Render backend simplification part 3: SDLTexture
Stripped out all the software-fallback stuff, since I'll be replacing it soon, and the new API would require a slight refactor anyway.
This commit is contained in:
parent
1b6804bbe1
commit
1ca240d8ee
1 changed files with 62 additions and 190 deletions
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@ -12,12 +12,10 @@
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typedef struct Backend_Surface
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typedef struct Backend_Surface
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{
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{
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BOOL alpha;
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BOOL alpha;
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BOOL needs_syncing;
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SDL_Surface *sdl_surface;
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SDL_Texture *texture;
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SDL_Texture *texture;
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unsigned char *pixels;
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struct Backend_Surface *next;
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unsigned int width;
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struct Backend_Surface *prev;
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unsigned int height;
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} Backend_Surface;
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} Backend_Surface;
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typedef struct Backend_Glyph
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typedef struct Backend_Glyph
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@ -26,46 +24,8 @@ typedef struct Backend_Glyph
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} Backend_Glyph;
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} Backend_Glyph;
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static SDL_Renderer *renderer;
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static SDL_Renderer *renderer;
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static SDL_Texture *screen_texture;
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static Backend_Surface *surface_list_head;
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static Backend_Surface framebuffer;
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static void FlushSurface(Backend_Surface *surface)
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{
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if (surface->alpha)
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{
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SDL_UpdateTexture(surface->texture, NULL, surface->sdl_surface->pixels, surface->sdl_surface->pitch);
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}
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else
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{
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unsigned char *buffer = (unsigned char*)malloc(surface->sdl_surface->w * surface->sdl_surface->h * 4);
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unsigned char *buffer_pointer = buffer;
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// Convert the SDL_Surface's colour-keyed pixels to RGBA32
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for (int y = 0; y < surface->sdl_surface->h; ++y)
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{
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unsigned char *src_pixel = (unsigned char*)surface->sdl_surface->pixels + (y * surface->sdl_surface->pitch);
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for (int x = 0; x < surface->sdl_surface->w; ++x)
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{
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*buffer_pointer++ = src_pixel[0];
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*buffer_pointer++ = src_pixel[1];
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*buffer_pointer++ = src_pixel[2];
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if (src_pixel[0] == 0 && src_pixel[1] == 0 && src_pixel[2] == 0) // Assumes the colour key will always be #000000 (black)
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*buffer_pointer++ = 0;
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else
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*buffer_pointer++ = 0xFF;
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src_pixel += 3;
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}
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}
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SDL_UpdateTexture(surface->texture, NULL, buffer, surface->sdl_surface->w * 4);
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free(buffer);
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}
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}
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static void RectToSDLRect(const RECT *rect, SDL_Rect *sdl_rect)
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static void RectToSDLRect(const RECT *rect, SDL_Rect *sdl_rect)
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{
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{
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@ -86,7 +46,7 @@ SDL_Window* Backend_CreateWindow(const char *title, int width, int height)
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return SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, 0);
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return SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, 0);
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}
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}
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BOOL Backend_Init(SDL_Window *window)
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Backend_Surface* Backend_Init(SDL_Window *window)
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{
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{
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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@ -95,24 +55,21 @@ BOOL Backend_Init(SDL_Window *window)
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int width, height;
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int width, height;
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SDL_GetRendererOutputSize(renderer, &width, &height);
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SDL_GetRendererOutputSize(renderer, &width, &height);
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screen_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
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framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
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SDL_SetRenderTarget(renderer, screen_texture);
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return &framebuffer;
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return TRUE;
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}
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}
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void Backend_Deinit(void)
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void Backend_Deinit(void)
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{
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{
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SDL_DestroyTexture(screen_texture);
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SDL_DestroyTexture(framebuffer.texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyRenderer(renderer);
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}
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}
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void Backend_DrawScreen(void)
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void Backend_DrawScreen(void)
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{
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{
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SDL_SetRenderTarget(renderer, NULL);
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SDL_SetRenderTarget(renderer, NULL);
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SDL_RenderCopy(renderer, screen_texture, NULL, NULL);
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SDL_RenderCopy(renderer, framebuffer.texture, NULL, NULL);
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SDL_SetRenderTarget(renderer, screen_texture);
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SDL_RenderPresent(renderer);
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SDL_RenderPresent(renderer);
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}
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}
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@ -123,35 +80,17 @@ static Backend_Surface* CreateSurface(unsigned int width, unsigned int height, B
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if (surface == NULL)
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if (surface == NULL)
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return NULL;
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return NULL;
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surface->sdl_surface = SDL_CreateRGBSurfaceWithFormat(0, width, height, 0, alpha ? SDL_PIXELFORMAT_RGBA32 : SDL_PIXELFORMAT_RGB24);
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if (surface->sdl_surface == NULL)
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{
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free(surface);
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return NULL;
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}
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surface->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
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surface->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
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if (surface->texture == NULL)
