src/render/SDL_render.c
author Sam Lantinga <slouken@libsdl.org>
Fri, 12 Oct 2012 02:56:41 -0700
changeset 6581 008057dcc079
parent 6579 2390a7403b77
child 6885 700f1b25f77f
child 8400 1315402d9028
permissions -rw-r--r--
The logical size set for a render target is temporary and shouldn't conflict with the logical size set for a window.
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_config.h"
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/* The SDL 2D rendering system */
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#include "SDL_hints.h"
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#include "SDL_log.h"
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#include "SDL_render.h"
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#include "SDL_sysrender.h"
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#include "software/SDL_render_sw_c.h"
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#define SDL_WINDOWRENDERDATA    "_SDL_WindowRenderData"
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#define CHECK_RENDERER_MAGIC(renderer, retval) \
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    if (!renderer || renderer->magic != &renderer_magic) { \
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        SDL_SetError("Invalid renderer"); \
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        return retval; \
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    }
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#define CHECK_TEXTURE_MAGIC(texture, retval) \
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    if (!texture || texture->magic != &texture_magic) { \
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        SDL_SetError("Invalid texture"); \
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        return retval; \
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    }
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static const SDL_RenderDriver *render_drivers[] = {
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#if !SDL_RENDER_DISABLED
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#if SDL_VIDEO_RENDER_D3D
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    &D3D_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL
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    &GL_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL_ES2
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    &GLES2_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL_ES
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    &GLES_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_DIRECTFB
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    &DirectFB_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_NDS
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    &NDS_RenderDriver,
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#endif
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    &SW_RenderDriver
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#endif /* !SDL_RENDER_DISABLED */
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};
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static char renderer_magic;
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static char texture_magic;
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static int UpdateLogicalSize(SDL_Renderer *renderer);
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int
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SDL_GetNumRenderDrivers(void)
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{
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    return SDL_arraysize(render_drivers);
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}
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int
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SDL_GetRenderDriverInfo(int index, SDL_RendererInfo * info)
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{
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    if (index < 0 || index >= SDL_GetNumRenderDrivers()) {
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        SDL_SetError("index must be in the range of 0 - %d",
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                     SDL_GetNumRenderDrivers() - 1);
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        return -1;
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    }
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    *info = render_drivers[index]->info;
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    return 0;
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}
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static int
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SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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{
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    SDL_Renderer *renderer = (SDL_Renderer *)userdata;
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    if (event->type == SDL_WINDOWEVENT) {
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        SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
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        if (window == renderer->window) {
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            if (renderer->WindowEvent) {
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                renderer->WindowEvent(renderer, &event->window);
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            }
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            if (event->window.event == SDL_WINDOWEVENT_RESIZED) {
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                if (renderer->logical_w) {
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                    /* We'll update the renderer in the SIZE_CHANGED event */
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                } else {
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                    /* Try to keep the previous viewport centered */
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                    int w, h;
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                    SDL_GetWindowSize(window, &w, &h);
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                    if (renderer->target) {
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                        renderer->viewport_backup.x = (w - renderer->viewport_backup.w) / 2;
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                        renderer->viewport_backup.y = (h - renderer->viewport_backup.h) / 2;
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                    } else {
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                        renderer->viewport.x = (w - renderer->viewport.w) / 2;
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                        renderer->viewport.y = (h - renderer->viewport.h) / 2;
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                        renderer->UpdateViewport(renderer);
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                    }
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                }
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                renderer->resized = SDL_TRUE;
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            } else if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
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                if (renderer->logical_w) {
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                    UpdateLogicalSize(renderer);
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                } else if (!renderer->resized) {
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                    /* Window was programmatically resized, reset viewport */
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                    int w, h;
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                    SDL_GetWindowSize(window, &w, &h);
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                    if (renderer->target) {
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                        renderer->viewport_backup.x = 0;
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                        renderer->viewport_backup.y = 0;
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                        renderer->viewport_backup.w = w;
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                        renderer->viewport_backup.h = h;
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                    } else {
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                        renderer->viewport.x = 0;
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                        renderer->viewport.y = 0;
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                        renderer->viewport.w = w;
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                        renderer->viewport.h = h;
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                        renderer->UpdateViewport(renderer);
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                    }
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                }
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                renderer->resized = SDL_FALSE;
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            } else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) {
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                renderer->hidden = SDL_TRUE;
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            } else if (event->window.event == SDL_WINDOWEVENT_SHOWN) {
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                if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
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                    renderer->hidden = SDL_FALSE;
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                }
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            } else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
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                renderer->hidden = SDL_TRUE;
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            } else if (event->window.event == SDL_WINDOWEVENT_RESTORED) {
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                if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
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                    renderer->hidden = SDL_FALSE;
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                }
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            }
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        }
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    } else if (event->type == SDL_MOUSEMOTION) {
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        if (renderer->logical_w) {
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            event->motion.x -= renderer->viewport.x;
