2015-06-21 15:33:46 +00:00
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/*
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Simple DirectMedia Layer
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2017-01-02 02:33:28 +00:00
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Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
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2015-06-21 15:33:46 +00:00
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../SDL_internal.h"
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/* The SDL 2D rendering system */
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#include "SDL_assert.h"
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#include "SDL_hints.h"
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#include "SDL_log.h"
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#include "SDL_render.h"
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#include "SDL_sysrender.h"
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#include "software/SDL_render_sw_c.h"
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#define SDL_WINDOWRENDERDATA "_SDL_WindowRenderData"
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#define CHECK_RENDERER_MAGIC(renderer, retval) \
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if (!renderer || renderer->magic != &renderer_magic) { \
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SDL_SetError("Invalid renderer"); \
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return retval; \
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}
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#define CHECK_TEXTURE_MAGIC(texture, retval) \
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if (!texture || texture->magic != &texture_magic) { \
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SDL_SetError("Invalid texture"); \
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return retval; \
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}
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#if !SDL_RENDER_DISABLED
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static const SDL_RenderDriver *render_drivers[] = {
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#if SDL_VIDEO_RENDER_D3D
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&D3D_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_D3D11
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&D3D11_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL
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&GL_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL_ES2
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&GLES2_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL_ES
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&GLES_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_DIRECTFB
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&DirectFB_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_PSP
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&PSP_RenderDriver,
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#endif
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&SW_RenderDriver
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};
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#endif /* !SDL_RENDER_DISABLED */
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static char renderer_magic;
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static char texture_magic;
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static int UpdateLogicalSize(SDL_Renderer *renderer);
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int
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SDL_GetNumRenderDrivers(void)
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{
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#if !SDL_RENDER_DISABLED
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return SDL_arraysize(render_drivers);
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#else
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return 0;
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#endif
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}
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int
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SDL_GetRenderDriverInfo(int index, SDL_RendererInfo * info)
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{
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#if !SDL_RENDER_DISABLED
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if (index < 0 || index >= SDL_GetNumRenderDrivers()) {
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return SDL_SetError("index must be in the range of 0 - %d",
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SDL_GetNumRenderDrivers() - 1);
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}
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*info = render_drivers[index]->info;
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return 0;
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#else
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return SDL_SetError("SDL not built with rendering support");
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#endif
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}
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static int
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SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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{
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SDL_Renderer *renderer = (SDL_Renderer *)userdata;
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if (event->type == SDL_WINDOWEVENT) {
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SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
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if (window == renderer->window) {
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if (renderer->WindowEvent) {
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renderer->WindowEvent(renderer, &event->window);
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}
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if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
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/* Make sure we're operating on the default render target */
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SDL_Texture *saved_target = SDL_GetRenderTarget(renderer);
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if (saved_target) {
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SDL_SetRenderTarget(renderer, NULL);
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}
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if (renderer->logical_w) {
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UpdateLogicalSize(renderer);
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} else {
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/* Window was resized, reset viewport */
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int w, h;
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if (renderer->GetOutputSize) {
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renderer->GetOutputSize(renderer, &w, &h);
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} else {
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SDL_GetWindowSize(renderer->window, &w, &h);
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}
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if (renderer->target) {
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renderer->viewport_backup.x = 0;
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renderer->viewport_backup.y = 0;
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renderer->viewport_backup.w = w;
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renderer->viewport_backup.h = h;
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} else {
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renderer->viewport.x = 0;
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renderer->viewport.y = 0;
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renderer->viewport.w = w;
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renderer->viewport.h = h;
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renderer->UpdateViewport(renderer);
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}
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}
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if (saved_target) {
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SDL_SetRenderTarget(renderer, saved_target);
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}
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} else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) {
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renderer->hidden = SDL_TRUE;
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} else if (event->window.event == SDL_WINDOWEVENT_SHOWN) {
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if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
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renderer->hidden = SDL_FALSE;
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}
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} else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
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renderer->hidden = SDL_TRUE;
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2015-12-27 22:55:45 +00:00
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} else if (event->window.event == SDL_WINDOWEVENT_RESTORED ||
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event->window.event == SDL_WINDOWEVENT_MAXIMIZED) {
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2015-06-21 15:33:46 +00:00
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if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
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renderer->hidden = SDL_FALSE;
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}
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}
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}
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} else if (event->type == SDL_MOUSEMOTION) {
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SDL_Window *window = SDL_GetWindowFromID(event->motion.windowID);
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if (renderer->logical_w && window == renderer->window) {
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2017-08-02 20:38:46 +00:00
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event->motion.x -= (renderer->viewport.x * renderer->dpi_scale.x);
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event->motion.y -= (renderer->viewport.y * renderer->dpi_scale.y);
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event->motion.x = (int)(event->motion.x / (renderer->scale.x * renderer->dpi_scale.x));
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event->motion.y = (int)(event->motion.y / (renderer->scale.y * renderer->dpi_scale.y));
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2015-06-21 15:33:46 +00:00
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if (event->motion.xrel > 0) {
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2017-08-02 20:38:46 +00:00
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event->motion.xrel = SDL_max(1, (int)(event->motion.xrel / (renderer->scale.x * renderer->dpi_scale.x)));
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2015-06-21 15:33:46 +00:00
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} else if (event->motion.xrel < 0) {
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2017-08-02 20:38:46 +00:00
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event->motion.xrel = SDL_min(-1, (int)(event->motion.xrel / (renderer->scale.x * renderer->dpi_scale.x)));
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2015-06-21 15:33:46 +00:00
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}
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if (event->motion.yrel > 0) {
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2017-08-02 20:38:46 +00:00
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event->motion.yrel = SDL_max(1, (int)(event->motion.yrel / (renderer->scale.y * renderer->dpi_scale.y)));
