src/render/SDL_render.c
author Sam Lantinga <slouken@libsdl.org>
Fri, 12 Oct 2012 02:30:03 -0700
changeset 6579 2390a7403b77
parent 6578 77d70ec131bc
child 6581 008057dcc079
permissions -rw-r--r--
Fixed a bug resetting the viewport with a render target.
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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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   237
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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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   256
    } 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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   265
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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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   277
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   278
        SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
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   279
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   280
        SDL_RenderSetViewport(renderer, NULL);
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   281
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   282
        SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
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   284
        SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
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   285
                    "Created renderer: %s", renderer->info.name);
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   286
    }
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   287
    return renderer;
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   288
}
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   289
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   290
SDL_Renderer *
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   291
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;
slouken@5297
   295
slouken@5297
   296
    renderer = SW_CreateRendererForSurface(surface);
slouken@5297
   297
slouken@5297
   298
    if (renderer) {
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   299
        renderer->magic = &renderer_magic;
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   300
        renderer->scale.x = 1.0f;
slouken@6532
   301
        renderer->scale.y = 1.0f;
slouken@5297
   302
slouken@5297
   303
        SDL_RenderSetViewport(renderer, NULL);
slouken@5297
   304
    }
slouken@5297
   305
    return renderer;
slouken@5226
   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 */
slouken@5166
   310
}
slouken@5166
   311
slouken@5528
   312
SDL_Renderer *
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   313
SDL_GetRenderer(SDL_Window * window)
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   314
{
slouken@5528
   315
    return (SDL_Renderer *)SDL_GetWindowData(window, SDL_WINDOWRENDERDATA);
slouken@5528
   316
}
slouken@5528
   317
slouken@5154
   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
slouken@5154
   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)
slouken@5156
   329
{
slouken@5156
   330
    Uint32 i;
slouken@5156
   331
slouken@5156
   332
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5156
   333
        if (renderer->info.texture_formats[i] == format) {
slouken@5156
   334
            return SDL_TRUE;
slouken@5156
   335
        }
slouken@5156
   336
    }
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   337
    return SDL_FALSE;
slouken@5156
   338
}
slouken@5156
   339
slouken@5156
   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 */
slouken@5268
   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@6246
   929
    }
slouken@6246
   930
    renderer->target = texture;
slouken@6246
   931
slouken@6247
   932
    if (renderer->SetRenderTarget(renderer, texture) < 0) {
slouken@6246
   933
        return -1;
slouken@6246
   934
    }
slouken@6246
   935
slouken@6246
   936
    if (texture) {
slouken@6528
   937
        renderer->viewport.x = 0;
slouken@6528
   938
        renderer->viewport.y = 0;
slouken@6528
   939
        renderer->viewport.w = texture->w;
slouken@6528
   940
        renderer->viewport.h = texture->h;
slouken@6528
   941
        renderer->scale.x = 1.0f;
slouken@6528
   942
        renderer->scale.y = 1.0f;
slouken@6246
   943
    } else {
slouken@6528
   944
        renderer->viewport = renderer->viewport_backup;
slouken@6528
   945
        renderer->scale = renderer->scale_backup;
slouken@6246
   946
    }
slouken@6528
   947
    if (renderer->UpdateViewport(renderer) < 0) {
slouken@6246
   948
        return -1;
slouken@6246
   949
    }
slouken@6246
   950
slouken@6246
   951
    /* All set! */
slouken@6246
   952
    return 0;
slouken@6246
   953
}
slouken@6246
   954
slouken@6578
   955
SDL_Texture *
slouken@6578
   956
SDL_GetRenderTarget(SDL_Renderer *renderer)
slouken@6578
   957
{
slouken@6578
   958
    return renderer->target;
slouken@6578
   959
}
slouken@6578
   960
slouken@6530
   961
static int
slouken@6530
   962
UpdateLogicalSize(SDL_Renderer *renderer)
slouken@6530
   963
{
slouken@6530
   964
    int w, h;
slouken@6530
   965
    float want_aspect;
slouken@6530
   966
    float real_aspect;
slouken@6530
   967
    float scale;
slouken@6530
   968
    SDL_Rect viewport;
slouken@6530
   969
