mirror of
https://github.com/ultimatepp/ultimatepp.git
synced 2026-05-15 14:16:07 -06:00
145 lines
3.4 KiB
C++
145 lines
3.4 KiB
C++
#include "SDLFbLocal.h"
|
|
|
|
NAMESPACE_UPP
|
|
|
|
#define LLOG(x) //LOG(x)
|
|
|
|
SDL_Surface * screen = NULL;
|
|
int videoflags = 0;
|
|
int height = 0;
|
|
int width = 0;
|
|
int bpp = 0;
|
|
|
|
SDL_TimerID waketimer_id = 0;
|
|
Uint32 WakeCb(Uint32 interval, void *param)
|
|
{
|
|
//wake up message que, FIXME maybe it can be done better?
|
|
SDL_Event event;
|
|
event.type=SDL_USEREVENT;
|
|
SDL_PushEvent(&event);
|
|
return 0;
|
|
}
|
|
void ScheduleWakup()
|
|
{
|
|
waketimer_id = SDL_AddTimer(20, WakeCb, NULL);
|
|
}
|
|
|
|
void FBQuitSession()
|
|
{
|
|
SDL_Event event;
|
|
event.type=SDL_QUIT;
|
|
SDL_PushEvent(&event);
|
|
}
|
|
|
|
bool FBIsWaitingEvent()
|
|
{
|
|
SDL_PumpEvents();
|
|
SDL_Event events;
|
|
int tc = SDL_PeepEvents(&events, 1, SDL_PEEKEVENT, SDL_EVENTMASK(SDL_ALLEVENTS));
|
|
return (tc>0);
|
|
}
|
|
|
|
bool FBProcessEvent(bool *quit)
|
|
{
|
|
SDL_Event event;
|
|
if(SDL_PollEvent(&event)) {
|
|
if(event.type == SDL_QUIT && quit)
|
|
*quit = true;
|
|
HandleSDLEvent(&event);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void FBSleep(int ms)
|
|
{
|
|
SDL_Delay(ms); //sleep should be wakeable with input
|
|
//ProcessEvents needs to process sth from queue each now and then.
|
|
//if no input is generated, no TimerProc call is performed, because queue ws empty.
|
|
//win32 backend has WM_TIMER message, that gets posted automatically into queue each 10ms.
|
|
//we dont have means to define a 'background' timer in an efficient way
|
|
//which could wakeup queue with smaller intervall (10ms) than sleep (20ms).
|
|
//we could go long way with a rescheduled timer (expensive)
|
|
//or the short way, keeping queue busy after each sleep
|
|
WakeCb(0,0);
|
|
}
|
|
|
|
void FBInitUpdate()
|
|
{
|
|
if(SDL_MUSTLOCK(screen))
|
|
SDL_LockSurface(screen);
|
|
}
|
|
|
|
void FBUpdate(const Rect& inv)
|
|
{
|
|
//The invalidated areas accumulate in the update region until the region is processed when the next WM_PAINT message occurs
|
|
const ImageBuffer& framebuffer = Ctrl::GetFrameBuffer();
|
|
|
|
#if 1
|
|
memcpy(screen->pixels, ~framebuffer, framebuffer.GetLength() * sizeof(RGBA));
|
|
#endif
|
|
|
|
#if 0
|
|
ASSERT(Size(screen->w,screen->h) == framebuffer.GetSize());
|
|
|
|
Size ssz = inv.GetSize();
|
|
Size dsz = framebuffer.GetSize();
|
|
|
|
ASSERT(Rect(dsz).Contains(inv));
|
|
|
|
for(int i = inv.top; i < inv.bottom; i++)
|
|
{
|
|
uint32 o = i * dsz.cx + inv.left;
|
|
memcpy(((RGBA*)screen->pixels) + o, (~framebuffer) + o, ssz.cx * sizeof(RGBA));
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void FBFlush()
|
|
{
|
|
if(SDL_MUSTLOCK(screen))
|
|
SDL_UnlockSurface(screen);
|
|
SDL_Flip(screen);
|
|
}
|
|
|
|
void FBInit()
|
|
{
|
|
GuiLock __;
|
|
|
|
Ctrl::InitFB();
|
|
|
|
if(SDL_Init(SDL_INIT_VIDEO/* | SDL_INIT_TIMER*/) < 0) //timer not needed, we post to queue directly
|
|
{
|
|
Cout() << Format("Couldn't initialize SDL: %s\n", SDL_GetError());
|
|
return;
|
|
}
|
|
|
|
SDL_EnableUNICODE(1); //for unicode keycode availability
|
|
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL/2);
|
|
SDL_ShowCursor(0);
|
|
|
|
const SDL_VideoInfo* vi = SDL_GetVideoInfo();
|
|
//ASSERT(vi->hw_available);
|
|
|
|
width = vi->current_w;
|
|
height = vi->current_h;
|
|
bpp = vi->vfmt->BitsPerPixel;
|
|
ASSERT(bpp == 32);
|
|
|
|
//FIXME adjustable
|
|
videoflags = SDL_HWSURFACE | SDL_HWACCEL | SDL_DOUBLEBUF | SDL_RESIZABLE;// | SDL_NOFRAME | SDL_FULLSCREEN;
|
|
|
|
screen = CreateScreen(width, height, bpp, videoflags);
|
|
ASSERT(screen);
|
|
Ctrl::SetFramebufferSize(Size(width, height));
|
|
}
|
|
|
|
void FBDeInit()
|
|
{
|
|
SDL_RemoveTimer(waketimer_id);
|
|
Ctrl::ExitFB();
|
|
SDL_FreeSurface(screen);
|
|
SDL_Quit();
|
|
}
|
|
|
|
END_UPP_NAMESPACE
|