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2015-06-21 15:33:46 +00:00
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} else if (event->motion.yrel < 0) {
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2017-08-02 20:38:46 +00:00
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event->motion.yrel = SDL_min(-1, (int)(event->motion.yrel / (renderer->scale.y * renderer->dpi_scale.y)));
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2015-06-21 15:33:46 +00:00
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}
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}
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} else if (event->type == SDL_MOUSEBUTTONDOWN ||
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event->type == SDL_MOUSEBUTTONUP) {
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SDL_Window *window = SDL_GetWindowFromID(event->button.windowID);
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if (renderer->logical_w && window == renderer->window) {
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2017-08-02 20:38:46 +00:00
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event->motion.x -= (renderer->viewport.x * renderer->dpi_scale.x);
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event->motion.y -= (renderer->viewport.y * renderer->dpi_scale.y);
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event->motion.x = (int)(event->motion.x / (renderer->scale.x * renderer->dpi_scale.x));
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event->motion.y = (int)(event->motion.y / (renderer->scale.y * renderer->dpi_scale.y));
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2015-06-21 15:33:46 +00:00
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}
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}
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return 0;
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}
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int
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SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags,
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SDL_Window **window, SDL_Renderer **renderer)
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{
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*window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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width, height, window_flags);
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if (!*window) {
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*renderer = NULL;
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return -1;
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}
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*renderer = SDL_CreateRenderer(*window, -1, 0);
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if (!*renderer) {
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return -1;
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}
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return 0;
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}
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SDL_Renderer *
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SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
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{
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#if !SDL_RENDER_DISABLED
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SDL_Renderer *renderer = NULL;
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int n = SDL_GetNumRenderDrivers();
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const char *hint;
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if (!window) {
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SDL_SetError("Invalid window");
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return NULL;
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}
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if (SDL_GetRenderer(window)) {
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SDL_SetError("Renderer already associated with window");
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return NULL;
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}
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2016-10-08 06:40:44 +00:00
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if (SDL_GetHint(SDL_HINT_RENDER_VSYNC)) {
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if (SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, SDL_TRUE)) {
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2015-06-21 15:33:46 +00:00
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flags |= SDL_RENDERER_PRESENTVSYNC;
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2016-10-08 06:40:44 +00:00
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} else {
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flags &= ~SDL_RENDERER_PRESENTVSYNC;
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2015-06-21 15:33:46 +00:00
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}
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}
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if (index < 0) {
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hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
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if (hint) {
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for (index = 0; index < n; ++index) {
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const SDL_RenderDriver *driver = render_drivers[index];
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if (SDL_strcasecmp(hint, driver->info.name) == 0) {
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/* Create a new renderer instance */
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renderer = driver->CreateRenderer(window, flags);
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break;
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}
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}
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}
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if (!renderer) {
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for (index = 0; index < n; ++index) {
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const SDL_RenderDriver *driver = render_drivers[index];
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if ((driver->info.flags & flags) == flags) {
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/* Create a new renderer instance */
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renderer = driver->CreateRenderer(window, flags);
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if (renderer) {
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/* Yay, we got one! */
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break;
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}
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}
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}
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}
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if (index == n) {
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SDL_SetError("Couldn't find matching render driver");
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return NULL;
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}
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} else {
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if (index >= SDL_GetNumRenderDrivers()) {
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SDL_SetError("index must be -1 or in the range of 0 - %d",
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SDL_GetNumRenderDrivers() - 1);
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return NULL;
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}
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/* Create a new renderer instance */
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renderer = render_drivers[index]->CreateRenderer(window, flags);
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}
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if (renderer) {
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renderer->magic = &renderer_magic;
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renderer->window = window;
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renderer->scale.x = 1.0f;
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renderer->scale.y = 1.0f;
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2017-08-02 20:38:46 +00:00
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renderer->dpi_scale.x = 1.0f;
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renderer->dpi_scale.y = 1.0f;
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if (window && renderer->GetOutputSize) {
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int window_w, window_h;
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int output_w, output_h;
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if (renderer->GetOutputSize(renderer, &output_w, &output_h) == 0) {
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SDL_GetWindowSize(renderer->window, &window_w, &window_h);
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renderer->dpi_scale.x = (float)window_w / output_w;
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renderer->dpi_scale.y = (float)window_h / output_h;
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}
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}
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2015-06-21 15:33:46 +00:00
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if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) {
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renderer->hidden = SDL_TRUE;
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} else {
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renderer->hidden = SDL_FALSE;
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}
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SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
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SDL_RenderSetViewport(renderer, NULL);
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SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
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SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
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"Created renderer: %s", renderer->info.name);
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}
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return renderer;
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#else
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SDL_SetError("SDL not built with rendering support");
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return NULL;
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#endif
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}
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SDL_Renderer *
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SDL_CreateSoftwareRenderer(SDL_Surface * surface)
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{
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#if !SDL_RENDER_DISABLED
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SDL_Renderer *renderer;
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renderer = SW_CreateRendererForSurface(surface);
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if (renderer) {
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renderer->magic = &renderer_magic;
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renderer->scale.x = 1.0f;
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renderer->scale.y = 1.0f;
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SDL_RenderSetViewport(renderer, NULL);
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}
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return renderer;
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#else
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SDL_SetError("SDL not built with rendering support");
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return NULL;
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#endif /* !SDL_RENDER_DISABLED */
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}
