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SDL_video.c

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4177 lines (3618 loc) · 111 KB
 
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/*
Simple DirectMedia Layer
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Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../SDL_internal.h"
/* The high-level video driver subsystem */
#include "SDL.h"
#include "SDL_video.h"
#include "SDL_sysvideo.h"
#include "SDL_blit.h"
#include "SDL_pixels_c.h"
#include "SDL_rect_c.h"
#include "../events/SDL_events_c.h"
#include "../timer/SDL_timer_c.h"
#include "SDL_syswm.h"
#if SDL_VIDEO_OPENGL
#include "SDL_opengl.h"
#endif /* SDL_VIDEO_OPENGL */
#if SDL_VIDEO_OPENGL_ES
#include "SDL_opengles.h"
#endif /* SDL_VIDEO_OPENGL_ES */
/* GL and GLES2 headers conflict on Linux 32 bits */
#if SDL_VIDEO_OPENGL_ES2 && !SDL_VIDEO_OPENGL
#include "SDL_opengles2.h"
#endif /* SDL_VIDEO_OPENGL_ES2 && !SDL_VIDEO_OPENGL */
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#if !SDL_VIDEO_OPENGL
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#ifndef GL_CONTEXT_RELEASE_BEHAVIOR_KHR
#define GL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x82FB
#endif
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#endif
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#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
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/* Available video drivers */
static VideoBootStrap *bootstrap[] = {
#if SDL_VIDEO_DRIVER_COCOA
&COCOA_bootstrap,
#endif
#if SDL_VIDEO_DRIVER_X11
&X11_bootstrap,
#endif
#if SDL_VIDEO_DRIVER_WAYLAND
&Wayland_bootstrap,
#endif
#if SDL_VIDEO_DRIVER_VIVANTE
&VIVANTE_bootstrap,
#endif
#if SDL_VIDEO_DRIVER_DIRECTFB
&DirectFB_bootstrap,
#endif
#if SDL_VIDEO_DRIVER_WINDOWS
&WINDOWS_bootstrap,
#endif
#if SDL_VIDEO_DRIVER_WINRT
&WINRT_bootstrap,
#endif
#if SDL_VIDEO_DRIVER_HAIKU
&HAIKU_bootstrap,
#endif
#if SDL_VIDEO_DRIVER_PANDORA
&PND_bootstrap,
#endif
#if SDL_VIDEO_DRIVER_UIKIT
&UIKIT_bootstrap,
#endif
#if SDL_VIDEO_DRIVER_ANDROID
&Android_bootstrap,
#endif
#if SDL_VIDEO_DRIVER_PSP
&PSP_bootstrap,
#endif
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#if SDL_VIDEO_DRIVER_KMSDRM
&KMSDRM_bootstrap,
#endif
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#if SDL_VIDEO_DRIVER_RPI
&RPI_bootstrap,
#endif
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#if SDL_VIDEO_DRIVER_NACL
&NACL_bootstrap,
#endif
#if SDL_VIDEO_DRIVER_EMSCRIPTEN
&Emscripten_bootstrap,
#endif
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#if SDL_VIDEO_DRIVER_QNX
&QNX_bootstrap,
#endif
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#if SDL_VIDEO_DRIVER_DUMMY
&DUMMY_bootstrap,
#endif
NULL
};
static SDL_VideoDevice *_this = NULL;
#define CHECK_WINDOW_MAGIC(window, retval) \
if (!_this) { \
SDL_UninitializedVideo(); \
return retval; \
} \
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SDL_assert(window && window->magic == &_this->window_magic); \
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if (!window || window->magic != &_this->window_magic) { \
SDL_SetError("Invalid window"); \
return retval; \
}
#define CHECK_DISPLAY_INDEX(displayIndex, retval) \
if (!_this) { \
SDL_UninitializedVideo(); \
return retval; \
} \
SDL_assert(_this->displays != NULL); \
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SDL_assert(displayIndex >= 0 && displayIndex < _this->num_displays); \
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if (displayIndex < 0 || displayIndex >= _this->num_displays) { \
