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SDL_ndsvideo.c

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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2011 Sam Lantinga
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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"
/* SDL Nintendo DS video driver implementation
* based on dummy driver:
* Initial work by Ryan C. Gordon (icculus@icculus.org). A good portion
* of this was cut-and-pasted from Stephane Peter's work in the AAlib
* SDL video driver. Renamed to "DUMMY" by Sam Lantinga.
*/
#include <stdio.h>
#include <stdlib.h>
#include <nds.h>
#include <nds/arm9/video.h>
#include "SDL_video.h"
#include "SDL_mouse.h"
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#include "../SDL_sysvideo.h"
#include "../SDL_pixels_c.h"
#include "../../events/SDL_events_c.h"
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#include "SDL_render.h"
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#include "SDL_ndsvideo.h"
#include "SDL_ndsevents_c.h"
#define NDSVID_DRIVER_NAME "nds"
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/* Per Window information. */
struct NDS_WindowData {
int hw_index; /* index of sprite in OAM or bg from libnds */
int bg; /* which bg is that attached to (2 or 3) */
int pitch, bpp; /* useful information about the texture */
struct {
int x, y;
} scale; /* x/y stretch (24.8 fixed point) */
struct {
int x, y;
} scroll; /* x/y offset */
int rotate; /* -32768 to 32767, texture rotation */
u16 *vram_pixels; /* where the pixel data is stored (a pointer into VRAM) */
};
/* Per device information. */
struct NDS_DeviceData {
int has_bg2; /* backgroud 2 has been attached */
int has_bg3; /* backgroud 3 has been attached */
int sub;
};
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/* Initialization/Query functions */
static int NDS_VideoInit(_THIS);
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static int NDS_SetDisplayMode(_THIS, SDL_VideoDisplay *display,
SDL_DisplayMode *mode);
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static void NDS_VideoQuit(_THIS);
/* SDL NDS driver bootstrap functions */
static int
NDS_Available(void)
{
return (1); /* always here */
}
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static int NDS_CreateWindowFramebuffer(_THIS, SDL_Window * window,
Uint32 * format, void ** pixels,
int *pitch)
{
struct NDS_DeviceData *data = _this->driverdata;
struct NDS_WindowData *wdata;
int bpp;
Uint32 Rmask, Gmask, Bmask, Amask;
int whichbg = -1;
*format = SDL_PIXELFORMAT_BGR555;
if (!SDL_PixelFormatEnumToMasks
(*format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) {
SDL_SetError("Unknown texture format");
return -1;
}
if (!data->has_bg2)
whichbg = 2;
else if (!data->has_bg3)
whichbg = 3;
else {
SDL_SetError("Out of NDS backgrounds.");
return -1;
}
wdata = SDL_calloc(1, sizeof(struct NDS_WindowData));
if (!wdata) {
SDL_OutOfMemory();
return -1;
}
if (!data->sub) {
if (bpp == 8) {
wdata->hw_index =
bgInit(whichbg, BgType_Bmp8, BgSize_B8_256x256, 0, 0);
} else {
wdata->hw_index =
bgInit(whichbg, BgType_Bmp16, BgSize_B16_256x256, 0,
0);
}
} else {
if (bpp == 8) {
wdata->hw_index =
bgInitSub(whichbg, BgType_Bmp8, BgSize_B8_256x256, 0,
0);
} else {
wdata->hw_index =
bgInitSub(whichbg, BgType_Bmp16, BgSize_B16_256x256,
0, 0);
}
}
wdata->bg = whichbg;
wdata->pitch = (window->w) * ((bpp+1) / 8);
wdata->bpp = bpp;
wdata->rotate = 0;
wdata->scale.x = 0x100;
wdata->scale.y = 0x100;
wdata->scroll.x = 0;
wdata->scroll.y = 0;
wdata->vram_pixels = (u16 *) bgGetGfxPtr(wdata->hw_index);
bgSetCenter(wdata->hw_index, 0, 0);
bgSetRotateScale(wdata->hw_index, wdata->rotate, wdata->scale.x,
wdata->scale.y);
bgSetScroll(wdata->hw_index, wdata->scroll.x, wdata->scroll.y);
bgUpdate();
*pixels = wdata->vram_pixels;
*pitch = wdata->pitch;
if (!data->has_bg2)
data->has_bg2 = 1;
else
data->has_bg3 = 1;
window->driverdata = wdata;
return 0;
}
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static int NDS_UpdateWindowFramebuffer(_THIS, SDL_Window * window,
SDL_Rect * rects, int numrects)
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{
/* Nothing to do because writes are done directly into the
* framebuffer. */
