mirror of https://github.com/stella-emu/stella.git
Finally have fullscreen/windowed mode switching working.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@2904 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
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053ce36518
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d09ac569e5
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@ -38,7 +38,6 @@ FrameBufferSDL2::FrameBufferSDL2(OSystem& osystem)
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: FrameBuffer(osystem),
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myWindow(NULL),
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myRenderer(NULL),
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myWindowFlags(0),
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myDirtyFlag(true),
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myDblBufferedFlag(true)
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{
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@ -97,54 +96,54 @@ void FrameBufferSDL2::queryHardware(uInt32& w, uInt32& h, VariantList& renderers
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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bool FrameBufferSDL2::setVideoMode(const string& title, const VideoMode& mode,
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bool fullscreen_toggle)
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bool /*fullscreen_toggle*/)
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{
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cerr << "fullscreen_toggle=" << fullscreen_toggle << endl;
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#if 0
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uInt32 flags = enable ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
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if(SDL_SetWindowFullscreen(myWindow, flags))
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myOSystem.settings().setValue("fullscreen", enable);
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#endif
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// If not initialized by this point, then immediately fail
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if(SDL_WasInit(SDL_INIT_VIDEO) == 0)
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return false;
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// (Re)create window and renderer
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// Always recreate renderer (some systems need this)
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if(myRenderer)
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{
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SDL_DestroyRenderer(myRenderer);
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myRenderer = NULL;
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}
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// Don't re-create the window if its size hasn't changed, as it is
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// wasteful, and causing flashing in fullscreen mode
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if(myWindow)
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{
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int w, h;
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SDL_GetWindowSize(myWindow, &w, &h);
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if(w != mode.screen.w || h != mode.screen.h)
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{
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SDL_DestroyWindow(myWindow);
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myWindow = NULL;
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}
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}
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// Window centering option
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if(!myWindow)
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{
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int pos = myOSystem.settings().getBool("center")
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? SDL_WINDOWPOS_CENTERED : SDL_WINDOWPOS_UNDEFINED;
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myWindow = SDL_CreateWindow(title.c_str(),
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pos, pos, mode.screen.w, mode.screen.h,
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0);
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mode.fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
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if(myWindow == NULL)
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{
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string msg = "ERROR: Unable to open SDL window: " + string(SDL_GetError());
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myOSystem.logMessage(msg, 0);
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return false;
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}
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}
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// V'synced blits option
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Uint32 renderFlags = SDL_RENDERER_ACCELERATED;
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if(myOSystem.settings().getBool("vsync"))
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if(myOSystem.settings().getBool("vsync")) // V'synced blits option
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renderFlags |= SDL_RENDERER_PRESENTVSYNC;
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// Render hint
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const string& video = myOSystem.settings().getString("video");
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const string& video = myOSystem.settings().getString("video"); // Render hint
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if(video != "")
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, video.c_str());
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myRenderer = SDL_CreateRenderer(myWindow, -1, renderFlags);
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if(myWindow == NULL)
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if(myRenderer == NULL)
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{
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string msg = "ERROR: Unable to create SDL renderer: " + string(SDL_GetError());
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myOSystem.logMessage(msg, 0);
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@ -186,7 +185,7 @@ string FrameBufferSDL2::about() const
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void FrameBufferSDL2::invalidate()
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{
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myDirtyFlag = true;
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// SDL_RenderClear(myRenderer);
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SDL_RenderClear(myRenderer);
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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@ -216,7 +215,7 @@ void FrameBufferSDL2::postFrameUpdate()
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{
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if(myDirtyFlag)
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{
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// Now show all changes made to the texture(s)
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// Now show all changes made to the renderer
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SDL_RenderPresent(myRenderer);
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myDirtyFlag = false;
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}
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@ -165,22 +165,16 @@ class FrameBufferSDL2 : public FrameBuffer
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SDL_Window* myWindow;
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SDL_Renderer* myRenderer;
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// SDL initialization flags
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// This is set by the base FrameBuffer class, and read by the derived classes
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// If a FrameBuffer is successfully created, the derived classes must modify
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// it to point to the actual flags used by the SDL_Surface
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uInt32 myWindowFlags;
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// Used by mapRGB (when palettes are created)
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SDL_PixelFormat* myPixelFormat;
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// The depth of the texture buffer
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// The depth of the render buffer
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uInt32 myDepth;
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// Indicates that the texture has been modified, and should be redrawn
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// Indicates that the renderer has been modified, and should be redrawn
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bool myDirtyFlag;
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// Indicates whether the backend is using double buffering
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// Indicates whether the render backend is using double buffering
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bool myDblBufferedFlag;
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};
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@ -192,16 +192,7 @@ FBInitStatus FrameBuffer::createDisplay(const string& title,
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(myDesktopSize.w < width || myDesktopSize.h < height))
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return kFailTooLarge;
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// FIXSDL - remove size limitations here?
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if(myOSystem.settings().getBool("fullscreen"))
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{
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if(myDesktopSize.w < width || myDesktopSize.h < height)
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return kFailTooLarge;
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useFullscreen = true;
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}
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else
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useFullscreen = false;
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useFullscreen = myOSystem.settings().getBool("fullscreen");
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#else
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// Make sure this mode is even possible
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// We only really need to worry about it in non-windowed environments,
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@ -676,8 +667,6 @@ void FrameBuffer::stateChanged(EventHandler::State state)
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void FrameBuffer::setFullscreen(bool enable)
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{
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const VideoMode& mode = getSavedVidMode(enable);
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cerr << "setFullscreen: " << enable << " " << mode << endl;
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if(setVideoMode(myScreenTitle, mode, true))
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{
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myImageRect = mode.image;
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@ -897,34 +886,34 @@ void VideoMode::applyAspectCorrection(uInt32 aspect, bool stretch)
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{
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// Fullscreen mode stretching
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float stretchFactor = 1.0;
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float scaleX = float(image.width()) / screen.w;
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float scaleY = float(image.height()) / screen.h;
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float scaleX = float(iw) / screen.w;
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float scaleY = float(ih) / screen.h;
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// Scale to actual or integral factors
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if(stretch)
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{
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// Scale to full (non-integral) available space
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if(scaleX > scaleY)
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stretchFactor = float(screen.w) / image.width();
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stretchFactor = float(screen.w) / iw;
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else
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stretchFactor = float(screen.h) / image.height();
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stretchFactor = float(screen.h) / ih;
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}
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else
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{
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// Only scale to an integral amount
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if(scaleX > scaleY)
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{
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int bw = image.width() / zoom;
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stretchFactor = float(int(screen.w / bw) * bw) / image.width();
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int bw = iw / zoom;
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stretchFactor = float(int(screen.w / bw) * bw) / iw;
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}
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else
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{
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int bh = image.height() / zoom;
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stretchFactor = float(int(screen.h / bh) * bh) / image.height();
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int bh = ih / zoom;
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stretchFactor = float(int(screen.h / bh) * bh) / ih;
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}
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}
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iw = (uInt32) (stretchFactor * image.width());
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ih = (uInt32) (stretchFactor * image.height());
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iw = (uInt32) (stretchFactor * iw);
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ih = (uInt32) (stretchFactor * ih);
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}
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else
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{
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