#include #include "sys.h" #include "util.h" #define COPPER_BARS_H 80 #define MAX_SPRITES 256 static const int FADE_STEPS = 16; struct spritesheet_t { int count; SDL_Rect *r; SDL_Texture *texture; }; static struct spritesheet_t _spritesheets[3]; struct sprite_t { int sheet; int num; int x, y; bool xflip; }; static struct sprite_t _sprites[MAX_SPRITES]; static int _sprites_count; static SDL_Rect _sprites_cliprect; static int _screen_w; static int _screen_h; static SDL_Window *_window; static SDL_Renderer *_renderer; static SDL_Texture *_texture; static SDL_PixelFormat *_fmt; static uint32_t _screen_palette[256]; static uint32_t *_screen_buffer; static struct input_t *_input = &g_sys.input; static int _copper_color; static uint32_t _copper_palette[COPPER_BARS_H]; static SDL_GameController *_controller; static SDL_Joystick *_joystick; static int sdl2_init() { SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER); SDL_ShowCursor(SDL_DISABLE); _screen_w = _screen_h = 0; _window = 0; _renderer = 0; _texture = 0; _fmt = 0; memset(_screen_palette, 0, sizeof(_screen_palette)); _screen_buffer = 0; _copper_color = -1; SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt"); _controller = 0; const int count = SDL_NumJoysticks(); if (count > 0) { for (int i = 0; i < count; ++i) { if (SDL_IsGameController(i)) { _controller = SDL_GameControllerOpen(i); if (_controller) { fprintf(stdout, "Using controller '%s'\n", SDL_GameControllerName(_controller)); break; } } } if (!_controller) { _joystick = SDL_JoystickOpen(0); if (_joystick) { fprintf(stdout, "Using joystick '%s'\n", SDL_JoystickName(_joystick)); } } } return 0; } static void sdl2_fini() { if (_fmt) { SDL_FreeFormat(_fmt); _fmt = 0; } if (_texture) { SDL_DestroyTexture(_texture); _texture = 0; } if (_renderer) { SDL_DestroyRenderer(_renderer); _renderer = 0; } if (_window) { SDL_DestroyWindow(_window); _window = 0; } free(_screen_buffer); if (_controller) { SDL_GameControllerClose(_controller); _controller = 0; } if (_joystick) { SDL_JoystickClose(_joystick); _joystick = 0; } SDL_Quit(); } static void sdl2_set_screen_size(int w, int h, const char *caption, int scale, const char *filter, bool fullscreen) { assert(_screen_w == 0 && _screen_h == 0); // abort if called more than once _screen_w = w; _screen_h = h; if (!filter || strcmp(filter, "nearest") == 0) { SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0"); } else if (strcmp(filter, "linear") == 0) { SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1"); } else { print_warning("Unhandled filter '%s'", filter); } const int window_w = w * scale; const int window_h = h * scale; const int flags = fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE; _window = SDL_CreateWindow(caption, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_w, window_h, flags); _renderer = SDL_CreateRenderer(_window, -1, 0); SDL_RenderSetLogicalSize(_renderer, w, h); print_debug(DBG_SYSTEM, "set_screen_size %d,%d", _screen_w, _screen_h); _screen_buffer = (uint32_t *)calloc(_screen_w * _screen_h, sizeof(uint32_t)); if (!