limit_screen_updates = enable;
}
+static void FinalizeScreen()
+{
+ // copy global animations to render target buffer, if defined (below border)
+ if (gfx.draw_global_anim_function != NULL)
+ gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_1);
+
+ // copy global masked border to render target buffer, if defined
+ if (gfx.draw_global_border_function != NULL)
+ gfx.draw_global_border_function(DRAW_BORDER_TO_SCREEN);
+
+ // copy global animations to render target buffer, if defined (above border)
+ if (gfx.draw_global_anim_function != NULL)
+ gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_2);
+}
+
static void UpdateScreen(SDL_Rect *rect)
{
static unsigned int update_screen_delay = 0;
BlitBitmap(backbuffer, gfx.final_screen_bitmap, 0, 0,
gfx.win_xsize, gfx.win_ysize, 0, 0);
- // copy global animations to render target buffer, if defined (below border)
- if (gfx.draw_global_anim_function != NULL)
- gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_1);
-
- // copy global masked border to render target buffer, if defined
- if (gfx.draw_global_border_function != NULL)
- gfx.draw_global_border_function(DRAW_BORDER_TO_SCREEN);
-
- // copy global animations to render target buffer, if defined (above border)
- if (gfx.draw_global_anim_function != NULL)
- gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_2);
+ FinalizeScreen();
screen = gfx.final_screen_bitmap->surface;
#endif
#if !USE_FINAL_SCREEN_BITMAP
- // copy global animations to render target buffer, if defined (below border)
- if (gfx.draw_global_anim_function != NULL)
- gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_1);
-
- // copy global masked border to render target buffer, if defined
- if (gfx.draw_global_border_function != NULL)
- gfx.draw_global_border_function(DRAW_BORDER_TO_SCREEN);
-
- // copy global animations to render target buffer, if defined (above border)
- if (gfx.draw_global_anim_function != NULL)
- gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_2);
+ FinalizeScreen();
#endif
#if USE_TARGET_TEXTURE
#endif
}
-void SDLInitVideoBuffer(DrawBuffer **backbuffer, DrawWindow **window,
- boolean fullscreen)
+void SDLInitVideoBuffer(boolean fullscreen)
{
video.window_scaling_percent = setup.window_scaling_percent;
video.window_scaling_quality = setup.window_scaling_quality;
#endif
/* open SDL video output device (window or fullscreen mode) */
- if (!SDLSetVideoMode(backbuffer, fullscreen))
+ if (!SDLSetVideoMode(fullscreen))
Error(ERR_EXIT, "setting video mode failed");
/* !!! SDL2 can only set the window icon if the window already exists !!! */
should never be drawn to directly, it would do no harm nevertheless. */
/* create additional (symbolic) buffer for double-buffering */
- ReCreateBitmap(window, video.width, video.height, video.depth);
+ ReCreateBitmap(&window, video.width, video.height, video.depth);
}
-static boolean SDLCreateScreen(DrawBuffer **backbuffer, boolean fullscreen)
+static boolean SDLCreateScreen(boolean fullscreen)
{
SDL_Surface *new_surface = NULL;
fullscreen_enabled = fullscreen;
#endif
- if (*backbuffer == NULL)
- *backbuffer = CreateBitmapStruct();
+ if (backbuffer == NULL)
+ backbuffer = CreateBitmapStruct();
- (*backbuffer)->width = video.width;
- (*backbuffer)->height = video.height;
+ backbuffer->width = video.width;
+ backbuffer->height = video.height;
- if ((*backbuffer)->surface)
- SDL_FreeSurface((*backbuffer)->surface);
+ if (backbuffer->surface)
+ SDL_FreeSurface(backbuffer->surface);
- (*backbuffer)->surface = new_surface;
+ backbuffer->surface = new_surface;
return (new_surface != NULL);
}
-boolean SDLSetVideoMode(DrawBuffer **backbuffer, boolean fullscreen)
+boolean SDLSetVideoMode(boolean fullscreen)
{
boolean success = FALSE;
if (fullscreen && !video.fullscreen_enabled && video.fullscreen_available)
{
/* switch display to fullscreen mode, if available */
- success = SDLCreateScreen(backbuffer, TRUE);
+ success = SDLCreateScreen(TRUE);
if (!success)
{
if ((!fullscreen && video.fullscreen_enabled) || !success)
{
/* switch display to window mode */
- success = SDLCreateScreen(backbuffer, FALSE);
+ success = SDLCreateScreen(FALSE);
if (!success)
{
SDL_FillRect(real_dst_bitmap->surface, &rect, color);
-#if defined(TARGET_SDL2)
if (dst_bitmap == window)
- {
- // SDL_UpdateWindowSurface(sdl_window);
- // SDL_UpdateWindowSurfaceRects(sdl_window, &rect, 1);
UpdateScreen(&rect);
- }
-#else
- if (dst_bitmap == window)
- {
- // SDL_UpdateRect(backbuffer->surface, x, y, width, height);
- UpdateScreen(&rect);
- }
-#endif
}
void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height,