changed setting native surface to use internal conversion function (SDL1)
[rocksndiamonds.git] / src / libgame / sdl.c
index 48a3e374ec39f5a64796bee38fb02b072137ca9a..4b44daa1c53d6ce82c6c59f62cc134800b671d61 100644 (file)
@@ -223,34 +223,7 @@ static boolean equalSDLPixelFormat(SDL_PixelFormat *format1,
          format1->BytesPerPixel == format2->BytesPerPixel &&
          format1->Rmask         == format2->Rmask &&
          format1->Gmask         == format2->Gmask &&
-         format1->Bmask         == format2->Bmask &&
-         format1->Amask         == format2->Amask);
-}
-
-boolean SDLSetNativeSurface(SDL_Surface **surface)
-{
-  SDL_Surface *new_surface;
-
-  if (surface == NULL ||
-      *surface == NULL ||
-      backbuffer == NULL ||
-      backbuffer->surface == NULL)
-    return FALSE;
-
-  // if pixel format already optimized for destination surface, do nothing
-  if (equalSDLPixelFormat((*surface)->format, backbuffer->surface->format))
-    return FALSE;
-
-  new_surface = SDL_ConvertSurface(*surface, backbuffer->surface->format, 0);
-
-  if (new_surface == NULL)
-    Error(ERR_EXIT, "SDL_ConvertSurface() failed: %s", SDL_GetError());
-
-  SDL_FreeSurface(*surface);
-
-  *surface = new_surface;
-
-  return TRUE;
+         format1->Bmask         == format2->Bmask);
 }
 
 SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface)
@@ -279,21 +252,21 @@ SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface)
   return new_surface;
 }
 
-#else
-
 boolean SDLSetNativeSurface(SDL_Surface **surface)
 {
   SDL_Surface *new_surface;
 
   if (surface == NULL ||
       *surface == NULL ||
-      !video.initialized)
+      backbuffer == NULL ||
+      backbuffer->surface == NULL)
     return FALSE;
 
-  new_surface = SDL_DisplayFormat(*surface);
+  // if pixel format already optimized for destination surface, do nothing
+  if (equalSDLPixelFormat((*surface)->format, backbuffer->surface->format))
+    return FALSE;
 
-  if (new_surface == NULL)
-    Error(ERR_EXIT, "SDL_DisplayFormat() failed: %s", SDL_GetError());
+  new_surface = SDLGetNativeSurface(*surface);
 
   SDL_FreeSurface(*surface);
 
@@ -302,10 +275,15 @@ boolean SDLSetNativeSurface(SDL_Surface **surface)
   return TRUE;
 }
 
+#else
+
 SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface)
 {
   SDL_Surface *new_surface;
 
+  if (surface == NULL)
+    return NULL;
+
   if (video.initialized)
     new_surface = SDL_DisplayFormat(surface);
   else
@@ -319,6 +297,24 @@ SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface)
   return new_surface;
 }
 
+boolean SDLSetNativeSurface(SDL_Surface **surface)
+{
+  SDL_Surface *new_surface;
+
+  if (surface == NULL ||
+      *surface == NULL ||
+      !video.initialized)
+    return FALSE;
+
+  new_surface = SDLGetNativeSurface(*surface);
+
+  SDL_FreeSurface(*surface);
+
+  *surface = new_surface;
+
+  return TRUE;
+}
+
 #endif
 
 #if defined(TARGET_SDL2)
@@ -431,7 +427,7 @@ void SDLInitVideoBuffer(boolean fullscreen)
      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);
 }
 
 static boolean SDLCreateScreen(boolean fullscreen)
@@ -924,7 +920,7 @@ void PrepareFadeBitmap(int draw_target)
   FinalizeScreen(draw_target);
 }
 
-void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height,
+void SDLFadeRectangle(int x, int y, int width, int height,
                      int fade_mode, int fade_delay, int post_delay,
                      void (*draw_border_function)(void))
 {