mirror of
https://github.com/Rockbox/rockbox.git
synced 2025-12-06 13:15:25 -05:00
They haven't seen any work since 2013, and likely hasn't compiled in at least a couple of releases -- not that we ever "released" anything for these targets. Futhermore, upstream for both has been effectively dead for about as long, and there's been no user reports of these being used since 2017 (and even then only in passing). It isn't worth the effort to triage their current state, much less uplift into something supportable, while the maintenance burden of keeping these things in-tree can be demonstrated by the diffstat. Change-Id: Id93bd450679d1b75e2c74295b3ae1548cd241b24
251 lines
7.7 KiB
C
251 lines
7.7 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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SDL_mutex *window_mutex;
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SDL_Window *sdlWindow;
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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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#if defined(__APPLE__) || defined(__WIN32)
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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(sdlWindow) & (SDL_WINDOW_MAXIMIZED | SDL_WINDOW_FULLSCREEN))
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|| display_zoom)
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return;
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SDL_GetWindowSize(sdlWindow, &w, &h);
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if (w != original_width || h != original_height)
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{
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SDL_DisplayMode sdl_dm;
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h = w * aspect_ratio;
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if (SDL_GetCurrentDisplayMode(0, &sdl_dm) || h <= sdl_dm.h)
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SDL_SetWindowSize(sdlWindow, w, h);
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}
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}
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#endif
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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 prev_w, prev_h, x, y,
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w, h, depth = LCD_DEPTH < 8 ? 16 : LCD_DEPTH;
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Uint32 flags = SDL_GetWindowFlags(sdlWindow);
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get_window_dimensions(&w, &h);
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SDL_RenderGetLogicalSize(sdlRenderer, &prev_w, &prev_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_STREAMING, w, h)) == NULL)
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panicf("%s", SDL_GetError());
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/* Did background change? */
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if ((flags & SDL_WINDOW_RESIZABLE) &&
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!(flags & (SDL_WINDOW_MAXIMIZED | SDL_WINDOW_FULLSCREEN)) &&
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prev_w && prev_w != w)
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{
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SDL_GetWindowSize(sdlWindow, &x, NULL);
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/* Maintain LCD's size */
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float ratio = (float) x / prev_w;
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SDL_SetWindowSize(sdlWindow, w * ratio, h * ratio);
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/* move LCD back into previous position */
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SDL_GetWindowPosition(sdlWindow, &x, &y);
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if (background)
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{
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x -= (UI_LCD_POSX * ratio);
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y -= (UI_LCD_POSY * ratio);
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}
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else
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{
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x += (UI_LCD_POSX * ratio);
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y += (UI_LCD_POSY * ratio);
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}
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SDL_SetWindowPosition(sdlWindow, x > 0 ? x : 0, y > 0 ? y : 0);
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}
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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(sdlWindow) & (SDL_WINDOW_MAXIMIZED | SDL_WINDOW_FULLSCREEN))
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&& display_zoom)
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{
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SDL_SetWindowSize(sdlWindow, display_zoom * w, display_zoom * h);
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}
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#if defined(__APPLE__) || defined(__WIN32)
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int logical_w, logical_h;
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SDL_RenderGetLogicalSize(sdlRenderer, &logical_w, &logical_h);
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if (logical_w == w && logical_h == h) /* background unchanged */
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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 0
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/* Fullscreen mode might be desired */
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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 ((sdlWindow = 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(sdlWindow, -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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window_mutex = SDL_CreateMutex();
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}
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