
drawTIA(myRedrawEntireFrame);
// Show frame statistics
if(myStatsMsg.enabled)
{
const ConsoleInfo& info = myOSystem->console().about();
char msg[30];
BSPF_snprintf(msg, 29, "%u @ %2.2ffps => %s",
myOSystem->console().tia().scanlines(),
myOSystem->console().getFramerate(), info.DisplayFormat.c_str());
myStatsMsg.surface->fillRect(0, 0, myStatsMsg.w, myStatsMsg.h, kBGColor);
myStatsMsg.surface->drawString(&myOSystem->consoleFont(),
msg, 1, 1, myStatsMsg.w, myStatsMsg.color, kTextAlignLeft);
myStatsMsg.surface->drawString(&myOSystem->consoleFont(),
info.BankSwitch, 1, 15, myStatsMsg.w, myStatsMsg.color, kTextAlignLeft);
myStatsMsg.surface->addDirtyRect(0, 0, 0, 0); // force a full draw
myStatsMsg.surface->setPos(myImageRect.x() + 1, myImageRect.y() + 1);
myStatsMsg.surface->update();
}
break; // S_EMULATE
}
case EventHandler::S_PAUSE:
{
// Only update the screen if it's been invalidated
if(myRedrawEntireFrame)
drawTIA(true);
// Show a pause message every 5 seconds
if(myPausedCount++ >= 7*myOSystem->frameRate())
{
myPausedCount = 0;
showMessage("Paused", kMiddleCenter);
}
break; // S_PAUSE
}
case EventHandler::S_MENU:
{
// When onscreen messages are enabled in double-buffer mode,
// a full redraw is required
myOSystem->menu().draw(myMsg.enabled && type() == kDoubleBuffer);
break; // S_MENU
}
case EventHandler::S_CMDMENU:
{
// When onscreen messages are enabled in double-buffer mode,
// a full redraw is required
myOSystem->commandMenu().draw(myMsg.enabled && type() == kDoubleBuffer);
break; // S_CMDMENU
}
case EventHandler::S_LAUNCHER:
{
// When onscreen messages are enabled in double-buffer mode,
// a full redraw is required
myOSystem->launcher().draw(myMsg.enabled && type() == kDoubleBuffer);
break; // S_LAUNCHER
}
#ifdef DEBUGGER_SUPPORT
case EventHandler::S_DEBUGGER:
{
// When onscreen messages are enabled in double-buffer mode,
// a full redraw is required
myOSystem->debugger().draw(myMsg.enabled && type() == kDoubleBuffer);
break; // S_DEBUGGER
}
#endif
default:
return;
}
// Draw any pending messages
if(myMsg.enabled)
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,
bool force)
{
// Only show messages if they've been enabled
if(!(force || myOSystem->settings().getBool("uimessages")))
return;
// Erase old messages on the screen
if(myMsg.counter > 0)
{
myRedrawEntireFrame = true;
refresh();
}
// Precompute the message coordinates
myMsg.text = message;
myMsg.counter = uInt32(myOSystem->frameRate()) << 1; // Show message for 2 seconds
myMsg.color = kBtnTextColor;
myMsg.w = myOSystem->font().getStringWidth(myMsg.text) + 10;
myMsg.h = myOSystem->font().getFontHeight() + 8;
myMsg.surface->setWidth(myMsg.w);
myMsg.surface->setHeight(myMsg.h);
myMsg.position = position;
myMsg.enabled = true;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::toggleFrameStats()
{
showFrameStats(!myOSystem->settings().getBool("stats"));
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::showFrameStats(bool enable)
{
myOSystem->settings().setBool("stats", enable);
myStatsMsg.enabled = enable;
refresh();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::enableMessages(bool enable)
{
if(enable)
{
// Only re-enable 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.enabled = false;
myMsg.counter = 0;
refresh();
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
inline void FrameBuffer::drawMessage()
{
// Draw the bounded box and text
switch(myMsg.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;
}
myMsg.surface->setPos(myMsg.x + myImageRect.x(), myMsg.y + myImageRect.y());
myMsg.surface->fillRect(1, 1, myMsg.w-2, myMsg.h-2, kBtnColor);
myMsg.surface->box(0, 0, myMsg.w, myMsg.h, 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
{
myMsg.enabled = false;
refresh();
}
else
{
myMsg.surface->addDirtyRect(0, 0, 0, 0);
myMsg.surface->update();
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::refresh()
{
// This method partly duplicates the behaviour in ::update()
// Here, however, make sure to redraw *all* surfaces applicable to the
