ES-DE/src/Renderer_init_sdlgl.cpp
2013-10-24 11:47:09 -05:00

157 lines
4.1 KiB
C++

#include "Renderer.h"
#include <iostream>
#include "platform.h"
#include GLHEADER
#include "resources/Font.h"
#include <SDL.h>
#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);
#ifdef USE_OPENGL_ES
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
#endif
//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<unsigned char> 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();
}
};