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            event->motion.y -= renderer->viewport.y;
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            event->motion.x = (int)(event->motion.x / renderer->scale.x);
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            event->motion.y = (int)(event->motion.y / renderer->scale.y);
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        }
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    } else if (event->type == SDL_MOUSEBUTTONDOWN ||
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               event->type == SDL_MOUSEBUTTONUP) {
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        if (renderer->logical_w) {
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            event->button.x -= renderer->viewport.x;
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            event->button.y -= renderer->viewport.y;
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            event->button.x = (int)(event->button.x / renderer->scale.x);
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            event->button.y = (int)(event->button.y / renderer->scale.y);
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        }
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    }
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    return 0;
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}
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int
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SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags,
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                            SDL_Window **window, SDL_Renderer **renderer)
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{
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    *window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED,
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                                     SDL_WINDOWPOS_UNDEFINED,
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                                     width, height, window_flags);
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    if (!*window) {
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        *renderer = NULL;
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        return -1;
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    }
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    *renderer = SDL_CreateRenderer(*window, -1, 0);
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    if (!*renderer) {
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        return -1;
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    }
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    return 0;
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}
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SDL_Renderer *
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SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
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{
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    SDL_Renderer *renderer = NULL;
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    int n = SDL_GetNumRenderDrivers();
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    const char *hint;
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    if (!window) {
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        SDL_SetError("Invalid window");
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        return NULL;
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    }
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    if (SDL_GetRenderer(window)) {
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        SDL_SetError("Renderer already associated with window");
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        return NULL;
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    }
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    hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
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    if (hint) {
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        if (*hint == '0') {
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            flags &= ~SDL_RENDERER_PRESENTVSYNC;
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        } else {
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            flags |= SDL_RENDERER_PRESENTVSYNC;
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        }
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    }
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    if (index < 0) {
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        hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
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        if (hint) {
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            for (index = 0; index < n; ++index) {
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                const SDL_RenderDriver *driver = render_drivers[index];
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                if (SDL_strcasecmp(hint, driver->info.name) == 0) {
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                    /* Create a new renderer instance */
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                    renderer = driver->CreateRenderer(window, flags);
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                    break;
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                }
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            }
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        }
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        if (!renderer) {
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            for (index = 0; index < n; ++index) {
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                const SDL_RenderDriver *driver = render_drivers[index];
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                if ((driver->info.flags & flags) == flags) {
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                    /* Create a new renderer instance */
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                    renderer = driver->CreateRenderer(window, flags);
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                    if (renderer) {
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                        /* Yay, we got one! */
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                        break;
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                    }
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                }
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            }
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        }
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        if (index == n) {
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            SDL_SetError("Couldn't find matching render driver");
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            return NULL;
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        }
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    } else {
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        if (index >= SDL_GetNumRenderDrivers()) {
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            SDL_SetError("index must be -1 or in the range of 0 - %d",
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                         SDL_GetNumRenderDrivers() - 1);
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            return NULL;
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        }
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        /* Create a new renderer instance */
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        renderer = render_drivers[index]->CreateRenderer(window, flags);
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    }
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    if (renderer) {
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        renderer->magic = &renderer_magic;
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        renderer->window = window;
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        renderer->scale.x = 1.0f;
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        renderer->scale.y = 1.0f;
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        if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) {
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            renderer->hidden = SDL_TRUE;
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        } else {
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            renderer->hidden = SDL_FALSE;
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        }
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        SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
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        SDL_RenderSetViewport(renderer, NULL);
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        SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
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        SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
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                    "Created renderer: %s", renderer->info.name);
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    }
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    return renderer;
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}
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SDL_Renderer *
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SDL_CreateSoftwareRenderer(SDL_Surface * surface)
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   292
{
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   293
#if !SDL_RENDER_DISABLED
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   294
    SDL_Renderer *renderer;
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   295
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   296
    renderer = SW_CreateRendererForSurface(surface);
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   297
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   298
    if (renderer) {
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   299
        renderer->magic = &renderer_magic;
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   300
        renderer->scale.x = 1.0f;
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   301
        renderer->scale.y = 1.0f;
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   302
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   303
        SDL_RenderSetViewport(renderer, NULL);
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   304
    }
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   305
    return renderer;
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   306
#else