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|
|
SDL_Renderer *
|
|
|
|
SDL_GetRenderer(SDL_Window * window)
|
|
|
|
{
|
|
|
|
return (SDL_Renderer *)SDL_GetWindowData(window, SDL_WINDOWRENDERDATA);
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
*info = renderer->info;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_GetRendererOutputSize(SDL_Renderer * renderer, int *w, int *h)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
if (renderer->target) {
|
|
|
|
return SDL_QueryTexture(renderer->target, NULL, NULL, w, h);
|
|
|
|
} else if (renderer->GetOutputSize) {
|
|
|
|
return renderer->GetOutputSize(renderer, w, h);
|
|
|
|
} else if (renderer->window) {
|
|
|
|
SDL_GetWindowSize(renderer->window, w, h);
|
|
|
|
return 0;
|
|
|
|
} else {
|
|
|
|
SDL_assert(0 && "This should never happen");
|
|
|
|
return SDL_SetError("Renderer doesn't support querying output size");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static SDL_bool
|
|
|
|
IsSupportedFormat(SDL_Renderer * renderer, Uint32 format)
|
|
|
|
{
|
|
|
|
Uint32 i;
|
|
|
|
|
|
|
|
for (i = 0; i < renderer->info.num_texture_formats; ++i) {
|
|
|
|
if (renderer->info.texture_formats[i] == format) {
|
|
|
|
return SDL_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return SDL_FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static Uint32
|
|
|
|
GetClosestSupportedFormat(SDL_Renderer * renderer, Uint32 format)
|
|
|
|
{
|
|
|
|
Uint32 i;
|
|
|
|
|
|
|
|
if (SDL_ISPIXELFORMAT_FOURCC(format)) {
|
|
|
|
/* Look for an exact match */
|
|
|
|
for (i = 0; i < renderer->info.num_texture_formats; ++i) {
|
|
|
|
if (renderer->info.texture_formats[i] == format) {
|
|
|
|
return renderer->info.texture_formats[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format);
|
|
|
|
|
|
|
|
/* We just want to match the first format that has the same channels */
|
|
|
|
for (i = 0; i < renderer->info.num_texture_formats; ++i) {
|
|
|
|
if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
|
|
|
|
SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
|
|
|
|
return renderer->info.texture_formats[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return renderer->info.texture_formats[0];
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_Texture *
|
|
|
|
SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int h)
|
|
|
|
{
|
|
|
|
SDL_Texture *texture;
|
|
|
|
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, NULL);
|
|
|
|
|
|
|
|
if (!format) {
|
|
|
|
format = renderer->info.texture_formats[0];
|
|
|
|
}
|
|
|
|
if (SDL_BYTESPERPIXEL(format) == 0) {
|
|
|
|
SDL_SetError("Invalid texture format");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
if (SDL_ISPIXELFORMAT_INDEXED(format)) {
|
|
|
|
SDL_SetError("Palettized textures are not supported");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
if (w <= 0 || h <= 0) {
|
|
|
|
SDL_SetError("Texture dimensions can't be 0");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
if ((renderer->info.max_texture_width && w > renderer->info.max_texture_width) ||
|
|
|
|
(renderer->info.max_texture_height && h > renderer->info.max_texture_height)) {
|
|
|
|
SDL_SetError("Texture dimensions are limited to %dx%d", renderer->info.max_texture_width, renderer->info.max_texture_height);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
|
|
|
|
if (!texture) {
|
|
|
|
SDL_OutOfMemory();
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
texture->magic = &texture_magic;
|
|
|
|
texture->format = format;
|
|
|
|
texture->access = access;
|
|
|
|
texture->w = w;
|
|
|
|
texture->h = h;
|
|
|
|
texture->r = 255;
|
|
|
|
texture->g = 255;
|
|
|
|
texture->b = 255;
|
|
|
|
texture->a = 255;
|
|
|
|
texture->renderer = renderer;
|
|
|
|
texture->next = renderer->textures;
|
|
|
|
if (renderer->textures) {
|
|
|
|
renderer->textures->prev = texture;
|
|
|
|
}
|
|
|
|
renderer->textures = texture;
|
|
|
|
|
|
|
|
if (IsSupportedFormat(renderer, format)) {
|
|
|
|
if (renderer->CreateTexture(renderer, texture) < 0) {
|
|
|
|
SDL_DestroyTexture(texture);
|
2015-08-21 21:50:37 +00:00
|
|
|
return NULL;
|
2015-06-21 15:33:46 +00:00
|
|
|
}
|
|
|
|
} else {
|
|
|
|
texture->native = SDL_CreateTexture(renderer,
|
|
|
|
GetClosestSupportedFormat(renderer, format),
|
|
|
|
access, w, h);
|
|
|
|
if (!texture->native) {
|
|
|
|
SDL_DestroyTexture(texture);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Swap textures to have texture before texture->native in the list */
|
|
|
|
texture->native->next = texture->next;
|
|
|
|
if (texture->native->next) {
|
|
|
|
texture->native->next->prev = texture->native;
|
|
|
|
}
|
|
|
|
texture->prev = texture->native->prev;
|
|
|
|
if (texture->prev) {
|
|
|
|
texture->prev->next = texture;
|
|
|
|
}
|
|
|
|
texture->native->prev = texture;
|
|
|
|
texture->next = texture->native;
|
|
|
|
renderer->textures = texture;
|
|
|
|
|
|
|
|
if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
|
|
|
|
texture->yuv = SDL_SW_CreateYUVTexture(format, w, h);
|
|
|
|
if (!texture->yuv) {
|
|
|
|
SDL_DestroyTexture(texture);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
} else if (access == SDL_TEXTUREACCESS_STREAMING) {
|
|
|
|
/* The pitch is 4 byte aligned */
|
|
|
|
texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3);
|
|
|
|
texture->pixels = SDL_calloc(1, texture->pitch * h);
|
|
|
|
if (!texture->pixels) {
|
|
|
|
SDL_DestroyTexture(texture);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_Texture *
|
|
|
|
SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
|
|
|
|
{
|
|
|
|
const SDL_PixelFormat *fmt;
|
|
|
|
SDL_bool needAlpha;
|
|
|
|
Uint32 i;
|
|
|
|
Uint32 format;
|
|
|
|
SDL_Texture *texture;
|
|
|
|
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, NULL);
|
|
|
|
|
|
|
|
if (!surface) {
|
|
|
|
SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* See what the best texture format is */
|
|
|
|
fmt = surface->format;
|
|
|
|
if (fmt->Amask || SDL_GetColorKey(surface, NULL) == 0) {
|
|
|
|
needAlpha = SDL_TRUE;
|
|
|
|
} else {
|
|
|
|
needAlpha = SDL_FALSE;
|
|
|
|
}
|
|
|
|
format = renderer->info.texture_formats[0];
|
|
|
|
for (i = 0; i < renderer->info.num_texture_formats; ++i) {
|
|
|
|
if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
|
|
|
|
SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
|
|
|
|
format = renderer->info.texture_formats[i];
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
|
|
|
|
surface->w, surface->h);
|
|
|
|
if (!texture) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (format == surface->format->format) {
|
|
|
|
if (SDL_MUSTLOCK(surface)) {
|
|
|
|
SDL_LockSurface(surface);
|
|
|
|
SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
|
|
|
|
SDL_UnlockSurface(surface);
|
|
|
|
} else {
|
|
|
|
SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
SDL_PixelFormat *dst_fmt;
|
|
|
|
SDL_Surface *temp = NULL;
|
|
|
|
|
|
|
|
/* Set up a destination surface for the texture update */
|
|
|
|
dst_fmt = SDL_AllocFormat(format);
|
|
|
|
if (!dst_fmt) {
|
|
|
|
SDL_DestroyTexture(texture);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
temp = SDL_ConvertSurface(surface, dst_fmt, 0);
|
|
|
|
SDL_FreeFormat(dst_fmt);
|
|
|
|
if (temp) {
|
|
|
|
SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
|
|
|
|
SDL_FreeSurface(temp);
|
|
|
|
} else {
|
|
|
|
SDL_DestroyTexture(texture);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
Uint8 r, g, b, a;
|
|
|
|
SDL_BlendMode blendMode;
|
|
|
|
|
|
|
|
SDL_GetSurfaceColorMod(surface, &r, &g, &b);
|
|
|
|
SDL_SetTextureColorMod(texture, r, g, b);
|
|
|
|
|
|
|
|
SDL_GetSurfaceAlphaMod(surface, &a);
|
|
|
|
SDL_SetTextureAlphaMod(texture, a);
|
|
|
|
|
|
|
|
if (SDL_GetColorKey(surface, NULL) == 0) {
|
|
|
|
/* We converted to a texture with alpha format */
|
|
|
|
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
|
|
|
|
} else {
|
|
|
|
SDL_GetSurfaceBlendMode(surface, &blendMode);
|
|
|
|
SDL_SetTextureBlendMode(texture, blendMode);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_QueryTexture(SDL_Texture * texture, Uint32 * format, int *access,
|
|
|
|
int *w, int *h)
|
|
|
|
{
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, -1);
|
|
|
|
|
|
|
|
if (format) {
|
|
|
|
*format = texture->format;
|
|
|
|
}
|
|
|
|
if (access) {
|
|
|
|
*access = texture->access;
|
|
|
|
}
|
|
|
|
if (w) {
|
|
|
|
*w = texture->w;
|
|
|
|
}
|
|
|
|
if (h) {
|
|
|
|
*h = texture->h;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b)
|
|
|
|
{
|
|
|
|
SDL_Renderer *renderer;
|
|
|
|
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, -1);
|
|
|
|
|
|
|
|
renderer = texture->renderer;
|
|
|
|
if (r < 255 || g < 255 || b < 255) {
|
|
|
|
texture->modMode |= SDL_TEXTUREMODULATE_COLOR;
|
|
|
|
} else {
|
|
|
|
texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
|
|
|
|
}
|
|
|
|
texture->r = r;
|
|
|
|
texture->g = g;
|
|
|
|
texture->b = b;
|
|
|
|
if (texture->native) {
|
|
|
|
return SDL_SetTextureColorMod(texture->native, r, g, b);
|
|
|
|
} else if (renderer->SetTextureColorMod) {
|
|
|
|
return renderer->SetTextureColorMod(renderer, texture);
|
|
|
|
} else {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g,
|
|
|
|
Uint8 * b)
|
|
|
|
{
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, -1);
|
|
|
|
|
|
|
|
if (r) {
|
|
|
|
*r = texture->r;
|
|
|
|
}
|
|
|
|
if (g) {
|
|
|
|
*g = texture->g;
|
|
|
|
}
|
|
|
|
if (b) {
|
|
|
|
*b = texture->b;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha)
|
|
|
|
{
|
|
|
|
SDL_Renderer *renderer;
|
|
|
|
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, -1);
|
|
|
|
|
|
|
|
renderer = texture->renderer;
|
|
|
|
if (alpha < 255) {
|
|
|
|
texture->modMode |= SDL_TEXTUREMODULATE_ALPHA;
|
|
|
|
} else {
|
|
|
|
texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
|
|
|
|
}
|
|
|
|
texture->a = alpha;
|
|
|
|
if (texture->native) {
|
|
|
|
return SDL_SetTextureAlphaMod(texture->native, alpha);
|
|
|
|
} else if (renderer->SetTextureAlphaMod) {
|
|
|
|
return renderer->SetTextureAlphaMod(renderer, texture);
|
|
|
|
} else {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha)
|
|
|
|
{
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, -1);
|
|
|
|
|
|
|
|
if (alpha) {
|
|
|
|
*alpha = texture->a;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode)
|
|
|
|
{
|
|
|
|
SDL_Renderer *renderer;
|
|
|
|
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, -1);
|
|
|
|
|
|
|
|
renderer = texture->renderer;
|
|
|
|
texture->blendMode = blendMode;
|
|
|
|
if (texture->native) {
|
|
|
|
return SDL_SetTextureBlendMode(texture->native, blendMode);
|
|
|
|
} else if (renderer->SetTextureBlendMode) {
|
|
|
|
return renderer->SetTextureBlendMode(renderer, texture);
|
|
|
|
} else {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode)
|
|
|
|
{
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, -1);
|
|
|
|
|
|
|
|
if (blendMode) {
|
|
|
|
*blendMode = texture->blendMode;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
|
|
|
|
const void *pixels, int pitch)
|
|
|
|
{
|
|
|
|
SDL_Texture *native = texture->native;
|
|
|
|
SDL_Rect full_rect;
|
|
|
|
|
|
|
|
if (SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
full_rect.x = 0;
|
|
|
|
full_rect.y = 0;
|
|
|
|
full_rect.w = texture->w;
|
|
|
|
full_rect.h = texture->h;
|
|
|
|
rect = &full_rect;
|
|
|
|
|
|
|
|
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
|
|
|
|
/* We can lock the texture and copy to it */
|
2016-11-25 02:41:09 +00:00
|
|
|
void *native_pixels = NULL;
|
|
|
|
int native_pitch = 0;
|
2015-06-21 15:33:46 +00:00
|
|
|
|
|
|
|
if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
|
|
|
|
rect->w, rect->h, native_pixels, native_pitch);
|
|
|
|
SDL_UnlockTexture(native);
|
|
|
|
} else {
|
|
|
|
/* Use a temporary buffer for updating */
|
2016-11-25 02:41:09 +00:00
|
|
|
const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
|
|
|
|
const size_t alloclen = rect->h * temp_pitch;
|
|
|
|
if (alloclen > 0) {
|
|
|
|
void *temp_pixels = SDL_malloc(alloclen);
|
|
|
|
if (!temp_pixels) {
|
|
|
|
return SDL_OutOfMemory();
|
|
|
|
}
|
|
|
|
SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
|
|
|
|
rect->w, rect->h, temp_pixels, temp_pitch);
|
|
|
|
SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
|
|
|
|
SDL_free(temp_pixels);
|
2015-06-21 15:33:46 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
SDL_UpdateTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