slouken@6578
   970
    if (renderer->target) {
slouken@6578
   971
        SDL_QueryTexture(renderer->target, NULL, NULL, &w, &h);
slouken@6578
   972
    } else if (renderer->window) {
slouken@6530
   973
        SDL_GetWindowSize(renderer->window, &w, &h);
slouken@6530
   974
    } else {
slouken@6530
   975
        /* FIXME */
slouken@6530
   976
        SDL_SetError("Internal error: No way to get output resolution");
slouken@6530
   977
        return -1;
slouken@6530
   978
    }
slouken@6530
   979
slouken@6530
   980
    want_aspect = (float)renderer->logical_w / renderer->logical_h;
slouken@6530
   981
    real_aspect = (float)w / h;
slouken@6530
   982
slouken@6530
   983
    /* Clear the scale because we're setting viewport in output coordinates */
slouken@6530
   984
    SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
   985
slouken@6530
   986
    if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
slouken@6530
   987
        /* The aspect ratios are the same, just scale appropriately */
slouken@6530
   988
        scale = (float)w / renderer->logical_w;
slouken@6530
   989
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
   990
    } else if (want_aspect > real_aspect) {
slouken@6530
   991
        /* We want a wider aspect ratio than is available - letterbox it */
slouken@6530
   992
        scale = (float)w / renderer->logical_w;
slouken@6530
   993
        viewport.x = 0;
slouken@6530
   994
        viewport.w = w;
slouken@6530
   995
        viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
slouken@6530
   996
        viewport.y = (h - viewport.h) / 2;
slouken@6530
   997
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
   998
    } else {
slouken@6530
   999
        /* We want a narrower aspect ratio than is available - use side-bars */
slouken@6530
  1000
        scale = (float)h / renderer->logical_h;
slouken@6530
  1001
        viewport.y = 0;
slouken@6530
  1002
        viewport.h = h;
slouken@6530
  1003
        viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
slouken@6530
  1004
        viewport.x = (w - viewport.w) / 2;
slouken@6530
  1005
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
  1006
    }
slouken@6530
  1007
slouken@6530
  1008
    /* Set the new scale */
slouken@6530
  1009
    SDL_RenderSetScale(renderer, scale, scale);
slouken@6531
  1010
slouken@6531
  1011
    return 0;
slouken@6530
  1012
}
slouken@6530
  1013
slouken@6530
  1014
int
slouken@6530
  1015
SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h)
slouken@6530
  1016
{
slouken@6530
  1017
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6530
  1018
slouken@6530
  1019
    if (!w || !h) {
slouken@6530
  1020
        /* Clear any previous logical resolution */
slouken@6530
  1021
        renderer->logical_w = 0;
slouken@6530
  1022
        renderer->logical_h = 0;
slouken@6530
  1023
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
  1024
        SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
  1025
        return 0;
slouken@6530
  1026
    }
slouken@6530
  1027
slouken@6530
  1028
    renderer->logical_w = w;
slouken@6530
  1029
    renderer->logical_h = h;
slouken@6530
  1030
slouken@6530
  1031
    return UpdateLogicalSize(renderer);
slouken@6530
  1032
}
slouken@6530
  1033
slouken@6530
  1034
void
slouken@6530
  1035
SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h)
slouken@6530
  1036
{
slouken@6530
  1037
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6530
  1038
slouken@6530
  1039
    if (w) {
slouken@6530
  1040
        *w = renderer->logical_w;
slouken@6530
  1041
    }
slouken@6530
  1042
    if (h) {
slouken@6530
  1043
        *h = renderer->logical_h;
slouken@6530
  1044
    }
slouken@6530
  1045
}
slouken@6530
  1046
slouken@5297
  1047
int
slouken@5297
  1048
SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5297
  1049
{
slouken@5297
  1050
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5297
  1051
slouken@5297
  1052
    if (rect) {
slouken@6528
  1053
        renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
slouken@6528
  1054
        renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
slouken@6528
  1055
        renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
slouken@6528
  1056
        renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
slouken@5297
  1057
    } else {
slouken@5297
  1058
        renderer->viewport.x = 0;
slouken@5297
  1059
        renderer->viewport.y = 0;
slouken@6579
  1060
        if (renderer->target) {
slouken@6579
  1061
            SDL_QueryTexture(renderer->target, NULL, NULL,
slouken@6579
  1062
                              &renderer->viewport.w, &renderer->viewport.h);
slouken@6579
  1063
        } else if (renderer->window) {
slouken@5297
  1064
            SDL_GetWindowSize(renderer->window,
slouken@5297
  1065
                              &renderer->viewport.w, &renderer->viewport.h);
slouken@5297
  1066
        } else {
slouken@5297
  1067
            /* This will be filled in by UpdateViewport() */
slouken@5297
  1068
            renderer->viewport.w = 0;
slouken@5297
  1069
            renderer->viewport.h = 0;
slouken@5297
  1070
        }
slouken@5297
  1071
    }
slouken@5297
  1072
    return renderer->UpdateViewport(renderer);
slouken@5297
  1073
}
slouken@5297
  1074
slouken@5224
  1075
void
slouken@5297
  1076
SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect)
slouken@5224
