206 lines
6.7 KiB
C#
206 lines
6.7 KiB
C#
using System;
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using System.Runtime.InteropServices;
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using static SDL2.SDL;
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namespace DotN64.Desktop.SDL
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{
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using RCP;
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using static RCP.RealityCoprocessor.VideoInterface;
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internal class Window : IVideoOutput, IDisposable
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{
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#region Fields
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private readonly IntPtr window;
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private readonly Nintendo64 nintendo64;
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private IntPtr renderer, texture;
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private VideoFrame lastFrame;
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private bool isDisposed;
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#endregion
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#region Properties
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public string Title
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{
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get => SDL_GetWindowTitle(window);
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set => SDL_SetWindowTitle(window, value);
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}
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public Point Position
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{
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get
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{
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var position = new Point();
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SDL_GetWindowPosition(window, out position.X, out position.Y);
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return position;
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}
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set => SDL_SetWindowPosition(window, value.X, value.Y);
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}
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public Point Size
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{
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get
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{
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var size = new Point();
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SDL_GetWindowSize(window, out size.X, out size.Y);
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return size;
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}
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set => SDL_SetWindowSize(window, value.X, value.Y);
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}
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public bool IsFullScreen
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{
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get => (SDL_GetWindowFlags(window) & (uint)SDL_WindowFlags.SDL_WINDOW_FULLSCREEN) != 0;
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set => SDL_SetWindowFullscreen(window, value ? (uint)SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP : 0); // Could also go exclusive fullscreen with desktop bounds.
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}
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public bool IsBorderless
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{
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get => (SDL_GetWindowFlags(window) & (uint)SDL_WindowFlags.SDL_WINDOW_BORDERLESS) != 0;
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set => SDL_SetWindowBordered(window, !value ? SDL_bool.SDL_TRUE : SDL_bool.SDL_FALSE);
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}
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#endregion
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#region Constructors
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public Window(Nintendo64 nintendo64, string title = null, Point? position = null, Point? size = null)
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{
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this.nintendo64 = nintendo64;
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position = position ?? new Point(SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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size = size ?? new Point(640, 480);
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window = SDL_CreateWindow(title ?? nameof(DotN64), position.Value.X, position.Value.Y, size.Value.X, size.Value.Y, SDL_WindowFlags.SDL_WINDOW_OPENGL | SDL_WindowFlags.SDL_WINDOW_RESIZABLE);
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}
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~Window()
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{
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Dispose(false);
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}
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static Window()
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{
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SDL_Init(SDL_INIT_VIDEO);
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AppDomain.CurrentDomain.ProcessExit += (s, e) => SDL_Quit();
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}
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#endregion
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#region Methods
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private void PollEvents()
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{
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while (SDL_PollEvent(out var sdlEvent) != 0)
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{
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switch (sdlEvent.type)
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{
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case SDL_EventType.SDL_QUIT:
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nintendo64.PowerOff();
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break;
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case SDL_EventType.SDL_KEYDOWN:
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switch (sdlEvent.key.keysym.sym)
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{
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case SDL_Keycode.SDLK_ESCAPE:
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nintendo64.PowerOff();
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break;
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case SDL_Keycode.SDLK_PAUSE:
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nintendo64.Debugger = nintendo64.Debugger ?? new Diagnostics.Debugger(nintendo64);
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break;
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case SDL_Keycode.SDLK_r: // TODO: Reset.
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break;
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case SDL_Keycode.SDLK_f:
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IsFullScreen = !IsFullScreen;
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break;
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}
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break;
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}
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}
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}
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private IntPtr CreateTexture(VideoFrame frame)
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{
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uint pixelFormat = 0;
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switch (frame.Size)
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{
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case ControlRegister.PixelSize.RGBA5553:
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pixelFormat = SDL_PIXELFORMAT_RGBA5551;
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break;
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case ControlRegister.PixelSize.RGBA8888:
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pixelFormat = SDL_PIXELFORMAT_RGBA8888;
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break;
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}
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return SDL_CreateTexture(renderer, pixelFormat, (int)SDL_TextureAccess.SDL_TEXTUREACCESS_STREAMING, frame.Width, frame.Height);
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}
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public void Draw(VideoFrame frame, RealityCoprocessor.VideoInterface vi, RDRAM ram)
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{
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PollEvents();
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if (renderer == IntPtr.Zero)
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renderer = SDL_CreateRenderer(window, SDL_GetWindowDisplayIndex(window), SDL_RendererFlags.SDL_RENDERER_PRESENTVSYNC);
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if (frame.Size <= ControlRegister.PixelSize.Reserved) // Do nothing on Blank or Reserved frame.
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{
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// Might want to clear the screen.
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SDL_RenderPresent(renderer);
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return;
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}
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if (frame != lastFrame)
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{
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SDL_DestroyTexture(texture);
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texture = CreateTexture(frame);
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lastFrame = frame;
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}
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var textureRect = new SDL_Rect
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{
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w = frame.Width,
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h = frame.Height
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};
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var rendererRect = new SDL_Rect
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{
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w = Size.X,
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h = Size.Y
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};
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SDL_LockTexture(texture, ref textureRect, out var pixels, out var pitch);
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// TODO: This should be moved to the VI itself, which would call VideoOutput methods instead.
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for (vi.CurrentVerticalLine = 0; vi.CurrentVerticalLine < vi.VerticalSync; vi.CurrentVerticalLine++) // Sweep all the way down the screen.
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{
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if (vi.CurrentVerticalLine >= vi.VerticalVideo.ActiveVideoStart && vi.CurrentVerticalLine < vi.VerticalVideo.ActiveVideoEnd) // Only scan active lines.
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{
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var offset = pitch * (vi.CurrentVerticalLine - vi.VerticalVideo.ActiveVideoStart);
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Marshal.Copy(ram.Memory, (int)vi.DRAMAddress + offset, pixels + offset, pitch);
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}
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}
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SDL_UnlockTexture(texture);
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, texture, ref textureRect, ref rendererRect);
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SDL_RenderPresent(renderer);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (isDisposed)
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return;
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SDL_DestroyWindow(window);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyTexture(texture);
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isDisposed = true;
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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#endregion
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}
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}
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