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if (surface->texture == NULL)
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{
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{
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SDL_FreeSurface(surface->sdl_surface);
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free(surface);
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free(surface);
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return NULL;
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return NULL;
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}
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}
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surface->alpha = alpha;
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surface->alpha = alpha;
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surface->width = width;
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if (!surface->alpha)
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surface->height = height;
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SDL_SetColorKey(surface->sdl_surface, SDL_TRUE, SDL_MapRGB(surface->sdl_surface->format, 0, 0, 0));
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surface->needs_syncing = FALSE;
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surface->next = surface_list_head;
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surface->prev = NULL;
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surface_list_head = surface;
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if (surface->next)
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surface->next->prev = surface;
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return surface;
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return surface;
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}
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}
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@ -166,13 +105,7 @@ void Backend_FreeSurface(Backend_Surface *surface)
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if (surface == NULL)
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if (surface == NULL)
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return;
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return;
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if (surface->next)
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surface->next->prev = surface->prev;
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if (surface->prev)
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surface->prev->next = surface->next;
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SDL_DestroyTexture(surface->texture);
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SDL_DestroyTexture(surface->texture);
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SDL_FreeSurface(surface->sdl_surface);
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free(surface);
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free(surface);
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}
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}
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@ -181,8 +114,11 @@ unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch
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if (surface == NULL)
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if (surface == NULL)
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return NULL;
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return NULL;
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*pitch = surface->sdl_surface->pitch;
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*pitch = surface->width * (surface->alpha ? 4 : 3);
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return (unsigned char*)surface->sdl_surface->pixels;
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surface->pixels = (unsigned char*)malloc(surface->width * surface->height * (surface->alpha ? 4 : 3));
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return surface->pixels;
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}
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}
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void Backend_UnlockSurface(Backend_Surface *surface)
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void Backend_UnlockSurface(Backend_Surface *surface)
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@ -190,47 +126,50 @@ void Backend_UnlockSurface(Backend_Surface *surface)
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if (surface == NULL)
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if (surface == NULL)
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return;
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return;
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surface->needs_syncing = TRUE;
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SDL_UnlockTexture(surface->texture);
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if (surface->alpha)
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{
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SDL_UpdateTexture(surface->texture, NULL, surface->pixels, surface->width * 4);
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}
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else
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{
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unsigned char *buffer = (unsigned char*)malloc(surface->width * surface->height * 4);
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unsigned char *buffer_pointer = buffer;
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const unsigned char *src_pixel = surface->pixels;
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// Convert the SDL_Surface's colour-keyed pixels to RGBA32
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for (int y = 0; y < surface->height; ++y)
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{
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for (int x = 0; x < surface->width; ++x)
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{
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*buffer_pointer++ = src_pixel[0];
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*buffer_pointer++ = src_pixel[1];
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*buffer_pointer++ = src_pixel[2];
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if (src_pixel[0] == 0 && src_pixel[1] == 0 && src_pixel[2] == 0) // Assumes the colour key will always be #000000 (black)
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*buffer_pointer++ = 0;
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else
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*buffer_pointer++ = 0xFF;
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src_pixel += 3;
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}
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}
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}
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void Backend_BlitToSurface(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y)
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SDL_UpdateTexture(surface->texture, NULL, buffer, surface->width * 4);
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free(buffer);
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}
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free(surface->pixels);
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}
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void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
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{
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{
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if (source_surface == NULL || destination_surface == NULL)
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if (source_surface == NULL || destination_surface == NULL)
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return;
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return;
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if (source_surface->needs_syncing)
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{
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FlushSurface(source_surface);
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source_surface->needs_syncing = FALSE;
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}
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SDL_Rect source_rect;
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RectToSDLRect(rect, &source_rect);
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SDL_Rect destination_rect = {(int)x, (int)y, source_rect.w, source_rect.h};
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// Blit the surface
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SDL_SetSurfaceBlendMode(source_surface->sdl_surface, SDL_BLENDMODE_BLEND);
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SDL_BlitSurface(source_surface->sdl_surface, &source_rect, destination_surface->sdl_surface, &destination_rect);
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// Now blit the texture
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SDL_SetTextureBlendMode(source_surface->texture, SDL_BLENDMODE_BLEND);
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SDL_SetRenderTarget(renderer, destination_surface->texture);
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SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect);
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SDL_SetRenderTarget(renderer, screen_texture);
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}
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void Backend_BlitToScreen(Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key)
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{
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if (source_surface == NULL)
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return;
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if (source_surface->needs_syncing)
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{
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FlushSurface(source_surface);
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source_surface->needs_syncing = FALSE;
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}
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SDL_Rect source_rect;
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SDL_Rect source_rect;
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RectToSDLRect(rect, &source_rect);
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RectToSDLRect(rect, &source_rect);
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// Blit the texture
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// Blit the texture
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SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
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SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
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SDL_SetRenderTarget(renderer, destination_surface->texture);
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SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect);
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SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect);
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}
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}
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void Backend_ColourFillToSurface(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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{
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{
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if (surface == NULL)
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if (surface == NULL)
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return;
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return;
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SDL_Rect sdl_rect;
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SDL_Rect sdl_rect;
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RectToSDLRect(rect, &sdl_rect);
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RectToSDLRect(rect, &sdl_rect);
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// Blit the surface
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SDL_FillRect(surface->sdl_surface, &sdl_rect, SDL_MapRGB(surface->sdl_surface->format, red, green, blue));
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// Check colour-key
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// Check colour-key
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if (red == 0 && green == 0 && blue == 0)
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if (red == 0 && green == 0 && blue == 0)
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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SDL_RenderFillRect(renderer, &sdl_rect);
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SDL_RenderFillRect(renderer, &sdl_rect);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderTarget(renderer, screen_texture);
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}
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void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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{
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SDL_Rect sdl_rect;
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RectToSDLRect(rect, &sdl_rect);
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// Draw colour
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SDL_SetRenderDrawColor(renderer, red, green, blue, SDL_ALPHA_OPAQUE);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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SDL_RenderFillRect(renderer, &sdl_rect);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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}
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void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect)
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{
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if (surface == NULL)
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return;
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SDL_Rect sdl_rect;
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RectToSDLRect(rect, &sdl_rect);
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//
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// Copy screen to surface
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//
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// Get renderer size
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int w, h;
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SDL_GetRendererOutputSize(renderer, &w, &h);
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// Get surface of what's currently rendered on screen
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SDL_Surface *screen_surface = SDL_CreateRGBSurfaceWithFormat(0, w, h, 0, SDL_PIXELFORMAT_RGB24);
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SDL_RenderReadPixels(renderer, NULL, SDL_PIXELFORMAT_RGB24, screen_surface->pixels, screen_surface->pitch);
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// Copy to specified surface
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SDL_BlitSurface(screen_surface, &sdl_rect, surface->sdl_surface, &sdl_rect);
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// Cleanup
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SDL_FreeSurface(screen_surface);
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//
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// Copy screen to texture
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//
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SDL_SetRenderTarget(renderer, surface->texture);
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SDL_RenderCopy(renderer, screen_texture, &sdl_rect, &sdl_rect);
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SDL_SetRenderTarget(renderer, screen_texture);
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}
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}
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BOOL Backend_SupportsSubpixelGlyph(void)
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BOOL Backend_SupportsSubpixelGlyph(void)
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@ -389,46 +278,29 @@ void Backend_UnloadGlyph(Backend_Glyph *glyph)
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free(glyph);
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free(glyph);
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}
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}
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void Backend_DrawGlyphToSurface(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
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void Backend_DrawGlyph(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
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{
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{
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// The SDL_Texture side of things uses alpha, not a colour-key, so the bug where the font is blended
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// The SDL_Texture side of things uses alpha, not a colour-key, so the bug where the font is blended
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// with the colour key doesn't occur. SDL_Textures don't support colour-keys, so the next best thing
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// with the colour key doesn't occur.
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// is relying on the software fallback.
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if (glyph == NULL || surface == NULL)
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if (glyph == NULL || surface == NULL)
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return;
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return;
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SDL_Rect destination_rect = {(int)x, (int)y, glyph->surface->sdl_surface->w, glyph->surface->sdl_surface->h};
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|
||||||
SDL_SetSurfaceColorMod(glyph->surface->sdl_surface, colours[0], colours[1], colours[2]);
|
|
||||||
SDL_SetSurfaceBlendMode(glyph->surface->sdl_surface, SDL_BLENDMODE_BLEND);
|
|
||||||
SDL_BlitSurface(glyph->surface->sdl_surface, NULL, surface->sdl_surface, &destination_rect);
|
|
||||||
|
|
||||||
surface->needs_syncing = TRUE;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Backend_DrawGlyphToScreen(Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
|
|
||||||
{
|
|
||||||
if (glyph == NULL)
|
|
||||||
return;
|
|
||||||
|
|
||||||
RECT rect;
|
RECT rect;
|
||||||
rect.left = 0;
|
rect.left = 0;
|
||||||
rect.top = 0;
|
rect.top = 0;
|
||||||
rect.right = glyph->surface->sdl_surface->w;
|
rect.right = glyph->surface->width;
|
||||||
rect.bottom = glyph->surface->sdl_surface->h;
|
rect.bottom = glyph->surface->height;
|
||||||
|
|
||||||
SDL_SetSurfaceColorMod(glyph->surface->sdl_surface, colours[0], colours[1], colours[2]);
|
|
||||||
SDL_SetTextureColorMod(glyph->surface->texture, colours[0], colours[1], colours[2]);
|
SDL_SetTextureColorMod(glyph->surface->texture, colours[0], colours[1], colours[2]);
|
||||||
|
|
||||||
Backend_BlitToScreen(glyph->surface, &rect, x, y, TRUE);
|
Backend_Blit(glyph->surface, &rect, surface, x, y, TRUE);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Backend_HandleDeviceLoss(void)
|
void Backend_HandleDeviceLoss(void)
|
||||||
{
|
{
|
||||||
// All of our textures have been lost, so regenerate them
|
// All of our textures have been lost, so regenerate them
|
||||||
for (Backend_Surface *surface = surface_list_head; surface != NULL; surface = surface->next)
|
// TODO
|
||||||
surface->needs_syncing = TRUE;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Backend_HandleWindowResize(void)
|
void Backend_HandleWindowResize(void)
|
||||||
|
|
Loading…
Add table
Reference in a new issue