static int Init() { nInitedSubsytems = SDL_WasInit(SDL_INIT_VIDEO); if (!(nInitedSubsytems & SDL_INIT_VIDEO)) { SDL_InitSubSystem(SDL_INIT_VIDEO); } nUseBlitter = nVidBlitterOpt[nVidSelect] & 0xFF; nGameWidth = nVidImageWidth; nGameHeight = nVidImageHeight; nRotateGame = 0; if (bDrvOkay) { // Get the game screen size BurnDrvGetVisibleSize(&nGameWidth, &nGameHeight); if (BurnDrvGetFlags() & BDF_ORIENTATION_VERTICAL) { if (nVidRotationAdjust & 1) { int n = nGameWidth; nGameWidth = nGameHeight; nGameHeight = n; nRotateGame |= (nVidRotationAdjust & 2); } else { nRotateGame |= 1; } } if (BurnDrvGetFlags() & BDF_ORIENTATION_FLIPPED) { nRotateGame ^= 2; } } nSize = VidSoftFXGetZoom(nUseBlitter); bVidScanlines = 0; // !!! if (nVidFullscreen) { nVidScrnWidth = nVidWidth; nVidScrnHeight = nVidHeight; if ((sdlsFramebuf = SDL_SetVideoMode(nVidWidth, nVidHeight, nVidDepth, SDL_HWSURFACE | SDL_ANYFORMAT | SDL_DOUBLEBUF | SDL_FULLSCREEN)) == NULL) { dprintf(_T("*** Couldn't enter fullscreen mode.\n")); return 1; } } else { if ((sdlsFramebuf = SDL_SetVideoMode(nGameWidth * nSize, nGameHeight * nSize, 0, SDL_RESIZABLE | SDL_HWSURFACE)) == NULL) { return 1; } } SDL_SetClipRect(sdlsFramebuf, NULL); // Initialize the buffer surfaces BlitFXInit(); if (VidSoftFXInit(nUseBlitter, nRotateGame)) { if (VidSoftFXInit(0, nRotateGame)) { Exit(); return 1; } } return 0; }
static int Init() { nInitedSubsytems = SDL_WasInit(SDL_INIT_VIDEO); if (!(nInitedSubsytems & SDL_INIT_VIDEO)) { SDL_InitSubSystem(SDL_INIT_VIDEO); } nGamesWidth = nVidImageWidth; nGamesHeight = nVidImageHeight; nRotateGame = 0; if (bDrvOkay) { // Get the game screen size BurnDrvGetVisibleSize(&nGamesWidth, &nGamesHeight); if (BurnDrvGetFlags() & BDF_ORIENTATION_VERTICAL) { printf("Vertical\n"); nRotateGame = 1; } if (BurnDrvGetFlags() & BDF_ORIENTATION_FLIPPED) { printf("Flipped\n"); bFlipped = true; } } if (!nRotateGame) { nTextureWidth = GetTextureSize(nGamesWidth); nTextureHeight = GetTextureSize(nGamesHeight); } else { nTextureWidth = GetTextureSize(nGamesHeight); nTextureHeight = GetTextureSize(nGamesWidth); } nSize = 2; bVidScanlines = 0; RECT test_rect; test_rect.left = 0; test_rect.right = nGamesWidth; test_rect.top = 0; test_rect.bottom = nGamesHeight; printf("correctx before %d, %d\n", test_rect.right, test_rect.bottom); VidSScaleImage(&test_rect); printf("correctx after %d, %d\n", test_rect.right, test_rect.bottom); screen = SDL_SetVideoMode(test_rect.right * nSize, test_rect.bottom * nSize, 32, SDL_OPENGL); SDL_WM_SetCaption("FB Alpha", NULL); // Initialize the buffer surfaces BlitFXInit(); // Init opengl init_gl(); return 0; }
static int Init() { nInitedSubsytems = SDL_WasInit(SDL_INIT_VIDEO); if (!(nInitedSubsytems & SDL_INIT_VIDEO)) { SDL_InitSubSystem(SDL_INIT_VIDEO); } nUseBlitter = 0; nGameWidth = nVidImageWidth; nGameHeight = nVidImageHeight; nRotateGame = 0; //nVidRotationAdjust = 1; // add_shin if (bDrvOkay) { // Get the game screen size BurnDrvGetVisibleSize(&nGameWidth, &nGameHeight); printf( "vid_sdlfx.Init: nGame: %ix%i", nGameWidth, nGameHeight ); if (BurnDrvGetFlags() & BDF_ORIENTATION_VERTICAL) { if (nVidRotationAdjust & 1) { int n = nGameWidth; nGameWidth = nGameHeight; nGameHeight = n; nRotateGame |= (nVidRotationAdjust & 2); } else { nRotateGame |= 1; } } if (BurnDrvGetFlags() & BDF_ORIENTATION_FLIPPED) { nRotateGame ^= 2; } } nSize = VidSoftFXGetZoom(nUseBlitter); bVidScanlines = 0; // !!! if( ( sdlFramebuf = SDL_SetVideoMode(nGameWidth * nSize, nGameHeight * nSize, 0, SDL_RESIZABLE | SDL_HWSURFACE ) ) == NULL ) return 1; printf("android_sdlfx.Init: SDL_SetVideoMode( %i, %i )", nGameWidth * nSize, nGameHeight * nSize ); printf("android_sdlfx.Init: sdlFramebuf PixelFormat = %s", SDL_GetPixelFormatName( SDL_MasksToPixelFormatEnum( sdlFramebuf->format->BitsPerPixel, sdlFramebuf->format->Rmask, sdlFramebuf->format->Gmask, sdlFramebuf->format->Bmask, sdlFramebuf->format->Amask) ) ); printf("android_sdlfx.Init: ( %i, %u, %u, %u, %u )", sdlFramebuf->format->BitsPerPixel, sdlFramebuf->format->Rmask, sdlFramebuf->format->Gmask, sdlFramebuf->format->Bmask, sdlFramebuf->format->Amask ); SDL_SetClipRect(sdlFramebuf, NULL); // Initialize the buffer surfaces BlitFXInit(); if (VidSoftFXInit(nUseBlitter, nRotateGame)) { if (VidSoftFXInit(0, nRotateGame)) { Exit(); return 1; } } printf( "vid_sdlfx.Init: nRotateGame=%i", nRotateGame ); return 0; }