SDL_SetError("displayIndex must be in the range 0 - %d", \
_this->num_displays - 1); \
return retval; \
}
#define FULLSCREEN_MASK (SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_FULLSCREEN)
#ifdef __MACOSX__
/* Support for Mac OS X fullscreen spaces */
extern SDL_bool Cocoa_IsWindowInFullscreenSpace(SDL_Window * window);
extern SDL_bool Cocoa_SetWindowFullscreenSpace(SDL_Window * window, SDL_bool state);
#endif
/* Support for framebuffer emulation using an accelerated renderer */
#define SDL_WINDOWTEXTUREDATA "_SDL_WindowTextureData"
typedef struct {
SDL_Renderer *renderer;
SDL_Texture *texture;
void *pixels;
int pitch;
int bytes_per_pixel;
} SDL_WindowTextureData;
static SDL_bool
ShouldUseTextureFramebuffer()
{
const char *hint;
/* If there's no native framebuffer support then there's no option */
if (!_this->CreateWindowFramebuffer) {
return SDL_TRUE;
}
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/* If this is the dummy driver there is no texture support */
if (_this->is_dummy) {
return SDL_FALSE;
}
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/* If the user has specified a software renderer we can't use a
texture framebuffer, or renderer creation will go recursive.
*/
hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
if (hint && SDL_strcasecmp(hint, "software") == 0) {
return SDL_FALSE;
}
/* See if the user or application wants a specific behavior */
hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
if (hint) {
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if (*hint == '0' || SDL_strcasecmp(hint, "false") == 0) {
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return SDL_FALSE;
} else {
return SDL_TRUE;
}
}
/* Each platform has different performance characteristics */
#if defined(__WIN32__)
/* GDI BitBlt() is way faster than Direct3D dynamic textures right now.
*/
return SDL_FALSE;
#elif defined(__MACOSX__)
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/* Mac OS X uses OpenGL as the native fast path (for cocoa and X11) */
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return SDL_TRUE;
#elif defined(__LINUX__)
/* Properly configured OpenGL drivers are faster than MIT-SHM */
#if SDL_VIDEO_OPENGL
/* Ugh, find a way to cache this value! */
{
SDL_Window *window;
SDL_GLContext context;
SDL_bool hasAcceleratedOpenGL = SDL_FALSE;
window = SDL_CreateWindow("OpenGL test", -32, -32, 32, 32, SDL_WINDOW_OPENGL|SDL_WINDOW_HIDDEN);
if (window) {
context = SDL_GL_CreateContext(window);
if (context) {
const GLubyte *(APIENTRY * glGetStringFunc) (GLenum);
const char *vendor = NULL;
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glGetStringFunc = SDL_GL_GetProcAddress("glGetString");
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if (glGetStringFunc) {
vendor = (const char *) glGetStringFunc(GL_VENDOR);
}
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/* Add more vendors here at will... */
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if (vendor &&
(SDL_strstr(vendor, "ATI Technologies") ||
SDL_strstr(vendor, "NVIDIA"))) {
hasAcceleratedOpenGL = SDL_TRUE;
}
SDL_GL_DeleteContext(context);
}
SDL_DestroyWindow(window);
}
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return hasAcceleratedOpenGL;
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}
#elif SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
/* Let's be optimistic about this! */
return SDL_TRUE;
#else
return SDL_FALSE;
#endif
#else
/* Play it safe, assume that if there is a framebuffer driver that it's
optimized for the current platform.
