diff --git a/include/SDL_video.h b/include/SDL_video.h index 461f13805..28f5957cd 100644 --- a/include/SDL_video.h +++ b/include/SDL_video.h @@ -113,13 +113,15 @@ typedef enum SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported. On macOS NSHighResolutionCapable must be set true in the application's Info.plist for this to have any effect. */ - SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to INPUT_GRABBED) */ - SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */ - SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */ - SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */ - SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */ - SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu */ - SDL_WINDOW_VULKAN = 0x10000000 /**< window usable for Vulkan surface */ + SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to INPUT_GRABBED) */ + SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */ + SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */ + SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */ + SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */ + SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu */ + SDL_WINDOW_WIIU_GAMEPAD_ONLY = 0x01000000, /**< Wii U: window must be drawn only on the Gamepad */ + SDL_WINDOW_WIIU_TV_ONLY = 0x02000000, /**< Wii U: window must be drawn only on the TV */ + SDL_WINDOW_VULKAN = 0x10000000 /**< window usable for Vulkan surface */ } SDL_WindowFlags; /** diff --git a/src/video/SDL_video.c b/src/video/SDL_video.c index dee6169d5..d86b5d8be 100644 --- a/src/video/SDL_video.c +++ b/src/video/SDL_video.c @@ -1351,7 +1351,7 @@ SDL_UpdateFullscreenMode(SDL_Window * window, SDL_bool fullscreen) } #define CREATE_FLAGS \ - (SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_ALWAYS_ON_TOP | SDL_WINDOW_SKIP_TASKBAR | SDL_WINDOW_POPUP_MENU | SDL_WINDOW_UTILITY | SDL_WINDOW_TOOLTIP | SDL_WINDOW_VULKAN | SDL_WINDOW_MINIMIZED) + (SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_ALWAYS_ON_TOP | SDL_WINDOW_SKIP_TASKBAR | SDL_WINDOW_POPUP_MENU | SDL_WINDOW_UTILITY | SDL_WINDOW_TOOLTIP | SDL_WINDOW_VULKAN | SDL_WINDOW_MINIMIZED | SDL_WINDOW_WIIU_GAMEPAD_ONLY | SDL_WINDOW_WIIU_TV_ONLY) static SDL_INLINE SDL_bool IsAcceptingDragAndDrop(void) diff --git a/src/video/wiiu/SDL_wiiuvideo.c b/src/video/wiiu/SDL_wiiuvideo.c index 87ad734a7..a49de2503 100644 --- a/src/video/wiiu/SDL_wiiuvideo.c +++ b/src/video/wiiu/SDL_wiiuvideo.c @@ -92,6 +92,75 @@ static int WIIU_CreateSDLWindow(_THIS, SDL_Window *window) { return 0; } +<<<<<<< HEAD +======= +static void render_scene(WIIU_WindowData *data) { + WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f); + wiiuSetTextureShader(); + + GX2SetVertexUniformReg(wiiuTextureShader.vertexShader->uniformVars[0].offset, 4, (uint32_t *)u_viewSize); + GX2SetVertexUniformReg(wiiuTextureShader.vertexShader->uniformVars[1].offset, 4, (uint32_t *)u_texSize); + GX2SetPixelUniformReg(wiiuTextureShader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)u_mod); + GX2RSetAttributeBuffer(&position_buffer, 0, position_buffer.elemSize, 0); + GX2RSetAttributeBuffer(&tex_coord_buffer, 1, tex_coord_buffer.elemSize, 0); + + GX2SetPixelTexture(&data->texture, wiiuTextureShader.pixelShader->samplerVars[0].location); + GX2SetPixelSampler(&sampler, wiiuTextureShader.pixelShader->samplerVars[0].location); + + GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1); +} + +static int WIIU_UpdateWindowFramebuffer(_THIS, SDL_Window *window, const SDL_Rect *rects, int numrects) +{ + WIIU_WindowData *data = (WIIU_WindowData *) SDL_GetWindowData(window, WIIU_WINDOW_DATA); + Uint32 flags = SDL_GetWindowFlags(window); + float a_position[8]; + float* buffer; + int x, y, w, h; + + SDL_GetWindowPosition(window, &x, &y); + SDL_GetWindowSize(window, &w, &h); + a_position[0] = (float)x; a_position[1] = (float)y; + a_position[2] = (float)(x + w); a_position[3] = (float)y; + a_position[4] = (float)(x + w); a_position[5] = (float)(y + h); + a_position[6] = (float)x; a_position[7] = (float)(y + h); + + buffer = GX2RLockBufferEx(&position_buffer, 0); + if (buffer) { + memcpy(buffer, a_position, position_buffer.elemSize * position_buffer.elemCount); + } + GX2RUnlockBufferEx(&position_buffer, 0); + + GX2Invalidate(GX2_INVALIDATE_MODE_CPU_TEXTURE, data->texture.surface.image, data->texture.surface.imageSize); + + WHBGfxBeginRender(); + + if (!(flags & SDL_WINDOW_WIIU_GAMEPAD_ONLY)) { + WHBGfxBeginRenderTV(); + render_scene(data); + WHBGfxFinishRenderTV(); + } + + if (!(flags & SDL_WINDOW_WIIU_TV_ONLY)) { + WHBGfxBeginRenderDRC(); + render_scene(data); + WHBGfxFinishRenderDRC(); + } + + WHBGfxFinishRender(); + + return 0; +} + +static void WIIU_DestroyWindowFramebuffer(_THIS, SDL_Window *window) +{ + WIIU_WindowData *data = (WIIU_WindowData*) SDL_GetWindowData(window, WIIU_WINDOW_DATA); + SDL_FreeSurface(data->surface); + MEMFreeToDefaultHeap(data->texture.surface.image); + SDL_free(data); +} + +>>>>>>> video/wiiu: Add flags to only draw on TV or Gamepad (#1) static int WIIU_SetDisplayMode(_THIS, SDL_VideoDisplay *display, SDL_DisplayMode *mode) { return 0;