// current EventHandler state
// We also check for double-buffered modes, and when present
// update both buffers accordingly
//
// This method is in essence a FULL refresh, putting all rendering
// buffers in a known, fully redrawn state
bool doubleBuffered = (type() == kDoubleBuffer);
switch(myOSystem->eventHandler().state())
{
case EventHandler::S_EMULATE:
case EventHandler::S_PAUSE:
invalidate();
drawTIA(true);
if(doubleBuffered)
{
postFrameUpdate();
invalidate();
drawTIA(true);
}
break;
case EventHandler::S_MENU:
invalidate();
drawTIA(true);
myOSystem->menu().draw(true);
if(doubleBuffered)
{
postFrameUpdate();
invalidate();
drawTIA(true);
myOSystem->menu().draw(true);
}
break;
case EventHandler::S_CMDMENU:
invalidate();
drawTIA(true);
myOSystem->commandMenu().draw(true);
if(doubleBuffered)
{
postFrameUpdate();
invalidate();
drawTIA(true);
myOSystem->commandMenu().draw(true);
}
break;
case EventHandler::S_LAUNCHER:
invalidate();
myOSystem->launcher().draw(true);
if(doubleBuffered)
{
postFrameUpdate();
invalidate();
myOSystem->launcher().draw(true);
}
break;
#ifdef DEBUGGER_SUPPORT
case EventHandler::S_DEBUGGER:
invalidate();
myOSystem->debugger().draw(true);
if(doubleBuffered)
{
postFrameUpdate();
invalidate();
myOSystem->debugger().draw(true);
}
break;
#endif
default:
break;
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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(int(mySurfaceList.size()), surface));
// Return a reference to it
return mySurfaceList.size() - 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::resetSurfaces(FBSurface* tiasurface)
{
// Free all resources for each surface, then reload them
// Due to possible timing and/or synchronization issues, all free()'s
// are done first, then all reload()'s
// Any derived FrameBuffer classes that call this method should be
// aware of these restrictions, and act accordingly
map<int,FBSurface*>::iterator iter;
for(iter = mySurfaceList.begin(); iter != mySurfaceList.end(); ++iter)
iter->second->free();
if(tiasurface)
tiasurface->free();
for(iter = mySurfaceList.begin(); iter != mySurfaceList.end(); ++iter)
iter->second->reload();
if(tiasurface)
tiasurface->reload();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt32 FrameBuffer::tiaPixel(uInt32 idx, uInt8 shift) const
{
uInt8 c = *(myOSystem->console().tia().currentFrameBuffer() + idx) | shift;
uInt8 p = *(myOSystem->console().tia().previousFrameBuffer() + idx) | shift;
return (!myUsePhosphor ? myDefPalette[c] : myAvgPalette[c][p]);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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);
if(SDL_BYTEORDER == SDL_LIL_ENDIAN)
{
myDefPalette24[i][0] = b;
myDefPalette24[i][1] = g;
myDefPalette24[i][2] = r;
}
else
{
myDefPalette24[i][0] = r;
myDefPalette24[i][1] = g;
myDefPalette24[i][2] = 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, j = 256; i < kNumColors-256; ++i, ++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 r = (palette[i] >> 16) & 0xff;
Uint8 g = (palette[i] >> 8) & 0xff;
Uint8 b = palette[i] & 0xff;
myDefPalette[j] = mapRGB(r, g, b);
if(SDL_BYTEORDER == SDL_LIL_ENDIAN)
{
myDefPalette24[j][0] = b;
myDefPalette24[j][1] = g;
myDefPalette24[j][2] = r;
}
else
{
myDefPalette24[j][0] = r;
myDefPalette24[j][1] = g;
myDefPalette24[j][2] = b;
}
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::stateChanged(EventHandler::State state)
{
// Make sure any onscreen messages are removed
myMsg.enabled = false;
myMsg.counter = 0;
myRedrawEntireFrame = true;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::toggleFullscreen()
{
setFullscreen(!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
// '-1' means fullscreen mode is completely disabled
if(enable && myOSystem->settings().getString("fullscreen") != "-1" )
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(), fullScreen());
if(setVidMode(vidmode))
{
centerAppWindow(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);
// Did we get the requested fullscreen state?
