More refactoring
This commit is contained in:
parent
073712017f
commit
c4aa8e28bb
11 changed files with 177 additions and 338 deletions
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@ -17,7 +17,6 @@ option(FIX_BUGS "Fix various bugs in the game" OFF)
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option(DEBUG_SAVE "Re-enable the ability to drag-and-drop save files onto the window" OFF)
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set(BACKEND_RENDERER "SDLTexture" CACHE STRING "Which renderer the game should use: 'OpenGL3' for an OpenGL 3.2 renderer, 'OpenGLES2' for an OpenGL ES 2.0 renderer, 'SDLTexture' for SDL2's hardware-accelerated Texture API, 'SDLSurface' for SDL2's software-rendered Surface API, or 'Software' for a handwritten software renderer")
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set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2' or 'miniaudio'")
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set(BACKEND_CONTROLLER "SDL2" CACHE STRING "Which controller backend the game should use: 'SDL2' or 'GLFW3'")
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set(BACKEND_PLATFORM "SDL2" CACHE STRING "Which platform backend the game should use: 'SDL2' or 'GLFW3'")
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option(LTO "Enable link-time optimisation" OFF)
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@ -320,16 +319,10 @@ else()
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message(FATAL_ERROR "Invalid BACKEND_AUDIO selected")
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endif()
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if(BACKEND_CONTROLLER MATCHES "SDL2")
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target_sources(CSE2 PRIVATE "src/Backends/Controller/SDL2.cpp")
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elseif(BACKEND_CONTROLLER MATCHES "GLFW3")
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target_sources(CSE2 PRIVATE "src/Backends/Controller/GLFW3.cpp")
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endif()
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if(BACKEND_PLATFORM MATCHES "SDL2")
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target_sources(CSE2 PRIVATE "src/Backends/Platform/SDL2.cpp")
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target_sources(CSE2 PRIVATE "src/Backends/Platform/SDL2.cpp" "src/Backends/Controller/SDL2.cpp")
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elseif(BACKEND_PLATFORM MATCHES "GLFW3")
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target_sources(CSE2 PRIVATE "src/Backends/Platform/GLFW3.cpp")
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target_sources(CSE2 PRIVATE "src/Backends/Platform/GLFW3.cpp" "src/Backends/Controller/GLFW3.cpp")
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endif()
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if(BACKEND_PLATFORM MATCHES "SDL2" AND BACKEND_RENDERER MATCHES "OpenGL3")
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@ -210,7 +210,7 @@ void WindowSizeCallback(GLFWwindow *window, int width, int height)
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(void)width;
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(void)height;
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RenderBackend_HandleWindowResize();
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Backend_HandleWindowResize();
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}
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void PlatformBackend_Init(void)
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@ -2,7 +2,7 @@
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#include "SDL.h"
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#include "../Window.h"
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#include "../Rendering.h"
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#include "../../WindowsWrapper.h"
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@ -5,22 +5,22 @@
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typedef struct Backend_Surface Backend_Surface;
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typedef struct Backend_Glyph Backend_Glyph;
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Backend_Surface* RenderBackend_Init(int screen_width, int screen_height);
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void RenderBackend_Deinit(void);
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void RenderBackend_DrawScreen(void);
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void RenderBackend_ClearScreen(void);
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Backend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height);
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void RenderBackend_FreeSurface(Backend_Surface *surface);
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BOOL RenderBackend_IsSurfaceLost(Backend_Surface *surface);
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void RenderBackend_RestoreSurface(Backend_Surface *surface);
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unsigned char* RenderBackend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height);
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void RenderBackend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height);
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void RenderBackend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key);
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void RenderBackend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue);
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Backend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch);
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void RenderBackend_UnloadGlyph(Backend_Glyph *glyph);
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void RenderBackend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels);
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void RenderBackend_DrawGlyph(Backend_Glyph *glyph, long x, long y);
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void RenderBackend_FlushGlyphs(void);
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void RenderBackend_HandleRenderTargetLoss(void);
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void RenderBackend_HandleWindowResize(void);
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Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen);
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void Backend_Deinit(void);
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void Backend_DrawScreen(void);
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void Backend_ClearScreen(void);
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Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height);
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void Backend_FreeSurface(Backend_Surface *surface);
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BOOL Backend_IsSurfaceLost(Backend_Surface *surface);
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void Backend_RestoreSurface(Backend_Surface *surface);
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unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height);
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void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height);
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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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void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue);
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Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch);
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void Backend_UnloadGlyph(Backend_Glyph *glyph);
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void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels);
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void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y);
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void Backend_FlushGlyphs(void);
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void Backend_HandleRenderTargetLoss(void);
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void Backend_HandleWindowResize(void);
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@ -513,7 +513,9 @@ static void GlyphBatch_DestroyTexture(SPRITEBATCH_U64 texture_id, void *udata)
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// Render-backend initialisation
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// ====================
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Backend_Surface* RenderBackend_Init(int screen_width, int screen_height)
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Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
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{
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if (WindowBackend_OpenGL_CreateWindow(window_title, screen_width, screen_height, fullscreen))
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{
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printf("GL_VENDOR = %s\n", glGetString(GL_VENDOR));
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printf("GL_RENDERER = %s\n", glGetString(GL_RENDERER));
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@ -610,11 +612,12 @@ Backend_Surface* RenderBackend_Init(int screen_width, int screen_height)
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#ifndef USE_OPENGLES2
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glDeleteVertexArrays(1, &vertex_array_id);
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#endif
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}
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return NULL;
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}
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void RenderBackend_Deinit(void)
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void Backend_Deinit(void)