|
|
|
|
const void *pixels, int pitch)
|
|
|
|
{
|
|
|
|
SDL_Texture *native = texture->native;
|
|
|
|
|
2016-11-25 02:41:09 +00:00
|
|
|
if (!rect->w || !rect->h) {
|
|
|
|
return 0; /* nothing to do. */
|
|
|
|
}
|
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
|
|
|
|
/* We can lock the texture and copy to it */
|
2016-11-25 02:41:09 +00:00
|
|
|
void *native_pixels = NULL;
|
|
|
|
int native_pitch = 0;
|
2015-06-21 15:33:46 +00:00
|
|
|
|
|
|
|
if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
SDL_ConvertPixels(rect->w, rect->h,
|
|
|
|
texture->format, pixels, pitch,
|
|
|
|
native->format, native_pixels, native_pitch);
|
|
|
|
SDL_UnlockTexture(native);
|
|
|
|
} else {
|
|
|
|
/* Use a temporary buffer for updating */
|
2016-11-25 02:41:09 +00:00
|
|
|
const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
|
|
|
|
const size_t alloclen = rect->h * temp_pitch;
|
|
|
|
if (alloclen > 0) {
|
|
|
|
void *temp_pixels = SDL_malloc(alloclen);
|
|
|
|
if (!temp_pixels) {
|
|
|
|
return SDL_OutOfMemory();
|
|
|
|
}
|
|
|
|
SDL_ConvertPixels(rect->w, rect->h,
|
|
|
|
texture->format, pixels, pitch,
|
|
|
|
native->format, temp_pixels, temp_pitch);
|
|
|
|
SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
|
|
|
|
SDL_free(temp_pixels);
|
2015-06-21 15:33:46 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect,
|
|
|
|
const void *pixels, int pitch)
|
|
|
|
{
|
|
|
|
SDL_Renderer *renderer;
|
|
|
|
SDL_Rect full_rect;
|
|
|
|
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, -1);
|
|
|
|
|
|
|
|
if (!pixels) {
|
|
|
|
return SDL_InvalidParamError("pixels");
|
|
|
|
}
|
|
|
|
if (!pitch) {
|
|
|
|
return SDL_InvalidParamError("pitch");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!rect) {
|
|
|
|
full_rect.x = 0;
|
|
|
|
full_rect.y = 0;
|
|
|
|
full_rect.w = texture->w;
|
|
|
|
full_rect.h = texture->h;
|
|
|
|
rect = &full_rect;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((rect->w == 0) || (rect->h == 0)) {
|
|
|
|
return 0; /* nothing to do. */
|
|
|
|
} else if (texture->yuv) {
|
|
|
|
return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
|
|
|
|
} else if (texture->native) {
|
|
|
|
return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
|
|
|
|
} else {
|
|
|
|
renderer = texture->renderer;
|
|
|
|
return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
SDL_UpdateTextureYUVPlanar(SDL_Texture * texture, const SDL_Rect * rect,
|
|
|
|
const Uint8 *Yplane, int Ypitch,
|
|
|
|
const Uint8 *Uplane, int Upitch,
|
|
|
|
const Uint8 *Vplane, int Vpitch)
|
|
|
|
{
|
|
|
|
SDL_Texture *native = texture->native;
|
|
|
|
SDL_Rect full_rect;
|
|
|
|
|
|
|
|
if (SDL_SW_UpdateYUVTexturePlanar(texture->yuv, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
full_rect.x = 0;
|
|
|
|
full_rect.y = 0;
|
|
|
|
full_rect.w = texture->w;
|
|
|
|
full_rect.h = texture->h;
|
|
|
|
rect = &full_rect;
|
|
|
|
|
2016-11-25 02:41:09 +00:00
|
|
|
if (!rect->w || !rect->h) {
|
|
|
|
return 0; /* nothing to do. */
|
|
|
|
}
|
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
|
|
|
|
/* We can lock the texture and copy to it */
|
2016-11-25 02:41:09 +00:00
|
|
|
void *native_pixels = NULL;
|
|
|
|
int native_pitch = 0;
|
2015-06-21 15:33:46 +00:00
|
|
|
|
|
|
|
if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
|
|
|
|
rect->w, rect->h, native_pixels, native_pitch);
|
|
|
|
SDL_UnlockTexture(native);
|
|
|
|
} else {
|
|
|
|
/* Use a temporary buffer for updating */
|
2016-11-25 02:41:09 +00:00
|
|
|
const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
|
|
|
|
const size_t alloclen = rect->h * temp_pitch;
|
|
|
|
if (alloclen > 0) {
|
|
|
|
void *temp_pixels = SDL_malloc(alloclen);
|
|
|
|
if (!temp_pixels) {
|
|
|
|
return SDL_OutOfMemory();
|
|
|
|
}
|
|
|
|
SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
|
|
|
|
rect->w, rect->h, temp_pixels, temp_pitch);
|
|
|
|
SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
|
|
|
|
SDL_free(temp_pixels);
|
2015-06-21 15:33:46 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int SDL_UpdateYUVTexture(SDL_Texture * texture, const SDL_Rect * rect,
|
|
|
|
const Uint8 *Yplane, int Ypitch,
|
|
|
|
const Uint8 *Uplane, int Upitch,
|
|
|
|
const Uint8 *Vplane, int Vpitch)
|
|
|
|
{
|
|
|
|
SDL_Renderer *renderer;
|
|
|
|
SDL_Rect full_rect;
|
|
|
|
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, -1);
|
|
|
|
|
|
|
|
if (!Yplane) {
|
|
|
|
return SDL_InvalidParamError("Yplane");
|
|
|
|
}
|
|
|
|
if (!Ypitch) {
|
|
|
|
return SDL_InvalidParamError("Ypitch");
|
|
|
|
}
|
|
|
|
if (!Uplane) {
|
|
|
|
return SDL_InvalidParamError("Uplane");
|
|
|
|
}
|
|
|
|
if (!Upitch) {
|
|
|
|
return SDL_InvalidParamError("Upitch");
|
|
|
|
}
|
|
|
|
if (!Vplane) {
|
|
|
|
return SDL_InvalidParamError("Vplane");
|
|
|
|
}
|
|
|
|
if (!Vpitch) {
|
|
|
|
return SDL_InvalidParamError("Vpitch");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (texture->format != SDL_PIXELFORMAT_YV12 &&
|
|
|
|
texture->format != SDL_PIXELFORMAT_IYUV) {
|
|
|
|
return SDL_SetError("Texture format must by YV12 or IYUV");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!rect) {
|
|
|
|
full_rect.x = 0;
|
|
|
|
full_rect.y = 0;
|
|
|
|
full_rect.w = texture->w;
|
|
|
|
full_rect.h = texture->h;
|
|
|
|
rect = &full_rect;
|
|
|
|
}
|
|
|
|
|
2016-11-25 02:41:09 +00:00
|
|
|
if (!rect->w || !rect->h) {
|
|
|
|
return 0; /* nothing to do. */
|
|
|
|
}
|
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
if (texture->yuv) {
|
|
|
|
return SDL_UpdateTextureYUVPlanar(texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
|
|
|
|
} else {
|
|
|
|
SDL_assert(!texture->native);
|
|
|
|
renderer = texture->renderer;
|
|
|
|
SDL_assert(renderer->UpdateTextureYUV);
|
|
|
|
if (renderer->UpdateTextureYUV) {
|
|
|
|
return renderer->UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
|
|
|
|
} else {
|
|
|
|
return SDL_Unsupported();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
|
|
|
|
void **pixels, int *pitch)
|
|
|
|
{
|
|
|
|
return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
SDL_LockTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
|
|
|
|
void **pixels, int *pitch)
|
|
|
|
{
|
|
|
|
texture->locked_rect = *rect;
|
|
|
|
*pixels = (void *) ((Uint8 *) texture->pixels +
|
|
|
|
rect->y * texture->pitch +
|
|
|
|
rect->x * SDL_BYTESPERPIXEL(texture->format));
|
|
|
|
*pitch = texture->pitch;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
|
|
|
|
void **pixels, int *pitch)
|
|
|
|
{
|
|
|
|
SDL_Renderer *renderer;
|
|
|
|
SDL_Rect full_rect;
|
|
|
|
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, -1);
|
|
|
|
|
|
|
|
if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
|
|
|
|
return SDL_SetError("SDL_LockTexture(): texture must be streaming");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!rect) {
|
|
|
|
full_rect.x = 0;
|
|
|
|
full_rect.y = 0;
|
|
|
|
full_rect.w = texture->w;
|
|
|
|
full_rect.h = texture->h;
|
|
|
|
rect = &full_rect;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (texture->yuv) {
|
|
|
|
return SDL_LockTextureYUV(texture, rect, pixels, pitch);
|
|
|
|
} else if (texture->native) {
|
|
|
|
return SDL_LockTextureNative(texture, rect, pixels, pitch);
|
|
|
|
} else {
|
|
|
|
renderer = texture->renderer;
|
|
|
|
return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
SDL_UnlockTextureYUV(SDL_Texture * texture)
|
|
|
|
{
|
|
|
|
SDL_Texture *native = texture->native;
|
|
|
|
void *native_pixels = NULL;
|
|
|
|
int native_pitch = 0;
|
|
|
|
SDL_Rect rect;
|
|
|
|
|
|
|
|
rect.x = 0;
|
|
|
|
rect.y = 0;
|
|
|
|
rect.w = texture->w;
|
|
|
|
rect.h = texture->h;
|
|
|
|
|
|
|
|
if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format,
|
|
|
|
rect.w, rect.h, native_pixels, native_pitch);
|
|
|
|
SDL_UnlockTexture(native);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
SDL_UnlockTextureNative(SDL_Texture * texture)
|
|
|
|
{
|
|
|
|
SDL_Texture *native = texture->native;
|
|
|
|
void *native_pixels = NULL;
|
|
|
|
int native_pitch = 0;
|
|
|
|
const SDL_Rect *rect = &texture->locked_rect;
|
|
|
|
const void* pixels = (void *) ((Uint8 *) texture->pixels +
|
|
|
|
rect->y * texture->pitch +
|
|
|
|
rect->x * SDL_BYTESPERPIXEL(texture->format));
|
|
|
|
int pitch = texture->pitch;
|
|
|
|
|
|
|
|
if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
SDL_ConvertPixels(rect->w, rect->h,
|
|
|
|
texture->format, pixels, pitch,
|
|
|
|
native->format, native_pixels, native_pitch);
|
|
|
|
SDL_UnlockTexture(native);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
SDL_UnlockTexture(SDL_Texture * texture)
|
|
|
|
{
|
|
|
|
SDL_Renderer *renderer;
|
|
|
|
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, );
|
|
|
|
|
|
|
|
if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (texture->yuv) {
|
|
|
|
SDL_UnlockTextureYUV(texture);
|
|
|
|
} else if (texture->native) {
|
|
|
|
SDL_UnlockTextureNative(texture);
|
|
|
|
} else {
|
|
|
|
renderer = texture->renderer;
|
|
|
|
renderer->UnlockTexture(renderer, texture);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_bool
|
|
|
|
SDL_RenderTargetSupported(SDL_Renderer *renderer)
|
|
|
|
{
|
|
|
|
if (!renderer || !renderer->SetRenderTarget) {
|
|
|
|
return SDL_FALSE;
|
|
|
|
}
|
|
|
|
return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
|
|
|
|
{
|
|
|
|
if (!SDL_RenderTargetSupported(renderer)) {
|
|
|
|
return SDL_Unsupported();
|
|
|
|
}
|
|
|
|
if (texture == renderer->target) {
|
|
|
|
/* Nothing to do! */
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* texture == NULL is valid and means reset the target to the window */
|
|
|
|
if (texture) {
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, -1);
|
|
|
|
if (renderer != texture->renderer) {
|
|
|
|
return SDL_SetError("Texture was not created with this renderer");
|
|
|
|
}
|
|
|
|
if (texture->access != SDL_TEXTUREACCESS_TARGET) {
|
|
|
|
return SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET");
|
|
|
|
}
|
|
|
|
if (texture->native) {
|
|
|
|
/* Always render to the native texture */
|
|
|
|
texture = texture->native;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (texture && !renderer->target) {
|
|
|
|
/* Make a backup of the viewport */
|
|
|
|
renderer->viewport_backup = renderer->viewport;
|
|
|
|
renderer->clip_rect_backup = renderer->clip_rect;
|
|
|
|
renderer->clipping_enabled_backup = renderer->clipping_enabled;
|
|
|
|
renderer->scale_backup = renderer->scale;
|
|
|
|
renderer->logical_w_backup = renderer->logical_w;
|
|
|
|
renderer->logical_h_backup = renderer->logical_h;
|
|
|
|
}
|
|
|
|
renderer->target = texture;
|
|
|
|
|
|
|
|
if (renderer->SetRenderTarget(renderer, texture) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (texture) {
|
|
|
|
renderer->viewport.x = 0;
|
|
|
|
renderer->viewport.y = 0;
|
|
|
|
renderer->viewport.w = texture->w;
|
|
|
|
renderer->viewport.h = texture->h;
|
2016-10-01 20:29:30 +00:00
|
|
|
SDL_zero(renderer->clip_rect);
|
|
|
|
renderer->clipping_enabled = SDL_FALSE;
|
2015-06-21 15:33:46 +00:00
|
|
|
renderer->scale.x = 1.0f;
|
|
|
|
renderer->scale.y = 1.0f;
|
|
|
|
renderer->logical_w = texture->w;
|
|
|
|
renderer->logical_h = texture->h;
|
|
|
|
} else {
|
|
|
|
renderer->viewport = renderer->viewport_backup;
|
|
|
|
renderer->clip_rect = renderer->clip_rect_backup;
|
|
|
|
renderer->clipping_enabled = renderer->clipping_enabled_backup;
|
|
|
|
renderer->scale = renderer->scale_backup;
|
|
|
|
renderer->logical_w = renderer->logical_w_backup;
|
|
|
|
renderer->logical_h = renderer->logical_h_backup;
|
|
|
|
}
|
|
|
|
if (renderer->UpdateViewport(renderer) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
if (renderer->UpdateClipRect(renderer) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* All set! */
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_Texture *
|
|
|
|
SDL_GetRenderTarget(SDL_Renderer *renderer)
|
|
|
|
{
|
|
|
|
return renderer->target;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
UpdateLogicalSize(SDL_Renderer *renderer)
|
|
|
|
{
|
|
|
|
int w = 1, h = 1;
|
|
|
|
float want_aspect;
|
|
|
|
float real_aspect;
|
|
|
|
float scale;
|
|
|
|
SDL_Rect viewport;
|
Adds support to control the scaling policy/mode of SDL_RenderSetLogicalSize for both letterbox (current behavior) and a new overscan mode (expand to fill the entire screen, even if some parts draw off the screen).
