ultimatepp/rainbow/SDLFb/Win.cpp
cxl f0e42f8693 reorganizing repo
git-svn-id: svn://ultimatepp.org/upp/trunk@9214 f0d560ea-af0d-0410-9eb7-867de7ffcac7
2015-11-22 19:53:58 +00:00

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