Converted SDLTexture renderer
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48b7a878ba
commit
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1 changed files with 49 additions and 31 deletions
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@ -13,6 +13,7 @@
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#include "../../Draw.h"
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#include "../../Ending.h"
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#include "../../MapName.h"
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#include "../../Resource.h"
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#include "../../TextScr.h"
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typedef struct Backend_Surface
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@ -34,6 +35,7 @@ typedef struct Backend_Glyph
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unsigned int height;
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} Backend_Glyph;
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static SDL_Window *window;
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static SDL_Renderer *renderer;
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static Backend_Surface framebuffer;
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@ -54,12 +56,7 @@ static void RectToSDLRect(const RECT *rect, SDL_Rect *sdl_rect)
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sdl_rect->h = 0;
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}
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SDL_Window* Backend_CreateWindow(const char *title, int width, int height)
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{
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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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Backend_Surface* Backend_Init(SDL_Window *window)
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Backend_Surface* Backend_Init(const char *title, int width, int height, BOOL fullscreen)
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{
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#ifndef NDEBUG
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puts("Available SDL2 render drivers:");
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@ -72,41 +69,62 @@ Backend_Surface* Backend_Init(SDL_Window *window)
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}
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#endif
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#if SDL_VERSION_ATLEAST(2,0,10)
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SDL_SetHint(SDL_HINT_RENDER_BATCHING, "1"); // We never interfere with the renderer, so don't let SDL implicitly disable batching
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#endif
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window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, 0);
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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if (renderer == NULL)
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return NULL;
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#ifndef NDEBUG
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SDL_RendererInfo info;
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SDL_GetRendererInfo(renderer, &info);
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printf("Selected SDL2 render driver: %s\n", info.name);
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#endif
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int width, height;
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SDL_GetRendererOutputSize(renderer, &width, &height);
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framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
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if (framebuffer.texture == NULL)
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if (window != NULL)
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{
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SDL_DestroyRenderer(renderer);
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return NULL;
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#ifndef _WIN32 // On Windows, we use native icons instead (so we can give the taskbar and window separate icons, like the original EXE does)
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size_t resource_size;
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const unsigned char *resource_data = FindResource("ICON_MINI", "ICON", &resource_size);
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SDL_RWops *rwops = SDL_RWFromConstMem(resource_data, resource_size);
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SDL_Surface *icon_surface = SDL_LoadBMP_RW(rwops, 1);
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SDL_SetWindowIcon(window, icon_surface);
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SDL_FreeSurface(icon_surface);
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#endif
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if (fullscreen)
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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
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#if SDL_VERSION_ATLEAST(2,0,10)
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SDL_SetHint(SDL_HINT_RENDER_BATCHING, "1"); // We never interfere with the renderer, so don't let SDL implicitly disable batching
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#endif
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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if (renderer != NULL)
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{
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#ifndef NDEBUG
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SDL_RendererInfo info;
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SDL_GetRendererInfo(renderer, &info);
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printf("Selected SDL2 render driver: %s\n", info.name);
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#endif
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int width, height;
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SDL_GetRendererOutputSize(renderer, &width, &height);
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framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
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if (framebuffer.texture != NULL)
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{
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framebuffer.width = width;
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framebuffer.height = height;
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return &framebuffer;
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}
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SDL_DestroyRenderer(renderer);
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}
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SDL_DestroyWindow(window);
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}
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framebuffer.width = width;
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framebuffer.height = height;
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return &framebuffer;
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return NULL;
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}
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void Backend_Deinit(void)
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{
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SDL_DestroyTexture(framebuffer.texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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}
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void Backend_DrawScreen(void)
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