dolphin/Source/Plugins/Plugin_VideoOGL/Src/nmain.cpp
nakeee f705cfc49f use globals for event handler
now I just need to set it somewhere...


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1830 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-08 23:42:18 +00:00

257 lines
6.4 KiB
C++

// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program 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 General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Globals.h"
#if defined(HAVE_WX) && HAVE_WX
#include "GUI/ConfigDlg.h"
#include "Debugger/Debugger.h" // for the CDebugger class
#endif
#include "Config.h"
#include "LookUpTables.h"
#include "ImageWrite.h"
#include "Render.h"
#include "GLUtil.h"
#include "Fifo.h"
#include "OpcodeDecoding.h"
#include "TextureMngr.h"
#include "BPStructs.h"
#include "VertexLoader.h"
#include "VertexLoaderManager.h"
#include "VertexManager.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "VertexShaderCache.h"
#include "VertexShaderManager.h"
#include "XFB.h"
#include "XFBConvert.h"
#include "TextureConverter.h"
#include "VideoState.h"
SVideoInitialize g_VideoInitialize;
PLUGIN_GLOBALS* globals;
/* Create debugging window. There's currently a strange crash that occurs whe a game is loaded
if the OpenGL plugin was loaded before. I'll try to fix that. Currently you may have to
clsoe the window if it has auto started, and then restart it after the dll has loaded
for the purpose of the game. At that point there is no need to use the same dll instance
as the one that is rendering the game. However, that could be done. */
#if defined(HAVE_WX) && HAVE_WX
CDebugger* m_frame;
void DllDebugger(HWND _hParent, bool Show)
{
if(m_frame && Show) // if we have created it, let us show it again
{
m_frame->DoShow();
}
else if(!m_frame && Show)
{
m_frame = new CDebugger(NULL);
m_frame->Show();
}
else if(m_frame && !Show)
{
m_frame->DoHide();
}
}
void DoDllDebugger()
{
//m_frame = new CDebugger(NULL);
//m_frame->Show();
}
#else
void DllDebugger(HWND _hParent, bool Show) { }
void DoDllDebugger() { }
#endif
void GetDllInfo (PLUGIN_INFO* _PluginInfo)
{
_PluginInfo->Version = 0x0100;
_PluginInfo->Type = PLUGIN_TYPE_VIDEO;
#ifdef DEBUGFAST
sprintf(_PluginInfo->Name, "Dolphin OpenGL (DebugFast)");
#elif defined _DEBUG
sprintf(_PluginInfo->Name, "Dolphin OpenGL (Debug)");
#else
sprintf(_PluginInfo->Name, "Dolphin OpenGL");
#endif
}
void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals) {
globals = _pPluginGlobals;
}
void DllConfig(HWND _hParent)
{
ConfigDialog frame(NULL);
g_Config.Load();
OpenGL_AddBackends(&frame);
OpenGL_AddResolutions(&frame);
frame.ShowModal();
}
void Video_Initialize(SVideoInitialize* _pVideoInitialize)
{
if (_pVideoInitialize == NULL)
return;
frameCount = 0;
g_VideoInitialize = *_pVideoInitialize;
InitLUTs();
InitXFBConvTables();
g_Config.Load();
if (!OpenGL_Create(g_VideoInitialize, 640, 480)) { //640x480 will be the default if all else fails//
g_VideoInitialize.pLog("Renderer::Create failed\n", TRUE);
return;
}
_pVideoInitialize->pPeekMessages = g_VideoInitialize.pPeekMessages;
_pVideoInitialize->pUpdateFPSDisplay = g_VideoInitialize.pUpdateFPSDisplay;
_pVideoInitialize->pWindowHandle = g_VideoInitialize.pWindowHandle;
Renderer::AddMessage("Dolphin OpenGL Video Plugin" ,5000);
}
void Video_DoState(unsigned char **ptr, int mode) {
#ifndef _WIN32
OpenGL_MakeCurrent();
#endif
// Clear all caches that touch RAM
TextureMngr::Invalidate();
// DisplayListManager::Invalidate();
VertexLoaderManager::MarkAllDirty();
PointerWrap p(ptr, mode);
VideoCommon_DoState(p);
// Refresh state.
if (mode == PointerWrap::MODE_READ)
BPReload();
}
// This is called after Video_Initialize() from the Core
void Video_Prepare(void)
{
OpenGL_MakeCurrent();
if (!Renderer::Init()) {
g_VideoInitialize.pLog("Renderer::Create failed\n", TRUE);
PanicAlert("Can't create opengl renderer. You might be missing some required opengl extensions, check the logs for more info");
exit(1);
}
TextureMngr::Init();
BPInit();
VertexManager::Init();
Fifo_Init(); // must be done before OpcodeDecoder_Init()
OpcodeDecoder_Init();
VertexShaderCache::Init();
VertexShaderManager::Init();
PixelShaderCache::Init();
PixelShaderManager::Init();
GL_REPORT_ERRORD();
VertexLoaderManager::Init();
TextureConverter::Init();
}
void Video_Shutdown(void)
{
TextureConverter::Shutdown();
VertexLoaderManager::Shutdown();
VertexShaderCache::Shutdown();
VertexShaderManager::Shutdown();
PixelShaderManager::Shutdown();
PixelShaderCache::Shutdown();
Fifo_Shutdown();
VertexManager::Shutdown();
TextureMngr::Shutdown();
OpcodeDecoder_Shutdown();
Renderer::Shutdown();
OpenGL_Shutdown();
}
void Video_Stop(void)
{
Fifo_Stop();
}
void Video_EnterLoop()
{
Fifo_EnterLoop(g_VideoInitialize);
}
void DebugLog(const char* _fmt, ...)
{
#if defined(_DEBUG) || defined(DEBUGFAST)
char* Msg = (char*)alloca(strlen(_fmt)+512);
va_list ap;
va_start( ap, _fmt );
vsnprintf( Msg, strlen(_fmt)+512, _fmt, ap );
va_end( ap );
g_VideoInitialize.pLog(Msg, FALSE);
#endif
}
bool ScreenShot(TCHAR *File)
{
char str[64];
int left = 200, top = 15;
sprintf(str, "Dolphin OpenGL");
Renderer::ResetGLState();
Renderer::RenderText(str, left+1, top+1, 0xff000000);
Renderer::RenderText(str, left, top, 0xffc0ffff);
Renderer::RestoreGLState();
if (Renderer::SaveRenderTarget(File, 0)) {
char msg[255];
sprintf(msg, "saved %s\n", File);
Renderer::AddMessage(msg, 500);
return true;
}
return false;
}
unsigned int Video_Screenshot(TCHAR* _szFilename)
{
if (ScreenShot(_szFilename))
return TRUE;
return FALSE;
}
void Video_UpdateXFB(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset)
{
if(g_Config.bUseXFB)
{
XFB_Draw(_pXFB, _dwWidth, _dwHeight, _dwYOffset);
}
}
void Video_AddMessage(const char* pstr, u32 milliseconds)
{
Renderer::AddMessage(pstr,milliseconds);
}