From a855d6202536ff28e5aae4f22a0f31d8f5b325d0 Mon Sep 17 00:00:00 2001 From: Franklin Wei Date: Sat, 21 Jan 2017 15:18:31 -0500 Subject: Port of Duke Nukem 3D This ports Fabien Sanglard's Chocolate Duke to run on a version of SDL for Rockbox. Change-Id: I8f2c4c78af19de10c1633ed7bb7a997b43256dd9 --- apps/plugins/sdl/src/video/aalib/SDL_aavideo.c | 388 +++++++++++++++++++++++++ 1 file changed, 388 insertions(+) create mode 100644 apps/plugins/sdl/src/video/aalib/SDL_aavideo.c (limited to 'apps/plugins/sdl/src/video/aalib/SDL_aavideo.c') diff --git a/apps/plugins/sdl/src/video/aalib/SDL_aavideo.c b/apps/plugins/sdl/src/video/aalib/SDL_aavideo.c new file mode 100644 index 0000000000..e6d5d3e4ce --- /dev/null +++ b/apps/plugins/sdl/src/video/aalib/SDL_aavideo.c @@ -0,0 +1,388 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2012 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + + Sam Lantinga + slouken@libsdl.org +*/ +#include "SDL_config.h" + +/* AAlib based SDL video driver implementation. +*/ + +#include +#include + + +#include "SDL_video.h" +#include "SDL_mouse.h" +#include "../SDL_sysvideo.h" +#include "../SDL_pixels_c.h" +#include "../../events/SDL_events_c.h" + +#include "SDL_aavideo.h" +#include "SDL_aaevents_c.h" +#include "SDL_aamouse_c.h" + +#include + +/* Initialization/Query functions */ +static int AA_VideoInit(_THIS, SDL_PixelFormat *vformat); +static SDL_Rect **AA_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags); +static SDL_Surface *AA_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); +static int AA_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors); +static void AA_VideoQuit(_THIS); + +/* Hardware surface functions */ +static int AA_AllocHWSurface(_THIS, SDL_Surface *surface); +static int AA_LockHWSurface(_THIS, SDL_Surface *surface); +static int AA_FlipHWSurface(_THIS, SDL_Surface *surface); +static void AA_UnlockHWSurface(_THIS, SDL_Surface *surface); +static void AA_FreeHWSurface(_THIS, SDL_Surface *surface); + +/* Cache the VideoDevice struct */ +static struct SDL_VideoDevice *local_this; + +/* AAlib driver bootstrap functions */ + +static int AA_Available(void) +{ + return 1; /* Always available ! */ +} + +static void AA_DeleteDevice(SDL_VideoDevice *device) +{ + SDL_free(device->hidden); + SDL_free(device); +} + +static SDL_VideoDevice *AA_CreateDevice(int devindex) +{ + SDL_VideoDevice *device; + + /* Initialize all variables that we clean on shutdown */ + device = (SDL_VideoDevice *)SDL_malloc(sizeof(SDL_VideoDevice)); + if ( device ) { + SDL_memset(device, 0, (sizeof *device)); + device->hidden = (struct SDL_PrivateVideoData *) + SDL_malloc((sizeof *device->hidden)); + } + if ( (device == NULL) || (device->hidden == NULL) ) { + SDL_OutOfMemory(); + if ( device ) { + SDL_free(device); + } + return(0); + } + SDL_memset(device->hidden, 0, (sizeof *device->hidden)); + + /* Set the function pointers */ + device->VideoInit = AA_VideoInit; + device->ListModes = AA_ListModes; + device->SetVideoMode = AA_SetVideoMode; + device->CreateYUVOverlay = NULL; + device->SetColors = AA_SetColors; + device->UpdateRects = NULL; + device->VideoQuit = AA_VideoQuit; + device->AllocHWSurface = AA_AllocHWSurface; + device->CheckHWBlit = NULL; + device->FillHWRect = NULL; + device->SetHWColorKey = NULL; + device->SetHWAlpha = NULL; + device->LockHWSurface = AA_LockHWSurface; + device->UnlockHWSurface = AA_UnlockHWSurface; + device->FlipHWSurface = NULL; + device->FreeHWSurface = AA_FreeHWSurface; + device->SetCaption = NULL; + device->SetIcon = NULL; + device->IconifyWindow = NULL; + device->GrabInput = NULL; + device->GetWMInfo = NULL; + device->InitOSKeymap = AA_InitOSKeymap; + device->PumpEvents = AA_PumpEvents; + + device->free = AA_DeleteDevice; + + return device; +} + +VideoBootStrap AALIB_bootstrap = { + "aalib", "ASCII Art Library", + AA_Available, AA_CreateDevice +}; + +static void AA_ResizeHandler(aa_context *); + +int AA_VideoInit(_THIS, SDL_PixelFormat *vformat) +{ + int keyboard; + int i; + + /* Initialize all variables that we clean on shutdown */ + for ( i=0; ix = SDL_modelist[i]->y = 0; + } + /* Modes sorted largest to smallest */ + SDL_modelist[0]->w = 1024; SDL_modelist[0]->h = 768; + SDL_modelist[1]->w = 800; SDL_modelist[1]->h = 600; + SDL_modelist[2]->w = 640; SDL_modelist[2]->h = 480; + SDL_modelist[3]->w = 320; SDL_modelist[3]->h = 400; + SDL_modelist[4]->w = 320; SDL_modelist[4]->h = 240; + SDL_modelist[5]->w = 320; SDL_modelist[5]->h = 200; + SDL_modelist[6] = NULL; + + /* Initialize the library */ + + AA_mutex = SDL_CreateMutex(); + + aa_parseoptions (NULL, NULL, NULL, NULL); + + AA_context = aa_autoinit(&aa_defparams); + if ( ! AA_context ) { + SDL_SetError("Unable to initialize AAlib"); + return(-1); + } + + /* Enable mouse and keyboard support */ + + if ( ! aa_autoinitkbd (AA_context, AA_SENDRELEASE) ) { + SDL_SetError("Unable to initialize AAlib keyboard"); + return(-1); + } + if ( ! aa_autoinitmouse (AA_context, AA_SENDRELEASE) ) { + fprintf(stderr,"Warning: Unable to initialize AAlib mouse"); + } + AA_rparams = aa_getrenderparams(); + + local_this = this; + + aa_resizehandler(AA_context, AA_ResizeHandler); + + fprintf(stderr,"Using AAlib driver: %s (%s)\n", AA_context->driver->name, AA_context->driver->shortname); + + AA_in_x11 = (SDL_strcmp(AA_context->driver->shortname,"X11") == 0); + /* Determine the screen depth (use default 8-bit depth) */ + vformat->BitsPerPixel = 8; + vformat->BytesPerPixel = 1; + + /* We're done! */ + return(0); +} + +SDL_Rect **AA_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags) +{ + if(format->BitsPerPixel != 8) + return NULL; + + if ( flags & SDL_FULLSCREEN ) { + return SDL_modelist; + } else { + return (SDL_Rect **) -1; + } +} + +/* From aavga.c + AAlib does not give us the choice of the actual resolution, thus we have to simulate additional + resolution by scaling down manually each frame +*/ +static void fastscale (register char *b1, register char *b2, int x1, int x2, int y1, int y2) +{ + register int ex, spx = 0, ddx, ddx1; + int ddy1, ddy, spy = 0, ey; + int x; + char *bb1 = b1; + if (!x1 || !x2 || !y1 || !y2) + return; + ddx = x1 + x1; + ddx1 = x2 + x2; + if (ddx1 < ddx) + spx = ddx / ddx1, ddx %= ddx1; + ddy = y1 + y1; + ddy1 = y2 + y2; + if (ddy1 < ddy) + spy = (ddy / ddy1) * x1, ddy %= ddy1; + ey = -ddy1; + for (; y2; y2--) { + ex = -ddx1; + for (x = x2; x; x--) { + *b2 = *b1; + b2++; + b1 += spx; + ex += ddx; + if (ex > 0) { + b1++; + ex -= ddx1; + } + } + bb1 += spy; + ey += ddy; + if (ey > 0) { + bb1 += x1; + ey -= ddy1; + } + b1 = bb1; + } +} + +/* Various screen update functions available */ +static void AA_DirectUpdate(_THIS, int numrects, SDL_Rect *rects); + +SDL_Surface *AA_SetVideoMode(_THIS, SDL_Surface *current, + int width, int height, int bpp, Uint32 flags) +{ + int mode; + + if ( AA_buffer ) { + SDL_free( AA_buffer ); + } + + AA_buffer = SDL_malloc(width * height); + if ( ! AA_buffer ) { + SDL_SetError("Couldn't allocate buffer for requested mode"); + return(NULL); + } + +/* printf("Setting mode %dx%d\n", width, height); */ + + SDL_memset(aa_image(AA_context), 0, aa_imgwidth(AA_context) * aa_imgheight(AA_context)); + SDL_memset(AA_buffer, 0, width * height); + + /* Allocate the new pixel format for the screen */ + if ( ! SDL_ReallocFormat(current, 8, 0, 0, 0, 0) ) { + return(NULL); + } + + /* Set up the new mode framebuffer */ + current->flags = SDL_FULLSCREEN; + AA_w = current->w = width; + AA_h = current->h = height; + current->pitch = current->w; + current->pixels = AA_buffer; + + AA_x_ratio = ((double)aa_imgwidth(AA_context)) / ((double)width); + AA_y_ratio = ((double)aa_imgheight(AA_context)) / ((double)height); + + /* Set the blit function */ + this->UpdateRects = AA_DirectUpdate; + + /* We're done */ + return(current); +} + +static void AA_ResizeHandler(aa_context *context) +{ + aa_resize(context); + local_this->hidden->x_ratio = ((double)aa_imgwidth(context)) / ((double)local_this->screen->w); + local_this->hidden->y_ratio = ((double)aa_imgheight(context)) / ((double)local_this->screen->h); + + fastscale (local_this->hidden->buffer, aa_image(context), local_this->hidden->w, aa_imgwidth (context), local_this->hidden->h, aa_imgheight (context)); + aa_renderpalette(context, local_this->hidden->palette, local_this->hidden->rparams, 0, 0, aa_scrwidth(context), aa_scrheight(context)); + aa_flush(context); +} + +/* We don't actually allow hardware surfaces other than the main one */ +static int AA_AllocHWSurface(_THIS, SDL_Surface *surface) +{ + return(-1); +} +static void AA_FreeHWSurface(_THIS, SDL_Surface *surface) +{ + return; +} + +/* We need to wait for vertical retrace on page flipped displays */ +static int AA_LockHWSurface(_THIS, SDL_Surface *surface) +{ + /* TODO ? */ + return(0); +} +static void AA_UnlockHWSurface(_THIS, SDL_Surface *surface) +{ + return; +} + +/* FIXME: How is this done with AAlib? */ +static int AA_FlipHWSurface(_THIS, SDL_Surface *surface) +{ + SDL_mutexP(AA_mutex); + aa_flush(AA_context); + SDL_mutexV(AA_mutex); + return(0); +} + +static void AA_DirectUpdate(_THIS, int numrects, SDL_Rect *rects) +{ + int i; + SDL_Rect *rect; + + fastscale (AA_buffer, aa_image(AA_context), AA_w, aa_imgwidth (AA_context), AA_h, aa_imgheight (AA_context)); +#if 1 + aa_renderpalette(AA_context, AA_palette, AA_rparams, 0, 0, aa_scrwidth(AA_context), aa_scrheight(AA_context)); +#else + /* Render only the rectangles in the list */ + printf("Update rects : "); + for ( i=0; i < numrects; ++i ) { + rect = &rects[i]; + printf("(%d,%d-%d,%d)", rect->x, rect->y, rect->w, rect->h); + aa_renderpalette(AA_context, AA_palette, AA_rparams, rect->x * AA_x_ratio, rect->y * AA_y_ratio, rect->w * AA_x_ratio, rect->h * AA_y_ratio); + } + printf("\n"); +#endif + SDL_mutexP(AA_mutex); + aa_flush(AA_context); + SDL_mutexV(AA_mutex); + return; +} + +int AA_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors) +{ + int i; + + for ( i=0; i < ncolors; i++ ) { + aa_setpalette(AA_palette, firstcolor + i, + colors[i].r>>2, + colors[i].g>>2, + colors[i].b>>2); + } + return(1); +} + +/* Note: If we are terminated, this could be called in the middle of + another SDL video routine -- notably UpdateRects. +*/ +void AA_VideoQuit(_THIS) +{ + int i; + + aa_uninitkbd(AA_context); + aa_uninitmouse(AA_context); + + /* Free video mode lists */ + for ( i=0; iscreen->pixels = NULL; +} -- cgit v1.2.3