const string& fullscreen = myOSystem->settings().getString("fullscreen");
if(fullscreen != "-1")
myOSystem->settings().setString("fullscreen", fullScreen() ? "1" : "0");
setCursorState();
if(!inUIMode)
{
if(direction != 0) // only show message when mode actually changes
showMessage(vidmode.gfxmode.description);
}
if(saveModeChange)
myOSystem->settings().setString("tia_filter", vidmode.gfxmode.name);
refresh();
}
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()
{
// Always grab mouse in fullscreen or during emulation (if enabled),
// and don't show the cursor during emulation
bool emulation =
myOSystem->eventHandler().state() == EventHandler::S_EMULATE;
grabMouse(fullScreen() ||
(emulation && myOSystem->settings().getBool("grabmouse")));
showCursor(!emulation);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::toggleGrabMouse()
{
bool state = myOSystem->settings().getBool("grabmouse");
myOSystem->settings().setBool("grabmouse", !state);
setCursorState();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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
#else
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
#endif
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::setWindowTitle(const string& title)
{
SDL_WM_SetCaption(title.c_str(), "stella");
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::setWindowIcon()
{
#if !defined(BSPF_MAC_OSX) && !defined(BSPF_UNIX)
#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))
{
myOSystem->logMessage("ERROR: Couldn't load the application icon.\n", 0);
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
{
myOSystem->logMessage("ERROR: Couldn't load the application icon.\n", 0);
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) const
{
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);
uInt32 firstmode = 1;
if(myOSystem->desktopWidth() < 640 || myOSystem->desktopHeight() < 480)
firstmode = 0;
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
// We don't use maxWindowSizeForScreen here, since UI mode has to open its
// window at the requested size
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());
// Figure our the smallest zoom level we can use
uInt32 firstmode = 1;
if(myOSystem->desktopWidth() < 640 || myOSystem->desktopHeight() < 480)
firstmode = 0;
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)
{
// The are minimum size requirements on a screen, no matter is in fullscreen
// or windowed mode
// Various part of the UI system depend on having at least 320x240 pixels
// available, so we must enforce it here
// Windowed modes can be sized exactly as required, since there's normally
// no restriction on window size (between the minimum and maximum size)
mode.screen_w = BSPF_max(mode.screen_w, 320u);
mode.screen_h = BSPF_max(mode.screen_h, 240u);
mode.image_x = (mode.screen_w - mode.image_w) >> 1;
mode.image_y = (mode.screen_h - mode.image_h) >> 1;
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 = BSPF_max(res[i].width, 320u);
mode.screen_h = BSPF_max(res[i].height, 240u);
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();
if(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
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(), fullScreen());
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::centerAppWindow(const VideoMode& mode)
{
// Attempt to center the application window in non-fullscreen mode
if(!fullScreen() && myOSystem->settings().getBool("center"))
{
int x = mode.screen_w >= myOSystem->desktopWidth() ? 0 :
((myOSystem->desktopWidth() - mode.screen_w) >> 1);
int y = mode.screen_h >= myOSystem->desktopHeight() ? 0 :
((myOSystem->desktopHeight() - mode.screen_h) >> 1);
myOSystem->setAppWindowPos(x, y, mode.screen_w, mode.screen_h);
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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, bool isFullscreen) 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(isFullscreen && !BSPF_equalsIgnoreCase(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(BSPF_equalsIgnoreCase(ourGraphicsModes[i].name, name) ||
BSPF_equalsIgnoreCase(ourGraphicsModes[i].description, 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 (making sure that the
// requested mode can fit inside the current screen)
if(gfxmode.zoom > myModeList[myModeList.size()-1].gfxmode.zoom)
{
myIdx = myModeList.size()-1;
return;
}
else
{
for(unsigned int i = 0; i < myModeList.size(); ++i)
{
if(myModeList[i].gfxmode.zoom == gfxmode.zoom)
{
myIdx = i;
return;
}
}
}
// Finally, just pick the lowest 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;
print(*i);
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FrameBuffer::VideoModeList::print(const VideoMode& mode)
{
cerr << " screen w = " << mode.screen_w << endl
<< " screen h = " << mode.screen_h << endl
<< " image x = " << mode.image_x << endl
<< " image y = " << mode.image_y << endl
<< " image w = " << mode.image_w << endl
<< " image h = " << mode.image_h << endl
<< " gfx id = " << mode.gfxmode.type << endl
<< " gfx name = " << mode.gfxmode.name << endl
<< " gfx desc = " << mode.gfxmode.description << endl
<< " gfx zoom = " << mode.gfxmode.zoom << endl
<< endl;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void FBSurface::box(uInt32 x, uInt32 y, uInt32 w, uInt32 h,
uInt32 colorA, uInt32 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,
uInt32 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,
uInt32 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 }
};