<wip> Migration to SDL2 made possible by galtgendo, gtk changes to follow.

This commit is contained in:
Zach Bacon 2015-11-18 21:34:38 -05:00
parent 5773f37c1f
commit c8343267fc
6 changed files with 459 additions and 77 deletions

View File

@ -12,6 +12,7 @@ SET(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR})
option( ENABLE_SDL "Build the SDL port" ON )
option( ENABLE_GTK "Build the GTK+ GUI" OFF )
option( ENABLE_GTK3 "Build the GTK+ GUI" OFF )
option( ENABLE_WX "Build the wxWidgets port" ON )
option( ENABLE_DEBUGGER "Enable the debugger" ON )
option( ENABLE_NLS "Enable translations" ON )
@ -64,7 +65,7 @@ ENDIF( NOT VERSION )
# OS X users will have to compile and install SDL from source.
if( APPLE AND ENABLE_SDL )
ADD_DEFINITIONS (-DwxMAC_USE_CORE_GRAPHICS )
SET(SDLMAIN_LIBRARY "-lSDLmain")
SET(SDL2MAIN_LIBRARY "-lSDL2main")
endif( APPLE AND ENABLE_SDL )
# Add support for MacPorts and Homebrew on OS X
@ -107,7 +108,7 @@ endif( ENABLE_ASM_SCALERS )
FIND_PACKAGE ( ZLIB REQUIRED )
FIND_PACKAGE ( PNG REQUIRED )
FIND_PACKAGE ( OpenGL REQUIRED )
FIND_PACKAGE ( SDL REQUIRED )
FIND_PACKAGE ( SDL2 REQUIRED )
if( ENABLE_LINK )
if( WIN32 )
@ -119,7 +120,7 @@ endif( ENABLE_LINK )
SET(VBAMCORE_LIBS
vbamcore
fex
${SDL_LIBRARY}
${SDL2_LIBRARY}
${SFML_LIBRARIES}
${OPENGL_LIBRARIES}
${ZLIB_LIBRARY}
@ -369,7 +370,7 @@ INCLUDE_DIRECTORIES(
${ZLIB_INCLUDE_DIR}
fex
${PNG_INCLUDE_DIR}
${SDL_INCLUDE_DIR}
${SDL2_INCLUDE_DIR}
)
IF( ENABLE_FFMPEG )
@ -417,24 +418,24 @@ IF( ENABLE_SDL )
INSTALL(PROGRAMS ${CMAKE_CURRENT_BINARY_DIR}/vbam DESTINATION bin)
ENDIF( WIN32 )
INSTALL(FILES ${CMAKE_CURRENT_SOURCE_DIR}/src/sdl/vbam.cfg-example
DESTINATION ${SYSCONFDIR}
DESTINATION ${CMAKE_INSTALL_PREFIX}/${SYSCONFDIR}
RENAME vbam.cfg)
ENDIF( ENABLE_SDL )
IF( ENABLE_GTK )
IF( ENABLE_GTK OR ENABLE_GTK3 )
add_subdirectory (src/gtk)
ENDIF( ENABLE_GTK )
ENDIF( ENABLE_GTK OR ENABLE_GTK3 )
IF( ENABLE_WX )
add_subdirectory(src/wx)
ENDIF( ENABLE_WX )
if( ENABLE_GTK OR ENABLE_WX )
if( ENABLE_GTK OR ENABLE_GTK3 OR ENABLE_WX )
# Native Language Support
if( ENABLE_NLS )
add_subdirectory(po)
endif( ENABLE_NLS )
endif( ENABLE_GTK OR ENABLE_WX )
endif( ENABLE_GTK OR ENABLE_GTK3 OR ENABLE_WX )
INSTALL(FILES ${CMAKE_CURRENT_SOURCE_DIR}/src/vba-over.ini DESTINATION ${DATA_INSTALL_DIR})
IF(NOT APPLE)
INSTALL(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/src/gtk/icons/ DESTINATION share/icons/hicolor PATTERN ".svn" EXCLUDE)