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{
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free(local_vertex_buffer);
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@ -630,9 +633,11 @@ void RenderBackend_Deinit(void)
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#ifndef USE_OPENGLES2
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glDeleteVertexArrays(1, &vertex_array_id);
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#endif
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WindowBackend_OpenGL_DestroyWindow();
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}
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void RenderBackend_DrawScreen(void)
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void Backend_DrawScreen(void)
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{
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spritebatch_tick(&glyph_batcher);
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@ -688,22 +693,21 @@ void RenderBackend_DrawScreen(void)
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FlushVertexBuffer();
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// Switch back to our framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
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}
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WindowBackend_OpenGL_Display();
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void RenderBackend_ClearScreen(void)
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{
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// According to https://www.khronos.org/opengl/wiki/Common_Mistakes#Swap_Buffers
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// the buffer should always be cleared, even if it seems unnecessary
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glClear(GL_COLOR_BUFFER_BIT);
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// Switch back to our framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
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}
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// ====================
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// Surface management
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// ====================
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Backend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height)
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Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
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{
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Backend_Surface *surface = (Backend_Surface*)malloc(sizeof(Backend_Surface));
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@ -733,7 +737,7 @@ Backend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int he
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return surface;
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}
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void RenderBackend_FreeSurface(Backend_Surface *surface)
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void Backend_FreeSurface(Backend_Surface *surface)
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{
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if (surface == NULL)
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return;
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@ -746,19 +750,19 @@ void RenderBackend_FreeSurface(Backend_Surface *surface)
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free(surface);
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}
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BOOL RenderBackend_IsSurfaceLost(Backend_Surface *surface)
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BOOL Backend_IsSurfaceLost(Backend_Surface *surface)
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{
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(void)surface;
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return FALSE;
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}
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void RenderBackend_RestoreSurface(Backend_Surface *surface)
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void Backend_RestoreSurface(Backend_Surface *surface)
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{
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(void)surface;
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}
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unsigned char* RenderBackend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
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unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
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{
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if (surface == NULL)
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return NULL;
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@ -768,7 +772,7 @@ unsigned char* RenderBackend_LockSurface(Backend_Surface *surface, unsigned int
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return surface->pixels;
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}
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void RenderBackend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
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void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
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{
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if (surface == NULL)
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return;
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@ -788,7 +792,7 @@ void RenderBackend_UnlockSurface(Backend_Surface *surface, unsigned int width, u
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// Drawing
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// ====================
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void RenderBackend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
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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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if (source_surface == NULL || destination_surface == NULL)
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return;
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@ -864,7 +868,7 @@ void RenderBackend_Blit(Backend_Surface *source_surface, const RECT *rect, Backe
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vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
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}
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void RenderBackend_ColourFill(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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static unsigned char last_red;
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static unsigned char last_green;
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@ -929,7 +933,7 @@ void RenderBackend_ColourFill(Backend_Surface *surface, const RECT *rect, unsign
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// Glyph management
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// ====================
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Backend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
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Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
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{
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Backend_Glyph *glyph = (Backend_Glyph*)malloc(sizeof(Backend_Glyph));
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@ -960,7 +964,7 @@ Backend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int
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return NULL;
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}
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void RenderBackend_UnloadGlyph(Backend_Glyph *glyph)
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void Backend_UnloadGlyph(Backend_Glyph *glyph)
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{
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if (glyph == NULL)
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return;
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free(glyph);
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}
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void RenderBackend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
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void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
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{
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glyph_destination_surface = destination_surface;
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memcpy(glyph_colour_channels, colour_channels, sizeof(glyph_colour_channels));
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}
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void RenderBackend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
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void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
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{
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spritebatch_push(&glyph_batcher, (SPRITEBATCH_U64)glyph, glyph->pitch, glyph->height, x, y, 1.0f, 1.0f, 0.0f, 0.0f, 0);
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}
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void RenderBackend_FlushGlyphs(void)
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void Backend_FlushGlyphs(void)
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{
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spritebatch_defrag(&glyph_batcher);
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spritebatch_flush(&glyph_batcher);
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// Misc.