_screen_buffer) { print_error("Failed to allocate screen buffer"); } static const uint32_t pfmt = SDL_PIXELFORMAT_RGB888; _texture = SDL_CreateTexture(_renderer, pfmt, SDL_TEXTUREACCESS_STREAMING, _screen_w, _screen_h); _fmt = SDL_AllocFormat(pfmt); _sprites_cliprect.x = 0; _sprites_cliprect.y = 0; _sprites_cliprect.w = w; _sprites_cliprect.h = h; } static uint32_t convert_amiga_color(uint16_t color) { uint8_t r = (color >> 8) & 15; r |= r << 4; uint8_t g = (color >> 4) & 15; g |= g << 4; uint8_t b = color & 15; b |= b << 4; return SDL_MapRGB(_fmt, r, g, b); } static void sdl2_set_palette_amiga(const uint16_t *colors, int offset) { for (int i = 0; i < 16; ++i) { _screen_palette[offset + i] = convert_amiga_color(colors[i]); } } static void sdl2_set_copper_bars(const uint16_t *data) { if (!data) { _copper_color = -1; } else { _copper_color = (data[0] - 0x180) / 2; const uint16_t *src = data + 1; uint32_t *dst = _copper_palette; for (int i = 0; i < COPPER_BARS_H / 5; ++i) { const int j = i + 1; *dst++ = convert_amiga_color(src[j]); *dst++ = convert_amiga_color(src[i]); *dst++ = convert_amiga_color(src[j]); *dst++ = convert_amiga_color(src[i]); *dst++ = convert_amiga_color(src[j]); } } } static void sdl2_set_screen_palette(const uint8_t *colors, int offset, int count, int depth) { const int shift = 8 - depth; for (int i = 0; i < count; ++i) { int r = colors[0]; int g = colors[1]; int b = colors[2]; if (depth != 8) { r = (r << shift) | (r >> (depth - shift)); g = (g << shift) | (g >> (depth - shift)); b = (b << shift) | (b >> (depth - shift)); } _screen_palette[offset + i] = SDL_MapRGB(_fmt, r, g, b); colors += 3; } } static void sdl2_set_palette_color(int i, const uint8_t *colors) { int r = colors[0]; r = (r << 2) | (r >> 4); int g = colors[1]; g = (g << 2) | (g >> 4); int b = colors[2]; b = (b << 2) | (b >> 4); _screen_palette[i] = SDL_MapRGB(_fmt, r, g, b); } static void fade_palette_helper(int in) { SDL_SetRenderDrawBlendMode(_renderer, SDL_BLENDMODE_BLEND); SDL_Rect r; r.x = r.y = 0; SDL_GetRendererOutputSize(_renderer, &r.w, &r.h); for (int i = 0; i <= FADE_STEPS; ++i) { int alpha = 255 * i / FADE_STEPS; if (in) { alpha = 255 - alpha; } SDL_SetRenderDrawColor(_renderer, 0, 0, 0, alpha); SDL_RenderClear(_renderer); SDL_RenderCopy(_renderer, _texture, 0, 0); SDL_RenderFillRect(_renderer, &r); SDL_RenderPresent(_renderer); SDL_Delay(30); } } static void sdl2_fade_in_palette() { if (!g_sys.input.quit) { fade_palette_helper(1); } } static void sdl2_fade_out_palette() { if (!g_sys.input.quit) { fade_palette_helper(0); } } static void sdl2_transition_screen(enum sys_transition_e type, bool open) { const int step_w = _screen_w / FADE_STEPS; const int step_h = _screen_h / FADE_STEPS; SDL_Rect r; r.x = 0; r.w = 0; r.y = 0; r.h = (type == TRANSITION_CURTAIN) ? _screen_h : 0; do { r.x = (_screen_w - r.w) / 2; if (r.x < 0) { r.x = 0; } r.w += step_w; if (r.x + r.w > _screen_w) { r.w = _screen_w - r.x; } if (type == TRANSITION_SQUARE) { r.y = (_screen_h - r.h) / 2; if (r.y < 0) { r.y = 0; } r.h += step_h; if (r.y + r.h > _screen_h) { r.h = _screen_h - r.y; } } SDL_RenderClear(_renderer); SDL_RenderCopy(_renderer, _texture, &r, &r); SDL_RenderPresent(_renderer); SDL_Delay(30); } while (r.x > 0 && (type == TRANSITION_CURTAIN || r.y > 0)); } static void sdl2_update_screen(const uint8_t *p, int present) { if (_copper_color != -1) { for (int j = 0; j < _screen_h; ++j) { if (j / 2 < COPPER_BARS_H) { const uint32_t line_color = _copper_palette[j / 2]; for (int i = 0; i < _screen_w; ++i) { _screen_buffer[j * _screen_w + i] = (p[i] == _copper_color) ? line_color : _screen_palette[p[i]]; } } else { for (int i = 0; i < _screen_w; ++i) { _screen_buffer[j * _screen_w + i] = _screen_palette[p[i]]; } } p += _screen_w; } } else { for (int i = 0; i < _screen_w * _screen_h; ++i) { _screen_buffer[i] = _screen_palette[p[i]]; } } SDL_UpdateTexture(_texture, 0, _screen_buffer, _screen_w * sizeof(uint32_t)); if (present) { SDL_RenderClear(_renderer); SDL_RenderCopy(_renderer, _texture, 0, 0); // sprites SDL_RenderSetClipRect(_renderer, &_sprites_cliprect); for (int i = 0; i < _sprites_count; ++i) { const struct sprite_t *spr = &_sprites[i]; struct spritesheet_t *sheet = &_spritesheets[spr->sheet]; if (spr->num >= sheet->count) { continue; } SDL_Rect r; r.x = spr->x; r.y = spr->y; r.w = sheet->r[spr->num].w; r.h = sheet->r[spr->num].h; if (!spr->xflip) { SDL_RenderCopy(_renderer, sheet->texture, &sheet->r[spr->num], &r); } else { SDL_RenderCopyEx(_renderer, sheet->texture, &sheet->r[spr->num], &r, 0., 0, SDL_FLIP_HORIZONTAL); } } SDL_RenderSetClipRect(_renderer, 0); SDL_RenderPresent(_renderer); } } static void handle_keyevent(int keysym, bool keydown) { switch (keysym) { case SDLK_LEFT: if (keydown) { _input->direction |= INPUT_DIRECTION_LEFT; } else { _input->direction &= ~INPUT_DIRECTION_LEFT; } break; case SDLK_RIGHT: if (keydown) { _input->direction |= INPUT_DIRECTION_RIGHT; } else { _input->direction &= ~INPUT_DIRECTION_RIGHT; } break; case SDLK_UP: if (keydown) { _input->direction |= INPUT_DIRECTION_UP; } else { _input->direction &= ~INPUT_DIRECTION_UP; } break; case SDLK_DOWN: if (keydown) { _input->direction |= INPUT_DIRECTION_DOWN; } else { _input->direction &= ~INPUT_DIRECTION_DOWN; } break; case SDLK_RETURN: case SDLK_SPACE: _input->space = keydown; break; case SDLK_ESCAPE: _input->escape = keydown; break; case SDLK_1: _input->digit1 = keydown; break; case SDLK_2: _input->digit2 = keydown; break; case SDLK_3: _input->digit3 = keydown; break; } } static void handle_controlleraxis(int axis, int value) { static const int THRESHOLD = 3200; switch (axis) { case SDL_CONTROLLER_AXIS_LEFTX: case SDL_CONTROLLER_AXIS_RIGHTX: if (value < -THRESHOLD) { _input->direction |= INPUT_DIRECTION_LEFT; } else { _input->direction &= ~INPUT_DIRECTION_LEFT; } if (value > THRESHOLD) { _input->direction |= INPUT_DIRECTION_RIGHT; } else { _input->direction &= ~INPUT_DIRECTION_RIGHT; } break; case SDL_CONTROLLER_AXIS_LEFTY: case SDL_CONTROLLER_AXIS_RIGHTY: if (value < -THRESHOLD) { _input->direction |= INPUT_DIRECTION_UP; } else { _input->direction &= ~INPUT_DIRECTION_UP; } if (value > THRESHOLD) { _input->direction |= INPUT_DIRECTION_DOWN; } else { _input->direction &= ~INPUT_DIRECTION_DOWN; } break; } } static void handle_controllerbutton(int button, bool pressed) { switch (button) { case SDL_CONTROLLER_BUTTON_A: case SDL_CONTROLLER_BUTTON_B: case SDL_CONTROLLER_BUTTON_X: case SDL_CONTROLLER_BUTTON_Y: _input->space = pressed; break; case SDL_CONTROLLER_BUTTON_BACK: _input->escape = pressed; break; case SDL_CONTROLLER_BUTTON_START: break; case SDL_CONTROLLER_BUTTON_DPAD_UP: if (pressed) { _input->direction |= INPUT_DIRECTION_UP; } else { _input->direction &= ~INPUT_DIRECTION_UP; } break; case SDL_CONTROLLER_BUTTON_DPAD_DOWN: if (pressed) { _input->direction |= INPUT_DIRECTION_DOWN; } else { _input->direction &= ~INPUT_DIRECTION_DOWN; } break; case