*/
return SDL_FALSE;
#endif
}
static int
SDL_CreateWindowTexture(SDL_VideoDevice *unused, SDL_Window * window, Uint32 * format, void ** pixels, int *pitch)
{
SDL_WindowTextureData *data;
data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA);
if (!data) {
SDL_Renderer *renderer = NULL;
int i;
const char *hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
/* Check to see if there's a specific driver requested */
if (hint && *hint != '0' && *hint != '1' &&
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SDL_strcasecmp(hint, "true") != 0 &&
SDL_strcasecmp(hint, "false") != 0 &&
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SDL_strcasecmp(hint, "software") != 0) {
for (i = 0; i < SDL_GetNumRenderDrivers(); ++i) {
SDL_RendererInfo info;
SDL_GetRenderDriverInfo(i, &info);
if (SDL_strcasecmp(info.name, hint) == 0) {
renderer = SDL_CreateRenderer(window, i, 0);
break;
}
}
}
if (!renderer) {
for (i = 0; i < SDL_GetNumRenderDrivers(); ++i) {
SDL_RendererInfo info;
SDL_GetRenderDriverInfo(i, &info);
if (SDL_strcmp(info.name, "software") != 0) {
renderer = SDL_CreateRenderer(window, i, 0);
if (renderer) {
break;
}
}
}
}
if (!renderer) {
return SDL_SetError("No hardware accelerated renderers available");
}
/* Create the data after we successfully create the renderer (bug #1116) */
data = (SDL_WindowTextureData *)SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_DestroyRenderer(renderer);
return SDL_OutOfMemory();
}
SDL_SetWindowData(window, SDL_WINDOWTEXTUREDATA, data);
data->renderer = renderer;
}
/* Free any old texture and pixel data */
if (data->texture) {
SDL_DestroyTexture(data->texture);
data->texture = NULL;
}
SDL_free(data->pixels);
data->pixels = NULL;
{
SDL_RendererInfo info;
Uint32 i;
if (SDL_GetRendererInfo(data->renderer, &info) < 0) {
return -1;
}
/* Find the first format without an alpha channel */
*format = info.texture_formats[0];
for (i = 0; i < info.num_texture_formats; ++i) {
if (!SDL_ISPIXELFORMAT_FOURCC(info.texture_formats[i]) &&
!SDL_ISPIXELFORMAT_ALPHA(info.texture_formats[i])) {
*format = info.texture_formats[i];
break;
}
}
}
data->texture = SDL_CreateTexture(data->renderer, *format,
SDL_TEXTUREACCESS_STREAMING,
window->w, window->h);
if (!data->texture) {
return -1;
}
/* Create framebuffer data */
data->bytes_per_pixel = SDL_BYTESPERPIXEL(*format);
data->pitch = (((window->w * data->bytes_per_pixel) + 3) & ~3);
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{
/* Make static analysis happy about potential malloc(0) calls. */
const size_t allocsize = window->h * data->pitch;
data->pixels = SDL_malloc((allocsize > 0) ? allocsize : 1);
if (!data->pixels) {
return SDL_OutOfMemory();
}
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}
*pixels = data->pixels;
*pitch = data->pitch;
/* Make sure we're not double-scaling the viewport */
SDL_RenderSetViewport(data->renderer, NULL);
return 0;
}
static int
SDL_UpdateWindowTexture(SDL_VideoDevice *unused, SDL_Window * window, const SDL_Rect * rects, int numrects)
{
SDL_WindowTextureData *data;
SDL_Rect rect;
void *src;
data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA);
if (!data || !data->texture) {
return SDL_SetError("No window texture data");
}
/* Update a single rect that contains subrects for best DMA performance */
if (SDL_GetSpanEnclosingRect(window->w, window->h, numrects, rects, &rect)) {
src = (void *)((Uint8 *)data->pixels +
rect.y * data->pitch +
rect.x * data->bytes_per_pixel);
if (SDL_UpdateTexture(data->texture, &rect, src, data->pitch) < 0) {
return -1;
}
if (SDL_RenderCopy(data->renderer, data->texture, NULL, NULL) < 0) {
return -1;
}
SDL_RenderPresent(data->renderer);
}
return 0;
}
static void
SDL_DestroyWindowTexture(SDL_VideoDevice *unused, SDL_Window * window)
{
SDL_WindowTextureData *data;
data = SDL_SetWindowData(window, SDL_WINDOWTEXTUREDATA, NULL);
if (!data) {
return;
}
