#include "Renderer.h" #include #include "platform.h" #include GLHEADER #include "Font.h" #include #include "Log.h" #include "ImageIO.h" #include "../data/Resources.h" #include "EmulationStation.h" #include "Settings.h" #ifdef USE_OPENGL_ES #define glOrtho glOrthof #endif 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; } SDL_Window* sdlWindow = NULL; SDL_GLContext sdlContext = NULL; bool createSurface() { LOG(LogInfo) << "Creating surface..."; if(SDL_Init(SDL_INIT_VIDEO) != 0) { LOG(LogError) << "Error initializing SDL!\n " << SDL_GetError(); return false; } 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); //SDL_GL_SetSwapInterval(1); //0 for immediate updates, 1 for updates synchronized with the vertical retrace, -1 for late swap tearing SDL_DisplayMode dispMode; SDL_GetDesktopDisplayMode(0, &dispMode); if(display_width == 0) display_width = dispMode.w; if(display_height == 0) display_height = dispMode.h; sdlWindow = SDL_CreateWindow("EmulationStation", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, display_width, display_height, SDL_WINDOW_OPENGL | (Settings::getInstance()->getBool("WINDOWED") ? 0 : SDL_WINDOW_FULLSCREEN)); if(sdlWindow == NULL) { LOG(LogError) << "Error creating SDL window!"; return false; } LOG(LogInfo) << "Created window successfully."; //set an icon for the window size_t width = 0; size_t height = 0; std::vector rawData = ImageIO::loadFromMemoryRGBA32(ES_logo_32_png_data, ES_logo_32_png_size, 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 = 0x00ff0000; Uint32 bmask = 0x0000ff00; Uint32 amask = 0x000000ff; #else Uint32 rmask = 0x000000ff; Uint32 gmask = 0x0000ff00; Uint32 bmask = 0x00ff0000; 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 != NULL) { SDL_SetWindowIcon(sdlWindow, logoSurface); SDL_FreeSurface(logoSurface); } } sdlContext = SDL_GL_CreateContext(sdlWindow); //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 - this makes sure it gets reinitialized to the original resolution when we return from a game //display_width = sdlWindow->w; //display_height = sdlWindow->h; //hide mouse cursor initialCursorState = SDL_ShowCursor(0) == 1; return true; } void swapBuffers() { SDL_GL_SwapWindow(sdlWindow); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void destroySurface() { SDL_GL_DeleteContext(sdlContext); sdlContext = NULL; SDL_DestroyWindow(sdlWindow); sdlWindow = NULL; //show mouse cursor SDL_ShowCursor(initialCursorState); 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); glMatrixMode(GL_PROJECTION); glOrtho(0, display_width, display_height, 0, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glClearColor(1.0f, 1.0f, 1.0f, 1.0f); onInit(); return true; } void deinit() { onDeinit(); destroySurface(); } };