SDL_CONTROLLER_BUTTON_DPAD_LEFT: if (pressed) { _input->direction |= INPUT_DIRECTION_LEFT; } else { _input->direction &= ~INPUT_DIRECTION_LEFT; } break; case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: if (pressed) { _input->direction |= INPUT_DIRECTION_RIGHT; } else { _input->direction &= ~INPUT_DIRECTION_RIGHT; } break; } } static void handle_joystickhatmotion(int value) { _input->direction = 0; if (value & SDL_HAT_UP) { _input->direction |= INPUT_DIRECTION_UP; } if (value & SDL_HAT_DOWN) { _input->direction |= INPUT_DIRECTION_DOWN; } if (value & SDL_HAT_LEFT) { _input->direction |= INPUT_DIRECTION_LEFT; } if (value & SDL_HAT_RIGHT) { _input->direction |= INPUT_DIRECTION_RIGHT; } } static void handle_joystickaxismotion(int axis, int value) { static const int THRESHOLD = 3200; switch (axis) { case 0: _input->direction &= ~(INPUT_DIRECTION_RIGHT | INPUT_DIRECTION_LEFT); if (value > THRESHOLD) { _input->direction |= INPUT_DIRECTION_RIGHT; } else if (value < -THRESHOLD) { _input->direction |= INPUT_DIRECTION_LEFT; } break; case 1: _input->direction &= ~(INPUT_DIRECTION_UP | INPUT_DIRECTION_DOWN); if (value > THRESHOLD) { _input->direction |= INPUT_DIRECTION_DOWN; } else if (value < -THRESHOLD) { _input->direction |= INPUT_DIRECTION_UP; } break; } } static void handle_joystickbutton(int button, int pressed) { if (button == 0) { _input->space = pressed; } } static int handle_event(const SDL_Event *ev, bool *paused) { switch (ev->type) { case SDL_QUIT: _input->quit = true; break; case SDL_WINDOWEVENT: switch (ev->window.event) { case SDL_WINDOWEVENT_FOCUS_GAINED: case SDL_WINDOWEVENT_FOCUS_LOST: *paused = (ev->window.event == SDL_WINDOWEVENT_FOCUS_LOST); SDL_PauseAudio(*paused); break; } break; case SDL_KEYUP: handle_keyevent(ev->key.keysym.sym, 0); break; case SDL_KEYDOWN: handle_keyevent(ev->key.keysym.sym, 1); break; case SDL_CONTROLLERDEVICEADDED: if (!_controller) { _controller = SDL_GameControllerOpen(ev->cdevice.which); if (_controller) { fprintf(stdout, "Using controller '%s'\n", SDL_GameControllerName(_controller)); } } break; case SDL_CONTROLLERDEVICEREMOVED: if (_controller == SDL_GameControllerFromInstanceID(ev->cdevice.which)) { fprintf(stdout, "Removed controller '%s'\n", SDL_GameControllerName(_controller)); SDL_GameControllerClose(_controller); _controller = 0; } break; case SDL_CONTROLLERBUTTONUP: if (_controller) { handle_controllerbutton(ev->cbutton.button, 0); } break; case SDL_CONTROLLERBUTTONDOWN: if (_controller) { handle_controllerbutton(ev->cbutton.button, 1); } break; case SDL_CONTROLLERAXISMOTION: if (_controller) { handle_controlleraxis(ev->caxis.axis, ev->caxis.value); } break; case SDL_JOYHATMOTION: if (_joystick) { handle_joystickhatmotion(ev->jhat.value); } break; case SDL_JOYAXISMOTION: if (_joystick) { handle_joystickaxismotion(ev->jaxis.axis, ev->jaxis.value); } break; case SDL_JOYBUTTONUP: if (_joystick) { handle_joystickbutton(ev->jbutton.button, 0); } break; case SDL_JOYBUTTONDOWN: if (_joystick) { handle_joystickbutton(ev->jbutton.button, 1); } break; default: return -1; } return 0; } static void sdl2_process_events() { bool paused = false; while (1) { SDL_Event ev; while (SDL_PollEvent(&ev)) { handle_event(&ev, &paused); if (_input->quit) { break; } } if (!paused) { break; } SDL_Delay(100); } } static void sdl2_sleep(int