return 0;
}
static void NDS_DestroyWindowFramebuffer(_THIS, SDL_Window * window)
{
struct NDS_DeviceData *data = _this->driverdata;
struct NDS_WindowData *wdata = window->driverdata;
if (wdata->bg == 2)
data->has_bg2 = 0;
else
data->has_bg3 = 0;
SDL_free(wdata);
}
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static void
NDS_DeleteDevice(SDL_VideoDevice * device)
{
SDL_free(device);
}
static SDL_VideoDevice *
NDS_CreateDevice(int devindex)
{
SDL_VideoDevice *device;
/* Initialize all variables that we clean on shutdown */
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device = SDL_calloc(1, sizeof(SDL_VideoDevice));
if (!device) {
SDL_OutOfMemory();
return NULL;
}
device->driverdata = SDL_calloc(1, sizeof(SDL_VideoDevice));
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if (!device) {
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SDL_free(device);
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SDL_OutOfMemory();
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return NULL;
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}
/* Set the function pointers */
device->VideoInit = NDS_VideoInit;
device->VideoQuit = NDS_VideoQuit;
device->SetDisplayMode = NDS_SetDisplayMode;
device->PumpEvents = NDS_PumpEvents;
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device->CreateWindowFramebuffer = NDS_CreateWindowFramebuffer;
device->UpdateWindowFramebuffer = NDS_UpdateWindowFramebuffer;
device->DestroyWindowFramebuffer = NDS_DestroyWindowFramebuffer;
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device->num_displays = 2; /* DS = dual screens */
device->free = NDS_DeleteDevice;
return device;
}
VideoBootStrap NDS_bootstrap = {
NDSVID_DRIVER_NAME, "SDL NDS video driver",
NDS_Available, NDS_CreateDevice
};
int
NDS_VideoInit(_THIS)
{
SDL_DisplayMode mode;
/* simple 256x192x16x60 for now */
mode.w = 256;
mode.h = 192;
mode.format = SDL_PIXELFORMAT_ABGR1555;
mode.refresh_rate = 60;
mode.driverdata = NULL;
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if (SDL_AddBasicVideoDisplay(&mode) < 0) {
return -1;
}
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SDL_zero(mode);
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SDL_AddDisplayMode(&_this->displays[0], &mode);
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powerOn(POWER_ALL_2D);
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irqEnable(IRQ_VBLANK);
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NDS_SetDisplayMode(_this, &_this->displays[0], &mode);
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return 0;
}
static int
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NDS_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode)
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{
/* right now this function is just hard-coded for 256x192 ABGR1555 */
videoSetMode(MODE_5_2D | DISPLAY_BG2_ACTIVE | DISPLAY_BG3_ACTIVE | DISPLAY_BG_EXT_PALETTE | DISPLAY_SPR_1D_LAYOUT | DISPLAY_SPR_1D_BMP | DISPLAY_SPR_1D_BMP_SIZE_256 | /* (try 128 if 256 is trouble.) */
DISPLAY_SPR_ACTIVE | DISPLAY_SPR_EXT_PALETTE); /* display on main core
with lots of flags set for
flexibility/capacity to render */
/* hopefully these cover all the various things we might need to do */
vramSetBankA(VRAM_A_MAIN_BG_0x06000000);
vramSetBankB(VRAM_B_MAIN_BG_0x06020000);
vramSetBankC(VRAM_C_SUB_BG_0x06200000);
vramSetBankD(VRAM_D_MAIN_BG_0x06040000); /* not a typo. vram d can't sub */
vramSetBankE(VRAM_E_MAIN_SPRITE);
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vramSetBankF(VRAM_F_SPRITE_EXT_PALETTE);
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vramSetBankG(VRAM_G_BG_EXT_PALETTE);
vramSetBankH(VRAM_H_SUB_BG_EXT_PALETTE);
vramSetBankI(VRAM_I_SUB_SPRITE);
videoSetModeSub(MODE_0_2D | DISPLAY_BG0_ACTIVE); /* debug text on sub
TODO: this will change
when multi-head is
introduced in render */
return 0;
}
void
NDS_VideoQuit(_THIS)
{
videoSetMode(DISPLAY_SCREEN_OFF);
videoSetModeSub(DISPLAY_SCREEN_OFF);
vramSetMainBanks(VRAM_A_LCD, VRAM_B_LCD, VRAM_C_LCD, VRAM_D_LCD);
vramSetBankE(VRAM_E_LCD);
vramSetBankF(VRAM_F_LCD);
vramSetBankG(VRAM_G_LCD);
vramSetBankH(VRAM_H_LCD);
vramSetBankI(VRAM_I_LCD);
}
/* vi: set ts=4 sw=4 expandtab: */