Converted SDLTexture renderer

This commit is contained in:
Clownacy 2020-01-22 22:31:19 +00:00
parent 48b7a878ba
commit f6f3c26a3b

View file

@ -13,6 +13,7 @@
#include "../../Draw.h" #include "../../Draw.h"
#include "../../Ending.h" #include "../../Ending.h"
#include "../../MapName.h" #include "../../MapName.h"
#include "../../Resource.h"
#include "../../TextScr.h" #include "../../TextScr.h"
typedef struct Backend_Surface typedef struct Backend_Surface
@ -34,6 +35,7 @@ typedef struct Backend_Glyph
unsigned int height; unsigned int height;
} Backend_Glyph; } Backend_Glyph;
static SDL_Window *window;
static SDL_Renderer *renderer; static SDL_Renderer *renderer;
static Backend_Surface framebuffer; static Backend_Surface framebuffer;
@ -54,12 +56,7 @@ static void RectToSDLRect(const RECT *rect, SDL_Rect *sdl_rect)
sdl_rect->h = 0; sdl_rect->h = 0;
} }
SDL_Window* Backend_CreateWindow(const char *title, int width, int height) Backend_Surface* Backend_Init(const char *title, int width, int height, BOOL fullscreen)
{
return SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, 0);
}
Backend_Surface* Backend_Init(SDL_Window *window)
{ {
#ifndef NDEBUG #ifndef NDEBUG
puts("Available SDL2 render drivers:"); puts("Available SDL2 render drivers:");
@ -72,41 +69,62 @@ Backend_Surface* Backend_Init(SDL_Window *window)
} }
#endif #endif
#if SDL_VERSION_ATLEAST(2,0,10) window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, 0);
if (window != NULL)
{
#ifndef _WIN32 // On Windows, we use native icons instead (so we can give the taskbar and window separate icons, like the original EXE does)
size_t resource_size;
const unsigned char *resource_data = FindResource("ICON_MINI", "ICON", &resource_size);
SDL_RWops *rwops = SDL_RWFromConstMem(resource_data, resource_size);
SDL_Surface *icon_surface = SDL_LoadBMP_RW(rwops, 1);
SDL_SetWindowIcon(window, icon_surface);
SDL_FreeSurface(icon_surface);
#endif
if (fullscreen)
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
#if SDL_VERSION_ATLEAST(2,0,10)
SDL_SetHint(SDL_HINT_RENDER_BATCHING, "1"); // We never interfere with the renderer, so don't let SDL implicitly disable batching SDL_SetHint(SDL_HINT_RENDER_BATCHING, "1"); // We never interfere with the renderer, so don't let SDL implicitly disable batching
#endif #endif
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE); renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
if (renderer == NULL) if (renderer != NULL)
return NULL; {
#ifndef NDEBUG
#ifndef NDEBUG
SDL_RendererInfo info; SDL_RendererInfo info;
SDL_GetRendererInfo(renderer, &info); SDL_GetRendererInfo(renderer, &info);
printf("Selected SDL2 render driver: %s\n", info.name); printf("Selected SDL2 render driver: %s\n", info.name);
#endif #endif
int width, height; int width, height;
SDL_GetRendererOutputSize(renderer, &width, &height); SDL_GetRendererOutputSize(renderer, &width, &height);
framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height); framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
if (framebuffer.texture == NULL) if (framebuffer.texture != NULL)
{ {
SDL_DestroyRenderer(renderer);
return NULL;
}
framebuffer.width = width; framebuffer.width = width;
framebuffer.height = height; framebuffer.height = height;
return &framebuffer; return &framebuffer;
}
SDL_DestroyRenderer(renderer);
}
SDL_DestroyWindow(window);
}
return NULL;
} }
void Backend_Deinit(void) void Backend_Deinit(void)
{ {
SDL_DestroyTexture(framebuffer.texture); SDL_DestroyTexture(framebuffer.texture);
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
} }
void Backend_DrawScreen(void) void Backend_DrawScreen(void)