X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Flibgame%2Fsdl.c;h=d431aacf29c96c34d73b2a4db489d075608a5640;hp=32635b5341a6f4ff7bfb6530742ae22482628e1b;hb=0a69f419ffadee5822bc103be9e85d378e0d0274;hpb=9afa3bb01a86fb8640e763afb05b492619958b7f diff --git a/src/libgame/sdl.c b/src/libgame/sdl.c index 32635b53..d431aacf 100644 --- a/src/libgame/sdl.c +++ b/src/libgame/sdl.c @@ -27,6 +27,7 @@ static SDL_Window *sdl_window = NULL; static SDL_Renderer *sdl_renderer = NULL; static SDL_Texture *sdl_texture = NULL; +static boolean fullscreen_enabled = FALSE; #define USE_RENDERER TRUE #endif @@ -53,6 +54,7 @@ static void UpdateScreen(SDL_Rect *rect) { static unsigned int update_screen_delay = 0; unsigned int update_screen_delay_value = 20; /* (milliseconds) */ + SDL_Surface *screen = backbuffer->surface; if (limit_screen_updates && !DelayReached(&update_screen_delay, update_screen_delay_value)) @@ -60,10 +62,46 @@ static void UpdateScreen(SDL_Rect *rect) LimitScreenUpdates(FALSE); +#if 0 + { + static int LastFrameCounter = 0; + boolean changed = (FrameCounter != LastFrameCounter); + + printf("::: FrameCounter == %d [%s]\n", FrameCounter, + (changed ? "-" : "SAME FRAME UPDATED")); + + LastFrameCounter = FrameCounter; + + /* + if (FrameCounter % 2) + return; + */ + } +#endif + +#if USE_FINAL_SCREEN_BITMAP + if (gfx.final_screen_bitmap != NULL) // may not be initialized yet + { + // !!! TEST !!! + // draw global animations using bitmaps instead of using textures + // to prevent texture scaling artefacts (this is potentially slower) + + 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 + if (gfx.draw_global_anim_function != NULL) + gfx.draw_global_anim_function(); + + screen = gfx.final_screen_bitmap->surface; + + // force full window redraw + rect = NULL; + } +#endif + #if defined(TARGET_SDL2) #if USE_RENDERER - SDL_Surface *screen = backbuffer->surface; - if (rect) { int bytes_x = screen->pitch / video.width; @@ -80,10 +118,24 @@ 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); + +#if !USE_FINAL_SCREEN_BITMAP + // copy global animations to render target buffer, if defined + if (gfx.draw_global_anim_function != NULL) + gfx.draw_global_anim_function(); +#endif + + // show render target buffer on screen SDL_RenderPresent(sdl_renderer); + #else + if (rect) SDL_UpdateWindowSurfaceRects(sdl_window, rect, 1); else @@ -92,9 +144,9 @@ static void UpdateScreen(SDL_Rect *rect) #else // TARGET_SDL if (rect) - SDL_UpdateRects(backbuffer->surface, 1, rect); + SDL_UpdateRects(screen, 1, rect); else - SDL_UpdateRect(backbuffer->surface, 0, 0, 0, 0); + SDL_UpdateRect(screen, 0, 0, 0, 0); #endif } @@ -268,6 +320,51 @@ 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 SDLFreeBitmapTextures(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 = NULL; + bitmap->texture_masked = NULL; +#endif +} + void SDLInitVideoDisplay(void) { #if !defined(TARGET_SDL2) @@ -486,7 +583,6 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer, SDL_Surface *new_surface = NULL; #if defined(TARGET_SDL2) - static boolean fullscreen_enabled = FALSE; int surface_flags_window = SURFACE_FLAGS | SDL_WINDOW_RESIZABLE; #if USE_DESKTOP_FULLSCREEN int surface_flags_fullscreen = SURFACE_FLAGS | SDL_WINDOW_FULLSCREEN_DESKTOP; @@ -510,9 +606,8 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer, #if defined(TARGET_SDL2) - // store if initial screen mode on game start is fullscreen mode - if (sdl_window == NULL) - video.fullscreen_initial = fullscreen; + // store if initial screen mode is fullscreen mode when changing screen size + video.fullscreen_initial = fullscreen; #if USE_RENDERER float window_scaling_factor = (float)setup.window_scaling_percent / 100; @@ -816,9 +911,9 @@ void SDLSetWindowFullscreen(boolean fullscreen) #endif if (SDL_SetWindowFullscreen(sdl_window, flags) == 0) - video.fullscreen_enabled = fullscreen; + video.fullscreen_enabled = fullscreen_enabled = fullscreen; - // if game started in fullscreen mode, window will also get fullscreen size + // if screen size was changed in fullscreen mode, correct desktop window size if (!fullscreen && video.fullscreen_initial) { SDLSetWindowScaling(setup.window_scaling_percent); @@ -855,8 +950,19 @@ 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, @@ -910,6 +1016,37 @@ 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) { @@ -1181,18 +1318,69 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, if (draw_border_function != NULL) draw_border_function(); -#if defined(TARGET_SDL2) - // SDL_UpdateWindowSurface(sdl_window); - // SDL_UpdateWindowSurfaceRects(sdl_window, &dst_rect2, 1); UpdateScreen(&dst_rect2); + } + } + } + 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_UpdateRect(surface_screen, dst_x, dst_y, width, height); - UpdateScreen(&dst_rect2); + 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 + else /* fading in, fading out or cross-fading */ { float alpha; int alpha_final; @@ -1224,7 +1412,24 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, } } - Delay(post_delay); + if (post_delay > 0) + { + unsigned int time_post_delay; + + time_current = SDL_GetTicks(); + time_post_delay = time_current + post_delay; + + while (time_current < time_post_delay) + { + // do not wait longer than 10 ms at a time to be able to ... + Delay(MIN(10, time_post_delay - time_current)); + + // ... continue drawing global animations during post delay + UpdateScreen(NULL); + + time_current = SDL_GetTicks(); + } + } } void SDLDrawSimpleLine(Bitmap *dst_bitmap, int from_x, int from_y,