The expected use case is for games that are designed with multiple aspect ratios already in mind and leave optional margins on the edges of the game which won't hurt if they are cut off.
An example use case is a game is designed for wide-screen/16:9, but then wants to deploy on an iPad which is 4:3. Normally, SDL will letterbox, which will shrink things and result in wasted space. But the designer already thought about 4:3 and designed the edges of the game so they could be cut off without any functional loss. So rather than wasting space with letterboxing, "overscan" mode will zoom the rendering to fill up the entire screen. Parts on the edges will be drawn offscreen, but since the game was already designed with this in mind, it is fine. The end result is the iPad (4:3) experience is much better since it feels like a game designed for that screen aspect ratio.
This patch introduces a new SDL_hint: SDL_HINT_RENDER_LOGICAL_SIZE_MODE.
Valid values are "letterbox" or "0" for letterboxing and "overscan" or "1" for overscan.
The default mode is letterbox to preserve existing behavior.
// Example usage:
SDL_SetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE, "overscan");
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
2014-12-03 12:41:26 +00:00
|
|
|
/* 0 is for letterbox, 1 is for overscan */
|
|
|
|
int scale_policy = 0;
|
|
|
|
const char *hint = SDL_GetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE);
|
2015-06-21 15:33:46 +00:00
|
|
|
|
2016-10-14 07:51:57 +00:00
|
|
|
if (!renderer->logical_w || !renderer->logical_h) {
|
|
|
|
return 0;
|
|
|
|
}
|
2015-06-21 15:33:46 +00:00
|
|
|
if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
Adds support to control the scaling policy/mode of SDL_RenderSetLogicalSize for both letterbox (current behavior) and a new overscan mode (expand to fill the entire screen, even if some parts draw off the screen).
The expected use case is for games that are designed with multiple aspect ratios already in mind and leave optional margins on the edges of the game which won't hurt if they are cut off.
An example use case is a game is designed for wide-screen/16:9, but then wants to deploy on an iPad which is 4:3. Normally, SDL will letterbox, which will shrink things and result in wasted space. But the designer already thought about 4:3 and designed the edges of the game so they could be cut off without any functional loss. So rather than wasting space with letterboxing, "overscan" mode will zoom the rendering to fill up the entire screen. Parts on the edges will be drawn offscreen, but since the game was already designed with this in mind, it is fine. The end result is the iPad (4:3) experience is much better since it feels like a game designed for that screen aspect ratio.
This patch introduces a new SDL_hint: SDL_HINT_RENDER_LOGICAL_SIZE_MODE.
Valid values are "letterbox" or "0" for letterboxing and "overscan" or "1" for overscan.
The default mode is letterbox to preserve existing behavior.
// Example usage:
SDL_SetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE, "overscan");
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
2014-12-03 12:41:26 +00:00
|
|
|
if (!hint) {
|
|
|
|
scale_policy = 0;
|
|
|
|
} else if ( *hint == '1' || SDL_strcasecmp(hint, "overscan") == 0) {
|
2016-04-05 02:25:24 +00:00
|
|
|
/* Unfortunately, Direct3D 9 does't support negative viewport numbers
|
|
|
|
which the main overscan implementation relies on.
|
|
|
|
D3D11 does support negative values and uses a different id string
|
|
|
|
so overscan will work for D3D11.
|
|
|
|
*/
|
|
|
|
if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {
|
|
|
|
scale_policy = 0;
|
|
|
|
} else {
|
|
|
|
scale_policy = 1;
|
|
|
|
}
|
Adds support to control the scaling policy/mode of SDL_RenderSetLogicalSize for both letterbox (current behavior) and a new overscan mode (expand to fill the entire screen, even if some parts draw off the screen).
The expected use case is for games that are designed with multiple aspect ratios already in mind and leave optional margins on the edges of the game which won't hurt if they are cut off.
An example use case is a game is designed for wide-screen/16:9, but then wants to deploy on an iPad which is 4:3. Normally, SDL will letterbox, which will shrink things and result in wasted space. But the designer already thought about 4:3 and designed the edges of the game so they could be cut off without any functional loss. So rather than wasting space with letterboxing, "overscan" mode will zoom the rendering to fill up the entire screen. Parts on the edges will be drawn offscreen, but since the game was already designed with this in mind, it is fine. The end result is the iPad (4:3) experience is much better since it feels like a game designed for that screen aspect ratio.
This patch introduces a new SDL_hint: SDL_HINT_RENDER_LOGICAL_SIZE_MODE.
Valid values are "letterbox" or "0" for letterboxing and "overscan" or "1" for overscan.
The default mode is letterbox to preserve existing behavior.
// Example usage:
SDL_SetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE, "overscan");
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
2014-12-03 12:41:26 +00:00
|
|
|
} else {
|
|
|
|
scale_policy = 0;
|
|
|
|
}
|
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
want_aspect = (float)renderer->logical_w / renderer->logical_h;
|
|
|
|
real_aspect = (float)w / h;
|
|
|
|
|
|
|
|
/* Clear the scale because we're setting viewport in output coordinates */
|
|
|
|
SDL_RenderSetScale(renderer, 1.0f, 1.0f);
|
|
|
|
|
2016-01-05 21:39:18 +00:00
|
|
|
if (renderer->integer_scale) {
|
|
|
|
if (want_aspect > real_aspect) {
|
2016-01-16 20:25:10 +00:00
|
|
|
scale = (float)(w / renderer->logical_w);
|
2016-01-05 21:39:18 +00:00
|
|
|
} else {
|
2016-01-16 20:25:10 +00:00
|
|
|
scale = (float)(h / renderer->logical_h);
|
2016-01-05 21:39:18 +00:00
|
|
|
}
|
|
|
|
viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
|
|
|
|
viewport.x = (w - viewport.w) / 2;
|
|
|
|
viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
|
|
|
|
viewport.y = (h - viewport.h) / 2;
|
|
|
|
|
|
|
|
SDL_RenderSetViewport(renderer, &viewport);
|
|
|
|
} else if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
|
2015-06-21 15:33:46 +00:00
|
|
|
/* The aspect ratios are the same, just scale appropriately */
|
|
|
|
scale = (float)w / renderer->logical_w;
|
|
|
|
SDL_RenderSetViewport(renderer, NULL);
|
|
|
|
} else if (want_aspect > real_aspect) {
|
Adds support to control the scaling policy/mode of SDL_RenderSetLogicalSize for both letterbox (current behavior) and a new overscan mode (expand to fill the entire screen, even if some parts draw off the screen).
The expected use case is for games that are designed with multiple aspect ratios already in mind and leave optional margins on the edges of the game which won't hurt if they are cut off.
An example use case is a game is designed for wide-screen/16:9, but then wants to deploy on an iPad which is 4:3. Normally, SDL will letterbox, which will shrink things and result in wasted space. But the designer already thought about 4:3 and designed the edges of the game so they could be cut off without any functional loss. So rather than wasting space with letterboxing, "overscan" mode will zoom the rendering to fill up the entire screen. Parts on the edges will be drawn offscreen, but since the game was already designed with this in mind, it is fine. The end result is the iPad (4:3) experience is much better since it feels like a game designed for that screen aspect ratio.
This patch introduces a new SDL_hint: SDL_HINT_RENDER_LOGICAL_SIZE_MODE.
Valid values are "letterbox" or "0" for letterboxing and "overscan" or "1" for overscan.
The default mode is letterbox to preserve existing behavior.