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// ====================
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void RenderBackend_HandleRenderTargetLoss(void)
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void Backend_HandleRenderTargetLoss(void)
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{
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// No problem for us
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}
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void RenderBackend_HandleWindowResize(void)
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void Backend_HandleWindowResize(void)
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{
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// No problem for us
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}
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@ -2,24 +2,6 @@
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#include "../WindowsWrapper.h"
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#include "Rendering.h"
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Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen);
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void Backend_Deinit(void);
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void Backend_DrawScreen(void);
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void Backend_ClearScreen(void);
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Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height);
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void Backend_FreeSurface(Backend_Surface *surface);
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BOOL Backend_IsSurfaceLost(Backend_Surface *surface);
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void Backend_RestoreSurface(Backend_Surface *surface);
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unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height);
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void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height);
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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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void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue);
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Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch);
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void Backend_UnloadGlyph(Backend_Glyph *glyph);
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void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels);
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void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y);
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void Backend_FlushGlyphs(void);
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void Backend_HandleRenderTargetLoss(void);
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void Backend_HandleWindowResize(void);
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BOOL WindowBackend_OpenGL_CreateWindow(const char *window_title, int screen_width, int screen_height, BOOL fullscreen);
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void WindowBackend_OpenGL_DestroyWindow(void);
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void WindowBackend_OpenGL_Display(void);
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@ -22,7 +22,7 @@ void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods
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void WindowFocusCallback(GLFWwindow *window, int focused);
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void WindowSizeCallback(GLFWwindow *window, int width, int height);
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Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
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BOOL WindowBackend_OpenGL_CreateWindow(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
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{
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#ifdef USE_OPENGLES2
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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@ -49,8 +49,16 @@ Backend_Surface* Backend_Init(const char *window_title, int screen_width, int sc
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SDL_FreeSurface(icon_surface);
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#endif
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*/
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if (fullscreen)
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glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screen_width, screen_height, GLFW_DONT_CARE);
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{
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GLFWmonitor* monitor = glfwGetPrimaryMonitor();
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if (monitor)
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{
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const GLFWvidmode* mode = glfwGetVideoMode(monitor);
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glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
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}
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}
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glfwMakeContextCurrent(window);