if (data->texture) {
SDL_DestroyTexture(data->texture);
}
if (data->renderer) {
SDL_DestroyRenderer(data->renderer);
}
SDL_free(data->pixels);
SDL_free(data);
}
static int
cmpmodes(const void *A, const void *B)
{
const SDL_DisplayMode *a = (const SDL_DisplayMode *) A;
const SDL_DisplayMode *b = (const SDL_DisplayMode *) B;
if (a == b) {
return 0;
} else if (a->w != b->w) {
return b->w - a->w;
} else if (a->h != b->h) {
return b->h - a->h;
} else if (SDL_BITSPERPIXEL(a->format) != SDL_BITSPERPIXEL(b->format)) {
return SDL_BITSPERPIXEL(b->format) - SDL_BITSPERPIXEL(a->format);
} else if (SDL_PIXELLAYOUT(a->format) != SDL_PIXELLAYOUT(b->format)) {
return SDL_PIXELLAYOUT(b->format) - SDL_PIXELLAYOUT(a->format);
} else if (a->refresh_rate != b->refresh_rate) {
return b->refresh_rate - a->refresh_rate;
}
return 0;
}
static int
SDL_UninitializedVideo()
{
return SDL_SetError("Video subsystem has not been initialized");
}
int
SDL_GetNumVideoDrivers(void)
{
return SDL_arraysize(bootstrap) - 1;
}
const char *
SDL_GetVideoDriver(int index)
{
if (index >= 0 && index < SDL_GetNumVideoDrivers()) {
return bootstrap[index]->name;
}
return NULL;
}
/*
* Initialize the video and event subsystems -- determine native pixel format
*/
int
SDL_VideoInit(const char *driver_name)
{
SDL_VideoDevice *video;
int index;
int i;
/* Check to make sure we don't overwrite '_this' */
if (_this != NULL) {
SDL_VideoQuit();
}
#if !SDL_TIMERS_DISABLED
SDL_TicksInit();
#endif
/* Start the event loop */
if (SDL_InitSubSystem(SDL_INIT_EVENTS) < 0 ||
SDL_KeyboardInit() < 0 ||
SDL_MouseInit() < 0 ||
SDL_TouchInit() < 0) {
return -1;
}
/* Select the proper video driver */
index = 0;
video = NULL;
if (driver_name == NULL) {
driver_name = SDL_getenv("SDL_VIDEODRIVER");
}
if (driver_name != NULL) {
for (i = 0; bootstrap[i]; ++i) {
if (SDL_strncasecmp(bootstrap[i]->name, driver_name, SDL_strlen(driver_name)) == 0) {
if (bootstrap[i]->available()) {
video = bootstrap[i]->create(index);
break;
}
}
}
} else {
for (i = 0; bootstrap[i]; ++i) {
if (bootstrap[i]->available()) {
video = bootstrap[i]->create(index);
if (video != NULL) {
break;
}
}
}
}
if (video == NULL) {
if (driver_name) {
return SDL_SetError("%s not available", driver_name);
}
return SDL_SetError("No available video device");
}
_this = video;
_this->name = bootstrap[i]->name;
_this->next_object_id = 1;
/* Set some very sane GL defaults */
_this->gl_config.driver_loaded = 0;
_this->gl_config.dll_handle = NULL;
SDL_GL_ResetAttributes();
_this->current_glwin_tls = SDL_TLSCreate();
_this->current_glctx_tls = SDL_TLSCreate();
/* Initialize the video subsystem */
if (_this->VideoInit(_this) < 0) {
SDL_VideoQuit();
return -1;
}
/* Make sure some displays were added */
if (_this->num_displays == 0) {
SDL_VideoQuit();
return SDL_SetError("The video driver did not add any displays");
}
/* Add the renderer framebuffer emulation if desired */
if (ShouldUseTextureFramebuffer()) {
_this->CreateWindowFramebuffer = SDL_CreateWindowTexture;
_this->UpdateWindowFramebuffer = SDL_UpdateWindowTexture;
_this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture;
}
/* Disable the screen saver by default. This is a change from <= 2.0.1,
but most things using SDL are games or media players; you wouldn't
want a screensaver to trigger if you're playing exclusively with a
joystick, or passively watching a movie. Things that use SDL but
function more like a normal desktop app should explicitly reenable the
screensaver. */
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if (!SDL_GetHintBoolean(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, SDL_FALSE)) {
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SDL_DisableScreenSaver();
}
/* If we don't use a screen keyboard, turn on text input by default,
otherwise programs that expect to get text events without enabling
UNICODE input won't get any events.