// Example usage:
SDL_SetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE, "overscan");
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
2014-12-03 12:41:26 +00:00
|
|
|
if (scale_policy == 1) {
|
|
|
|
/* We want a wider aspect ratio than is available -
|
|
|
|
zoom so logical height matches the real height
|
|
|
|
and the width will grow off the screen
|
|
|
|
*/
|
|
|
|
scale = (float)h / renderer->logical_h;
|
|
|
|
viewport.y = 0;
|
|
|
|
viewport.h = h;
|
|
|
|
viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
|
|
|
|
viewport.x = (w - viewport.w) / 2;
|
|
|
|
SDL_RenderSetViewport(renderer, &viewport);
|
|
|
|
} else {
|
|
|
|
/* We want a wider aspect ratio than is available - letterbox it */
|
|
|
|
scale = (float)w / renderer->logical_w;
|
|
|
|
viewport.x = 0;
|
|
|
|
viewport.w = w;
|
|
|
|
viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
|
|
|
|
viewport.y = (h - viewport.h) / 2;
|
|
|
|
SDL_RenderSetViewport(renderer, &viewport);
|
|
|
|
}
|
2015-06-21 15:33:46 +00:00
|
|
|
} else {
|
Adds support to control the scaling policy/mode of SDL_RenderSetLogicalSize for both letterbox (current behavior) and a new overscan mode (expand to fill the entire screen, even if some parts draw off the screen).
The expected use case is for games that are designed with multiple aspect ratios already in mind and leave optional margins on the edges of the game which won't hurt if they are cut off.
An example use case is a game is designed for wide-screen/16:9, but then wants to deploy on an iPad which is 4:3. Normally, SDL will letterbox, which will shrink things and result in wasted space. But the designer already thought about 4:3 and designed the edges of the game so they could be cut off without any functional loss. So rather than wasting space with letterboxing, "overscan" mode will zoom the rendering to fill up the entire screen. Parts on the edges will be drawn offscreen, but since the game was already designed with this in mind, it is fine. The end result is the iPad (4:3) experience is much better since it feels like a game designed for that screen aspect ratio.
This patch introduces a new SDL_hint: SDL_HINT_RENDER_LOGICAL_SIZE_MODE.
Valid values are "letterbox" or "0" for letterboxing and "overscan" or "1" for overscan.
The default mode is letterbox to preserve existing behavior.
// Example usage:
SDL_SetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE, "overscan");
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
2014-12-03 12:41:26 +00:00
|
|
|
if (scale_policy == 1) {
|
|
|
|
/* We want a narrower aspect ratio than is available -
|
|
|
|
zoom so logical width matches the real width
|
|
|
|
and the height will grow off the screen
|
|
|
|
*/
|
|
|
|
scale = (float)w / renderer->logical_w;
|
|
|
|
viewport.x = 0;
|
|
|
|
viewport.w = w;
|
|
|
|
viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
|
|
|
|
viewport.y = (h - viewport.h) / 2;
|
|
|
|
SDL_RenderSetViewport(renderer, &viewport);
|
|
|
|
} else {
|
|
|
|
/* We want a narrower aspect ratio than is available - use side-bars */
|
|
|
|
scale = (float)h / renderer->logical_h;
|
|
|
|
viewport.y = 0;
|
|
|
|
viewport.h = h;
|
|
|
|
viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
|
|
|
|
viewport.x = (w - viewport.w) / 2;
|
|
|
|
SDL_RenderSetViewport(renderer, &viewport);
|
|
|
|
}
|
2015-06-21 15:33:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* Set the new scale */
|
|
|
|
SDL_RenderSetScale(renderer, scale, scale);
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
if (!w || !h) {
|
|
|
|
/* Clear any previous logical resolution */
|
|
|
|
renderer->logical_w = 0;
|
|
|
|
renderer->logical_h = 0;
|
|
|
|
SDL_RenderSetViewport(renderer, NULL);
|
|
|
|
SDL_RenderSetScale(renderer, 1.0f, 1.0f);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
renderer->logical_w = w;
|
|
|
|
renderer->logical_h = h;
|
|
|
|
|
|
|
|
return UpdateLogicalSize(renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, );
|
|
|
|
|
|
|
|
if (w) {
|
|
|
|
*w = renderer->logical_w;
|
|
|
|
}
|
|
|
|
if (h) {
|
|
|
|
*h = renderer->logical_h;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-01-05 21:39:18 +00:00
|
|
|
int
|
|
|
|
SDL_RenderSetIntegerScale(SDL_Renderer * renderer, SDL_bool enable)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
renderer->integer_scale = enable;
|
|
|
|
|
|
|
|
return UpdateLogicalSize(renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_bool
|
|
|
|
SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, SDL_FALSE);
|
|
|
|
|
|
|
|
return renderer->integer_scale;
|
|
|
|
}
|
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
int
|
|
|
|
SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
if (rect) {
|
|
|
|
renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
|
|
|
|
renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
|
|
|
|
renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
|
|
|
|
renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
|
|
|
|
} else {
|
|
|
|
renderer->viewport.x = 0;
|
|
|
|
renderer->viewport.y = 0;
|
|
|
|
if (SDL_GetRendererOutputSize(renderer, &renderer->viewport.w, &renderer->viewport.h) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return renderer->UpdateViewport(renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, );
|
|
|
|
|
|
|
|
if (rect) {
|
|
|
|
rect->x = (int)(renderer->viewport.x / renderer->scale.x);
|
|
|
|
rect->y = (int)(renderer->viewport.y / renderer->scale.y);
|
|
|
|
rect->w = (int)(renderer->viewport.w / renderer->scale.x);
|
|
|
|
rect->h = (int)(renderer->viewport.h / renderer->scale.y);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1)
|
|
|
|
|
|
|
|
if (rect) {
|
|
|
|
renderer->clipping_enabled = SDL_TRUE;
|
|
|
|
renderer->clip_rect.x = (int)SDL_floor(rect->x * renderer->scale.x);
|
|
|
|
renderer->clip_rect.y = (int)SDL_floor(rect->y * renderer->scale.y);
|
|
|
|
renderer->clip_rect.w = (int)SDL_ceil(rect->w * renderer->scale.x);
|
|
|
|
renderer->clip_rect.h = (int)SDL_ceil(rect->h * renderer->scale.y);
|
|
|
|
} else {
|
|
|
|
renderer->clipping_enabled = SDL_FALSE;
|
|
|
|
SDL_zero(renderer->clip_rect);
|
|
|
|
}
|
|
|
|
return renderer->UpdateClipRect(renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
SDL_RenderGetClipRect(SDL_Renderer * renderer, SDL_Rect * rect)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, )
|
|
|
|
|
|
|
|
if (rect) {
|
|
|
|
rect->x = (int)(renderer->clip_rect.x / renderer->scale.x);
|
|
|
|
rect->y = (int)(renderer->clip_rect.y / renderer->scale.y);
|
|
|
|
rect->w = (int)(renderer->clip_rect.w / renderer->scale.x);
|
|
|
|
rect->h = (int)(renderer->clip_rect.h / renderer->scale.y);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_bool
|
|
|
|
SDL_RenderIsClipEnabled(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, SDL_FALSE)
|
|
|
|
return renderer->clipping_enabled;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
renderer->scale.x = scaleX;
|
|
|
|
renderer->scale.y = scaleY;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, );
|
|
|
|
|
|
|
|
if (scaleX) {
|
|
|
|
*scaleX = renderer->scale.x;
|
|
|
|
}
|
|
|
|
if (scaleY) {
|
|
|
|
*scaleY = renderer->scale.y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_SetRenderDrawColor(SDL_Renderer * renderer,
|
|
|
|
Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
renderer->r = r;
|
|
|
|
renderer->g = g;
|
|
|
|
renderer->b = b;
|
|
|
|
renderer->a = a;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_GetRenderDrawColor(SDL_Renderer * renderer,
|
|
|
|
Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
if (r) {
|
|
|
|
*r = renderer->r;
|
|
|
|
}
|
|
|
|
if (g) {
|
|
|
|
*g = renderer->g;
|
|
|
|
}
|
|
|
|
if (b) {
|
|
|
|
*b = renderer->b;
|
|
|
|
}
|
|
|
|
if (a) {
|
|
|
|
*a = renderer->a;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
renderer->blendMode = blendMode;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
*blendMode = renderer->blendMode;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_RenderClear(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
/* Don't draw while we're hidden */
|
|
|
|
if (renderer->hidden) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
return renderer->RenderClear(renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y)