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glfwSetWindowFocusCallback(window, WindowFocusCallback);
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glfwSetWindowSizeCallback(window, WindowSizeCallback);
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return RenderBackend_Init(screen_width, screen_height);
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return TRUE;
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#ifndef USE_OPENGLES2
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}
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else
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@ -86,97 +94,15 @@ Backend_Surface* Backend_Init(const char *window_title, int screen_width, int sc
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PlatformBackend_ShowMessageBox("Fatal error (OpenGL rendering backend)", "Could not create window");
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}
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return NULL;
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return FALSE;
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}
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void Backend_Deinit(void)
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void WindowBackend_OpenGL_DestroyWindow(void)
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{
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RenderBackend_Deinit();
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glfwDestroyWindow(window);
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}
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void Backend_DrawScreen(void)
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void WindowBackend_OpenGL_Display(void)
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{
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RenderBackend_DrawScreen();
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glfwSwapBuffers(window);
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RenderBackend_ClearScreen();
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}
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Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
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{
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return RenderBackend_CreateSurface(width, height);
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}
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void Backend_FreeSurface(Backend_Surface *surface)
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{
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RenderBackend_FreeSurface(surface);
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}
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BOOL Backend_IsSurfaceLost(Backend_Surface *surface)
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{
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return RenderBackend_IsSurfaceLost(surface);
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}
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void Backend_RestoreSurface(Backend_Surface *surface)
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{
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RenderBackend_RestoreSurface(surface);
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}
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unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
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{
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return RenderBackend_LockSurface(surface, pitch, width, height);
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}
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void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
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{
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RenderBackend_UnlockSurface(surface, width, height);
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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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RenderBackend_Blit(source_surface, rect, destination_surface, x, y, colour_key);
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}
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void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
|
||||
{
|
||||
RenderBackend_ColourFill(surface, rect, red, green, blue);
|
||||
}
|
||||
|
||||
Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
|
||||
{
|
||||
return RenderBackend_LoadGlyph(pixels, width, height, pitch);
|
||||
}
|
||||
|
||||
void Backend_UnloadGlyph(Backend_Glyph *glyph)
|
||||
{
|
||||
RenderBackend_UnloadGlyph(glyph);
|
||||
}
|
||||
|
||||
void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
|
||||
{
|
||||
RenderBackend_PrepareToDrawGlyphs(destination_surface, colour_channels);
|
||||
}
|
||||
|
||||
void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
|
||||
{
|
||||
RenderBackend_DrawGlyph(glyph, x, y);
|
||||
}
|
||||
|
||||
void Backend_FlushGlyphs(void)
|
||||
{
|
||||
RenderBackend_FlushGlyphs();
|
||||
}
|
||||
|
||||
void Backend_HandleRenderTargetLoss(void)
|
||||
{
|
||||
RenderBackend_HandleRenderTargetLoss();
|
||||
}
|
||||
|
||||
void Backend_HandleWindowResize(void)
|
||||
{
|
||||
RenderBackend_HandleWindowResize();
|
||||
}
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