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   307
    SDL_SetError("SDL not built with rendering support");
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   308
    return NULL;
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   309
#endif /* !SDL_RENDER_DISABLED */
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   310
}
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   311
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   312
SDL_Renderer *
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   313
SDL_GetRenderer(SDL_Window * window)
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   314
{
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   315
    return (SDL_Renderer *)SDL_GetWindowData(window, SDL_WINDOWRENDERDATA);
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   316
}
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   317
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   318
int
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   319
SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info)
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   320
{
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   321
    CHECK_RENDERER_MAGIC(renderer, -1);
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   322
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   323
    *info = renderer->info;
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   324
    return 0;
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   325
}
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   326
slouken@5156
   327
static SDL_bool
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   328
IsSupportedFormat(SDL_Renderer * renderer, Uint32 format)
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   329
{
slouken@5156
   330
    Uint32 i;
slouken@5156
   331
slouken@5156
   332
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
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   333
        if (renderer->info.texture_formats[i] == format) {
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   334
            return SDL_TRUE;
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   335
        }
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   336
    }
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   337
    return SDL_FALSE;
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   338
}
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   339
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   340
static Uint32
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   341
GetClosestSupportedFormat(SDL_Renderer * renderer, Uint32 format)
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   342
{
slouken@5156
   343
    Uint32 i;
slouken@5156
   344
slouken@5268
   345
    if (SDL_ISPIXELFORMAT_FOURCC(format)) {
slouken@5268
   346
        /* Look for an exact match */
slouken@5268
   347
        for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5268
   348
            if (renderer->info.texture_formats[i] == format) {
slouken@5268
   349
                return renderer->info.texture_formats[i];
slouken@5268
   350
            }
slouken@5268
   351
        }
slouken@5268
   352
    } else {
slouken@5268
   353
        SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format);
slouken@5268
   354
slouken@5268
   355
        /* We just want to match the first format that has the same channels */
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   356
        for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5300
   357
            if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
slouken@5300
   358
                SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
slouken@5268
   359
                return renderer->info.texture_formats[i];
slouken@5268
   360
            }
slouken@5156
   361
        }
slouken@5156
   362
    }
slouken@5156
   363
    return renderer->info.texture_formats[0];
slouken@5156
   364
}
slouken@5156
   365
slouken@5154
   366
SDL_Texture *
slouken@5154
   367
SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int h)
slouken@5154
   368
{
slouken@5154
   369
    SDL_Texture *texture;
slouken@5154
   370
slouken@5154
   371
    CHECK_RENDERER_MAGIC(renderer, NULL);
slouken@5154
   372
slouken@5413
   373
    if (!format) {
slouken@5413
   374
        format = renderer->info.texture_formats[0];
slouken@5413
   375
    }
slouken@5156
   376
    if (SDL_ISPIXELFORMAT_INDEXED(format)) {
slouken@5156
   377
        SDL_SetError("Palettized textures are not supported");
slouken@5156
   378
        return NULL;
slouken@5156
   379
    }
slouken@5154
   380
    if (w <= 0 || h <= 0) {
slouken@5154
   381
        SDL_SetError("Texture dimensions can't be 0");
slouken@5156
   382
        return NULL;
slouken@5154
   383
    }
slouken@5154
   384
    texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
slouken@5154
   385
    if (!texture) {
slouken@5154
   386
        SDL_OutOfMemory();
slouken@5156
   387
        return NULL;
slouken@5154
   388
    }
slouken@5154
   389
    texture->magic = &texture_magic;
slouken@5154
   390
    texture->format = format;
slouken@5154
   391
    texture->access = access;
slouken@5154
   392
    texture->w = w;
slouken@5154
   393
    texture->h = h;
slouken@5154
   394
    texture->r = 255;
slouken@5154
   395
    texture->g = 255;
slouken@5154
   396
    texture->b = 255;
slouken@5154
   397
    texture->a = 255;
slouken@5154
   398
    texture->renderer = renderer;
slouken@5154
   399
    texture->next = renderer->textures;
slouken@5154
   400
    if (renderer->textures) {
slouken@5154
   401
        renderer->textures->prev = texture;
slouken@5154
   402
    }
slouken@5154
   403
    renderer->textures = texture;
slouken@5154
   404
slouken@5156
   405
    if (IsSupportedFormat(renderer, format)) {
slouken@5156
   406
        if (renderer->CreateTexture(renderer, texture) < 0) {
slouken@5156
   407
            SDL_DestroyTexture(texture);
slouken@5156
   408
            return 0;
slouken@5156
   409
        }
slouken@5156
   410
    } else {
slouken@5156
   411
        texture->native = SDL_CreateTexture(renderer,
slouken@5156
   412
                                GetClosestSupportedFormat(renderer, format),
slouken@5156
   413
                                access, w, h);
slouken@5156
   414
        if (!texture->native) {
slouken@5156
   415
            SDL_DestroyTexture(texture);
slouken@5156
   416
            return NULL;
slouken@5156
   417
        }
slouken@5156
   418
slouken@6497
   419
        /* Swap textures to have texture before texture->native in the list */
slouken@6497
   420
        texture->native->next = texture->next;
slouken@6533
   421
        if (texture->native->next) {
slouken@6533
   422
            texture->native->next->prev = texture->native;
slouken@6533
   423
        }
slouken@6497
   424
        texture->prev = texture->native->prev;
slouken@6533
   425
        if (texture->prev) {
slouken@6533
   426
            texture->prev->next = texture;
slouken@6533
   427
        }
slouken@6497
   428
        texture->native->prev = texture;
slouken@6497
   429
        texture->next = texture->native;
slouken@6497
   430
        renderer->textures = texture;
slouken@6497
   431
slouken@5156
   432
        if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
slouken@5156
   433
            texture->yuv = SDL_SW_CreateYUVTexture(format, w, h);
slouken@5156
   434
            if (!texture->yuv) {
slouken@5156
   435
                SDL_DestroyTexture(texture);
slouken@5156
   436
                return NULL;
slouken@5156
   437
            }
slouken@5156
   438
        } else if (access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   439
            /* The pitch is 4 byte aligned */
slouken@5156
   440
            texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3);
slouken@5342
   441
            texture->pixels = SDL_calloc(1, texture->pitch * h);
slouken@5156
   442
            if (!texture->pixels) {
slouken@5156
   443
                SDL_DestroyTexture(texture);
slouken@5156
   444
                return NULL;
slouken@5156
   445
            }
slouken@5156
   446
        }
slouken@5154
   447
    }
slouken@5154
   448
    return texture;
slouken@5154
   449
}
slouken@5154
   450
slouken@5154
   451
SDL_Texture *
slouken@5158
   452
SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
slouken@5154
   453
{
slouken@5158
   454
    const SDL_PixelFormat *fmt;
slouken@5158
   455
    SDL_bool needAlpha;
slouken@5158
   456
    Uint32 i;
slouken@5158
   457
    Uint32 format;
slouken@5158
   458
    SDL_Texture *texture;
slouken@5154
   459
slouken@5154
   460
    CHECK_RENDERER_MAGIC(renderer, NULL);
slouken@5154
   461
slouken@5154
   462
    if (!surface) {
slouken@5154
   463
        SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface");
slouken@5154
   464
        return NULL;
slouken@5154
   465
    }
slouken@5158
   466
slouken@5158
   467
    /* See what the best texture format is */
slouken@5154
   468
    fmt = surface->format;
slouken@5158
   469
    if (fmt->Amask || SDL_GetColorKey(surface, NULL) == 0) {
slouken@5158
   470
        needAlpha = SDL_TRUE;
slouken@5154
   471
    } else {
slouken@5158
   472
        needAlpha = SDL_FALSE;
slouken@5158
   473
    }
slouken@5158
   474
    format = renderer->info.texture_formats[0];
slouken@5158
   475
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5268
   476
        if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
slouken@5268
   477
            SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
slouken@5158
   478
            format = renderer->info.texture_formats[i];
slouken@5158
   479
            break;
slouken@5154
   480
        }
slouken@5154
   481
    }
slouken@5154
   482
slouken@5158
   483
    texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
slouken@5158
   484
                                surface->w, surface->h);
slouken@5154
   485
    if (!texture) {
slouken@5158
   486
        return NULL;
slouken@5154
   487
    }
slouken@5158
   488
slouken@5288
   489
    if (format == surface->format->format) {
slouken@5154
   490
        if (SDL_MUSTLOCK(surface)) {
slouken@5154
   491
            SDL_LockSurface(surface);
slouken@5158
   492
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
slouken@5154
   493
            SDL_UnlockSurface(surface);
slouken@5154
   494
        } else {
slouken@5158
   495
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
slouken@5154
   496
        }
slouken@5154
   497
    } else {
slouken@5297
   498
        SDL_PixelFormat *dst_fmt;
slouken@5158
   499
        SDL_Surface *temp = NULL;
slouken@5154
   500
slouken@5154
   501
        /* Set up a destination surface for the texture update */
slouken@5297
   502
        dst_fmt = SDL_AllocFormat(format);
slouken@5297
   503
        temp = SDL_ConvertSurface(surface, dst_fmt, 0);
slouken@5297
   504
        SDL_FreeFormat(dst_fmt);
slouken@5158
   505
        if (temp) {
slouken@5158
   506
            SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
slouken@5158
   507