|
|
|
|
{
|
|
|
|
SDL_Point point;
|
|
|
|
|
|
|
|
point.x = x;
|
|
|
|
point.y = y;
|
|
|
|
return SDL_RenderDrawPoints(renderer, &point, 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
RenderDrawPointsWithRects(SDL_Renderer * renderer,
|
|
|
|
const SDL_Point * points, int count)
|
|
|
|
{
|
|
|
|
SDL_FRect *frects;
|
|
|
|
int i;
|
|
|
|
int status;
|
|
|
|
|
|
|
|
frects = SDL_stack_alloc(SDL_FRect, count);
|
|
|
|
if (!frects) {
|
|
|
|
return SDL_OutOfMemory();
|
|
|
|
}
|
|
|
|
for (i = 0; i < count; ++i) {
|
|
|
|
frects[i].x = points[i].x * renderer->scale.x;
|
|
|
|
frects[i].y = points[i].y * renderer->scale.y;
|
|
|
|
frects[i].w = renderer->scale.x;
|
|
|
|
frects[i].h = renderer->scale.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
status = renderer->RenderFillRects(renderer, frects, count);
|
|
|
|
|
|
|
|
SDL_stack_free(frects);
|
|
|
|
|
|
|
|
return status;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_RenderDrawPoints(SDL_Renderer * renderer,
|
|
|
|
const SDL_Point * points, int count)
|
|
|
|
{
|
|
|
|
SDL_FPoint *fpoints;
|
|
|
|
int i;
|
|
|
|
int status;
|
|
|
|
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
if (!points) {
|
|
|
|
return SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
|
|
|
|
}
|
|
|
|
if (count < 1) {
|
|
|
|
return 0;
|
|
|
|
}
|
2016-10-01 21:31:00 +00:00
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
/* Don't draw while we're hidden */
|
|
|
|
if (renderer->hidden) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
|
|
|
|
return RenderDrawPointsWithRects(renderer, points, count);
|
|
|
|
}
|
|
|
|
|
|
|
|
fpoints = SDL_stack_alloc(SDL_FPoint, count);
|
|
|
|
if (!fpoints) {
|
|
|
|
return SDL_OutOfMemory();
|
|
|
|
}
|
|
|
|
for (i = 0; i < count; ++i) {
|
|
|
|
fpoints[i].x = points[i].x * renderer->scale.x;
|
|
|
|
fpoints[i].y = points[i].y * renderer->scale.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
status = renderer->RenderDrawPoints(renderer, fpoints, count);
|
|
|
|
|
|
|
|
SDL_stack_free(fpoints);
|
|
|
|
|
|
|
|
return status;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
|
|
|
|
{
|
|
|
|
SDL_Point points[2];
|
|
|
|
|
|
|
|
points[0].x = x1;
|
|
|
|
points[0].y = y1;
|
|
|
|
points[1].x = x2;
|
|
|
|
points[1].y = y2;
|
|
|
|
return SDL_RenderDrawLines(renderer, points, 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
RenderDrawLinesWithRects(SDL_Renderer * renderer,
|
|
|
|
const SDL_Point * points, int count)
|
|
|
|
{
|
|
|
|
SDL_FRect *frect;
|
|
|
|
SDL_FRect *frects;
|
|
|
|
SDL_FPoint fpoints[2];
|
|
|
|
int i, nrects;
|
|
|
|
int status;
|
|
|
|
|
|
|
|
frects = SDL_stack_alloc(SDL_FRect, count-1);
|
|
|
|
if (!frects) {
|
|
|
|
return SDL_OutOfMemory();
|
|
|
|
}
|
|
|
|
|
|
|
|
status = 0;
|
|
|
|
nrects = 0;
|
|
|
|
for (i = 0; i < count-1; ++i) {
|
|
|
|
if (points[i].x == points[i+1].x) {
|
|
|
|
int minY = SDL_min(points[i].y, points[i+1].y);
|
|
|
|
int maxY = SDL_max(points[i].y, points[i+1].y);
|
|
|
|
|
|
|
|
frect = &frects[nrects++];
|
|
|
|
frect->x = points[i].x * renderer->scale.x;
|
|
|
|
frect->y = minY * renderer->scale.y;
|
|
|
|
frect->w = renderer->scale.x;
|
|
|
|
frect->h = (maxY - minY + 1) * renderer->scale.y;
|
|
|
|
} else if (points[i].y == points[i+1].y) {
|
|
|
|
int minX = SDL_min(points[i].x, points[i+1].x);
|
|
|
|
int maxX = SDL_max(points[i].x, points[i+1].x);
|
|
|
|
|
|
|
|
frect = &frects[nrects++];
|
|
|
|
frect->x = minX * renderer->scale.x;
|
|
|
|
frect->y = points[i].y * renderer->scale.y;
|
|
|
|
frect->w = (maxX - minX + 1) * renderer->scale.x;
|
|
|
|
frect->h = renderer->scale.y;
|
|
|
|
} else {
|
|
|
|
/* FIXME: We can't use a rect for this line... */
|
|
|
|
fpoints[0].x = points[i].x * renderer->scale.x;
|
|
|
|
fpoints[0].y = points[i].y * renderer->scale.y;
|
|
|
|
fpoints[1].x = points[i+1].x * renderer->scale.x;
|
|
|
|
fpoints[1].y = points[i+1].y * renderer->scale.y;
|
|
|
|
status += renderer->RenderDrawLines(renderer, fpoints, 2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
status += renderer->RenderFillRects(renderer, frects, nrects);
|
|
|
|
|
|
|
|
SDL_stack_free(frects);
|
|
|
|
|
|
|
|
if (status < 0) {
|
|
|
|
status = -1;
|
|
|
|
}
|
|
|
|
return status;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_RenderDrawLines(SDL_Renderer * renderer,
|
|
|
|
const SDL_Point * points, int count)
|
|
|
|
{
|
|
|
|
SDL_FPoint *fpoints;
|
|
|
|
int i;
|
|
|
|
int status;
|
|
|
|
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
if (!points) {
|
|
|
|
return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
|
|
|
|
}
|
|
|
|
if (count < 2) {
|
|
|
|
return 0;
|
|
|
|
}
|
2016-10-01 21:31:00 +00:00
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
/* Don't draw while we're hidden */
|
|
|
|
if (renderer->hidden) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
|
|
|
|
return RenderDrawLinesWithRects(renderer, points, count);
|
|
|
|
}
|
|
|
|
|
|
|
|
fpoints = SDL_stack_alloc(SDL_FPoint, count);
|
|
|
|
if (!fpoints) {
|
|
|
|
return SDL_OutOfMemory();
|
|
|
|
}
|
|
|
|
for (i = 0; i < count; ++i) {
|
|
|
|
fpoints[i].x = points[i].x * renderer->scale.x;
|
|
|
|
fpoints[i].y = points[i].y * renderer->scale.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
status = renderer->RenderDrawLines(renderer, fpoints, count);
|
|
|
|
|
|
|
|
SDL_stack_free(fpoints);
|
|
|
|
|
|
|
|
return status;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect)
|
|
|
|
{
|
|
|
|
SDL_Rect full_rect;
|
|
|
|
SDL_Point points[5];
|
|
|
|
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
/* If 'rect' == NULL, then outline the whole surface */
|
|
|
|
if (!rect) {
|
|
|
|
SDL_RenderGetViewport(renderer, &full_rect);
|
|
|
|
full_rect.x = 0;
|
|
|
|
full_rect.y = 0;
|
|
|
|
rect = &full_rect;
|
|
|
|
}
|
|
|
|
|
|
|
|
points[0].x = rect->x;
|
|
|
|
points[0].y = rect->y;
|
|
|
|
points[1].x = rect->x+rect->w-1;
|
|
|
|
points[1].y = rect->y;
|
|
|
|
points[2].x = rect->x+rect->w-1;
|
|
|
|
points[2].y = rect->y+rect->h-1;
|
|
|
|
points[3].x = rect->x;
|
|
|
|
points[3].y = rect->y+rect->h-1;
|
|
|
|
points[4].x = rect->x;
|
|
|
|
points[4].y = rect->y;
|
|
|
|
return SDL_RenderDrawLines(renderer, points, 5);
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_RenderDrawRects(SDL_Renderer * renderer,
|
|
|
|
const SDL_Rect * rects, int count)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
if (!rects) {
|
|
|
|
return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
|
|
|
|
}
|
|
|
|
if (count < 1) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Don't draw while we're hidden */
|
|
|
|
if (renderer->hidden) {
|
|
|
|
return 0;
|
|
|
|
}
|
2016-10-01 21:31:00 +00:00
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
for (i = 0; i < count; ++i) {
|
|
|
|
if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect)
|
|
|
|
{
|
|
|
|
SDL_Rect full_rect = { 0, 0, 0, 0 };
|
|
|
|
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
/* If 'rect' == NULL, then outline the whole surface */
|
|
|
|
if (!rect) {
|
|
|
|
SDL_RenderGetViewport(renderer, &full_rect);
|
|
|
|
full_rect.x = 0;
|
|
|
|
full_rect.y = 0;
|
|
|
|
rect = &full_rect;
|
|
|
|
}
|
|
|
|
return SDL_RenderFillRects(renderer, rect, 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_RenderFillRects(SDL_Renderer * renderer,
|
|
|
|
const SDL_Rect * rects, int count)
|
|
|
|
{
|
|
|
|
SDL_FRect *frects;
|
|
|
|
int i;
|
|
|
|
int status;
|
|
|
|
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
if (!rects) {
|
|
|
|
return SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
|
|
|
|
}
|
|
|
|
if (count < 1) {
|
|
|
|
return 0;
|
|
|
|
}
|
2016-10-01 21:31:00 +00:00
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
/* Don't draw while we're hidden */
|
|
|
|
if (renderer->hidden) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
frects = SDL_stack_alloc(SDL_FRect, count);
|
|
|
|
if (!frects) {
|
|
|
|
return SDL_OutOfMemory();
|
|
|
|
}
|
|
|
|
for (i = 0; i < count; ++i) {
|
|
|
|
frects[i].x = rects[i].x * renderer->scale.x;
|
|
|
|
frects[i].y = rects[i].y * renderer->scale.y;
|
|
|
|
frects[i].w = rects[i].w * renderer->scale.x;
|
|
|
|
frects[i].h = rects[i].h * renderer->scale.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