static SDL_Window *window;
|
||||
static SDL_GLContext context;
|
||||
|
||||
Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
|
||||
BOOL WindowBackend_OpenGL_CreateWindow(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
|
||||
{
|
||||
puts("Available SDL2 video drivers:");
|
||||
|
||||
|
@ -67,7 +67,7 @@ Backend_Surface* Backend_Init(const char *window_title, int screen_width, int sc
|
|||
if (GLAD_GL_VERSION_3_2)
|
||||
{
|
||||
#endif
|
||||
return RenderBackend_Init(screen_width, screen_height);
|
||||
return TRUE;
|
||||
#ifndef USE_OPENGLES2
|
||||
}
|
||||
else
|
||||
|
@ -100,98 +100,16 @@ Backend_Surface* Backend_Init(const char *window_title, int screen_width, int sc
|
|||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not create window", NULL);
|
||||
}
|
||||
|
||||
return NULL;
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
void Backend_Deinit(void)
|
||||
void WindowBackend_OpenGL_DestroyWindow(void)
|
||||
{
|
||||
RenderBackend_Deinit();
|
||||
|
||||
SDL_GL_DeleteContext(context);
|
||||
SDL_DestroyWindow(window);
|
||||
}
|
||||
|
||||
void Backend_DrawScreen(void)
|
||||
void WindowBackend_OpenGL_Display(void)
|
||||
{
|
||||
RenderBackend_DrawScreen();
|
||||
|
||||
SDL_GL_SwapWindow(window);
|
||||
|
||||
RenderBackend_ClearScreen();
|
||||
}
|
||||
|
||||
Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
|
||||
{
|
||||
return RenderBackend_CreateSurface(width, height);
|
||||
|
||||
}
|
||||
|
||||
void Backend_FreeSurface(Backend_Surface *surface)
|
||||
{
|
||||
RenderBackend_FreeSurface(surface);
|
||||
}
|
||||
|
||||
BOOL Backend_IsSurfaceLost(Backend_Surface *surface)
|
||||
{
|
||||
return RenderBackend_IsSurfaceLost(surface);
|
||||
}
|
||||
|
||||
void Backend_RestoreSurface(Backend_Surface *surface)
|
||||
{
|
||||
RenderBackend_RestoreSurface(surface);
|
||||
}
|
||||
|
||||
unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
|
||||
{
|
||||
return RenderBackend_LockSurface(surface, pitch, width, height);
|
||||
}
|
||||
|
||||
void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
|
||||
{
|
||||
RenderBackend_UnlockSurface(surface, width, height);
|
||||
}
|
||||
|
||||
void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
|
||||
{
|
||||
RenderBackend_Blit(source_surface, rect, destination_surface, x, y, colour_key);
|
||||
}
|
||||
|
||||
void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
|
||||
{
|
||||
RenderBackend_ColourFill(surface, rect, red, green, blue);
|
||||
}
|
||||
|
||||
Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
|
||||
{
|
||||
return RenderBackend_LoadGlyph(pixels, width, height, pitch);
|
||||
}
|
||||
|
||||
void Backend_UnloadGlyph(Backend_Glyph *glyph)
|
||||
{
|
||||
RenderBackend_UnloadGlyph(glyph);
|
||||
}
|
||||
|
||||
void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
|
||||
{
|
||||
RenderBackend_PrepareToDrawGlyphs(destination_surface, colour_channels);
|
||||
}
|
||||
|
||||
void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
|
||||
{
|
||||
RenderBackend_DrawGlyph(glyph, x, y);
|
||||
}
|
||||
|
||||
void Backend_FlushGlyphs(void)
|
||||
{
|
||||
RenderBackend_FlushGlyphs();
|
||||
}
|
||||
|
||||
void Backend_HandleRenderTargetLoss(void)
|
||||
{
|
||||
RenderBackend_HandleRenderTargetLoss();
|
||||
}
|
||||
|
||||
void Backend_HandleWindowResize(void)
|
||||
{
|
||||
RenderBackend_HandleWindowResize();
|
||||
}
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "WindowsWrapper.h"
|
||||
|
||||
#include "Backends/Platform.h"
|
||||
#include "Backends/Window.h"
|
||||
#include "Backends/Rendering.h"
|
||||
#include "Bitmap.h"
|
||||
#include "CommonDefines.h"
|
||||
#include "Ending.h"
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
|
||||
#include "Draw.h"
|
||||
#include "File.h"
|
||||
#include "Backends/Window.h"
|
||||
#include "Backends/Rendering.h"
|
||||
|
||||
// Cave Story wasn't intended to use font anti-aliasing. It's only because Microsoft enabled it
|
||||
// by default from Windows Vista onwards that the game started using it.
|
||||
|
|
16
src/Main.cpp
16
src/Main.cpp
|
@ -220,13 +220,23 @@ int main(int argc, char *argv[])
|
|||
if (conf.display_mode == 1)
|
||||
{
|
||||
if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 0))
|
||||
{
|
||||
//SDL_FreeCursor(cursor);
|
||||
//SDL_FreeSurface(cursor_surface);
|
||||
PlatformBackend_Deinit();
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 1))
|
||||
{
|
||||
//SDL_FreeCursor(cursor);
|
||||
//SDL_FreeSurface(cursor_surface);
|
||||
PlatformBackend_Deinit();
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
}
|
||||
#else
|
||||
// Doesn't handle StartDirectDraw failing
|
||||
if (conf.display_mode == 1)
|
||||
|
@ -246,7 +256,12 @@ int main(int argc, char *argv[])
|
|||
|
||||
#ifdef FIX_BUGS
|
||||
if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 2))
|
||||
{
|
||||
//SDL_FreeCursor(cursor);
|
||||
//SDL_FreeSurface(cursor_surface);
|
||||
PlatformBackend_Deinit();
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
#else
|
||||
// Doesn't handle StartDirectDraw failing
|
||||
StartDirectDraw(lpWindowName, windowWidth, windowHeight, 2);
|
||||
|
@ -292,6 +307,7 @@ int main(int argc, char *argv[])
|
|||
{
|
||||
//SDL_FreeCursor(cursor);
|
||||
//SDL_FreeSurface(cursor_surface);
|
||||
PlatformBackend_Deinit();
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue