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+/*
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+ Simple DirectMedia Layer
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+ Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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+
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+ This software is provided 'as-is', without any express or implied
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+ warranty. In no event will the authors be held liable for any damages
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+ arising from the use of this software.
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+
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+ Permission is granted to anyone to use this software for any purpose,
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+ including commercial applications, and to alter it and redistribute it
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+ freely, subject to the following restrictions:
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+
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+ 1. The origin of this software must not be misrepresented; you must not
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+ claim that you wrote the original software. If you use this software
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+ in a product, an acknowledgment in the product documentation would be
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+ appreciated but is not required.
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+ 2. Altered source versions must be plainly marked as such, and must not be
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+ misrepresented as being the original software.
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+ 3. This notice may not be removed or altered from any source distribution.
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+*/
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+#include "../../SDL_internal.h"
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+
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+#if SDL_VIDEO_DRIVER_PS2
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+
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+/* PS2 SDL video driver implementation; this is just enough to make an
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+ * SDL-based application THINK it's got a working video driver, for
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+ * applications that call SDL_Init(SDL_INIT_VIDEO) when they don't need it,
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+ * and also for use as a collection of stubs when porting SDL to a new
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+ * platform for which you haven't yet written a valid video driver.
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+ *
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+ * This is also a great way to determine bottlenecks: if you think that SDL
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+ * is a performance problem for a given platform, enable this driver, and
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+ * then see if your application runs faster without video overhead.
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+ *
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+ * Initial work by Ryan C. Gordon (icculus@icculus.org). A good portion
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+ * of this was cut-and-pasted from Stephane Peter's work in the AAlib
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+ * SDL video driver. Renamed to "PS2" by Sam Lantinga.
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+ */
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+
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+#include "SDL_video.h"
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+#include "SDL_mouse.h"
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+#include "../SDL_sysvideo.h"
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+#include "../SDL_pixels_c.h"
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+#include "../../events/SDL_events_c.h"
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+
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+#include "SDL_ps2video.h"
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+#include "SDL_ps2events_c.h"
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+#include "SDL_ps2framebuffer_c.h"
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+#include "SDL_hints.h"
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+
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+#define PS2VID_DRIVER_NAME "ps2"
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+
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+/* Initialization/Query functions */
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+static int PS2_VideoInit(_THIS);
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+static int PS2_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode);
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+static void PS2_VideoQuit(_THIS);
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+
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+/* PS2 driver bootstrap functions */
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+
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+static void
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+PS2_DeleteDevice(SDL_VideoDevice * device)
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+{
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+ SDL_free(device);
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+}
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+
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+static SDL_VideoDevice *
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+PS2_CreateDevice(int devindex)
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+{
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+ SDL_VideoDevice *device;
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+
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+ /* Initialize all variables that we clean on shutdown */
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+ device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
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+ if (!device) {
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+ SDL_OutOfMemory();
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+ return (0);
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+ }
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+ device->is_dummy = SDL_TRUE;
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+
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+ /* Set the function pointers */
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+ device->VideoInit = PS2_VideoInit;
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+ device->VideoQuit = PS2_VideoQuit;
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+ device->SetDisplayMode = PS2_SetDisplayMode;
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+ device->PumpEvents = PS2_PumpEvents;
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+ device->CreateWindowFramebuffer = SDL_PS2_CreateWindowFramebuffer;
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+ device->UpdateWindowFramebuffer = SDL_PS2_UpdateWindowFramebuffer;
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+ device->DestroyWindowFramebuffer = SDL_PS2_DestroyWindowFramebuffer;
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+
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+ device->free = PS2_DeleteDevice;
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+
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+ return device;
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+}
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+
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+VideoBootStrap PS2_bootstrap = {
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+ PS2VID_DRIVER_NAME, "SDL PS2 video driver",
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+ PS2_CreateDevice
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+};
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+
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+
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+int
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+PS2_VideoInit(_THIS)
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+{
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+ SDL_DisplayMode mode;
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+
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+ /* Use a fake 32-bpp desktop mode */
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+ SDL_zero(mode);
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+ mode.format = SDL_PIXELFORMAT_RGB888;
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+ mode.w = 1024;
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+ mode.h = 768;
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+ mode.refresh_rate = 0;
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+ mode.driverdata = NULL;
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+ if (SDL_AddBasicVideoDisplay(&mode) < 0) {
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+ return -1;
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+ }
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+
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+ SDL_AddDisplayMode(&_this->displays[0], &mode);
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+
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+ /* We're done! */
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+ return 0;
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+}
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+
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+static int
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+PS2_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode)
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+{
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+ return 0;
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+}
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+
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+void
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+PS2_VideoQuit(_THIS)
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+{
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+}
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+
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+#endif /* SDL_VIDEO_DRIVER_PS2 */
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+
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+/* vi: set ts=4 sw=4 expandtab: */
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