ES-DE/src/Renderer_init_sdlgl.cpp

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#include "Renderer.h"
#include <iostream>
#include "platform.h"
#ifdef _WINDOWS_
#include <Windows.h>
#endif
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#include GLHEADER
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#include "Font.h"
#include <SDL.h>
#include "InputManager.h"
#include "Log.h"
#include "ImageIO.h"
#include "../data/Resources.h"
#include "EmulationStation.h"
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extern bool WINDOWED;
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namespace Renderer
{
static bool initialCursorState;
unsigned int display_width = 0;
unsigned int display_height = 0;
unsigned int getScreenWidth() { return display_width; }
unsigned int getScreenHeight() { return display_height; }
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SDL_Surface* sdlScreen = NULL;
bool createSurface() //unsigned int display_width, unsigned int display_height)
{
LOG(LogInfo) << "Creating surface...";
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if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0)
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{
LOG(LogError) << "Error initializing SDL!\n " << SDL_GetError();
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return false;
}
//ATM it is best to just leave the window icon alone on windows.
//When compiled as a Windows application, ES at least has an icon in the taskbar
//The method below looks pretty shite as alpha isn't taken into account...
#ifndef WIN32
//try loading PNG from memory
size_t width = 0;
size_t height = 0;
std::vector<unsigned char> rawData = ImageIO::loadFromMemoryRGBA32(es_logo_32_data, es_logo_32_data_len, width, height);
if (!rawData.empty()) {
//SDL interprets each pixel as a 32-bit number, so our masks must depend on the endianness (byte order) of the machine
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
Uint32 rmask = 0xff000000; Uint32 gmask = 0x0000ff00; Uint32 bmask = 0x00ff0000; Uint32 amask = 0x000000ff;
#else
Uint32 rmask = 0x000000ff; Uint32 gmask = 0x00ff0000; Uint32 bmask = 0x0000ff00; Uint32 amask = 0xff000000;
#endif
//try creating SDL surface from logo data
SDL_Surface * logoSurface = SDL_CreateRGBSurfaceFrom((void *)rawData.data(), width, height, 32, width*4, rmask, gmask, bmask, amask);
if (logoSurface != nullptr) {
//change window icon. this sucks atm, but there's nothing better we can do. SDL 1.3 or 2.0 should sort this out...
SDL_WM_SetIcon(logoSurface, nullptr);
}
}
#endif
SDL_WM_SetCaption("EmulationStation", "EmulationStation");
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
sdlScreen = SDL_SetVideoMode(display_width, display_height, 16, SDL_OPENGL | (WINDOWED ? 0 : SDL_FULLSCREEN) | SDL_DOUBLEBUF);
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if(sdlScreen == NULL)
{
LOG(LogError) << "Error creating SDL video surface!";
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return false;
}
//usually display width/height are not specified, i.e. zero, which SDL automatically takes as "native resolution"
//so, since other things rely on the size of the screen (damn currently unnormalized coordinate system), we set it here
//even though the system was already initialized
display_width = sdlScreen->w;
display_height = sdlScreen->h;
LOG(LogInfo) << "Created surface successfully.";
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//hide mouse cursor
initialCursorState = SDL_ShowCursor(0);
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return true;
}
void swapBuffers()
{
SDL_GL_SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void destroySurface()
{
SDL_FreeSurface(sdlScreen);
sdlScreen = NULL;
//show mouse cursor
SDL_ShowCursor(initialCursorState);
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SDL_Quit();
}
bool init(int w, int h)
{
if(w)
display_width = w;
if(h)
display_height = h;
bool createdSurface = createSurface();
if(!createdSurface)
return false;
glViewport(0, 0, display_width, display_height);
glOrtho(0, display_width, display_height, 0, -1.0, 1.0);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
onInit();
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return true;
}
void deinit()
{
onDeinit();
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destroySurface();
}
};