Files
nunuhara_xsystem4/sdl_private.h
T
Nunuhara Cabbage 4eb5a256fd Refactor graphics code
Sprites are now rendered directly, rather than being blitted to a master
surface which is then copied to a texture. Every sprite now carries an
SDL_Texture in addition to an SDL_Surface (we need both, since
SDL_Texture doesn't give read-access to the pixel data).

All of the image-manipulation code is now in sdl_draw.c, and the
DrawGraph_* functions are now wrappers. Some games (Daibanchou at least)
use an API other than SACT2/DrawGraph, so these operations should be
generic to avoid duplication.
2019-11-29 23:16:40 -08:00

52 lines
1.6 KiB
C

/* sdl_private.h SDL only private data
*
* Copyright (C) 2019 Nunuhara Cabbage <nunuhara@haniwa.technology>
* Copyright (C) 2000- Fumihiko Murata <fmurata@p1.tcnet.ne.jp>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://gnu.org/licenses/>.
*/
#ifndef SYSTEM4_SDL_PRIVATE_H
#define SYSTEM4_SDL_PRIVATE_H
#include <stdbool.h>
#include <SDL.h>
//#include "ags.h"
//#include "font.h"
struct sdl_private_data {
SDL_Window *window;
SDL_Renderer *renderer;
SDL_PixelFormat *format;
int w, h;
//FONT *font;
bool dirty;
bool ms_active; /* mouse is active */
bool fs_on;
};
struct sdl_private_data sdl;
extern void sdl_cursor_init(void);
extern void sdl_shadow_init(void);
extern int sdl_nearest_color(int r, int g, int b);
#define SDL_AllocSurface(flags,w,h,d,r,g,b,a) SDL_CreateRGBSurface(0,w,h,d,r,g,b,a)
#define setRect(r,xx,yy,ww,hh) (r).x=(xx),(r).y=(yy),(r).w=(ww),(r).h=(hh)
#define setOffset(s,x,y) (s->pixels) + (x) * (s->format->BytesPerPixel) + (y) * s->pitch
#endif /* SYSTEM4_SDL_PRIVATE_H */