            SDL_FreeSurface(temp);
slouken@5158
   508
        } else {
slouken@5154
   509
            SDL_DestroyTexture(texture);
slouken@5158
   510
            return NULL;
slouken@5154
   511
        }
slouken@5154
   512
    }
slouken@5154
   513
slouken@5154
   514
    {
slouken@5154
   515
        Uint8 r, g, b, a;
slouken@5154
   516
        SDL_BlendMode blendMode;
slouken@5154
   517
slouken@5154
   518
        SDL_GetSurfaceColorMod(surface, &r, &g, &b);
slouken@5154
   519
        SDL_SetTextureColorMod(texture, r, g, b);
slouken@5154
   520
slouken@5154
   521
        SDL_GetSurfaceAlphaMod(surface, &a);
slouken@5154
   522
        SDL_SetTextureAlphaMod(texture, a);
slouken@5154
   523
slouken@5154
   524
        if (SDL_GetColorKey(surface, NULL) == 0) {
slouken@5154
   525
            /* We converted to a texture with alpha format */
slouken@5154
   526
            SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
slouken@5154
   527
        } else {
slouken@5154
   528
            SDL_GetSurfaceBlendMode(surface, &blendMode);
slouken@5154
   529
            SDL_SetTextureBlendMode(texture, blendMode);
slouken@5154
   530
        }
slouken@5154
   531
    }
slouken@5154
   532
    return texture;
slouken@5154
   533
}
slouken@5154
   534
slouken@5154
   535
int
slouken@5154
   536
SDL_QueryTexture(SDL_Texture * texture, Uint32 * format, int *access,
slouken@5154
   537
                 int *w, int *h)
slouken@5154
   538
{
slouken@5154
   539
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   540
slouken@5154
   541
    if (format) {
slouken@5154
   542
        *format = texture->format;
slouken@5154
   543
    }
slouken@5154
   544
    if (access) {
slouken@5154
   545
        *access = texture->access;
slouken@5154
   546
    }
slouken@5154
   547
    if (w) {
slouken@5154
   548
        *w = texture->w;
slouken@5154
   549
    }
slouken@5154
   550
    if (h) {
slouken@5154
   551
        *h = texture->h;
slouken@5154
   552
    }
slouken@5154
   553
    return 0;
slouken@5154
   554
}
slouken@5154
   555
slouken@5154
   556
int
slouken@5154
   557
SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b)
slouken@5154
   558
{
slouken@5154
   559
    SDL_Renderer *renderer;
slouken@5154
   560
slouken@5154
   561
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   562
slouken@5154
   563
    renderer = texture->renderer;
slouken@5154
   564
    if (r < 255 || g < 255 || b < 255) {
slouken@5154
   565
        texture->modMode |= SDL_TEXTUREMODULATE_COLOR;
slouken@5154
   566
    } else {
slouken@5154
   567
        texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
slouken@5154
   568
    }
slouken@5154
   569
    texture->r = r;
slouken@5154
   570
    texture->g = g;
slouken@5154
   571
    texture->b = b;
slouken@5156
   572
    if (texture->native) {
slouken@5156
   573
        return SDL_SetTextureColorMod(texture->native, r, g, b);
slouken@5156
   574
    } else if (renderer->SetTextureColorMod) {
slouken@5154
   575
        return renderer->SetTextureColorMod(renderer, texture);
slouken@5154
   576
    } else {
slouken@5154
   577
        return 0;
slouken@5154
   578
    }
slouken@5154
   579
}
slouken@5154
   580
slouken@5154
   581
int
slouken@5154
   582
SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g,
slouken@5154
   583
                       Uint8 * b)
slouken@5154
   584
{
slouken@5154
   585
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   586
slouken@5154
   587
    if (r) {
slouken@5154
   588
        *r = texture->r;
slouken@5154
   589
    }
slouken@5154
   590
    if (g) {
slouken@5154
   591
        *g = texture->g;
slouken@5154
   592
    }
slouken@5154
   593
    if (b) {
slouken@5154
   594
        *b = texture->b;
slouken@5154
   595
    }
slouken@5154
   596
    return 0;
slouken@5154
   597
}
slouken@5154
   598
slouken@5154
   599
int
slouken@5154
   600
SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha)
slouken@5154
   601
{
slouken@5154
   602
    SDL_Renderer *renderer;
slouken@5154
   603
slouken@5154
   604
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   605
slouken@5154
   606
    renderer = texture->renderer;
slouken@5154
   607
    if (alpha < 255) {
slouken@5154
   608
        texture->modMode |= SDL_TEXTUREMODULATE_ALPHA;
slouken@5154
   609
    } else {
slouken@5154
   610
        texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
slouken@5154
   611
    }
slouken@5154
   612
    texture->a = alpha;
slouken@5156
   613
    if (texture->native) {
slouken@5156
   614
        return SDL_SetTextureAlphaMod(texture->native, alpha);
slouken@5156
   615
    } else if (renderer->SetTextureAlphaMod) {
slouken@5154
   616
        return renderer->SetTextureAlphaMod(renderer, texture);
slouken@5154
   617
    } else {
slouken@5154
   618
        return 0;
slouken@5154
   619
    }
slouken@5154
   620
}
slouken@5154
   621
slouken@5154
   622
int
slouken@5154
   623
SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha)
slouken@5154
   624
{
slouken@5154
   625
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   626
slouken@5154
   627
    if (alpha) {
slouken@5154
   628
        *alpha = texture->a;
slouken@5154
   629
    }
slouken@5154
   630
    return 0;
slouken@5154
   631
}
slouken@5154
   632
slouken@5154
   633
int
slouken@5154
   634
SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode)
slouken@5154
   635
{
slouken@5154
   636
    SDL_Renderer *renderer;
slouken@5154
   637
slouken@5154
   638
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   639
slouken@5154
   640
    renderer = texture->renderer;
slouken@5154
   641
    texture->blendMode = blendMode;
slouken@5156
   642
    if (texture->native) {
slouken@5180
   643
        return SDL_SetTextureBlendMode(texture->native, blendMode);
slouken@5156
   644
    } else if (renderer->SetTextureBlendMode) {
slouken@5154
   645
        return renderer->SetTextureBlendMode(renderer, texture);
slouken@5154
   646
    } else {
slouken@5154
   647
        return 0;
slouken@5154
   648
    }
slouken@5154
   649
}
slouken@5154
   650
slouken@5154
   651
int
slouken@5154
   652
SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode)
slouken@5154
   653
{
slouken@5154
   654
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   655
slouken@5154
   656
    if (blendMode) {
slouken@5154
   657
        *blendMode = texture->blendMode;
slouken@5154
   658
    }
slouken@5154
   659
    return 0;
slouken@5154
   660
}
slouken@5154
   661
slouken@5156
   662
static int
slouken@5156
   663
SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   664
                     const void *pixels, int pitch)
slouken@5156
   665
{
slouken@5156
   666
    SDL_Texture *native = texture->native;
slouken@5156
   667
    SDL_Rect full_rect;
slouken@5156
   668
slouken@5156
   669
    if (SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch) < 0) {
slouken@5156
   670
        return -1;
slouken@5156
   671
    }
slouken@5156
   672
slouken@5156
   673
    full_rect.x = 0;
slouken@5156
   674
    full_rect.y = 0;
slouken@5156
   675
    full_rect.w = texture->w;
slouken@5156
   676
    full_rect.h = texture->h;
slouken@5156
   677
    rect = &full_rect;
slouken@5156
   678
slouken@5156
   679
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   680
        /* We can lock the texture and copy to it */
slouken@5156
   681
        void *native_pixels;
slouken@5156
   682
        int native_pitch;
slouken@5156
   683
slouken@5156
   684
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   685
            return -1;
slouken@5156
   686
        }
slouken@5156
   687
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@5156
   688
                            rect->w, rect->h, native_pixels, native_pitch);
slouken@5156
   689
        SDL_UnlockTexture(native);
slouken@5156
   690
    } else {
slouken@5156
   691
        /* Use a temporary buffer for updating */
slouken@5156
   692
        void *temp_pixels;
slouken@5156
   693
        int temp_pitch;
slouken@5156
   694
slouken@5156
   695
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
slouken@5156
   696
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@5156
   697
        if (!temp_pixels) {
slouken@5156
   698
            SDL_OutOfMemory();
slouken@5156
   699
            return -1;
slouken@5156
   700
        }
slouken@5156
   701
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@5156
   702
                            rect->w, rect->h, temp_pixels, temp_pitch);
slouken@5156
   703
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
slouken@5156
   704
        SDL_free(temp_pixels);
slouken@5156
   705
    }
slouken@5156
   706
    return 0;
slouken@5156
   707
}
slouken@5156
   708
slouken@5156
   709
static int
slouken@5156
   710
SDL_UpdateTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   711
                        const void *pixels, int pitch)
slouken@5156
   712
{
slouken@5156
   713
    SDL_Texture *native = texture->native;
slouken@5156
   714
slouken@5156
   715
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   716
        /* We can lock the texture and copy to it */
slouken@5156
   717
        void *native_pixels;
slouken@5156
   718
        int native_pitch;
slouken@5156
   719
slouken@5156
   720
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   721
            return -1;
slouken@5156
   722
        }
slouken@5156
   723
        SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   724
                          texture->format, pixels, pitch,
slouken@5156
   725
                          native->format, native_pixels, native_pitch);
slouken@5156
   726
        SDL_UnlockTexture(native);
slouken@5156
   727
    } else {
slouken@5156
   728
        /* Use a temporary buffer for updating */
slouken@5156
   729
        void *temp_pixels;
slouken@5156
   730
        int temp_pitch;
slouken@5156
   731
slouken@5156
   732
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
slouken@5156
   733
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@5156
   734
        if (!temp_pixels) {
slouken@5156
   735
            SDL_OutOfMemory();
slouken@5156
   736
            return -1;
slouken@5156
   737
        }
slouken@5156
   738
        SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   739
                          texture->format, pixels, pitch,
slouken@5156
   740
                          native->format, temp_pixels, temp_pitch);
slouken@5156
   741
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
slouken@5156
   742
        SDL_free(temp_pixels);
slouken@5156
   743
    }
slouken@5156
   744
    return 0;
slouken@5156
   745
}
slouken@5156
   746
slouken@5154
   747
int
slouken@5154
   748
SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5154
   749
                  const void *pixels, int pitch)
slouken@5154
   750
{
slouken@5154
   751
    SDL_Renderer *renderer;
slouken@5154
   752
    SDL_Rect full_rect;
slouken@5154
   753
slouken@5154
   754
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   755
slouken@5154
   756
    if (!rect) {
slouken@5154
   757
        full_rect.x = 0;
slouken@5154
   758