169
CMakeScripts/FindSDL2.cmake Normal file
View File

@ -0,0 +1,169 @@
# This module defines
# SDL2_LIBRARY, the name of the library to link against
# SDL2_FOUND, if false, do not try to link to SDL2
# SDL2_INCLUDE_DIR, where to find SDL.h
#
# This module responds to the the flag:
# SDL2_BUILDING_LIBRARY
# If this is defined, then no SDL2main will be linked in because
# only applications need main().
# Otherwise, it is assumed you are building an application and this
# module will attempt to locate and set the the proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
# Don't forget to include SDLmain.h and SDLmain.m your project for the
# OS X framework based version. (Other versions link to -lSDL2main which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
#
#
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_LIBRARY
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
#
#
# $SDL2DIR is an environment variable that would
# correspond to the ./configure --prefix=$SDL2DIR
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).
#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)
message("<FindSDL2.cmake>")
SET(SDL2_SEARCH_PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
${SDL2_PATH}
)
FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES include/SDL2 include
PATHS ${SDL2_SEARCH_PATHS}
)
FIND_LIBRARY(SDL2_LIBRARY_TEMP
NAMES SDL2
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS ${SDL2_SEARCH_PATHS}
)
IF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS ${SDL2_SEARCH_PATHS}
)
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)
# MinGW needs an additional library, mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
# (Actually on second look, I think it only needs one of the m* libraries.)
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)
IF(SDL2_LIBRARY_TEMP)
# For SDL2main
IF(NOT SDL2_BUILDING_LIBRARY)
IF(SDL2MAIN_LIBRARY)
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(SDL2MAIN_LIBRARY)
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)
# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)
# For MinGW library
IF(MINGW)
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(MINGW)
# Set the final string here so the GUI reflects the final state.
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
ENDIF(SDL2_LIBRARY_TEMP)
message("</FindSDL2.cmake>")
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)

View File

@ -27,8 +27,9 @@ const float SoundSDL::_delay = 0.032f;
SoundSDL::SoundSDL():
_rbuf(0),
_initialized(false),
current_rate(0)
_dev(-1),
current_rate(0),
_initialized(false)
{
}
@ -66,8 +67,8 @@ void SoundSDL::write(u16 * finalWave, int length)
if (!_initialized)
return;
if (SDL_GetAudioStatus() != SDL_AUDIO_PLAYING)
SDL_PauseAudio(0);
if (SDL_GetAudioDeviceStatus(_dev) != SDL_AUDIO_PLAYING)
SDL_PauseAudioDevice(_dev, 0);
SDL_mutexP(_mutex);
@ -119,7 +120,10 @@ bool SoundSDL::init(long sampleRate)
audio.callback = soundCallback;
audio.userdata = this;
if(SDL_OpenAudio(&audio, NULL))
if (!SDL_WasInit(SDL_INIT_AUDIO)) SDL_Init(SDL_INIT_AUDIO);
_dev = SDL_OpenAudioDevice(NULL, 0, &audio, NULL, SDL_AUDIO_ALLOW_ANY_CHANGE);
if(_dev < 0)
{
fprintf(stderr,"Failed to open audio: %s\n", SDL_GetError());
return false;
@ -158,7 +162,7 @@ SoundSDL::~SoundSDL()
SDL_DestroyMutex(_mutex);
_mutex = NULL;
SDL_CloseAudio();
SDL_CloseAudioDevice(_dev);
emulating = iSave;
@ -170,7 +174,7 @@ void SoundSDL::pause()
if (!_initialized)
return;
SDL_PauseAudio(1);
SDL_PauseAudioDevice(_dev, 1);
}
void SoundSDL::resume()
@ -178,7 +182,7 @@ void SoundSDL::resume()
if (!_initialized)
return;
SDL_PauseAudio(0);
SDL_PauseAudioDevice(_dev, 0);
}
void SoundSDL::reset()

View File

@ -41,6 +41,7 @@ private:
SDL_mutex * _mutex;
SDL_sem *_semBufferFull;
SDL_sem *_semBufferEmpty;
SDL_AudioDeviceID _dev;
int current_rate;

