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cd658ac755
Not committing VideoOGL.vcproj so that project compiles with old OGL video window. In order to test just replace main.cpp/GLUtil.cpp/GLUtil.h with nmain.cpp/nGLUtil.cpp/nGLUtil.h in the project. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2038 8ced0084-cf51-0410-be5f-012b33b47a6e
78 lines
1.8 KiB
C++
78 lines
1.8 KiB
C++
#include "SDLWindow.h"
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void SDLWindow::SwapBuffers() {
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SDL_GL_SwapBuffers();
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}
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void SDLWindow::SetWindowText(const char *text) {
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SDL_WM_SetCaption(text, NULL);
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}
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bool SDLWindow::PeekMessages() {
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// TODO implement
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return false;
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}
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void SDLWindow::Update() {
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SDL_Surface *surface = SDL_GetVideoSurface();
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if (!surface) {
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PanicAlert("Can't get surface to update");
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return;
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}
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//SetSize(surface->w, surface->h);
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updateDim();
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}
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bool SDLWindow::MakeCurrent() {
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/* Note: The reason for having the call to SDL_SetVideoMode in here instead
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of in OpenGL_Create() is that "make current" is part of the video
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mode setting and is not available as a separate call in SDL. We
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have to do "make current" here because this method runs in the CPU
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thread while OpenGL_Create() runs in a diferent thread and "make
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current" has to be done in the same thread that will be making
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calls to OpenGL. */
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// Fetch video info.
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const SDL_VideoInfo *videoInfo = SDL_GetVideoInfo();
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if (!videoInfo) {
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PanicAlert("Couldn't get video info");
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SDL_Quit();
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return false;
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}
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// Compute video mode flags.
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const int videoFlags = SDL_OPENGL
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| ( videoInfo->hw_available ? SDL_HWSURFACE : SDL_SWSURFACE )
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| ( g_Config.bFullscreen ? SDL_FULLSCREEN : 0);
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// Set vide mode.
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// TODO: Can we use this field or is a separate field needed?
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SDL_Surface *screen = SDL_SetVideoMode(GetXwin(), GetYwin(),
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0, videoFlags);
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if (!screen) {
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PanicAlert("Couldn't set video mode");
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SDL_Quit();
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return false;
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}
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return true;
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}
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SDLWindow::~SDLWindow() {
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SDL_Quit();
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}
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SDLWindow::SDLWindow() : GLWindow() {
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//init sdl video
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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PanicAlert("Failed to init SDL: %s", SDL_GetError());
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SDL_Quit();
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//return NULL;
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}
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// Setup ogl to use double buffering
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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}
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