forked from len0rd/rockbox
No need to create a new texture for every rendered frame, unless the scaling method has been adjusted. We also don't need to upload the (unchanged) player interface to GPU memory repeatedly. + Remove unused lcd_display_redraw & having_new_lcd variables Change-Id: I5bff6aa2d54347a3f2c3afba8d8d7eb9e39f77f7
223 lines
6.7 KiB
C
223 lines
6.7 KiB
C
/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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* $Id$
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*
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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* KIND, either express or implied.
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*
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****************************************************************************/
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#include <SDL.h>
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#include "sim-ui-defines.h"
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#include "window-sdl.h"
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#include "lcd-sdl.h"
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#include "misc.h"
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#include "panic.h"
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extern SDL_Surface *lcd_surface;
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#ifdef HAVE_REMOTE_LCD
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extern SDL_Surface *remote_surface;
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#endif
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SDL_Texture *gui_texture;
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SDL_Surface *sim_lcd_surface;
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static SDL_Window *window;
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static SDL_Renderer *sdlRenderer;
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static SDL_Surface *picture_surface;
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static bool new_gui_texture_needed = true;
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static bool window_adjustment_needed;
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double display_zoom = 1;
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static void get_window_dimensions(int *w, int *h)
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{
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if (background)
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{
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*w = UI_WIDTH;
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*h = UI_HEIGHT;
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}
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else
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{
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#ifdef HAVE_REMOTE_LCD
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if (showremote)
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{
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*w = SIM_LCD_WIDTH > SIM_REMOTE_WIDTH ? SIM_LCD_WIDTH : SIM_REMOTE_WIDTH;
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*h = SIM_LCD_HEIGHT + SIM_REMOTE_HEIGHT;
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}
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else
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#endif
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{
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*w = SIM_LCD_WIDTH;
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*h = SIM_LCD_HEIGHT;
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}
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}
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}
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#define SNAP_MARGIN 50
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static void restore_aspect_ratio(int w, int h)
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{
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float aspect_ratio = (float) h / w;
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int original_height = h;
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int original_width = w;
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if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MAXIMIZED | SDL_WINDOW_FULLSCREEN))
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|| display_zoom)
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return;
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SDL_GetWindowSize(window, &w, &h);
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if (w != original_width || h != original_height)
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{
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if (abs(original_width - w) < SNAP_MARGIN)
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{
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w = original_width;
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h = original_height;
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}
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else
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h = w * aspect_ratio;
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SDL_SetWindowSize(window, w, h);
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}
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}
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static void rebuild_gui_texture(void)
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{
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SDL_Surface *gui_surface;
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int w, h, depth = LCD_DEPTH < 8 ? 16 : LCD_DEPTH;
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get_window_dimensions(&w, &h);
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SDL_RenderSetLogicalSize(sdlRenderer, w, h);
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if ((gui_texture = SDL_CreateTexture(sdlRenderer, SDL_MasksToPixelFormatEnum(depth,
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0, 0, 0, 0), SDL_TEXTUREACCESS_STATIC, w, h)) == NULL)
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panicf("%s", SDL_GetError());
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_RESIZABLE)
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restore_aspect_ratio(w, h);
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if (background && picture_surface &&
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(gui_surface = SDL_ConvertSurface(picture_surface, sim_lcd_surface->format, 0)))
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{
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SDL_UpdateTexture(gui_texture, NULL, gui_surface->pixels, gui_surface->pitch);
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SDL_FreeSurface(gui_surface);
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}
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sdl_gui_update(lcd_surface, 0, 0, SIM_LCD_WIDTH, SIM_LCD_HEIGHT,
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SIM_LCD_WIDTH, SIM_LCD_HEIGHT,
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background ? UI_LCD_POSX : 0, background? UI_LCD_POSY : 0);
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#ifdef HAVE_REMOTE_LCD
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sdl_gui_update(remote_surface, 0, 0, LCD_REMOTE_WIDTH, LCD_REMOTE_HEIGHT,
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LCD_REMOTE_WIDTH, LCD_REMOTE_HEIGHT,
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background ? UI_REMOTE_POSX : 0,
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background? UI_REMOTE_POSY : LCD_HEIGHT);
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#endif
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}
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void sdl_window_render(void)
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{
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if (new_gui_texture_needed)
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{
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new_gui_texture_needed = false;
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if (gui_texture)
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SDL_DestroyTexture(gui_texture);
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rebuild_gui_texture();
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}
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else
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{
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SDL_RenderClear(sdlRenderer);
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SDL_RenderCopy(sdlRenderer, gui_texture, NULL, NULL);
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SDL_RenderPresent(sdlRenderer);
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}
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}
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bool sdl_window_adjust(void)
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{
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int w, h;
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if (!window_adjustment_needed)
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return false;
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window_adjustment_needed = false;
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get_window_dimensions(&w, &h);
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if (!(SDL_GetWindowFlags(window) & (SDL_WINDOW_MAXIMIZED | SDL_WINDOW_FULLSCREEN))
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&& display_zoom)
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{
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SDL_SetWindowSize(window, display_zoom * w, display_zoom * h);
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}
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#if defined(__APPLE__) || defined(__WIN32)
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restore_aspect_ratio(w, h);
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#endif
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display_zoom = 0;
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sdl_window_render();
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return true;
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}
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void sdl_window_adjustment_needed(bool destroy_texture)
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{
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window_adjustment_needed = true;
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new_gui_texture_needed = destroy_texture;
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/* For MacOS and Windows, we're on a main or
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display thread already, and can immediately
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adjust the window.
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On Linux, we have to defer the update, until
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it is handled by the main thread later. */
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#if defined (__APPLE__) || defined(__WIN32)
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sdl_window_adjust();
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#endif
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}
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void sdl_window_setup(void)
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{
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int width, height;
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int depth = LCD_DEPTH < 8 ? 16 : LCD_DEPTH;
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Uint32 flags = SDL_WINDOW_ALLOW_HIGHDPI;
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#if (CONFIG_PLATFORM & (PLATFORM_MAEMO|PLATFORM_PANDORA))
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/* Fullscreen mode for maemo app */
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flags |= SDL_WINDOW_FULLSCREEN;
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#else
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if (display_zoom == 1)
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flags |= SDL_WINDOW_RESIZABLE;
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#endif
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if (!(picture_surface = SDL_LoadBMP("UI256.bmp")))
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background = false;
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get_window_dimensions(&width, &height);
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if ((window = SDL_CreateWindow(UI_TITLE, SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, width * display_zoom,
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height * display_zoom , flags)) == NULL)
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panicf("%s", SDL_GetError());
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if ((sdlRenderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC)) == NULL)
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panicf("%s", SDL_GetError());
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/* Surface for LCD content only. Needs to fit largest LCD */
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if ((sim_lcd_surface = SDL_CreateRGBSurface(0,
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#ifdef HAVE_REMOTE_LCD
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SIM_LCD_WIDTH > SIM_REMOTE_WIDTH ?
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SIM_LCD_WIDTH : SIM_REMOTE_WIDTH,
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SIM_LCD_HEIGHT > SIM_REMOTE_HEIGHT ?
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SIM_LCD_HEIGHT : SIM_REMOTE_HEIGHT,
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#else
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SIM_LCD_WIDTH, SIM_LCD_HEIGHT,
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#endif
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depth, 0, 0, 0, 0)) == NULL)
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panicf("%s", SDL_GetError());
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, display_zoom == 1 ? "best" : "nearest");
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display_zoom = 0; /* reset to 0 unless/until user requests a scale level change */
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}
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