Lots of work on the AcessNative kernel
[tpg/acess2.git] / AcessNative / acesskernel_src / ui_sdl.c
diff --git a/AcessNative/acesskernel_src/ui_sdl.c b/AcessNative/acesskernel_src/ui_sdl.c
new file mode 100644 (file)
index 0000000..97856f9
--- /dev/null
@@ -0,0 +1,191 @@
+/*
+ * Acess2 Native Kernel
+ * 
+ * SDL User Interface
+ */
+#include <SDL/SDL.h>
+#define const
+#include "ui.h"
+#undef const
+#include <tpl_drv_keyboard.h>
+
+// === IMPORTS ===
+extern void    AcessNative_Exit(void);
+
+// === PROTOTYPES ===
+ int   UI_Initialise(int MaxWidth, int MaxHeight);
+ int   UI_MainThread(void *Unused);
+void   UI_BlitBitmap(int DstX, int DstY, int SrcW, int SrcH, Uint32 *Bitmap);
+void   UI_BlitFramebuffer(int DstX, int DstY, int SrcX, int SrcY, int W, int H);
+void   UI_FillBitmap(int X, int Y, int W, int H, Uint32 Value);
+void   UI_Redraw(void);
+
+// === GLOBALS ===
+SDL_Surface    *gScreen;
+SDL_Thread     *gInputThread;
+ int   giUI_Width = 0;
+ int   giUI_Height = 0;
+ int   giUI_Pitch = 0;
+tUI_KeybardCallback    gUI_KeyboardCallback;
+Uint32 gUI_Keymap[2][SDLK_LAST];       // Upper/Lower case
+
+// === FUNCTIONS ===
+int UI_Initialise(int MaxWidth, int MaxHeight)
+{      
+       // Changed when the video mode is set
+       giUI_Width = MaxWidth;
+       giUI_Height = MaxHeight;
+       
+       // Start main thread
+       gInputThread = SDL_CreateThread(UI_MainThread, NULL);
+       
+       return 0;
+}
+
+Uint32 UI_GetAcessKeyFromSDL(SDLKey Sym, Uint16 Unicode)
+{
+       Uint8   *keystate = SDL_GetKeyState(NULL);
+        int    shiftState = 0;
+       Uint32  ret = 0;
+       
+       if( keystate[SDLK_RSHIFT] || keystate[SDLK_LSHIFT] )
+               shiftState = 1;
+       
+       // Fast return
+       if( gUI_Keymap[shiftState][Sym] )
+               return gUI_Keymap[shiftState][Sym];
+       
+       // How nice of you, a unicode value
+       if( Unicode )
+       {
+               ret = Unicode;
+       }
+       // Ok, we need to do work :(
+       else
+       {
+               switch(Sym)
+               {
+               case SDLK_UP:   ret = KEY_UP;   break;
+               case SDLK_DOWN: ret = KEY_DOWN; break;
+               case SDLK_LEFT: ret = KEY_LEFT; break;
+               case SDLK_RIGHT:ret = KEY_RIGHT;break;
+               case SDLK_CAPSLOCK:     ret = KEY_CAPSLOCK;     break;
+               case SDLK_F1:   ret = KEY_F1;   break;
+               case SDLK_F2:   ret = KEY_F2;   break;
+               case SDLK_F3:   ret = KEY_F3;   break;
+               case SDLK_F4:   ret = KEY_F4;   break;
+               case SDLK_F5:   ret = KEY_F5;   break;
+               case SDLK_F6:   ret = KEY_F6;   break;
+               case SDLK_F7:   ret = KEY_F7;   break;
+               case SDLK_F8:   ret = KEY_F8;   break;
+               case SDLK_F9:   ret = KEY_F9;   break;
+               case SDLK_F10:  ret = KEY_F10;  break;
+               case SDLK_F11:  ret = KEY_F11;  break;
+               case SDLK_F12:  ret = KEY_F12;  break;
+               default:
+                       printf("Unhandled key code %i\n", Sym);
+                       break;
+               }
+       }
+       
+       gUI_Keymap[shiftState][Sym] = ret;
+       return ret;
+}
+
+int UI_MainThread(void *Unused)
+{
+       SDL_Event       event;
+       Uint32  acess_sym;
+       
+       SDL_Init(SDL_INIT_VIDEO);
+       
+       // Set up video
+       gScreen = SDL_SetVideoMode(giUI_Width, giUI_Height, 32, 0);
+       if( !gScreen ) {
+               fprintf(stderr, "Couldn't set %ix%i video mode: %s\n", giUI_Width, giUI_Height, SDL_GetError());
+               SDL_Quit();
+               exit(2);
+       }
+       SDL_WM_SetCaption("Acess2", "Acess2");
+       
+       giUI_Width = gScreen->w;
+       giUI_Height = gScreen->h;
+       giUI_Pitch = gScreen->pitch;
+       
+       SDL_EnableUNICODE(1);
+       
+       for( ;; )
+       {
+               while(SDL_PollEvent(&event))
+               {
+                       switch(event.type)
+                       {
+                       case SDL_QUIT:
+                               AcessNative_Exit();
+                               return 0;
+                               
+                       case SDL_KEYDOWN:
+                               acess_sym = UI_GetAcessKeyFromSDL(event.key.keysym.sym,
+                                       event.key.keysym.unicode);
+                               
+                               if( gUI_KeyboardCallback )
+                                       gUI_KeyboardCallback(acess_sym);
+                               break;
+                       
+                       case SDL_KEYUP:
+                               acess_sym = UI_GetAcessKeyFromSDL(event.key.keysym.sym,
+                                       event.key.keysym.unicode);
+                               
+                               //if( gUI_KeyboardCallback )
+                               //      gUI_KeyboardCallback(0x80000000|acess_sym);
+                               break;
+                       
+                       default:
+                               break;
+                       }
+               }
+       }
+}
+
+void UI_BlitBitmap(int DstX, int DstY, int SrcW, int SrcH, Uint32 *Bitmap)
+{
+       SDL_Surface     *tmp;
+       SDL_Rect        dstRect;
+       
+       tmp = SDL_CreateRGBSurfaceFrom(Bitmap, SrcW, SrcH, 32, SrcW*4,
+               0xFF0000, 0x00FF00, 0x0000FF, 0xFF000000);
+       SDL_SetAlpha(tmp, 0, SDL_ALPHA_OPAQUE);
+       
+       dstRect.x = DstX;       dstRect.y = DstY;
+       
+       SDL_BlitSurface(tmp, NULL, gScreen, &dstRect);
+       
+       SDL_FreeSurface(tmp);
+}
+
+void UI_BlitFramebuffer(int DstX, int DstY, int SrcX, int SrcY, int W, int H)
+{
+       SDL_Rect        srcRect;
+       SDL_Rect        dstRect;
+       
+       srcRect.x = SrcX;       srcRect.y = SrcY;
+       srcRect.w = W;  srcRect.h = H;
+       dstRect.x = DstX;       dstRect.y = DstY;
+       
+       SDL_BlitSurface(gScreen, &srcRect, gScreen, &dstRect); 
+}
+
+void UI_FillBitmap(int X, int Y, int W, int H, Uint32 Value)
+{
+       SDL_Rect        dstRect;
+       
+       dstRect.x = X;  dstRect.y = Y;
+       dstRect.w = W;  dstRect.h = H;
+       
+       SDL_FillRect(gScreen, &dstRect, Value);
+}
+
+void UI_Redraw(void)
+{
+       // No-Op, we're not using double buffering
+}

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