View File

@ -112,6 +112,10 @@ struct EmulatedSystem emulator = {
};
SDL_Surface *surface = NULL;
SDL_Window *window = NULL;
SDL_Renderer *renderer = NULL;
SDL_Texture *texture = NULL;
SDL_GLContext glcontext;
int systemSpeed = 0;
int systemRedShift = 0;
@ -182,7 +186,7 @@ u32 throttleLastTime = 0;
bool pauseNextFrame = false;
int sdlMirroringEnable = 1;
static int ignore_first_resize_event = 0;
//static int ignore_first_resize_event = 0;
/* forward */
void systemConsoleMessage(const char*);
@ -418,17 +422,13 @@ FILE *sdlFindFile(const char *name)
#endif // ! _WIN32
return NULL;
}void sdlOpenGLInit(int w, int h)
}
static void sdlOpenGLScaleWithAspect(int w, int h)
{
float screenAspect = (float) sizeX / sizeY,
windowAspect = (float) w / h;
if(glIsTexture(screenTexture))
glDeleteTextures(1, &screenTexture);
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
if(windowAspect == screenAspect)
glViewport(0, 0, w, h);
else if (windowAspect < screenAspect) {
@ -438,14 +438,12 @@ FILE *sdlFindFile(const char *name)
int width = (int)(h * screenAspect);
glViewport((w - width) / 2, 0, width, h);
}
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1.0, 1.0, 0.0, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
static void sdlOpenGLVideoResize()
{
if(glIsTexture(screenTexture))
glDeleteTextures(1, &screenTexture);
glGenTextures(1, &screenTexture);
glBindTexture(GL_TEXTURE_2D, screenTexture);
@ -467,10 +465,73 @@ FILE *sdlFindFile(const char *name)
textureSize = (int)pow(2.0f, n);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureSize, textureSize, 0,
GL_BGRA, GL_UNSIGNED_BYTE, NULL);
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glClear( GL_COLOR_BUFFER_BIT );
sdlOpenGLScaleWithAspect(destWidth, destHeight);
}
void sdlOpenGLInit(int w, int h)
{
#if 0
float screenAspect = (float) sizeX / sizeY,
windowAspect = (float) w / h;
if(glIsTexture(screenTexture))
glDeleteTextures(1, &screenTexture);
#endif
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
#if 0
if(windowAspect == screenAspect)
glViewport(0, 0, w, h);
else if (windowAspect < screenAspect) {
int height = (int)(w / screenAspect);
glViewport(0, (h - height) / 2, w, height);
} else {
int width = (int)(h * screenAspect);
glViewport((w - width) / 2, 0, width, h);
}
#endif
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1.0, 1.0, 0.0, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
#if 0
glGenTextures(1, &screenTexture);
glBindTexture(GL_TEXTURE_2D, screenTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
openGL == 2 ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
openGL == 2 ? GL_LINEAR : GL_NEAREST);
// Calculate texture size as a the smallest working power of two
float n1 = log10((float)destWidth ) / log10( 2.0f);
float n2 = log10((float)destHeight ) / log10( 2.0f);
float n = (n1 > n2)? n1 : n2;
// round up
if (((float)((int)n)) != n)
n = ((float)((int)n)) + 1.0f;
textureSize = (int)pow(2.0f, n);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureSize, textureSize, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
#endif
glClearColor(0.0,0.0,0.0,1.0);
glClear( GL_COLOR_BUFFER_BIT );
sdlOpenGLVideoResize();
}
static void sdlApplyPerImagePreferences()
@ -720,9 +781,41 @@ void sdlReadBattery()
}
void sdlReadDesktopVideoMode() {
const SDL_VideoInfo* vInfo = SDL_GetVideoInfo();
desktopWidth = vInfo->current_w;
desktopHeight = vInfo->current_h;
SDL_DisplayMode dm;
SDL_GetDesktopDisplayMode(SDL_GetWindowDisplayIndex(window), &dm);
desktopWidth = dm.w;
desktopHeight = dm.h;
}
static void sdlResizeVideo() {
filter_enlarge = getFilterEnlargeFactor(filter);
destWidth = filter_enlarge * sizeX;
destHeight = filter_enlarge * sizeY;
if(openGL) {
free(filterPix);
filterPix = (u8 *)calloc(1, (systemColorDepth >> 3) * destWidth * destHeight);
sdlOpenGLVideoResize();
}
if (surface) SDL_FreeSurface(surface);
if (texture) SDL_DestroyTexture(texture);
if (!openGL) {
surface = SDL_CreateRGBSurface(0, destWidth, destHeight, 32,
0x00FF0000, 0x0000FF00,
0x000000FF, 0xFF000000);