        full_rect.y = 0;
slouken@5154
   759
        full_rect.w = texture->w;
slouken@5154
   760
        full_rect.h = texture->h;
slouken@5154
   761
        rect = &full_rect;
slouken@5154
   762
    }
slouken@5156
   763
slouken@5156
   764
    if (texture->yuv) {
slouken@5156
   765
        return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
slouken@5156
   766
    } else if (texture->native) {
slouken@5156
   767
        return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
slouken@5156
   768
    } else {
slouken@5156
   769
        renderer = texture->renderer;
slouken@5156
   770
        return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
slouken@5156
   771
    }
slouken@5156
   772
}
slouken@5156
   773
slouken@5156
   774
static int
slouken@5156
   775
SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   776
                   void **pixels, int *pitch)
slouken@5156
   777
{
slouken@5156
   778
    return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
slouken@5156
   779
}
slouken@5156
   780
slouken@5156
   781
static int
slouken@5156
   782
SDL_LockTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   783
                      void **pixels, int *pitch)
slouken@5156
   784
{
slouken@5156
   785
    texture->locked_rect = *rect;
slouken@5156
   786
    *pixels = (void *) ((Uint8 *) texture->pixels +
slouken@5156
   787
                        rect->y * texture->pitch +
slouken@5156
   788
                        rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5156
   789
    *pitch = texture->pitch;
slouken@5156
   790
    return 0;
slouken@5154
   791
}
slouken@5154
   792
slouken@5154
   793
int
slouken@5156
   794
SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5154
   795
                void **pixels, int *pitch)
slouken@5154
   796
{
slouken@5154
   797
    SDL_Renderer *renderer;
slouken@5154
   798
    SDL_Rect full_rect;
slouken@5154
   799
slouken@5154
   800
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   801
slouken@5154
   802
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
slouken@5154
   803
        SDL_SetError("SDL_LockTexture(): texture must be streaming");
slouken@5154
   804
        return -1;
slouken@5154
   805
    }
slouken@5156
   806
slouken@5154
   807
    if (!rect) {
slouken@5154
   808
        full_rect.x = 0;
slouken@5154
   809
        full_rect.y = 0;
slouken@5154
   810
        full_rect.w = texture->w;
slouken@5154
   811
        full_rect.h = texture->h;
slouken@5154
   812
        rect = &full_rect;
slouken@5154
   813
    }
slouken@5156
   814
slouken@5156
   815
    if (texture->yuv) {
slouken@5156
   816
        return SDL_LockTextureYUV(texture, rect, pixels, pitch);
slouken@5156
   817
    } else if (texture->native) {
slouken@5156
   818
        return SDL_LockTextureNative(texture, rect, pixels, pitch);
slouken@5156
   819
    } else {
slouken@5156
   820
        renderer = texture->renderer;
slouken@5156
   821
        return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
slouken@5156
   822
    }
slouken@5156
   823
}
slouken@5156
   824
slouken@5156
   825
static void
slouken@5156
   826
SDL_UnlockTextureYUV(SDL_Texture * texture)
slouken@5156
   827
{
slouken@5156
   828
    SDL_Texture *native = texture->native;
slouken@5156
   829
    void *native_pixels;
slouken@5156
   830
    int native_pitch;
slouken@5156
   831
    SDL_Rect rect;
slouken@5156
   832
slouken@5156
   833
    rect.x = 0;
slouken@5156
   834
    rect.y = 0;
slouken@5156
   835
    rect.w = texture->w;
slouken@5156
   836
    rect.h = texture->h;
slouken@5156
   837
slouken@5156
   838
    if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   839
        return;
slouken@5156
   840
    }
slouken@5156
   841
    SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format,
slouken@5156
   842
                        rect.w, rect.h, native_pixels, native_pitch);
slouken@5156
   843
    SDL_UnlockTexture(native);
slouken@5156
   844
}
slouken@5156
   845
slouken@6044
   846
static void
slouken@5156
   847
SDL_UnlockTextureNative(SDL_Texture * texture)
slouken@5156
   848
{
slouken@5156
   849
    SDL_Texture *native = texture->native;
slouken@5156
   850
    void *native_pixels;
slouken@5156
   851
    int native_pitch;
slouken@5156
   852
    const SDL_Rect *rect = &texture->locked_rect;
slouken@5156
   853
    const void* pixels = (void *) ((Uint8 *) texture->pixels +
slouken@5156
   854
                        rect->y * texture->pitch +
slouken@5156
   855
                        rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5156
   856
    int pitch = texture->pitch;
slouken@5156
   857
slouken@5156
   858
    if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   859
        return;
slouken@5156
   860
    }
slouken@5156
   861
    SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   862
                      texture->format, pixels, pitch,
slouken@5156
   863
                      native->format, native_pixels, native_pitch);
slouken@5156
   864
    SDL_UnlockTexture(native);
slouken@5154
   865
}
slouken@5154
   866
slouken@5154
   867
void
slouken@5154
   868
SDL_UnlockTexture(SDL_Texture * texture)
slouken@5154
   869
{
slouken@5154
   870
    SDL_Renderer *renderer;
slouken@5154
   871
slouken@5154
   872
    CHECK_TEXTURE_MAGIC(texture, );
slouken@5154
   873
slouken@5154
   874
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
slouken@5154
   875
        return;
slouken@5154
   876
    }
slouken@5156
   877
    if (texture->yuv) {
slouken@5156
   878
        SDL_UnlockTextureYUV(texture);
slouken@5156
   879
    } else if (texture->native) {
slouken@5156
   880
        SDL_UnlockTextureNative(texture);
slouken@5156
   881
    } else {
slouken@5156
   882
        renderer = texture->renderer;
slouken@5156
   883
        renderer->UnlockTexture(renderer, texture);
slouken@5154
   884
    }
slouken@5154
   885
}
slouken@5154
   886
slouken@6246
   887
SDL_bool
slouken@6246
   888
SDL_RenderTargetSupported(SDL_Renderer *renderer)
slouken@6246
   889
{
slouken@6247
   890
    if (!renderer || !renderer->SetRenderTarget) {
slouken@6246
   891
        return SDL_FALSE;
slouken@6246
   892
    }
slouken@6246
   893
    return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
slouken@6246
   894
}
slouken@6246
   895
slouken@6246
   896
int
slouken@6247
   897
SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
slouken@6246
   898
{
slouken@6246
   899
    if (!SDL_RenderTargetSupported(renderer)) {
slouken@6246
   900
        SDL_Unsupported();
slouken@6246
   901
        return -1;
slouken@6246
   902
    }
slouken@6246
   903
    if (texture == renderer->target) {
slouken@6246
   904
        /* Nothing to do! */
slouken@6246
   905
        return 0;
slouken@6246
   906
    }
slouken@6246
   907
slouken@6246
   908
    /* texture == NULL is valid and means reset the target to the window */
slouken@6246
   909
    if (texture) {
slouken@6246
   910
        CHECK_TEXTURE_MAGIC(texture, -1);
slouken@6246
   911
        if (renderer != texture->renderer) {
slouken@6246
   912
            SDL_SetError("Texture was not created with this renderer");
slouken@6246
   913
            return -1;
slouken@6246
   914
        }
gabomdq@6337
   915
        if (texture->access != SDL_TEXTUREACCESS_TARGET) {
slouken@6246
   916
            SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET");
slouken@6246
   917
            return -1;
slouken@6246
   918
        }
slouken@6246
   919
        if (texture->native) {
slouken@6246
   920
            /* Always render to the native texture */
slouken@6246
   921
            texture = texture->native;
slouken@6246
   922
        }
slouken@6246
   923
    }
slouken@6246
   924
slouken@6246
   925
    if (texture && !renderer->target) {
slouken@6246
   926
        /* Make a backup of the viewport */
slouken@6246
   927
        renderer->viewport_backup = renderer->viewport;
slouken@6528
   928
        renderer->scale_backup = renderer->scale;
slouken@6581
   929
        renderer->logical_w_backup = renderer->logical_w;
slouken@6581
   930
        renderer->logical_h_backup = renderer->logical_h;
slouken@6246
   931
    }
slouken@6246
   932
    renderer->target = texture;
slouken@6246
   933
slouken@6247
   934
    if (renderer->SetRenderTarget(renderer, texture) < 0) {
slouken@6246
   935
        return -1;
slouken@6246
   936
    }
slouken@6246
   937
slouken@6246
   938
    if (texture) {
slouken@6528
   939
        renderer->viewport.x = 0;
slouken@6528
   940
        renderer->viewport.y = 0;
slouken@6528
   941
        renderer->viewport.w = texture->w;
slouken@6528
   942
        renderer->viewport.h = texture->h;
slouken@6528
   943
        renderer->scale.x = 1.0f;
slouken@6528
   944
        renderer->scale.y = 1.0f;
slouken@6581
   945
        renderer->logical_w = 0;
slouken@6581
   946
        renderer->logical_h = 0;
slouken@6246
   947
    } else {
slouken@6528
   948
        renderer->viewport = renderer->viewport_backup;
slouken@6528
   949
        renderer->scale = renderer->scale_backup;
slouken@6581
   950
        renderer->logical_w = renderer->logical_w_backup;
slouken@6581
   951
        renderer->logical_h = renderer->logical_h_backup;
slouken@6246
   952
    }
slouken@6528
   953
    if (renderer->UpdateViewport(renderer) < 0) {
slouken@6246
   954
        return -1;
slouken@6246
   955
    }
slouken@6246
   956
slouken@6246
   957
    /* All set! */
slouken@6246
   958
    return 0;
slouken@6246
   959
}
slouken@6246
   960
slouken@6578
   961
SDL_Texture *
slouken@6578
   962
SDL_GetRenderTarget(SDL_Renderer *renderer)
slouken@6578
   963
{
slouken@6578
   964
    return renderer->target;
slouken@6578
   965
}
slouken@6578
   966
slouken@6530
   967
static int
slouken@6530
   968
UpdateLogicalSize(SDL_Renderer *renderer)
slouken@6530
   969
{
slouken@6530
   970
    int w, h;
slouken@6530
   971
    float want_aspect;
slouken@6530
   972
    float real_aspect;
slouken@6530
   973
    float scale;
slouken@6530
   974
    SDL_Rect viewport;
slouken@6530
   975
slouken@6578
   976
    if (renderer->target) {
slouken@6578
   977
        SDL_QueryTexture(renderer->target, NULL, NULL, &w, &h);
slouken@6578
   978
    } else if (renderer->window) {
slouken@6530
   979
        SDL_GetWindowSize(renderer->window, &w, &h);
slouken@6530
   980
    } else {
slouken@6530
   981
        /* FIXME */
slouken@6530
   982
        SDL_SetError("Internal error: No way to get output resolution");
slouken@6530
   983
        return -1;
slouken@6530
   984
    }
slouken@6530
   985
slouken@6530
   986
    want_aspect = (float)renderer->logical_w / renderer->logical_h;
slouken@6530
   987
    real_aspect = (float)w / h;
slouken@6530
   988
slouken@6530
   989
    /* Clear the scale because we're setting viewport in output coordinates */
slouken@6530
   990
    SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
   991
slouken@6530
   992
    if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
slouken@6530
   993
        /* The aspect ratios are the same, just scale appropriately */
slouken@6530
   994
        scale = (float)w / renderer->logical_w;