status = renderer->RenderFillRects(renderer, frects, count);
|
|
|
|
|
|
|
|
SDL_stack_free(frects);
|
|
|
|
|
|
|
|
return status;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
|
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
|
|
|
|
{
|
|
|
|
SDL_Rect real_srcrect = { 0, 0, 0, 0 };
|
|
|
|
SDL_Rect real_dstrect = { 0, 0, 0, 0 };
|
|
|
|
SDL_FRect frect;
|
|
|
|
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, -1);
|
|
|
|
|
|
|
|
if (renderer != texture->renderer) {
|
|
|
|
return SDL_SetError("Texture was not created with this renderer");
|
|
|
|
}
|
|
|
|
|
2016-10-01 21:31:00 +00:00
|
|
|
/* Don't draw while we're hidden */
|
|
|
|
if (renderer->hidden) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
real_srcrect.x = 0;
|
|
|
|
real_srcrect.y = 0;
|
|
|
|
real_srcrect.w = texture->w;
|
|
|
|
real_srcrect.h = texture->h;
|
|
|
|
if (srcrect) {
|
|
|
|
if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_RenderGetViewport(renderer, &real_dstrect);
|
|
|
|
real_dstrect.x = 0;
|
|
|
|
real_dstrect.y = 0;
|
|
|
|
if (dstrect) {
|
|
|
|
if (!SDL_HasIntersection(dstrect, &real_dstrect)) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
real_dstrect = *dstrect;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (texture->native) {
|
|
|
|
texture = texture->native;
|
|
|
|
}
|
|
|
|
|
|
|
|
frect.x = real_dstrect.x * renderer->scale.x;
|
|
|
|
frect.y = real_dstrect.y * renderer->scale.y;
|
|
|
|
frect.w = real_dstrect.w * renderer->scale.x;
|
|
|
|
frect.h = real_dstrect.h * renderer->scale.y;
|
|
|
|
|
|
|
|
return renderer->RenderCopy(renderer, texture, &real_srcrect, &frect);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
|
const SDL_Rect * srcrect, const SDL_Rect * dstrect,
|
|
|
|
const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
|
|
|
|
{
|
|
|
|
SDL_Rect real_srcrect = { 0, 0, 0, 0 };
|
|
|
|
SDL_Rect real_dstrect = { 0, 0, 0, 0 };
|
|
|
|
SDL_Point real_center;
|
|
|
|
SDL_FRect frect;
|
|
|
|
SDL_FPoint fcenter;
|
|
|
|
|
2016-10-08 01:00:30 +00:00
|
|
|
if (flip == SDL_FLIP_NONE && (int)(angle/360) == angle/360) { /* fast path when we don't need rotation or flipping */
|
2015-06-21 15:33:46 +00:00
|
|
|
return SDL_RenderCopy(renderer, texture, srcrect, dstrect);
|
|
|
|
}
|
|
|
|
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, -1);
|
|
|
|
|
|
|
|
if (renderer != texture->renderer) {
|
|
|
|
return SDL_SetError("Texture was not created with this renderer");
|
|
|
|
}
|
|
|
|
if (!renderer->RenderCopyEx) {
|
|
|
|
return SDL_SetError("Renderer does not support RenderCopyEx");
|
|
|
|
}
|
|
|
|
|
2016-10-01 21:31:00 +00:00
|
|
|
/* Don't draw while we're hidden */
|
|
|
|
if (renderer->hidden) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2015-06-21 15:33:46 +00:00
|
|
|
real_srcrect.x = 0;
|
|
|
|
real_srcrect.y = 0;
|
|
|
|
real_srcrect.w = texture->w;
|
|
|
|
real_srcrect.h = texture->h;
|
|
|
|
if (srcrect) {
|
|
|
|
if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
|
|
|
|
if (dstrect) {
|
|
|
|
real_dstrect = *dstrect;
|
|
|
|
} else {
|
|
|
|
SDL_RenderGetViewport(renderer, &real_dstrect);
|
|
|
|
real_dstrect.x = 0;
|
|
|
|
real_dstrect.y = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (texture->native) {
|
|
|
|
texture = texture->native;
|
|
|
|
}
|
|
|
|
|
2016-10-01 21:31:00 +00:00
|
|
|
if (center) {
|
|
|
|
real_center = *center;
|
|
|
|
} else {
|
2015-06-21 15:33:46 +00:00
|
|
|
real_center.x = real_dstrect.w/2;
|
|
|
|
real_center.y = real_dstrect.h/2;
|
|
|
|
}
|
|
|
|
|
|
|
|
frect.x = real_dstrect.x * renderer->scale.x;
|
|
|
|
frect.y = real_dstrect.y * renderer->scale.y;
|
|
|
|
frect.w = real_dstrect.w * renderer->scale.x;
|
|
|
|
frect.h = real_dstrect.h * renderer->scale.y;
|
|
|
|
|
|
|
|
fcenter.x = real_center.x * renderer->scale.x;
|
|
|
|
fcenter.y = real_center.y * renderer->scale.y;
|
|
|
|
|
|
|
|
return renderer->RenderCopyEx(renderer, texture, &real_srcrect, &frect, angle, &fcenter, flip);
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|
|
|
Uint32 format, void * pixels, int pitch)
|
|
|
|
{
|
|
|
|
SDL_Rect real_rect;
|
|
|
|
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, -1);
|
|
|
|
|
|
|
|
if (!renderer->RenderReadPixels) {
|
|
|
|
return SDL_Unsupported();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!format) {
|
|
|
|
format = SDL_GetWindowPixelFormat(renderer->window);
|
|
|
|
}
|
|
|
|
|
|
|
|
real_rect.x = renderer->viewport.x;
|
|
|
|
real_rect.y = renderer->viewport.y;
|
|
|
|
real_rect.w = renderer->viewport.w;
|
|
|
|
real_rect.h = renderer->viewport.h;
|
|
|
|
if (rect) {
|
|
|
|
if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
if (real_rect.y > rect->y) {
|
|
|
|
pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y);
|
|
|
|
}
|
|
|
|
if (real_rect.x > rect->x) {
|
|
|
|
int bpp = SDL_BYTESPERPIXEL(format);
|
|
|
|
pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return renderer->RenderReadPixels(renderer, &real_rect,
|
|
|
|
format, pixels, pitch);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
SDL_RenderPresent(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, );
|
|
|
|
|
|
|
|
/* Don't draw while we're hidden */
|
|
|
|
if (renderer->hidden) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
renderer->RenderPresent(renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
SDL_DestroyTexture(SDL_Texture * texture)
|
|
|
|
{
|
|
|
|
SDL_Renderer *renderer;
|
|
|
|
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, );
|
|
|
|
|
|
|
|
renderer = texture->renderer;
|
|
|
|
if (texture == renderer->target) {
|
|
|
|
SDL_SetRenderTarget(renderer, NULL);
|
|
|
|
}
|
|
|
|
|
2017-01-06 08:40:22 +00:00
|
|
|
texture->magic = NULL;
|
2015-06-21 15:33:46 +00:00
|
|
|
|
|
|
|
if (texture->next) {
|
|
|
|
texture->next->prev = texture->prev;
|
|
|
|
}
|
|
|
|
if (texture->prev) {
|
|
|
|
texture->prev->next = texture->next;
|
|
|
|
} else {
|
|
|
|
renderer->textures = texture->next;
|
|
|
|
}
|
|
|
|
|
2017-01-06 08:40:22 +00:00
|
|
|
if (texture->native) {
|
|
|
|
SDL_DestroyTexture(texture->native);
|
|
|
|
}
|
|
|
|
if (texture->yuv) {
|
|
|
|
SDL_SW_DestroyYUVTexture(texture->yuv);
|
|
|
|
}
|
|
|
|
SDL_free(texture->pixels);
|
|
|
|
|
|
|
|
renderer->DestroyTexture(renderer, texture);
|
|
|
|
SDL_free(texture);
|
2015-06-21 15:33:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
SDL_DestroyRenderer(SDL_Renderer * renderer)
|
|
|
|
{
|
|
|
|
CHECK_RENDERER_MAGIC(renderer, );
|
|
|
|
|
|
|
|
SDL_DelEventWatch(SDL_RendererEventWatch, renderer);
|
|
|
|
|
|
|
|
/* Free existing textures for this renderer */
|
2017-01-06 08:32:06 +00:00
|
|
|
while (renderer->textures) {
|
2017-03-03 21:38:17 +00:00
|
|
|
SDL_Texture *tex = renderer->textures; (void) tex;
|
2017-01-06 08:32:06 +00:00
|
|
|
SDL_DestroyTexture(renderer->textures);
|
2017-01-07 02:17:33 +00:00
|
|
|
SDL_assert(tex != renderer->textures); /* satisfy static analysis. */
|
2015-06-21 15:33:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (renderer->window) {
|
|
|
|
SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* It's no longer magical... */
|
|
|
|
renderer->magic = NULL;
|
|
|
|
|
|
|
|
/* Free the renderer instance */
|
|
|
|
renderer->DestroyRenderer(renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
|
|
|
|
{
|
|
|
|
SDL_Renderer *renderer;
|
|
|
|
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, -1);
|
|
|
|
renderer = texture->renderer;
|
|
|
|
if (texture->native) {
|
|
|
|
return SDL_GL_BindTexture(texture->native, texw, texh);
|
|
|
|
} else if (renderer && renderer->GL_BindTexture) {
|
|
|
|
return renderer->GL_BindTexture(renderer, texture, texw, texh);
|
|
|
|
} else {
|
|
|
|
return SDL_Unsupported();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int SDL_GL_UnbindTexture(SDL_Texture *texture)
|
|
|
|
{
|
|
|
|
SDL_Renderer *renderer;
|
|
|
|
|
|
|
|
CHECK_TEXTURE_MAGIC(texture, -1);
|
|
|
|
renderer = texture->renderer;
|
|
|
|
if (texture->native) {
|
|
|
|
return SDL_GL_UnbindTexture(texture->native);
|
|
|
|
} else if (renderer && renderer->GL_UnbindTexture) {
|
|
|
|
return renderer->GL_UnbindTexture(renderer, texture);
|
|
|
|
}
|
|
|
|
|
|
|
|
return SDL_Unsupported();
|
|
|
|
}
|
|
|
|
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|