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
destWidth, destHeight);
}
if(!openGL && surface == NULL) {
systemMessage(0, "Failed to set video mode");
SDL_Quit();
exit(-1);
}
}
void sdlInitVideo() {
@ -735,24 +828,24 @@ void sdlInitVideo() {
destWidth = filter_enlarge * sizeX;
destHeight = filter_enlarge * sizeY;
flags = SDL_ANYFORMAT | (fullScreen ? SDL_FULLSCREEN : 0);
flags = fullScreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
if(openGL) {
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
flags |= SDL_OPENGL | SDL_RESIZABLE;
} else
flags |= SDL_HWSURFACE | SDL_DOUBLEBUF;
if (fullScreen && openGL) {
screenWidth = desktopWidth;
screenHeight = desktopHeight;
} else {
screenWidth = destWidth;
screenHeight = destHeight;
flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
}
surface = SDL_SetVideoMode(screenWidth, screenHeight, 0, flags);
screenWidth = destWidth;
screenHeight = destHeight;
if(surface == NULL) {
if (window) SDL_DestroyWindow(window);
if (renderer) SDL_DestroyRenderer(renderer);
window = SDL_CreateWindow("VBA-M", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
screenWidth, screenHeight, flags);
if (!openGL) {
renderer = SDL_CreateRenderer(window, -1, 0);
}
if(window == NULL) {
systemMessage(0, "Failed to set video mode");
SDL_Quit();
exit(-1);
@ -760,6 +853,7 @@ void sdlInitVideo() {
u32 rmask, gmask, bmask;
#if 0
if(openGL) {
#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
rmask = 0x000000FF;
@ -775,11 +869,26 @@ void sdlInitVideo() {
gmask = surface->format->Gmask;
bmask = surface->format->Bmask;
}
#endif
if(openGL) {
rmask = 0xFF000000;
gmask = 0x00FF0000;
bmask = 0x0000FF00;
} else {
rmask = 0x00FF0000;
gmask = 0x0000FF00;
bmask = 0x000000FF;
}
systemRedShift = sdlCalculateShift(rmask);
systemGreenShift = sdlCalculateShift(gmask);
systemBlueShift = sdlCalculateShift(bmask);
//printf("systemRedShift %d, systemGreenShift %d, systemBlueShift %d\n",
// systemRedShift, systemGreenShift, systemBlueShift);
// originally 3, 11, 19 -> 27, 19, 11
if(openGL) {
// Align to BGRA instead of ABGR
systemRedShift += 8;
@ -787,7 +896,24 @@ void sdlInitVideo() {
systemBlueShift += 8;
}
systemColorDepth = surface->format->BitsPerPixel;
#if 0
if (openGL) {
systemColorDepth = 0;
int i;
glcontext = SDL_GL_CreateContext(window);
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &i);
systemColorDepth += i;
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &i);
systemColorDepth += i;
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &i);
systemColorDepth += i;
printf("color depth (without alpha) is %d\n", systemColorDepth);
SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &i);
systemColorDepth += i;
printf("color depth is %d\n", systemColorDepth);
}
else
systemColorDepth = 32;
if(systemColorDepth == 16) {
srcPitch = sizeX*2 + 4;
@ -798,6 +924,19 @@ void sdlInitVideo() {
srcPitch = sizeX*3;
}
#endif
systemColorDepth = 32;
srcPitch = sizeX*4 + 4;
if (openGL) {
glcontext = SDL_GL_CreateContext(window);
sdlOpenGLInit(screenWidth, screenHeight);
}
sdlResizeVideo();
#if 0
if(openGL) {
int scaledWidth = screenWidth * sdlOpenglScale;
int scaledHeight = screenHeight * sdlOpenglScale;
@ -821,8 +960,11 @@ void sdlInitVideo() {
ignore_first_resize_event = 1;
}
}
#endif
}
#if defined(KMOD_GUI)
#define KMOD_META KMOD_GUI
#endif
#define MOD_KEYS (KMOD_CTRL|KMOD_SHIFT|KMOD_ALT|KMOD_META)
#define MOD_NOCTRL (KMOD_SHIFT|KMOD_ALT|KMOD_META)
@ -962,6 +1104,7 @@ void sdlPollEvents()
case SDL_QUIT:
emulating = 0;
break;
#if 0
case SDL_VIDEORESIZE:
if (ignore_first_resize_event)
{
@ -995,6 +1138,35 @@ void sdlPollEvents()
}
}
break;
#endif
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_FOCUS_GAINED:
if(pauseWhenInactive)
if(paused) {
if(emulating) {
paused = 0;
soundResume();
}
}
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
if(pauseWhenInactive) {
wasPaused = true;
if(emulating) {
paused = 1;
soundPause();
}
memset(delta,255,delta_size);
}
break;
case SDL_WINDOWEVENT_RESIZED:
if (openGL)
sdlOpenGLScaleWithAspect(event.window.data1, event.window.data2);
