Make the SDL window resizable

replace/debe0b68e8d24ae39dae814f796efa2ef00932d3
Fred 2020-10-31 18:40:11 +01:00 zatwierdzone przez Niccolò Izzo
rodzic 58cb6857a5
commit 9f9b76e9b5
1 zmienionych plików z 60 dodań i 61 usunięć

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@ -28,9 +28,10 @@
#include <stdio.h>
#include <string.h>
#include <SDL2/SDL.h>
#undef main /* necessary to avoid conflicts with SDL_main */
/*
/*
* Screen dimensions, adjust basing on the size of the screen you need to
* emulate
*/
@ -46,22 +47,22 @@
#warning No pixel format defined, defaulting to RGB565
#define PIX_FMT_RGB565
#endif
SDL_Window *window; /* SDL window */
SDL_Surface *renderSurface; /* SDL rendering surface */
void *frameBuffer; /* Pointer to framebuffer */
bool inProgress; /* Flag to signal when rendering is in progress */
SDL_Renderer *renderer; /* SDL renderer */
SDL_Window *window; /* SDL window */
SDL_Texture *displayTexture; /* SDL rendering surface */
void *frameBuffer; /* Pointer to framebuffer */
bool inProgress; /* Flag to signal when rendering is in progress */
/**
* @internal
* Internal helper function which fetches pixel at position (x, y) from framebuffer
* and returns it in SDL-compatible format, which is ARGB8888.
*/
uint32_t fetchPixelFromFb(unsigned int x, unsigned int y)
{
uint32_t fetchPixelFromFb(unsigned int x, unsigned int y) {
uint32_t pixel = 0;
#ifdef PIX_FMT_BW
#ifdef PIX_FMT_BW
/*
* Black and white 1bpp format: framebuffer is an array of uint8_t, where
* each cell contains the values of eight pixels, one per bit.
@ -70,30 +71,30 @@ uint32_t fetchPixelFromFb(unsigned int x, unsigned int y)
unsigned int cell = (x + y*SCREEN_WIDTH) / 8;
unsigned int elem = (x + y*SCREEN_WIDTH) % 8;
if(fb[cell] & (1 << elem)) pixel = 0xFFFFFFFF;
#endif
#endif
#ifdef PIX_FMT_GRAYSC
#ifdef PIX_FMT_GRAYSC
/*
* Convert from 8bpp grayscale to ARGB8888, we have to do nothing more that
* Convert from 8bpp grayscale to ARGB8888, we have to do nothing more that
* replicating the pixel value for the three components
*/
uint8_t *fb = (uint8_t *)(frameBuffer);
uint8_t px = fb[x + y*SCREEN_WIDTH];
pixel = 0xFF000000 | (px << 16) | (px << 8) | px;
#endif
#endif
#ifdef PIX_FMT_RGB565
#ifdef PIX_FMT_RGB565
/*
* SDL pixel format is ARGB8888, while ours is RGB565, thus we need
* to do some conversions when writing framebuffer content to the
* window. We also set alpha value to its maximum.
