mirror of
https://github.com/nunuhara/xsystem4.git
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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.
126 lines
3.2 KiB
C
126 lines
3.2 KiB
C
/* Copyright (C) 2019 Nunuhara Cabbage <nunuhara@haniwa.technology>
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* Copyright (C) 2000- Fumihiko Murata <fmurata@p1.tcnet.ne.jp>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://gnu.org/licenses/>.
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*/
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#include <string.h>
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#include <SDL.h>
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#include "system4.h"
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#include "sdl_core.h"
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#include "sdl_private.h"
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#define PIXEL_FORMAT SDL_PIXELFORMAT_ARGB32
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int sdl_initialize(void)
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{
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memset(&sdl, 0, sizeof(struct sdl_private_data));
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// make toplevel window
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SDL_Init(SDL_INIT_VIDEO);
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sdl.format = SDL_AllocFormat(PIXEL_FORMAT);
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sdl.window = SDL_CreateWindow("XSystem4",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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config.view_width,
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config.view_height,
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SDL_WINDOW_RESIZABLE);
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sdl.renderer = SDL_CreateRenderer(sdl.window, -1, 0);
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sdl_set_window_size(config.view_width, config.view_height);
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return 0;
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}
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void sdl_remove(void)
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{
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if (!sdl.window)
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return;
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SDL_DestroyRenderer(sdl.renderer);
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SDL_Quit();
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}
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void sdl_fullscreen(bool on)
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{
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if (on && !sdl.fs_on) {
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sdl.fs_on = true;
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SDL_SetWindowFullscreen(sdl.window, SDL_WINDOW_FULLSCREEN_DESKTOP);
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} else if (!on && sdl.fs_on) {
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sdl.fs_on = false;
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SDL_SetWindowFullscreen(sdl.window, 0);
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}
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}
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void sdl_set_window_size(int w, int h)
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{
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if (w == sdl.w && h == sdl.h)
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return;
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sdl.w = w;
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sdl.h = h;
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SDL_SetWindowSize(sdl.window, w, h);
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SDL_RenderSetLogicalSize(sdl.renderer, w, h);
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}
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SDL_Texture *sdl_create_texture(int w, int h)
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{
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SDL_Texture *t = SDL_CreateTexture(sdl.renderer, PIXEL_FORMAT, SDL_TEXTUREACCESS_STATIC, w, h);
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SDL_SetTextureBlendMode(t, SDL_BLENDMODE_BLEND);
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return t;
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}
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SDL_Surface *sdl_create_surface(int w, int h, SDL_Color *color)
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{
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Rectangle rect = { .x = 0, .y = 0, .w = w, .h = w };
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SDL_Surface *s = SDL_CreateRGBSurfaceWithFormat(0, w, h, 32, SDL_PIXELFORMAT_ARGB32);
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if (color) {
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uint32_t c = SDL_MapRGBA(s->format, color->r, color->g, color->b, color->a);
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SDL_FillRect(s, &rect, c);
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}
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return s;
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}
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void sdl_update_texture(SDL_Texture *t, SDL_Surface *s)
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{
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if (SDL_MUSTLOCK(s))
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SDL_LockSurface(s);
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SDL_UpdateTexture(t, NULL, s->pixels, s->pitch);
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if (SDL_MUSTLOCK(s))
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SDL_UnlockSurface(s);
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}
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SDL_Texture *sdl_surface_to_texture(SDL_Surface *s)
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{
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SDL_Texture *t = SDL_CreateTexture(sdl.renderer, PIXEL_FORMAT, SDL_TEXTUREACCESS_STATIC, s->w, s->h);
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SDL_SetTextureBlendMode(t, SDL_BLENDMODE_BLEND);
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SDL_UpdateTexture(t, NULL, s->pixels, s->pitch);
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return t;
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}
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void sdl_render_clear(void)
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{
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SDL_RenderClear(sdl.renderer);
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}
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void sdl_render_present(void)
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{
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SDL_RenderPresent(sdl.renderer);
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}
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void sdl_render_texture(SDL_Texture *t, Rectangle *r)
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{
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SDL_RenderCopy(sdl.renderer, t, NULL, r);
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}
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