break;
}
break;
case SDL_MOUSEMOTION:
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEBUTTONDOWN:
@ -1119,7 +1291,10 @@ void sdlPollEvents()
if(!(event.key.keysym.mod & MOD_NOCTRL) &&
(event.key.keysym.mod & KMOD_CTRL)) {
paused = !paused;
SDL_PauseAudio(paused);
if (paused)
soundPause();
else
soundResume();
if(paused)
wasPaused = true;
systemConsoleMessage(paused?"Pause on":"Pause off");
@ -1132,7 +1307,15 @@ void sdlPollEvents()
if(!(event.key.keysym.mod & MOD_NOCTRL) &&
(event.key.keysym.mod & KMOD_CTRL)) {
fullScreen = !fullScreen;
sdlInitVideo();
SDL_SetWindowFullscreen(window, fullScreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
if (openGL)
{
if (fullScreen)
sdlOpenGLScaleWithAspect(desktopWidth, desktopHeight);
else
sdlOpenGLScaleWithAspect(destWidth, destHeight);
}
//sdlInitVideo();
}
break;
case SDLK_g:
@ -1144,8 +1327,11 @@ void sdlPollEvents()
filter = (Filter)((filter + 1) % kInvalidFilter);
filterFunction = initFilter(filter, systemColorDepth, sizeX);
}
if (getFilterEnlargeFactor(filter) != filter_enlarge)
sdlInitVideo();
if (getFilterEnlargeFactor(filter) != filter_enlarge) {
sdlResizeVideo();
if (!fullScreen)
SDL_SetWindowSize(window, destWidth, destHeight);
}
systemScreenMessage(getFilterName(filter));
}
break;
@ -1286,7 +1472,10 @@ void lircCheckInput(void)
emulating = 0;
} else if( strcmp( CmdLIRC, "PAUSE" ) == 0 ) {
paused = !paused;
SDL_PauseAudio(paused);
if (paused)
soundPause();
else
soundResume();
if(paused) wasPaused = true;
systemConsoleMessage( paused?"Pause on":"Pause off" );
systemScreenMessage( paused?"Pause on":"Pause off" );
@ -1693,15 +1882,14 @@ int main(int argc, char **argv)
if(debugger)
remoteInit();
int flags = SDL_INIT_VIDEO|SDL_INIT_AUDIO|
SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE;
int flags = SDL_INIT_VIDEO|SDL_INIT_TIMER;
if(SDL_Init(flags)) {
if(SDL_Init(flags) < 0) {
systemMessage(0, "Failed to init SDL: %s", SDL_GetError());
exit(-1);
}
if(SDL_InitSubSystem(SDL_INIT_JOYSTICK)) {
if(SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0) {
systemMessage(0, "Failed to init joystick support: %s", SDL_GetError());
}
@ -1770,8 +1958,6 @@ int main(int argc, char **argv)
autoFrameSkipLastTime = throttleLastTime = systemGetClock();
SDL_WM_SetCaption("VBA-M", NULL);
// now we can enable cheats?
{
int i;
@ -1827,6 +2013,11 @@ int main(int argc, char **argv)
remoteCleanUp();
soundShutdown();
if (openGL)
{
SDL_GL_DeleteContext(glcontext);
}
if(gbRom != NULL || rom != NULL) {
sdlWriteBattery();
emulator.emuCleanUp();
@ -1915,6 +2106,19 @@ void systemDrawScreen()
filterFunction(pix + srcPitch, srcPitch, delta, screen,
destPitch, sizeX, sizeY);
if (openGL)
{
int bytes = (systemColorDepth >> 3);
for (int i = 0; i < destWidth; i++)
for (int j = 0; j < destHeight; j++)
{
u8 k;
k = filterPix[i * bytes + j*destPitch + 3];
filterPix[i * bytes + j*destPitch + 3] = filterPix[i * bytes + j*destPitch + 1];
filterPix[i * bytes + j*destPitch + 1] = k;
}
}
drawScreenMessage(screen, destPitch, 10, destHeight - 20, 3000);
if (showSpeed && fullScreen)
@ -1928,7 +2132,8 @@ void systemDrawScreen()
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, screen);
else
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, destWidth, destHeight,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, screen);
//GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, screen);
GL_RGBA, GL_UNSIGNED_BYTE, screen);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f);
@ -1941,17 +2146,19 @@ void systemDrawScreen()
destHeight / (GLfloat) textureSize);
glVertex3i(1, 1, 0);
glEnd();
SDL_GL_SwapBuffers();
SDL_GL_SwapWindow(window);
} else {
SDL_UnlockSurface(surface);
SDL_Flip(surface);
SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
}
}
void systemSetTitle(const char *title)
{
SDL_WM_SetCaption(title, NULL);
SDL_SetWindowTitle(window, title);
}
void systemShowSpeed(int speed)
@ -2177,7 +2384,7 @@ int systemGetSensorZ()
u8 systemGetSensorDarkness()
{
return 0;
return 0xE8;
}
SoundDriver * systemSoundInit()