slouken@6530
   995
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
   996
    } else if (want_aspect > real_aspect) {
slouken@6530
   997
        /* We want a wider aspect ratio than is available - letterbox it */
slouken@6530
   998
        scale = (float)w / renderer->logical_w;
slouken@6530
   999
        viewport.x = 0;
slouken@6530
  1000
        viewport.w = w;
slouken@6530
  1001
        viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
slouken@6530
  1002
        viewport.y = (h - viewport.h) / 2;
slouken@6530
  1003
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
  1004
    } else {
slouken@6530
  1005
        /* We want a narrower aspect ratio than is available - use side-bars */
slouken@6530
  1006
        scale = (float)h / renderer->logical_h;
slouken@6530
  1007
        viewport.y = 0;
slouken@6530
  1008
        viewport.h = h;
slouken@6530
  1009
        viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
slouken@6530
  1010
        viewport.x = (w - viewport.w) / 2;
slouken@6530
  1011
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
  1012
    }
slouken@6530
  1013
slouken@6530
  1014
    /* Set the new scale */
slouken@6530
  1015
    SDL_RenderSetScale(renderer, scale, scale);
slouken@6531
  1016
slouken@6531
  1017
    return 0;
slouken@6530
  1018
}
slouken@6530
  1019
slouken@6530
  1020
int
slouken@6530
  1021
SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h)
slouken@6530
  1022
{
slouken@6530
  1023
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6530
  1024
slouken@6530
  1025
    if (!w || !h) {
slouken@6530
  1026
        /* Clear any previous logical resolution */
slouken@6530
  1027
        renderer->logical_w = 0;
slouken@6530
  1028
        renderer->logical_h = 0;
slouken@6530
  1029
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
  1030
        SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
  1031
        return 0;
slouken@6530
  1032
    }
slouken@6530
  1033
slouken@6530
  1034
    renderer->logical_w = w;
slouken@6530
  1035
    renderer->logical_h = h;
slouken@6530
  1036
slouken@6530
  1037
    return UpdateLogicalSize(renderer);
slouken@6530
  1038
}
slouken@6530
  1039
slouken@6530
  1040
void
slouken@6530
  1041
SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h)
slouken@6530
  1042
{
slouken@6530
  1043
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6530
  1044
slouken@6530
  1045
    if (w) {
slouken@6530
  1046
        *w = renderer->logical_w;
slouken@6530
  1047
    }
slouken@6530
  1048
    if (h) {
slouken@6530
  1049
        *h = renderer->logical_h;
slouken@6530
  1050
    }
slouken@6530
  1051
}
slouken@6530
  1052
slouken@5297
  1053
int
slouken@5297
  1054
SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5297
  1055
{
slouken@5297
  1056
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5297
  1057
slouken@5297
  1058
    if (rect) {
slouken@6528
  1059
        renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
slouken@6528
  1060
        renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
slouken@6528
  1061
        renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
slouken@6528
  1062
        renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
slouken@5297
  1063
    } else {
slouken@5297
  1064
        renderer->viewport.x = 0;
slouken@5297
  1065
        renderer->viewport.y = 0;
slouken@6579
  1066
        if (renderer->target) {
slouken@6579
  1067
            SDL_QueryTexture(renderer->target, NULL, NULL,
slouken@6579
  1068
                              &renderer->viewport.w, &renderer->viewport.h);
slouken@6579
  1069
        } else if (renderer->window) {
slouken@5297
  1070
            SDL_GetWindowSize(renderer->window,
slouken@5297
  1071
                              &renderer->viewport.w, &renderer->viewport.h);
slouken@5297
  1072
        } else {
slouken@5297
  1073
            /* This will be filled in by UpdateViewport() */
slouken@5297
  1074
            renderer->viewport.w = 0;
slouken@5297
  1075
            renderer->viewport.h = 0;
slouken@5297
  1076
        }
slouken@5297
  1077
    }
slouken@5297
  1078
    return renderer->UpdateViewport(renderer);
slouken@5297
  1079
}
slouken@5297
  1080
slouken@5224
  1081
void
slouken@5297
  1082
SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect)
slouken@5224
  1083
{
slouken@5224
  1084
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5224
  1085
slouken@6528
  1086
    if (rect) {
slouken@6528
  1087
        rect->x = (int)(renderer->viewport.x / renderer->scale.x);
slouken@6528
  1088
        rect->y = (int)(renderer->viewport.y / renderer->scale.y);
slouken@6528
  1089
        rect->w = (int)(renderer->viewport.w / renderer->scale.x);
slouken@6528
  1090
        rect->h = (int)(renderer->viewport.h / renderer->scale.y);
slouken@6528
  1091
    }
slouken@6528
  1092
}
slouken@6528
  1093
slouken@6528
  1094
int
slouken@6528
  1095
SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
slouken@6528
  1096
{
slouken@6528
  1097
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6528
  1098
slouken@6528
  1099
    renderer->scale.x = scaleX;
slouken@6528
  1100
    renderer->scale.y = scaleY;
slouken@6528
  1101
    return 0;
slouken@6528
  1102
}
slouken@6528
  1103
slouken@6528
  1104
void
slouken@6528
  1105
SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
slouken@6528
  1106
{
slouken@6528
  1107
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6528
  1108
slouken@6528
  1109
    if (scaleX) {
slouken@6528
  1110
        *scaleX = renderer->scale.x;
slouken@6528
  1111
    }
slouken@6528
  1112
    if (scaleY) {
slouken@6528
  1113
        *scaleY = renderer->scale.y;
slouken@6528
  1114
    }
slouken@5224
  1115
}
slouken@5224
  1116
slouken@5154
  1117
int
slouken@5154
  1118
SDL_SetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1119
                       Uint8 r, Uint8 g, Uint8 b, Uint8 a)
slouken@5154
  1120
{
slouken@5154
  1121
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1122
slouken@5154
  1123
    renderer->r = r;
slouken@5154
  1124
    renderer->g = g;
slouken@5154
  1125
    renderer->b = b;
slouken@5154
  1126
    renderer->a = a;
slouken@5154
  1127
    return 0;
slouken@5154
  1128
}
slouken@5154
  1129
slouken@5154
  1130
int
slouken@5154
  1131
SDL_GetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1132
                       Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
slouken@5154
  1133
{
slouken@5154
  1134
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1135
slouken@5154
  1136
    if (r) {
slouken@5154
  1137
        *r = renderer->r;
slouken@5154
  1138
    }
slouken@5154
  1139
    if (g) {
slouken@5154
  1140
        *g = renderer->g;
slouken@5154
  1141
    }
slouken@5154
  1142
    if (b) {
slouken@5154
  1143
        *b = renderer->b;
slouken@5154
  1144
    }
slouken@5154
  1145
    if (a) {
slouken@5154
  1146
        *a = renderer->a;
slouken@5154
  1147
    }
slouken@5154
  1148
    return 0;
slouken@5154
  1149
}
slouken@5154
  1150
slouken@5154
  1151
int
slouken@5154
  1152
SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
slouken@5154
  1153
{
slouken@5154
  1154
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1155
slouken@5154
  1156
    renderer->blendMode = blendMode;
slouken@5154
  1157
    return 0;
slouken@5154
  1158
}
slouken@5154
  1159
slouken@5154
  1160
int
slouken@5154
  1161
SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode)
slouken@5154
  1162
{
slouken@5154
  1163
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1164
slouken@5154
  1165
    *blendMode = renderer->blendMode;
slouken@5154
  1166
    return 0;
slouken@5154
  1167
}
slouken@5154
  1168
slouken@5154
  1169
int
slouken@5154
  1170
SDL_RenderClear(SDL_Renderer * renderer)
slouken@5154
  1171
{
slouken@5154
  1172
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1173
slouken@6260
  1174
    /* Don't draw while we're hidden */
slouken@6260
  1175
    if (renderer->hidden) {
slouken@6060
  1176
        return 0;
slouken@6060
  1177
    }
slouken@5154
  1178
    return renderer->RenderClear(renderer);
slouken@5154
  1179
}
slouken@5154
  1180
slouken@5154
  1181
int
slouken@5154
  1182
SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y)
slouken@5154
  1183
{
slouken@5154
  1184
    SDL_Point point;
slouken@5154
  1185
slouken@5154
  1186
    point.x = x;
slouken@5154
  1187
    point.y = y;
slouken@5154
  1188
    return SDL_RenderDrawPoints(renderer, &point, 1);
slouken@5154
  1189
}
slouken@5154
  1190
slouken@6528
  1191
static int
slouken@6528
  1192
RenderDrawPointsWithRects(SDL_Renderer * renderer,
slouken@6528
  1193
                     const SDL_Point * points, int count)
slouken@6528
  1194
{
slouken@6528
  1195
    SDL_FRect *frects;
slouken@6528
  1196
    int i;
slouken@6528
  1197
    int status;
slouken@6528
  1198
slouken@6528
  1199
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1200
    if (!frects) {
slouken@6528
  1201
        SDL_OutOfMemory();
slouken@6528
  1202
        return -1;
slouken@6528
  1203
    }
slouken@6528
  1204
    for (i = 0; i < count; ++i) {
slouken@6528
  1205
        frects[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1206
        frects[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1207
        frects[i].w = renderer->scale.x;
slouken@6528
  1208
        frects[i].h = renderer->scale.y;
slouken@6528
  1209
    }
slouken@6528
  1210
slouken@6528
  1211
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1212
slouken@6528
  1213
    SDL_stack_free(frects);
slouken@6528
  1214
slouken@6528
  1215
    return status;
slouken@6528
  1216
}
slouken@6528
  1217
slouken@5154
  1218
int
slouken@5154
  1219
SDL_RenderDrawPoints(SDL_Renderer * renderer,
slouken@5154
  1220
                     const SDL_Point * points, int count)
slouken@5154
  1221
{
slouken@6528
  1222
    SDL_FPoint *fpoints;
slouken@6528
  1223
    int i;
slouken@6528
  1224
    int status;
slouken@6528
  1225
slouken@5154
  1226
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1227
slouken@5154
  1228
    if (!points) {
slouken@5154
  1229
        SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
slouken@5154
  1230
        return -1;
slouken@5154
  1231
    }
slouken@5154
  1232
    if (count < 1) {
slouken@5154
  1233
        return 0;
slouken@5154
  1234
    }
slouken@6260
  1235
    /* Don't draw while we're hidden */
slouken@6260
  1236
    if (renderer->hidden) {
slouken@6060
  1237
        return 0;
slouken@6060
  1238
    }
slouken@6528
  1239
slouken@6528
  1240
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1241
        return RenderDrawPointsWithRects(renderer, points, count);
slouken@6528
  1242
    }
slouken@6528
  1243
slouken@6528
  1244
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1245
    if (!fpoints) {
slouken@6528
  1246
        SDL_OutOfMemory();
slouken@6528
  1247
        return -1;
slouken@6528
  1248
    }
slouken@6528
  1249
    for (i = 0; i < count; ++i) {
slouken@6528
  1250
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1251
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1252