Actually, come to think of it, you needed to call SDL_EnableUNICODE(1)
in SDL 1.2 before you got text input events. Hmm...
*/
if (!SDL_HasScreenKeyboardSupport()) {
SDL_StartTextInput();
}
/* We're ready to go! */
return 0;
}
const char *
SDL_GetCurrentVideoDriver()
{
if (!_this) {
SDL_UninitializedVideo();
return NULL;
}
return _this->name;
}
SDL_VideoDevice *
SDL_GetVideoDevice(void)
{
return _this;
}
int
SDL_AddBasicVideoDisplay(const SDL_DisplayMode * desktop_mode)
{
SDL_VideoDisplay display;
SDL_zero(display);
if (desktop_mode) {
display.desktop_mode = *desktop_mode;
}
display.current_mode = display.desktop_mode;
return SDL_AddVideoDisplay(&display);
}
int
SDL_AddVideoDisplay(const SDL_VideoDisplay * display)
{
SDL_VideoDisplay *displays;
int index = -1;
displays =
SDL_realloc(_this->displays,
(_this->num_displays + 1) * sizeof(*displays));
if (displays) {
index = _this->num_displays++;
displays[index] = *display;
displays[index].device = _this;
_this->displays = displays;
if (display->name) {
displays[index].name = SDL_strdup(display->name);
} else {
char name[32];
SDL_itoa(index, name, 10);
displays[index].name = SDL_strdup(name);
}
} else {
SDL_OutOfMemory();
}
return index;
}
int
SDL_GetNumVideoDisplays(void)
{
if (!_this) {
SDL_UninitializedVideo();
return 0;
}
return _this->num_displays;
}
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SDL_GetIndexOfDisplay(SDL_VideoDisplay *display)
{
int displayIndex;
for (displayIndex = 0; displayIndex < _this->num_displays; ++displayIndex) {
if (display == &_this->displays[displayIndex]) {
return displayIndex;
}
}
/* Couldn't find the display, just use index 0 */
return 0;
}
void *
SDL_GetDisplayDriverData(int displayIndex)
{
CHECK_DISPLAY_INDEX(displayIndex, NULL);
return _this->displays[displayIndex].driverdata;
}
const char *
SDL_GetDisplayName(int displayIndex)
{
CHECK_DISPLAY_INDEX(displayIndex, NULL);
return _this->displays[displayIndex].name;
}
int
SDL_GetDisplayBounds(int displayIndex, SDL_Rect * rect)
{
CHECK_DISPLAY_INDEX(displayIndex, -1);
if (rect) {
SDL_VideoDisplay *display = &_this->displays[displayIndex];
if (_this->GetDisplayBounds) {
if (_this->GetDisplayBounds(_this, display, rect) == 0) {
return 0;
}
}
/* Assume that the displays are left to right */
if (displayIndex == 0) {
rect->x = 0;
rect->y = 0;
} else {
SDL_GetDisplayBounds(displayIndex-1, rect);
rect->x += rect->w;
}
rect->w = display->current_mode.w;
rect->h = display->current_mode.h;
}
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return 0; /* !!! FIXME: should this be an error if (rect==NULL) ? */
}
int SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rect * rect)
{
CHECK_DISPLAY_INDEX(displayIndex, -1);
if (rect) {
SDL_VideoDisplay *display = &_this->displays[displayIndex];
if (_this->GetDisplayUsableBounds) {
if (_this->GetDisplayUsableBounds(_this, display, rect) == 0) {
return 0;
}
}
/* Oh well, just give the entire display bounds. */
return SDL_GetDisplayBounds(displayIndex, rect);
}
return 0; /* !!! FIXME: should this be an error if (rect==NULL) ? */
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int
SDL_GetDisplayDPI(int displayIndex, float * ddpi, float * hdpi, float * vdpi)
{
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SDL_VideoDisplay *display;