View File

@ -70,18 +70,18 @@ static uint32_t joypad[5][SDLBUTTONS_NUM] = {
};
static uint32_t motion[4] = {
SDLK_KP4, SDLK_KP6, SDLK_KP8, SDLK_KP2
SDLK_KP_4, SDLK_KP_6, SDLK_KP_8, SDLK_KP_2
};
static uint32_t defaultMotion[4] = {
SDLK_KP4, SDLK_KP6, SDLK_KP8, SDLK_KP2
SDLK_KP_4, SDLK_KP_6, SDLK_KP_8, SDLK_KP_2
};
static uint32_t sdlGetHatCode(const SDL_Event &event)
{
if (!event.jhat.value) return 0;
return (
((event.jhat.which + 1) << 16) |
32 |
@ -220,17 +220,17 @@ static void sdlUpdateKey(uint32_t key, bool down)
int i;
for(int j = 0; j < 4; j++) {
for(i = 0 ; i < SDLBUTTONS_NUM; i++) {
if((joypad[j][i] & 0xffff0000) == 0) {
//if((joypad[j][i] & 0xffff0000) == 0) {
if(key == joypad[j][i])
sdlButtons[j][i] = down;
}
//}
}
}
for(i = 0 ; i < 4; i++) {
if((motion[i] & 0xffff0000) == 0) {
//if((motion[i] & 0xffff0000) == 0) {
if(key == motion[i])
sdlMotionButtons[i] = down;
}
//}
}
}
@ -463,10 +463,10 @@ void inputProcessSDLEvent(const SDL_Event &event)
switch(event.type)
{
case SDL_KEYDOWN:
sdlUpdateKey(event.key.keysym.sym, true);
if (!event.key.keysym.mod) sdlUpdateKey(event.key.keysym.sym, true);
break;
case SDL_KEYUP:
sdlUpdateKey(event.key.keysym.sym, false);
if (!event.key.keysym.mod) sdlUpdateKey(event.key.keysym.sym, false);
break;
case SDL_JOYHATMOTION:
sdlUpdateJoyHat(event.jhat.which,