    }
slouken@6528
  1253
slouken@6528
  1254
    status = renderer->RenderDrawPoints(renderer, fpoints, count);
slouken@6528
  1255
slouken@6528
  1256
    SDL_stack_free(fpoints);
slouken@6528
  1257
slouken@6528
  1258
    return status;
slouken@5154
  1259
}
slouken@5154
  1260
slouken@5154
  1261
int
slouken@5154
  1262
SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
slouken@5154
  1263
{
slouken@5154
  1264
    SDL_Point points[2];
slouken@5154
  1265
slouken@5154
  1266
    points[0].x = x1;
slouken@5154
  1267
    points[0].y = y1;
slouken@5154
  1268
    points[1].x = x2;
slouken@5154
  1269
    points[1].y = y2;
slouken@5154
  1270
    return SDL_RenderDrawLines(renderer, points, 2);
slouken@5154
  1271
}
slouken@5154
  1272
slouken@6528
  1273
static int
slouken@6528
  1274
RenderDrawLinesWithRects(SDL_Renderer * renderer,
slouken@6528
  1275
                     const SDL_Point * points, int count)
slouken@6528
  1276
{
slouken@6528
  1277
    SDL_FRect *frect;
slouken@6528
  1278
    SDL_FRect *frects;
slouken@6528
  1279
    SDL_FPoint fpoints[2];
slouken@6528
  1280
    int i, nrects;
slouken@6528
  1281
    int status;
slouken@6528
  1282
slouken@6528
  1283
    frects = SDL_stack_alloc(SDL_FRect, count-1);
slouken@6528
  1284
    if (!frects) {
slouken@6528
  1285
        SDL_OutOfMemory();
slouken@6528
  1286
        return -1;
slouken@6528
  1287
    }
slouken@6528
  1288
slouken@6528
  1289
    status = 0;
slouken@6528
  1290
    nrects = 0;
slouken@6528
  1291
    for (i = 0; i < count-1; ++i) {
slouken@6528
  1292
        if (points[i].x == points[i+1].x) {
slouken@6528
  1293
            int minY = SDL_min(points[i].y, points[i+1].y);
slouken@6528
  1294
            int maxY = SDL_max(points[i].y, points[i+1].y);
slouken@6528
  1295
slouken@6528
  1296
            frect = &frects[nrects++];
slouken@6528
  1297
            frect->x = points[i].x * renderer->scale.x;
slouken@6528
  1298
            frect->y = minY * renderer->scale.y;
slouken@6528
  1299
            frect->w = renderer->scale.x;
slouken@6528
  1300
            frect->h = (maxY - minY + 1) * renderer->scale.y;
slouken@6528
  1301
        } else if (points[i].y == points[i+1].y) {
slouken@6528
  1302
            int minX = SDL_min(points[i].x, points[i+1].x);
slouken@6528
  1303
            int maxX = SDL_max(points[i].x, points[i+1].x);
slouken@6528
  1304
slouken@6528
  1305
            frect = &frects[nrects++];
slouken@6528
  1306
            frect->x = minX * renderer->scale.x;
slouken@6528
  1307
            frect->y = points[i].y * renderer->scale.y;
slouken@6528
  1308
            frect->w = (maxX - minX + 1) * renderer->scale.x;
slouken@6528
  1309
            frect->h = renderer->scale.y;
slouken@6528
  1310
        } else {
slouken@6528
  1311
            /* FIXME: We can't use a rect for this line... */
slouken@6528
  1312
            frects[0].x = points[i].x * renderer->scale.x;
slouken@6528
  1313
            frects[0].y = points[i].y * renderer->scale.y;
slouken@6528
  1314
            frects[1].x = points[i+1].x * renderer->scale.x;
slouken@6528
  1315
            frects[1].y = points[i+1].y * renderer->scale.y;
slouken@6528
  1316
            status += renderer->RenderDrawLines(renderer, fpoints, 2);
slouken@6528
  1317
        }
slouken@6528
  1318
    }
slouken@6528
  1319
slouken@6528
  1320
    status += renderer->RenderFillRects(renderer, frects, nrects);
slouken@6528
  1321
slouken@6528
  1322
    SDL_stack_free(frects);
slouken@6528
  1323
slouken@6528
  1324
    if (status < 0) {
slouken@6528
  1325
        status = -1;
slouken@6528
  1326
    }
slouken@6528
  1327
    return status;
slouken@6528
  1328
}
slouken@6528
  1329
slouken@5154
  1330
int
slouken@5154
  1331
SDL_RenderDrawLines(SDL_Renderer * renderer,
slouken@5154
  1332
                    const SDL_Point * points, int count)
slouken@5154
  1333
{
slouken@6528
  1334
    SDL_FPoint *fpoints;
slouken@6528
  1335
    int i;
slouken@6528
  1336
    int status;
slouken@6528
  1337
slouken@5154
  1338
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1339
slouken@5154
  1340
    if (!points) {
slouken@5154
  1341
        SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
slouken@5154
  1342
        return -1;
slouken@5154
  1343
    }
slouken@5154
  1344
    if (count < 2) {
slouken@5154
  1345
        return 0;
slouken@5154
  1346
    }
slouken@6260
  1347
    /* Don't draw while we're hidden */
slouken@6260
  1348
    if (renderer->hidden) {
slouken@6060
  1349
        return 0;
slouken@6060
  1350
    }
slouken@6528
  1351
slouken@6528
  1352
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1353
        return RenderDrawLinesWithRects(renderer, points, count);
slouken@6528
  1354
    }
slouken@6528
  1355
slouken@6528
  1356
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1357
    if (!fpoints) {
slouken@6528
  1358
        SDL_OutOfMemory();
slouken@6528
  1359
        return -1;
slouken@6528
  1360
    }
slouken@6528
  1361
    for (i = 0; i < count; ++i) {
slouken@6528
  1362
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1363
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1364
    }
slouken@6528
  1365
slouken@6528
  1366
    status = renderer->RenderDrawLines(renderer, fpoints, count);
slouken@6528
  1367
slouken@6528
  1368
    SDL_stack_free(fpoints);
slouken@6528
  1369
slouken@6528
  1370
    return status;
slouken@5154
  1371
}
slouken@5154
  1372
slouken@5154
  1373
int
slouken@5154
  1374
SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1375
{
slouken@5154
  1376
    SDL_Rect full_rect;
slouken@5154
  1377
    SDL_Point points[5];
slouken@5154
  1378
slouken@5154
  1379
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1380
slouken@5154
  1381
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5154
  1382
    if (!rect) {
slouken@6528
  1383
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5154
  1384
        full_rect.x = 0;
slouken@5154
  1385
        full_rect.y = 0;
slouken@5154
  1386
        rect = &full_rect;
slouken@5154
  1387
    }
slouken@5154
  1388
slouken@5154
  1389
    points[0].x = rect->x;
slouken@5154
  1390
    points[0].y = rect->y;
slouken@5154
  1391
    points[1].x = rect->x+rect->w-1;
slouken@5154
  1392
    points[1].y = rect->y;
slouken@5154
  1393
    points[2].x = rect->x+rect->w-1;
slouken@5154
  1394
    points[2].y = rect->y+rect->h-1;
slouken@5154
  1395
    points[3].x = rect->x;
slouken@5154
  1396
    points[3].y = rect->y+rect->h-1;
slouken@5154
  1397
    points[4].x = rect->x;
slouken@5154
  1398
    points[4].y = rect->y;
slouken@5154
  1399
    return SDL_RenderDrawLines(renderer, points, 5);
slouken@5154
  1400
}
slouken@5154
  1401
slouken@5154
  1402
int
slouken@5154
  1403
SDL_RenderDrawRects(SDL_Renderer * renderer,
slouken@5297
  1404
                    const SDL_Rect * rects, int count)
slouken@5154
  1405
{
slouken@5154
  1406
    int i;
slouken@5154
  1407
slouken@5154
  1408
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1409
slouken@5154
  1410
    if (!rects) {
slouken@5154
  1411
        SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
slouken@5154
  1412
        return -1;
slouken@5154
  1413
    }
slouken@5154
  1414
    if (count < 1) {
slouken@5154
  1415
        return 0;
slouken@5154
  1416
    }
slouken@5154
  1417
slouken@6260
  1418
    /* Don't draw while we're hidden */
slouken@6260
  1419
    if (renderer->hidden) {
slouken@6060
  1420
        return 0;
slouken@6060
  1421
    }
slouken@5154
  1422
    for (i = 0; i < count; ++i) {
slouken@5297
  1423
        if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
slouken@5154
  1424
            return -1;
slouken@5154
  1425
        }
slouken@5154
  1426
    }
slouken@5154
  1427
    return 0;
slouken@5154
  1428
}
slouken@5154
  1429
slouken@5154
  1430
int
slouken@5154
  1431
SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1432
{
slouken@5331
  1433
    SDL_Rect full_rect;
slouken@6232
  1434
slouken@5331
  1435
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6232
  1436
slouken@5331
  1437
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5331
  1438
    if (!rect) {
slouken@6528
  1439
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5331
  1440
        full_rect.x = 0;
slouken@5331
  1441
        full_rect.y = 0;
slouken@5331
  1442
        rect = &full_rect;
slouken@5331
  1443
    }
slouken@5297
  1444
    return SDL_RenderFillRects(renderer, rect, 1);
slouken@5154
  1445
}
slouken@5154
  1446
slouken@5154
  1447
int
slouken@5154
  1448
SDL_RenderFillRects(SDL_Renderer * renderer,
slouken@5297
  1449
                    const SDL_Rect * rects, int count)
slouken@5154
  1450
{
slouken@6528
  1451
    SDL_FRect *frects;
slouken@6528
  1452
    int i;
slouken@6528
  1453
    int status;
slouken@6528
  1454
slouken@5154
  1455
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1456
slouken@5154
  1457
    if (!rects) {
slouken@5154
  1458
        SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
slouken@5154
  1459
        return -1;
slouken@5154
  1460
    }
slouken@5154
  1461
    if (count < 1) {
slouken@5154
  1462
        return 0;
slouken@5154
  1463
    }
slouken@6260
  1464
    /* Don't draw while we're hidden */
slouken@6260
  1465
    if (renderer->hidden) {
slouken@6060
  1466
        return 0;
slouken@6060
  1467
    }
slouken@6528
  1468
slouken@6528
  1469
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1470
    if (!frects) {
slouken@6528
  1471
        SDL_OutOfMemory();
slouken@6528
  1472
        return -1;
slouken@6528
  1473
    }
slouken@6528
  1474
    for (i = 0; i < count; ++i) {
slouken@6528
  1475
        frects[i].x = rects[i].x * renderer->scale.x;
slouken@6528
  1476
        frects[i].y = rects[i].y * renderer->scale.y;
slouken@6528
  1477
        frects[i].w = rects[i].w * renderer->scale.x;
slouken@6528
  1478
        frects[i].h = rects[i].h * renderer->scale.y;
slouken@6528
  1479
    }
slouken@6528
  1480
slouken@6528
  1481
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1482
slouken@6528
  1483
    SDL_stack_free(frects);
slouken@6528
  1484
slouken@6528
  1485
    return status;
slouken@5154
  1486
}
slouken@5154
  1487
slouken@5154
  1488
int
slouken@5154
  1489
SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@5154
  1490
               const SDL_Rect * srcrect, const SDL_Rect * dstrect)
slouken@5154
  1491
{
icculus@6545
  1492
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
icculus@6545
  1493
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
slouken@6528
  1494
    SDL_FRect frect;
slouken@5154
  1495
slouken@5154
  1496
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1497
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
  1498
slouken@5154
  1499
    if (renderer != texture->renderer) {
slouken@5154
  1500
        SDL_SetError("Texture was not created with this renderer");
slouken@5154
  1501
        return -1;
slouken@5154
  1502
    }
slouken@5154
  1503
slouken@5154
  1504
    real_srcrect.x = 0;
slouken@5154
  1505
    real_srcrect.y = 0;
slouken@5154
  1506
    real_srcrect.w = texture->w;
slouken@5154
  1507