*/
uint16_t *fb = (uint16_t *)(frameBuffer);
uint16_t *fb = (uint16_t *) (frameBuffer);
uint32_t r = (fb[x + y*SCREEN_WIDTH] & 0xF800) >> 11;
uint32_t g = (fb[x + y*SCREEN_WIDTH] & 0x07E0) >> 5;
uint32_t b = (fb[x + y*SCREEN_WIDTH] & 0x001F) & 0x1F;
uint32_t r = (fb[x + y * SCREEN_WIDTH] & 0xF800) >> 11;
uint32_t g = (fb[x + y * SCREEN_WIDTH] & 0x07E0) >> 5;
uint32_t b = (fb[x + y * SCREEN_WIDTH] & 0x001F) & 0x1F;
/*
* Here we do conversions by multiplying by some scaling factors,
@ -103,62 +104,63 @@ uint32_t fetchPixelFromFb(unsigned int x, unsigned int y)
* - five bit to eight bit: 8.226
* - six bit to eight bit: 4.0476
*/
r = (r * 8) + (r * 226)/1000;
g = (g * 4) + (g * 476)/10000;
b = (b * 8) + (b * 226)/1000;
r = (r * 8) + (r * 226) / 1000;
g = (g * 4) + (g * 476) / 10000;
b = (b * 8) + (b * 226) / 1000;
pixel = 0xFF000000 | (r << 16) | (g << 8) | b;
#endif
#endif
return pixel;
}
void display_init()
{
if(SDL_Init(SDL_INIT_VIDEO) < 0)
{
void display_init() {
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
printf("SDL video init error!!\n");
}
else
{
} else {
window = SDL_CreateWindow(" ",
window = SDL_CreateWindow("OpenRTX",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
SCREEN_WIDTH,SCREEN_HEIGHT,
SDL_WINDOW_SHOWN);
SCREEN_WIDTH * 3, SCREEN_HEIGHT * 3,
SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
renderSurface = SDL_GetWindowSurface(window);
SDL_FillRect(renderSurface,NULL,0xFFFFFF);
renderer = SDL_CreateRenderer(window, -1, 0);
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
displayTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING,
SCREEN_WIDTH, SCREEN_HEIGHT);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, displayTexture, NULL, NULL);
SDL_RenderPresent(renderer);
/*
* Black and white pixel format: framebuffer type is uint8_t where each
* bit represents a pixel. We have to allocate
* (SCREEN_HEIGHT * SCREEN_WIDTH)/8 elements
*/
#ifdef PIX_FMT_BW
#ifdef PIX_FMT_BW
unsigned int fbSize = (SCREEN_HEIGHT * SCREEN_WIDTH)/8;
if((fbSize * 8) < (SCREEN_HEIGHT * SCREEN_WIDTH)) fbSize += 1; /* Compensate for eventual truncation error in division */
fbSize *= sizeof(uint8_t);
#endif
#endif
/*
* Grayscale pixel format: framebuffer type is uint8_t where each element
* controls one pixel
*/
#ifdef PIX_FMT_GRAYSC
#ifdef PIX_FMT_GRAYSC
unsigned int fbSize = SCREEN_HEIGHT * SCREEN_WIDTH * sizeof(uint8_t);
#endif
#endif
/*
* RGB565 pixel format: framebuffer type is uint16_t where each element
* controls one pixel
*/
#ifdef PIX_FMT_RGB565
#ifdef PIX_FMT_RGB565
unsigned int fbSize = SCREEN_HEIGHT * SCREEN_WIDTH * sizeof(uint16_t);
#endif
#endif
frameBuffer = malloc(fbSize);
memset(frameBuffer, 0xFFFF, fbSize);
@ -166,43 +168,40 @@ void display_init()
}
}
void display_terminate()
{
while(inProgress) { } /* Wait until current render finishes */
void display_terminate() {
while (inProgress) {} /* Wait until current render finishes */
printf("Terminating SDL display emulator, goodbye!\n");
free(frameBuffer);
SDL_DestroyWindow(window);
SDL_Quit();
}
void display_renderRows(uint8_t startRow, uint8_t endRow)
{
Uint32 *pixels = (Uint32*)renderSurface->pixels;
void display_renderRows(uint8_t startRow, uint8_t endRow) {
Uint32 *pixels;
int pitch = 0;
if (SDL_LockTexture(displayTexture, NULL, (void **) &pixels, &pitch) < 0) {
printf("SDL_lock failed: %s\n", SDL_GetError());
}
inProgress = true;
for(unsigned int x = 0; x < SCREEN_WIDTH; x++)
{
for(unsigned int y = startRow; y < endRow; y++)
{
pixels[x + y*SCREEN_WIDTH] = fetchPixelFromFb(x, y);
for (unsigned int x = 0; x < SCREEN_WIDTH; x++) {
for (unsigned int y = startRow; y < endRow; y++) {
pixels[x + y * SCREEN_WIDTH] = fetchPixelFromFb(x, y);
}
}
SDL_UnlockTexture(displayTexture);
SDL_RenderCopy(renderer, displayTexture, NULL, NULL);
SDL_RenderPresent(renderer);
inProgress = false;
SDL_UpdateWindowSurface(window);
}
void display_render()
{
void display_render() {
display_renderRows(0, SCREEN_HEIGHT);
}
bool display_renderingInProgress()
{
bool display_renderingInProgress() {
return inProgress;
}
void *display_getFrameBuffer()
{
return (void *)(frameBuffer);
void *display_getFrameBuffer() {
return (void *) (frameBuffer);
}