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CHECK_DISPLAY_INDEX(displayIndex, -1);
display = &_this->displays[displayIndex];
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if (_this->GetDisplayDPI) {
if (_this->GetDisplayDPI(_this, display, ddpi, hdpi, vdpi) == 0) {
return 0;
}
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} else {
return SDL_Unsupported();
}
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return -1;
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}
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SDL_DisplayOrientation
SDL_GetDisplayOrientation(int displayIndex)
{
SDL_VideoDisplay *display;
CHECK_DISPLAY_INDEX(displayIndex, SDL_ORIENTATION_UNKNOWN);
display = &_this->displays[displayIndex];
return display->orientation;
}
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SDL_bool
SDL_AddDisplayMode(SDL_VideoDisplay * display, const SDL_DisplayMode * mode)
{
SDL_DisplayMode *modes;
int i, nmodes;
/* Make sure we don't already have the mode in the list */
modes = display->display_modes;
nmodes = display->num_display_modes;
for (i = 0; i < nmodes; ++i) {
if (cmpmodes(mode, &modes[i]) == 0) {
return SDL_FALSE;
}
}
/* Go ahead and add the new mode */
if (nmodes == display->max_display_modes) {
modes =
SDL_realloc(modes,
(display->max_display_modes + 32) * sizeof(*modes));
if (!modes) {
return SDL_FALSE;
}
display->display_modes = modes;
display->max_display_modes += 32;
}
modes[nmodes] = *mode;
display->num_display_modes++;
/* Re-sort video modes */
SDL_qsort(display->display_modes, display->num_display_modes,
sizeof(SDL_DisplayMode), cmpmodes);
return SDL_TRUE;
}
static int
SDL_GetNumDisplayModesForDisplay(SDL_VideoDisplay * display)
{
if (!display->num_display_modes && _this->GetDisplayModes) {
_this->GetDisplayModes(_this, display);
SDL_qsort(display->display_modes, display->num_display_modes,
sizeof(SDL_DisplayMode), cmpmodes);
}
return display->num_display_modes;
}
int
SDL_GetNumDisplayModes(int displayIndex)
{
CHECK_DISPLAY_INDEX(displayIndex, -1);
return SDL_GetNumDisplayModesForDisplay(&_this->displays[displayIndex]);
}
int
SDL_GetDisplayMode(int displayIndex, int index, SDL_DisplayMode * mode)
{
SDL_VideoDisplay *display;
CHECK_DISPLAY_INDEX(displayIndex, -1);
display = &_this->displays[displayIndex];
if (index < 0 || index >= SDL_GetNumDisplayModesForDisplay(display)) {
return SDL_SetError("index must be in the range of 0 - %d",
SDL_GetNumDisplayModesForDisplay(display) - 1);
}
if (mode) {
*mode = display->display_modes[index];
}
return 0;
}
int
SDL_GetDesktopDisplayMode(int displayIndex, SDL_DisplayMode * mode)
{
SDL_VideoDisplay *display;
CHECK_DISPLAY_INDEX(displayIndex, -1);
display = &_this->displays[displayIndex];
if (mode) {
*mode = display->desktop_mode;
}
return 0;
}
int
SDL_GetCurrentDisplayMode(int displayIndex, SDL_DisplayMode * mode)
{
SDL_VideoDisplay *display;
CHECK_DISPLAY_INDEX(displayIndex, -1);
display = &_this->displays[displayIndex];
if (mode) {
*mode = display->current_mode;
}
return 0;
}
static SDL_DisplayMode *
SDL_GetClosestDisplayModeForDisplay(SDL_VideoDisplay * display,
const SDL_DisplayMode * mode,
SDL_DisplayMode * closest)
{
Uint32 target_format;
int target_refresh_rate;
int i;
SDL_DisplayMode *current, *match;