    real_srcrect.h = texture->h;
slouken@5154
  1508
    if (srcrect) {
slouken@5154
  1509
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
slouken@5154
  1510
            return 0;
slouken@5154
  1511
        }
slouken@5154
  1512
    }
slouken@5154
  1513
slouken@6528
  1514
    SDL_RenderGetViewport(renderer, &real_dstrect);
slouken@5154
  1515
    real_dstrect.x = 0;
slouken@5154
  1516
    real_dstrect.y = 0;
slouken@5369
  1517
    if (dstrect) {
slouken@5369
  1518
        if (!SDL_IntersectRect(dstrect, &real_dstrect, &real_dstrect)) {
slouken@5369
  1519
            return 0;
slouken@5369
  1520
        }
slouken@5369
  1521
        /* Clip srcrect by the same amount as dstrect was clipped */
slouken@5369
  1522
        if (dstrect->w != real_dstrect.w) {
slouken@5369
  1523
            int deltax = (real_dstrect.x - dstrect->x);
slouken@5369
  1524
            int deltaw = (real_dstrect.w - dstrect->w);
slouken@5369
  1525
            real_srcrect.x += (deltax * real_srcrect.w) / dstrect->w;
slouken@5369
  1526
            real_srcrect.w += (deltaw * real_srcrect.w) / dstrect->w;
slouken@5369
  1527
        }
slouken@5369
  1528
        if (dstrect->h != real_dstrect.h) {
slouken@5369
  1529
            int deltay = (real_dstrect.y - dstrect->y);
slouken@5369
  1530
            int deltah = (real_dstrect.h - dstrect->h);
slouken@5369
  1531
            real_srcrect.y += (deltay * real_srcrect.h) / dstrect->h;
slouken@5369
  1532
            real_srcrect.h += (deltah * real_srcrect.h) / dstrect->h;
slouken@5369
  1533
        }
slouken@5154
  1534
    }
slouken@5154
  1535
slouken@5156
  1536
    if (texture->native) {
slouken@5156
  1537
        texture = texture->native;
slouken@5156
  1538
    }
slouken@5156
  1539
slouken@6260
  1540
    /* Don't draw while we're hidden */
slouken@6260
  1541
    if (renderer->hidden) {
slouken@6060
  1542
        return 0;
slouken@6060
  1543
    }
slouken@6528
  1544
slouken@6528
  1545
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1546
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1547
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1548
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1549
slouken@6528
  1550
    return renderer->RenderCopy(renderer, texture, &real_srcrect, &frect);
slouken@5154
  1551
}
slouken@5154
  1552
gabomdq@6320
  1553
gabomdq@6320
  1554
int
gabomdq@6320
  1555
SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
gabomdq@6320
  1556
               const SDL_Rect * srcrect, const SDL_Rect * dstrect,
gabomdq@6320
  1557
               const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
gabomdq@6320
  1558
{
icculus@6546
  1559
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
icculus@6546
  1560
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
gabomdq@6320
  1561
    SDL_Point real_center;
slouken@6528
  1562
    SDL_FRect frect;
slouken@6528
  1563
    SDL_FPoint fcenter;
gabomdq@6320
  1564
gabomdq@6320
  1565
    CHECK_RENDERER_MAGIC(renderer, -1);
gabomdq@6320
  1566
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6320
  1567
gabomdq@6320
  1568
    if (renderer != texture->renderer) {
gabomdq@6320
  1569
        SDL_SetError("Texture was not created with this renderer");
gabomdq@6320
  1570
        return -1;
gabomdq@6320
  1571
    }
gabomdq@6320
  1572
    if (!renderer->RenderCopyEx) {
gabomdq@6320
  1573
        SDL_SetError("Renderer does not support RenderCopyEx");
gabomdq@6320
  1574
        return -1;
gabomdq@6320
  1575
    }
gabomdq@6320
  1576
    
gabomdq@6320
  1577
    real_srcrect.x = 0;
gabomdq@6320
  1578
    real_srcrect.y = 0;
gabomdq@6320
  1579
    real_srcrect.w = texture->w;
gabomdq@6320
  1580
    real_srcrect.h = texture->h;
gabomdq@6320
  1581
    if (srcrect) {
gabomdq@6320
  1582
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
gabomdq@6320
  1583
            return 0;
gabomdq@6320
  1584
        }
gabomdq@6320
  1585
    }
gabomdq@6320
  1586
gabomdq@6320
  1587
    /* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
slouken@6528
  1588
    if (dstrect) {
slouken@6528
  1589
        real_dstrect = *dstrect;
slouken@6528
  1590
    } else {
slouken@6528
  1591
        SDL_RenderGetViewport(renderer, &real_dstrect);
gabomdq@6399
  1592
        real_dstrect.x = 0;
gabomdq@6399
  1593
        real_dstrect.y = 0;
gabomdq@6320
  1594
    }
gabomdq@6320
  1595
gabomdq@6320
  1596
    if (texture->native) {
gabomdq@6320
  1597
        texture = texture->native;
gabomdq@6320
  1598
    }
gabomdq@6320
  1599
gabomdq@6320
  1600
    if(center) real_center = *center;
gabomdq@6320
  1601
    else {
gabomdq@6320
  1602
        real_center.x = real_dstrect.w/2;
gabomdq@6320
  1603
        real_center.y = real_dstrect.h/2;
gabomdq@6320
  1604
    }
gabomdq@6320
  1605
slouken@6528
  1606
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1607
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1608
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1609
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1610
slouken@6528
  1611
    fcenter.x = real_center.x * renderer->scale.x;
slouken@6528
  1612
    fcenter.y = real_center.y * renderer->scale.y;
slouken@6528
  1613
slouken@6528
  1614
    return renderer->RenderCopyEx(renderer, texture, &real_srcrect, &frect, angle, &fcenter, flip);
gabomdq@6320
  1615
}
gabomdq@6320
  1616
slouken@5154
  1617
int
slouken@5154
  1618
SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
slouken@5154
  1619
                     Uint32 format, void * pixels, int pitch)
slouken@5154
  1620
{
slouken@5154
  1621
    SDL_Rect real_rect;
slouken@5154
  1622
slouken@5154
  1623
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1624
slouken@5154
  1625
    if (!renderer->RenderReadPixels) {
slouken@5154
  1626
        SDL_Unsupported();
slouken@5154
  1627
        return -1;
slouken@5154
  1628
    }
slouken@5154
  1629
slouken@5154
  1630
    if (!format) {
icculus@6389
  1631
        format = SDL_GetWindowPixelFormat(renderer->window);
slouken@5154
  1632
    }
slouken@5154
  1633
slouken@5464
  1634
    real_rect.x = renderer->viewport.x;
slouken@5464
  1635
    real_rect.y = renderer->viewport.y;
slouken@5297
  1636
    real_rect.w = renderer->viewport.w;
slouken@5297
  1637
    real_rect.h = renderer->viewport.h;
slouken@5154
  1638
    if (rect) {
slouken@5154
  1639
        if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
slouken@5154
  1640
            return 0;
slouken@5154
  1641
        }
slouken@5154
  1642
        if (real_rect.y > rect->y) {
slouken@5154
  1643
            pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y);
slouken@5154
  1644
        }
slouken@5154
  1645
        if (real_rect.x > rect->x) {
slouken@5464
  1646
            int bpp = SDL_BYTESPERPIXEL(format);
slouken@5154
  1647
            pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x);
slouken@5154
  1648
        }
slouken@5154
  1649
    }
slouken@5154
  1650
slouken@5154
  1651
    return renderer->RenderReadPixels(renderer, &real_rect,
slouken@5154
  1652
                                      format, pixels, pitch);
slouken@5154
  1653
}
slouken@5154
  1654
slouken@5154
  1655
void
slouken@5154
  1656
SDL_RenderPresent(SDL_Renderer * renderer)
slouken@5154
  1657
{
slouken@5154
  1658
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1659
slouken@6260
  1660
    /* Don't draw while we're hidden */
slouken@6260
  1661
    if (renderer->hidden) {
slouken@6060
  1662
        return;
slouken@6060
  1663
    }
slouken@5154
  1664
    renderer->RenderPresent(renderer);
slouken@5154
  1665
}
slouken@5154
  1666
slouken@5154
  1667
void
slouken@5154
  1668
SDL_DestroyTexture(SDL_Texture * texture)
slouken@5154
  1669
{
slouken@5154
  1670
    SDL_Renderer *renderer;
slouken@5154
  1671
slouken@5154
  1672
    CHECK_TEXTURE_MAGIC(texture, );
slouken@5154
  1673
    texture->magic = NULL;
slouken@5154
  1674
slouken@5154
  1675
    renderer = texture->renderer;
slouken@5154
  1676
    if (texture->next) {
slouken@5154
  1677
        texture->next->prev = texture->prev;
slouken@5154
  1678
    }
slouken@5154
  1679
    if (texture->prev) {
slouken@5154
  1680
        texture->prev->next = texture->next;
slouken@5154
  1681
    } else {
slouken@5154
  1682
        renderer->textures = texture->next;
slouken@5154
  1683
    }
slouken@5154
  1684
slouken@5156
  1685
    if (texture->native) {
slouken@5156
  1686
        SDL_DestroyTexture(texture->native);
slouken@5156
  1687
    }
slouken@5156
  1688
    if (texture->yuv) {
slouken@5156
  1689
        SDL_SW_DestroyYUVTexture(texture->yuv);
slouken@5156
  1690
    }
slouken@5156
  1691
    if (texture->pixels) {
slouken@5156
  1692
        SDL_free(texture->pixels);
slouken@5156
  1693
    }
slouken@5156
  1694
slouken@5154
  1695
    renderer->DestroyTexture(renderer, texture);
slouken@5154
  1696
    SDL_free(texture);
slouken@5154
  1697
}
slouken@5154
  1698
slouken@5154
  1699
void
slouken@5154
  1700
SDL_DestroyRenderer(SDL_Renderer * renderer)
slouken@5154
  1701
{
slouken@5154
  1702
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1703
slouken@5154
  1704
    SDL_DelEventWatch(SDL_RendererEventWatch, renderer);
slouken@5154
  1705
slouken@5154
  1706
    /* Free existing textures for this renderer */
slouken@5154
  1707
    while (renderer->textures) {
slouken@5154
  1708
        SDL_DestroyTexture(renderer->textures);
slouken@5154
  1709
    }
slouken@5154
  1710
slouken@6417
  1711
    if (renderer->window) {
slouken@6417
  1712
        SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL);
slouken@6417
  1713
    }
slouken@5528
  1714
slouken@5154
  1715
    /* It's no longer magical... */
slouken@5154
  1716
    renderer->magic = NULL;
slouken@5154
  1717
slouken@5154
  1718
    /* Free the renderer instance */
slouken@5154
  1719
    renderer->DestroyRenderer(renderer);
slouken@5154
  1720
}
slouken@5154
  1721
gabomdq@6414
  1722
int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
gabomdq@6414
  1723
{
gabomdq@6414
  1724
    SDL_Renderer *renderer;
gabomdq@6414
  1725
gabomdq@6415
  1726
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1727
    renderer = texture->renderer;
gabomdq@6414
  1728
    if (renderer && renderer->GL_BindTexture) {
gabomdq@6414
  1729
        return renderer->GL_BindTexture(renderer, texture, texw, texh);
gabomdq@6414
  1730
    }
gabomdq@6414
  1731
gabomdq@6414
  1732
    SDL_Unsupported();
gabomdq@6414
  1733
    return -1;
gabomdq@6414
  1734
}
gabomdq@6414
  1735
gabomdq@6414
  1736
int SDL_GL_UnbindTexture(SDL_Texture *texture)
gabomdq@6414
  1737
{
gabomdq@6414
  1738
    SDL_Renderer *renderer;
gabomdq@6414
  1739
gabomdq@6415
  1740
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1741
    renderer = texture->renderer;
gabomdq@6414
  1742
    if (renderer && renderer->GL_UnbindTexture) {
gabomdq@6414
  1743
        return renderer->GL_UnbindTexture(renderer, texture);
gabomdq@6414
  1744
    }
gabomdq@6414
  1745
gabomdq@6414
  1746
    SDL_Unsupported();
gabomdq@6414
  1747
    return -1;
gabomdq@6414
  1748
}
gabomdq@6414
  1749
slouken@5154
  1750
/* vi: set ts=4 sw=4 expandtab: */