#include "global.h" #include "LowLevelWindow_SDL.h" #include "RageLog.h" #include "RageDisplay.h" // for REFRESH_DEFAULT #include "SDL_utils.h" LowLevelWindow_SDL::LowLevelWindow_SDL() { if(!SDL_WasInit(SDL_INIT_VIDEO)) SDL_InitSubSystem(SDL_INIT_VIDEO); /* By default, ignore all SDL events. We'll enable them as we need them. * We must not enable any events we don't actually want, since we won't * query for them and they'll fill up the event queue. * * This needs to be done after we initialize video, since it's really part * of the SDL video system--it'll be reinitialized on us if we do this first. */ SDL_EventState(0xFF /*SDL_ALLEVENTS*/, SDL_IGNORE); SDL_EventState(SDL_VIDEORESIZE, SDL_ENABLE); Windowed = false; } LowLevelWindow_SDL::~LowLevelWindow_SDL() { SDL_QuitSubSystem(SDL_INIT_VIDEO); SDL_EventState(SDL_VIDEORESIZE, SDL_IGNORE); } void *LowLevelWindow_SDL::GetProcAddress(CString s) { return SDL_GL_GetProcAddress(s); } bool LowLevelWindow_SDL::SetVideoMode( bool windowed, int width, int height, int bpp, int rate, bool vsync ) { int flags = SDL_DOUBLEBUF | SDL_RESIZABLE | SDL_OPENGL; if( !windowed ) flags |= SDL_FULLSCREEN; Windowed = windowed; SDL_ShowCursor( Windowed ); ASSERT( bpp == 16 || bpp == 32 ); switch( bpp ) { case 16: SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); break; case 32: 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, true); #ifdef SDL_HAS_REFRESH_RATE if(rate == REFRESH_DEFAULT) SDL_SM_SetRefreshRate(0); else SDL_SM_SetRefreshRate(rate); #endif #if defined(WIN32) SDL_EventState(SDL_OPENGLRESET, SDL_ENABLE); #endif SDL_Surface *screen = SDL_SetVideoMode(width, height, bpp, flags); if(!screen) RageException::Throw("SDL_SetVideoMode failed: %s", SDL_GetError()); bool NewOpenGLContext = false; /* XXX: This event only exists in the SDL tree, and is only needed in * Windows. Eventually, it'll probably get upstreamed, and once it's * in the real branch we can remove this #if. */ #if defined(WIN32) SDL_Event e; if(SDL_PeepEvents(&e, 1, SDL_GETEVENT, SDL_OPENGLRESETMASK)) { LOG->Trace("New OpenGL context"); SDL_WM_SetCaption("StepMania", "StepMania"); NewOpenGLContext = true; } SDL_EventState(SDL_OPENGLRESET, SDL_IGNORE); #endif { /* Find out what we really got. */ int r,g,b,a, colorbits, depth, stencil; SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r); SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g); SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b); SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &a); SDL_GL_GetAttribute(SDL_GL_BUFFER_SIZE, &colorbits); SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth); SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &stencil); LOG->Info("Got %i bpp (%i%i%i%i), %i depth, %i stencil", colorbits, r, g, b, a, depth, stencil); } CurrentWidth = screen->w; CurrentHeight = screen->h; CurrentBPP = bpp; return NewOpenGLContext; } void LowLevelWindow_SDL::SwapBuffers() { SDL_GL_SwapBuffers(); } void LowLevelWindow_SDL::Update(float fDeltaTime) { SDL_Event event; while(SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_VIDEORESIZEMASK)) { switch(event.type) { case SDL_VIDEORESIZE: CurrentWidth = event.resize.w; CurrentHeight = event.resize.h; /* Let DISPLAY know that our resolution has changed. */ DISPLAY->ResolutionChanged(); break; } } }