if (!mode || !closest) {
SDL_SetError("Missing desired mode or closest mode parameter");
return NULL;
}
/* Default to the desktop format */
if (mode->format) {
target_format = mode->format;
} else {
target_format = display->desktop_mode.format;
}
/* Default to the desktop refresh rate */
if (mode->refresh_rate) {
target_refresh_rate = mode->refresh_rate;
} else {
target_refresh_rate = display->desktop_mode.refresh_rate;
}
match = NULL;
for (i = 0; i < SDL_GetNumDisplayModesForDisplay(display); ++i) {
current = &display->display_modes[i];
if (current->w && (current->w < mode->w)) {
/* Out of sorted modes large enough here */
break;
}
if (current->h && (current->h < mode->h)) {
if (current->w && (current->w == mode->w)) {
/* Out of sorted modes large enough here */
break;
}
/* Wider, but not tall enough, due to a different
aspect ratio. This mode must be skipped, but closer
modes may still follow. */
continue;
}
if (!match || current->w < match->w || current->h < match->h) {
match = current;
continue;
}
if (current->format != match->format) {
/* Sorted highest depth to lowest */
if (current->format == target_format ||
(SDL_BITSPERPIXEL(current->format) >=
SDL_BITSPERPIXEL(target_format)
&& SDL_PIXELTYPE(current->format) ==
SDL_PIXELTYPE(target_format))) {
match = current;
}
continue;
}
if (current->refresh_rate != match->refresh_rate) {
/* Sorted highest refresh to lowest */
if (current->refresh_rate >= target_refresh_rate) {
match = current;
}
}
}
if (match) {
if (match->format) {
closest->format = match->format;
} else {
closest->format = mode->format;
}
if (match->w && match->h) {
closest->w = match->w;
closest->h = match->h;
} else {
closest->w = mode->w;
closest->h = mode->h;
}
if (match->refresh_rate) {
closest->refresh_rate = match->refresh_rate;
} else {
closest->refresh_rate = mode->refresh_rate;
}
closest->driverdata = match->driverdata;
/*
* Pick some reasonable defaults if the app and driver don't
* care
*/
if (!closest->format) {
closest->format = SDL_PIXELFORMAT_RGB888;
}
if (!closest->w) {
closest->w = 640;
}
if (!closest->h) {
closest->h = 480;
}
return closest;
}
return NULL;
}
SDL_DisplayMode *
SDL_GetClosestDisplayMode(int displayIndex,
const SDL_DisplayMode * mode,
SDL_DisplayMode * closest)
{
SDL_VideoDisplay *display;
CHECK_DISPLAY_INDEX(displayIndex, NULL);
display = &_this->displays[displayIndex];
return SDL_GetClosestDisplayModeForDisplay(display, mode, closest);
}
static int
SDL_SetDisplayModeForDisplay(SDL_VideoDisplay * display, const SDL_DisplayMode * mode)
{
SDL_DisplayMode display_mode;
SDL_DisplayMode current_mode;
if (mode) {
display_mode = *mode;
/* Default to the current mode */
if (!display_mode.format) {
display_mode.format = display->current_mode.format;
}
if (!display_mode.w) {
display_mode.w = display->current_mode.w;
}
if (!display_mode.h) {
display_mode.h = display->current_mode.h;
}
if (!display_mode.refresh_rate) {
display_mode.refresh_rate = display->current_mode.refresh_rate;
}
/* Get a good video mode, the closest one possible */
if (!SDL_GetClosestDisplayModeForDisplay(display, &display_mode, &display_mode)) {
return SDL_SetError("No video mode large enough for %dx%d",
display_mode.w, display_mode.h);
}
} else {
display_mode = display->desktop_mode;