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CDisplay.cpp
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CDisplay.cpp
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//
// Created by valerino on 10/01/19.
//
#include "CDisplay.h"
#include <SDL.h>
#include <CBuffer.h>
#include <stdexcept>
#include <string>
#include <stdio.h>
#include <stdlib.h>
int CDisplay::initializeDisplay(bool fullScreen, const char *wndName,
char **errorString) {
if (!wndName || !errorString) {
return EINVAL;
}
*errorString = nullptr;
bool ok = false;
do {
// set the display windows big as twice as the real emulated display
int scaleFactor = 2;
_window = SDL_CreateWindow(
wndName, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
VIC_PAL_SCREEN_W * scaleFactor, VIC_PAL_SCREEN_H * scaleFactor,
fullScreen ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_RESIZABLE);
if (!_window) {
break;
}
#ifdef __APPLE__
// set this, or scaling do not work!
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
#endif
_renderer = SDL_CreateRenderer(_window, -1, SDL_RENDERER_ACCELERATED);
if (!_renderer) {
break;
}
_texture = SDL_CreateTexture(_renderer, SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
VIC_PAL_SCREEN_W, VIC_PAL_SCREEN_H);
if (!_texture) {
break;
}
_pxFormat = SDL_AllocFormat(SDL_PIXELFORMAT_ARGB8888);
if (!_pxFormat) {
break;
}
ok = true;
} while (0);
if (!ok) {
// some error happened
*errorString = (char *)SDL_GetError();
return ECANCELED;
}
return 0;
}
CDisplay::CDisplay(CVICII *vic, const char *wndName, bool fullScreen) {
// allocate the texture memory for the framebuffer
_fb = (uint32_t *)calloc(1, (VIC_PAL_SCREEN_W * VIC_PAL_SCREEN_H) *
sizeof(uint32_t));
_vic = vic;
char *sdlError;
int res = initializeDisplay(fullScreen, wndName, &sdlError);
if (res != 0) {
throw std::runtime_error(std::string(sdlError));
}
// set callbacks
vic->setBlitCallback(this, CDisplay::blitCallback);
// show!
update();
}
CDisplay::~CDisplay() {
if (_pxFormat) {
SDL_FreeFormat(_pxFormat);
}
if (_texture) {
SDL_DestroyTexture(_texture);
}
if (_renderer) {
SDL_DestroyRenderer(_renderer);
}
if (_window) {
SDL_DestroyWindow(_window);
}
SAFE_FREE(_fb)
}
void CDisplay::update() {
// update the framebuffer
SDL_UpdateTexture(_texture, NULL, _fb, VIC_PAL_SCREEN_W * sizeof(uint32_t));
SDL_RenderClear(_renderer);
SDL_RenderCopy(_renderer, _texture, NULL, NULL);
SDL_RenderPresent(_renderer);
}
void CDisplay::blitCallback(void *thisPtr, RgbStruct *rgb, int pos) {
// blit the pixel
CDisplay *d = (CDisplay *)thisPtr;
d->_fb[pos] = SDL_MapRGB(d->_pxFormat, rgb->r, rgb->g, rgb->b);
}