viz1090/init.c

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2.6 KiB
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#include "dump1090.h"
#include "init.h"
void init(char *title) {
// raspberry pi compiler flag enables these options
#ifdef RPI
putenv((char*)"FRAMEBUFFER=/dev/fb1");
putenv((char*)"SDL_FBDEV=/dev/fb1");
#endif
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
printf("Could not initialize SDL: %s\n", SDL_GetError());
exit(1);
}
if (TTF_Init() < 0) {
printf("Couldn't initialize SDL TTF: %s\n", SDL_GetError());
exit(1);
}
// #ifdef RPI
// const SDL_VideoInfo* vInfo = SDL_GetVideoInfo();
// if (!vInfo) {
// fprintf(stderr,"ERROR in SDL_GetVideoInfo(): %s\n",SDL_GetError());
// exit(1);
// }
// Modes.screen_width = vInfo->current_w;
// Modes.screen_height = vInfo->current_h;
// Modes.screen_depth = vInfo->vfmt->BitsPerPixel;
// Modes.screen_upscale = 1;
// #endifX
SDL_ShowCursor(SDL_DISABLE);
Uint32 flags = 0;
if(Modes.fullscreen) {
flags = flags | SDL_WINDOW_FULLSCREEN_DESKTOP;
}
game.window = SDL_CreateWindow(title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, Modes.screen_width, Modes.screen_height, flags);
game.renderer = SDL_CreateRenderer(game.window, -1, 0);
game.texture = SDL_CreateTexture(game.renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
Modes.screen_width, Modes.screen_height);
if(Modes.fullscreen) {
//SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"); // make the scaled rendering look smoother.
SDL_RenderSetLogicalSize(game.renderer, Modes.screen_width, Modes.screen_height);
}
game.mapFont = loadFont("font/TerminusTTF-4.46.0.ttf", 12 * Modes.screen_uiscale);
game.mapBoldFont = loadFont("font/TerminusTTF-Bold-4.46.0.ttf", 12 * Modes.screen_uiscale);
game.listFont = loadFont("font/TerminusTTF-4.46.0.ttf", 12 * Modes.screen_uiscale);
game.messageFont = loadFont("font/TerminusTTF-Bold-4.46.0.ttf", 12 * Modes.screen_uiscale);
game.labelFont = loadFont("font/TerminusTTF-Bold-4.46.0.ttf", 12 * Modes.screen_uiscale);
game.mapFontWidth = 5 * Modes.screen_uiscale;
game.mapFontHeight = 12 * Modes.screen_uiscale;
game.messageFontWidth = 6 * Modes.screen_uiscale;
game.messageFontHeight = 12 * Modes.screen_uiscale;
game.labelFontWidth = 6 * Modes.screen_uiscale;
game.labelFontHeight = 12 * Modes.screen_uiscale;
initMaps();
}
void cleanup() {
closeFont(game.mapFont);
closeFont(game.mapBoldFont);
closeFont(game.messageFont);
closeFont(game.labelFont);
closeFont(game.listFont);
TTF_Quit();
SDL_Quit();
}