duration) { SDL_Delay(duration); } static uint32_t sdl2_get_timestamp() { return SDL_GetTicks(); } static void sdl2_start_audio(sys_audio_cb callback, void *param) { SDL_AudioSpec desired; memset(&desired, 0, sizeof(desired)); desired.freq = SYS_AUDIO_FREQ; desired.format = AUDIO_S16; desired.channels = 1; desired.samples = 2048; desired.callback = callback; desired.userdata = param; if (SDL_OpenAudio(&desired, 0) == 0) { SDL_PauseAudio(0); } } static void sdl2_stop_audio() { SDL_CloseAudio(); } static void sdl2_lock_audio() { SDL_LockAudio(); } static void sdl2_unlock_audio() { SDL_UnlockAudio(); } static void render_load_sprites(int spr_type, int count, const struct sys_rect_t *r, const uint8_t *data, int w, int h, int palette_offset, uint8_t color_key) { assert(spr_type < ARRAYSIZE(_spritesheets)); struct spritesheet_t *spr_sheet = &_spritesheets[spr_type]; spr_sheet->count = count; spr_sheet->r = (SDL_Rect *)malloc(count * sizeof(SDL_Rect)); for (int i = 0; i < count; ++i) { SDL_Rect *rect = &spr_sheet->r[i]; rect->x = r[i].x; rect->y = r[i].y; rect->w = r[i].w; rect->h = r[i].h; } uint32_t *argb = (uint32_t *)malloc(w * h * sizeof(uint32_t)); if (!argb) { print_warning("Failed to allocate RGB buffer for sprites type %d", spr_type); } else { spr_sheet->texture = SDL_CreateTexture(_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STATIC, w, h); SDL_SetTextureBlendMode(spr_sheet->texture, SDL_BLENDMODE_BLEND); for (int i = 0; i < w * h; ++i) { argb[i] = (data[i] == color_key) ? 0 : (0xFF000000 | _screen_palette[palette_offset + data[i]]); } SDL_UpdateTexture(spr_sheet->texture, 0, argb, w * sizeof(uint32_t)); free(argb); } } static void render_unload_sprites(int spr_type) { struct spritesheet_t *spr_sheet = &_spritesheets[spr_type]; free(spr_sheet->r); if (spr_sheet->texture) { SDL_DestroyTexture(spr_sheet->texture); } memset(spr_sheet, 0, sizeof(struct spritesheet_t)); } static void render_add_sprite(int spr_type, int frame, int x, int y, int xflip) { assert(_sprites_count < ARRAYSIZE(_sprites)); struct sprite_t *spr = &_sprites[_sprites_count]; spr->sheet = spr_type; spr->num = frame; spr->x = x; spr->y = y; spr->xflip = xflip; ++_sprites_count; } static void render_clear_sprites() { _sprites_count = 0; } static void render_set_sprites_clipping_rect(int x, int y, int w, int h) { _sprites_cliprect.x = x; _sprites_cliprect.y = y; _sprites_cliprect.w = w; _sprites_cliprect.h = h; } struct sys_t g_sys = { .init = sdl2_init, .fini = sdl2_fini, .set_screen_size = sdl2_set_screen_size, .set_screen_palette = sdl2_set_screen_palette, .set_palette_amiga = sdl2_set_palette_amiga, .set_copper_bars = sdl2_set_copper_bars, .set_palette_color = sdl2_set_palette_color, .fade_in_palette = sdl2_fade_in_palette, .fade_out_palette = sdl2_fade_out_palette, .update_screen = sdl2_update_screen, .transition_screen = sdl2_transition_screen, .process_events = sdl2_process_events, .sleep = sdl2_sleep, .get_timestamp = sdl2_get_timestamp, .start_audio = sdl2_start_audio, .stop_audio = sdl2_stop_audio, .lock_audio = sdl2_lock_audio, .unlock_audio = sdl2_unlock_audio, .render_load_sprites = render_load_sprites, .render_unload_sprites = render_unload_sprites, .render_add_sprite = render_add_sprite, .render_clear_sprites = render_clear_sprites, .render_set_sprites_clipping_rect = render_set_sprites_clipping_rect };