int FULLSCREEN_ToggleFromWimp(_THIS)
{
   int width = this->screen->w;
   int height = this->screen->h;
   int bpp = this->screen->format->BitsPerPixel;

   RISCOS_StoreWimpMode();
   if (FULLSCREEN_SetMode(width, height, bpp))
   {
       char *buffer = this->hidden->alloc_bank; 
       
       if (riscos_backbuffer == 0) riscos_backbuffer = 1;

       FULLSCREEN_SetupBanks(this);

       this->hidden->bank[0] = buffer + 60; 
       if (bpp == 8) this->hidden->bank[0] += 2048; 

	   this->hidden->current_bank = 0;
	   this->screen->pixels = this->hidden->bank[0];

       
       SDL_memcpy(this->hidden->bank[1], this->hidden->bank[0], width * height * this->screen->format->BytesPerPixel);

       FULLSCREEN_SetDeviceMode(this);
       return 1;
   } else
      RISCOS_RestoreWimpMode();

   return 0;
}
int FULLSCREEN_ToggleFromWimp(_THIS)
{
   int width = this->screen->w;
   int height = this->screen->h;
   int bpp = this->screen->format->BitsPerPixel;

   RISCOS_StoreWimpMode();
   if (FULLSCREEN_SetMode(width, height, bpp))
   {
       char *buffer = this->hidden->alloc_bank; /* This is start of sprite data */
       /* Support back buffer mode only */
       riscos_backbuffer = 1;

       FULLSCREEN_SetupBanks(this);

       this->hidden->bank[0] = buffer + 60; /* Start of sprite data */
       if (bpp == 8) this->hidden->bank[0] += 2048; /* 8bpp sprite have palette first */

	   this->hidden->current_bank = 0;
	   this->screen->pixels = this->hidden->bank[0];

       /* Copy back buffer to screen memory */
       memcpy(this->hidden->bank[1], this->hidden->bank[0], width * height * this->screen->format->BytesPerPixel);

       FULLSCREEN_SetDeviceMode(this);
       return 1;
   } else
      RISCOS_RestoreWimpMode();

   return 0;
}
/* Set up video mode */
SDL_Surface *RISCOS_SetVideoMode(_THIS, SDL_Surface *current,
				int width, int height, int bpp, Uint32 flags)
{
	if (flags & SDL_FULLSCREEN)
	{
	    RISCOS_StoreWimpMode();
		/* Dump wimp window on switch to full screen */
  	    if (this->hidden->window_handle) WIMP_DeleteWindow(this);

		return FULLSCREEN_SetVideoMode(this, current, width, height, bpp, flags);
	} else
	{
	    RISCOS_RestoreWimpMode();
		return WIMP_SetVideoMode(this, current, width, height, bpp, flags);
	}
}
Esempio n. 4
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/* Toggle to window from full screen */
int WIMP_ToggleFromFullScreen(_THIS)
{     
   int width = this->screen->w;
   int height = this->screen->h;
   int bpp = this->screen->format->BitsPerPixel;
   char *buffer = NULL;
   char *old_bank[2];
   char *old_alloc_bank;

   /* Ensure flags are OK */
   this->screen->flags &= ~(SDL_DOUBLEBUF|SDL_HWSURFACE);

   if (this->hidden->bank[0] == this->hidden->alloc_bank || riscos_backbuffer == 0)
   {
      /* Need to create a sprite for the screen and copy the data to it */
      char *data;
      buffer = WIMP_CreateBuffer(width, height, bpp);
      data = buffer + 60;         /* Start of sprite data */
      if (bpp == 8) data += 2048;  /* 8bpp sprite have palette first */

      if (buffer == NULL) return 0;
      SDL_memcpy(data, this->hidden->bank[0], width * height * this->screen->format->BytesPerPixel);
   }
   /* else We've switch to full screen before so we already have a sprite */

   old_bank[0] = this->hidden->bank[0];
   old_bank[1] = this->hidden->bank[1];
   old_alloc_bank = this->hidden->alloc_bank;

   if (buffer != NULL) this->hidden->alloc_bank = buffer;

   this->hidden->bank[1] = this->hidden->alloc_bank;
   this->hidden->bank[0] = this->hidden->bank[1] + 60; /* Start of sprite data */
   if (bpp == 8) this->hidden->bank[0] += 2048; /* 8bpp sprite have palette first */

   this->hidden->current_bank = 0;
   this->screen->pixels = this->hidden->bank[0];

   RISCOS_RestoreWimpMode();
   WIMP_ReadModeInfo(this);
   if (WIMP_SetupWindow(this, this->screen))
   {
      WIMP_SetDeviceMode(this);
      WIMP_SetupPlotInfo(this);

      if (riscos_backbuffer == 0) riscos_backbuffer = 1;

      if (buffer && old_alloc_bank) SDL_free(old_alloc_bank);

      return 1;
   } else
   {
      /* Drop back to full screen mode on failure */
      this->hidden->bank[0] = old_bank[0];
      this->hidden->bank[1] = old_bank[1];
      this->hidden->alloc_bank = old_alloc_bank;
      if (buffer) SDL_free(buffer);
      
      RISCOS_StoreWimpMode();
      FULLSCREEN_SetMode(width, height, bpp);
   }

   return 0;
}