X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Flibgame%2Fsdl.c;h=0759b549fe643dc5ace17a427b8b38f77b6dbd0c;hb=fe4ae2ae6dd24628a3141093d8cddea7b57812e1;hp=3b0ccc070b7cb72bf050471b454d3f271dbe03de;hpb=eaf903d927b8fbebeb9491488207dbf44681c68b;p=rocksndiamonds.git diff --git a/src/libgame/sdl.c b/src/libgame/sdl.c index 3b0ccc07..0759b549 100644 --- a/src/libgame/sdl.c +++ b/src/libgame/sdl.c @@ -98,10 +98,22 @@ static void UpdateScreen(SDL_Rect *rect) { SDL_UpdateTexture(sdl_texture, NULL, screen->pixels, screen->pitch); } + + // clear render target buffer SDL_RenderClear(sdl_renderer); + + // copy backbuffer to render target buffer SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, NULL); + + // copy global animations to render target buffer, if defined + if (gfx.draw_global_anim_function != NULL) + gfx.draw_global_anim_function(); + + // show render target buffer on screen SDL_RenderPresent(sdl_renderer); + #else + if (rect) SDL_UpdateWindowSurfaceRects(sdl_window, rect, 1); else @@ -286,6 +298,35 @@ SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface) #endif +#if defined(TARGET_SDL2) +static SDL_Texture *SDLCreateTextureFromSurface(SDL_Surface *surface) +{ + SDL_Texture *texture = SDL_CreateTextureFromSurface(sdl_renderer, surface); + + if (texture == NULL) + Error(ERR_EXIT, "SDL_CreateTextureFromSurface() failed: %s", + SDL_GetError()); + + return texture; +} +#endif + +void SDLCreateBitmapTextures(Bitmap *bitmap) +{ +#if defined(TARGET_SDL2) + if (bitmap == NULL) + return; + + if (bitmap->texture) + SDL_DestroyTexture(bitmap->texture); + if (bitmap->texture_masked) + SDL_DestroyTexture(bitmap->texture_masked); + + bitmap->texture = SDLCreateTextureFromSurface(bitmap->surface); + bitmap->texture_masked = SDLCreateTextureFromSurface(bitmap->surface_masked); +#endif +} + void SDLInitVideoDisplay(void) { #if !defined(TARGET_SDL2) @@ -871,8 +912,19 @@ void SDLFreeBitmapPointers(Bitmap *bitmap) SDL_FreeSurface(bitmap->surface); if (bitmap->surface_masked) SDL_FreeSurface(bitmap->surface_masked); + bitmap->surface = NULL; bitmap->surface_masked = NULL; + +#if defined(TARGET_SDL2) + if (bitmap->texture) + SDL_DestroyTexture(bitmap->texture); + if (bitmap->texture_masked) + SDL_DestroyTexture(bitmap->texture_masked); + + bitmap->texture = NULL; + bitmap->texture_masked = NULL; +#endif } void SDLCopyArea(Bitmap *src_bitmap, Bitmap *dst_bitmap, @@ -926,6 +978,37 @@ void SDLCopyArea(Bitmap *src_bitmap, Bitmap *dst_bitmap, #endif } +void SDLBlitTexture(Bitmap *bitmap, + int src_x, int src_y, int width, int height, + int dst_x, int dst_y, int mask_mode) +{ +#if defined(TARGET_SDL2) +#if USE_RENDERER + SDL_Texture *texture; + SDL_Rect src_rect; + SDL_Rect dst_rect; + + texture = + (mask_mode == BLIT_MASKED ? bitmap->texture_masked : bitmap->texture); + + if (texture == NULL) + return; + + src_rect.x = src_x; + src_rect.y = src_y; + src_rect.w = width; + src_rect.h = height; + + dst_rect.x = dst_x; + dst_rect.y = dst_y; + dst_rect.w = width; + dst_rect.h = height; + + SDL_RenderCopy(sdl_renderer, texture, &src_rect, &dst_rect); +#endif +#endif +} + void SDLFillRectangle(Bitmap *dst_bitmap, int x, int y, int width, int height, Uint32 color) { @@ -1201,7 +1284,65 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, } } } - else + else if (fade_mode == FADE_MODE_CURTAIN) + { + float xx; + int xx_final; + int xx_size = width / 2; + + SDL_BlitSurface(surface_target, &src_rect, surface_screen, &dst_rect); +#if defined(TARGET_SDL2) + SDL_SetSurfaceBlendMode(surface_source, SDL_BLENDMODE_NONE); +#else + SDL_SetAlpha(surface_source, 0, 0); /* disable alpha blending */ +#endif + + for (xx = 0; xx < xx_size;) + { + time_last = time_current; + time_current = SDL_GetTicks(); + xx += xx_size * ((float)(time_current - time_last) / fade_delay); + xx_final = MIN(MAX(0, xx), xx_size); + + src_rect.x = src_x; + src_rect.y = src_y; + src_rect.w = width; + src_rect.h = height; + + dst_rect.x = dst_x; + dst_rect.y = dst_y; + + /* draw new (target) image to screen buffer */ + SDL_BlitSurface(surface_target, &src_rect, surface_screen, &dst_rect); + + if (xx_final < xx_size) + { + src_rect.w = xx_size - xx_final; + src_rect.h = height; + + /* draw old (source) image to screen buffer (left side) */ + + src_rect.x = src_x + xx_final; + dst_rect.x = dst_x; + + SDL_BlitSurface(surface_source, &src_rect, surface_screen, &dst_rect); + + /* draw old (source) image to screen buffer (right side) */ + + src_rect.x = src_x + xx_size; + dst_rect.x = dst_x + xx_size + xx_final; + + SDL_BlitSurface(surface_source, &src_rect, surface_screen, &dst_rect); + } + + if (draw_border_function != NULL) + draw_border_function(); + + /* only update the region of the screen that is affected from fading */ + UpdateScreen(&dst_rect2); + } + } + else /* fading in, fading out or cross-fading */ { float alpha; int alpha_final;