  1077
{
slouken@5224
  1078
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5224
  1079
slouken@6528
  1080
    if (rect) {
slouken@6528
  1081
        rect->x = (int)(renderer->viewport.x / renderer->scale.x);
slouken@6528
  1082
        rect->y = (int)(renderer->viewport.y / renderer->scale.y);
slouken@6528
  1083
        rect->w = (int)(renderer->viewport.w / renderer->scale.x);
slouken@6528
  1084
        rect->h = (int)(renderer->viewport.h / renderer->scale.y);
slouken@6528
  1085
    }
slouken@6528
  1086
}
slouken@6528
  1087
slouken@6528
  1088
int
slouken@6528
  1089
SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
slouken@6528
  1090
{
slouken@6528
  1091
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6528
  1092
slouken@6528
  1093
    renderer->scale.x = scaleX;
slouken@6528
  1094
    renderer->scale.y = scaleY;
slouken@6528
  1095
    return 0;
slouken@6528
  1096
}
slouken@6528
  1097
slouken@6528
  1098
void
slouken@6528
  1099
SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
slouken@6528
  1100
{
slouken@6528
  1101
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6528
  1102
slouken@6528
  1103
    if (scaleX) {
slouken@6528
  1104
        *scaleX = renderer->scale.x;
slouken@6528
  1105
    }
slouken@6528
  1106
    if (scaleY) {
slouken@6528
  1107
        *scaleY = renderer->scale.y;
slouken@6528
  1108
    }
slouken@5224
  1109
}
slouken@5224
  1110
slouken@5154
  1111
int
slouken@5154
  1112
SDL_SetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1113
                       Uint8 r, Uint8 g, Uint8 b, Uint8 a)
slouken@5154
  1114
{
slouken@5154
  1115
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1116
slouken@5154
  1117
    renderer->r = r;
slouken@5154
  1118
    renderer->g = g;
slouken@5154
  1119
    renderer->b = b;
slouken@5154
  1120
    renderer->a = a;
slouken@5154
  1121
    return 0;
slouken@5154
  1122
}
slouken@5154
  1123
slouken@5154
  1124
int
slouken@5154
  1125
SDL_GetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1126
                       Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
slouken@5154
  1127
{
slouken@5154
  1128
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1129
slouken@5154
  1130
    if (r) {
slouken@5154
  1131
        *r = renderer->r;
slouken@5154
  1132
    }
slouken@5154
  1133
    if (g) {
slouken@5154
  1134
        *g = renderer->g;
slouken@5154
  1135
    }
slouken@5154
  1136
    if (b) {
slouken@5154
  1137
        *b = renderer->b;
slouken@5154
  1138
    }
slouken@5154
  1139
    if (a) {
slouken@5154
  1140
        *a = renderer->a;
slouken@5154
  1141
    }
slouken@5154
  1142
    return 0;
slouken@5154
  1143
}
slouken@5154
  1144
slouken@5154
  1145
int
slouken@5154
  1146
SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
slouken@5154
  1147
{
slouken@5154
  1148
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1149
slouken@5154
  1150
    renderer->blendMode = blendMode;
slouken@5154
  1151
    return 0;
slouken@5154
  1152
}
slouken@5154
  1153
slouken@5154
  1154
int
slouken@5154
  1155
SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode)
slouken@5154
  1156
{
slouken@5154
  1157
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1158
slouken@5154
  1159
    *blendMode = renderer->blendMode;
slouken@5154
  1160
    return 0;
slouken@5154
  1161
}
slouken@5154
  1162
slouken@5154
  1163
int
slouken@5154
  1164
SDL_RenderClear(SDL_Renderer * renderer)
slouken@5154
  1165
{
slouken@5154
  1166
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1167
slouken@6260
  1168
    /* Don't draw while we're hidden */
slouken@6260
  1169
    if (renderer->hidden) {
slouken@6060
  1170
        return 0;
slouken@6060
  1171
    }
slouken@5154
  1172
    return renderer->RenderClear(renderer);
slouken@5154
  1173
}
slouken@5154
  1174
slouken@5154
  1175
int
slouken@5154
  1176
SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y)
slouken@5154
  1177
{
slouken@5154
  1178
    SDL_Point point;
slouken@5154
  1179
slouken@5154
  1180
    point.x = x;
slouken@5154
  1181
    point.y = y;
slouken@5154
  1182
    return SDL_RenderDrawPoints(renderer, &point, 1);
slouken@5154
  1183
}
slouken@5154
  1184
slouken@6528
  1185
static int
slouken@6528
  1186
RenderDrawPointsWithRects(SDL_Renderer * renderer,
slouken@6528
  1187
                     const SDL_Point * points, int count)
slouken@6528
  1188
{
slouken@6528
  1189
    SDL_FRect *frects;
slouken@6528
  1190
    int i;
slouken@6528
  1191
    int status;
slouken@6528
  1192
slouken@6528
  1193
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1194
    if (!frects) {
slouken@6528
  1195
        SDL_OutOfMemory();
slouken@6528
  1196
        return -1;
slouken@6528
  1197
    }
slouken@6528
  1198
    for (i = 0; i < count; ++i) {
slouken@6528
  1199
        frects[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1200
        frects[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1201
        frects[i].w = renderer->scale.x;
slouken@6528
  1202
        frects[i].h = renderer->scale.y;
slouken@6528
  1203
    }
slouken@6528
  1204
slouken@6528
  1205
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1206
slouken@6528
  1207
    SDL_stack_free(frects);
slouken@6528
  1208
slouken@6528
  1209
    return status;
slouken@6528
  1210
}
slouken@6528
  1211
slouken@5154
  1212
int
slouken@5154
  1213
SDL_RenderDrawPoints(SDL_Renderer * renderer,
slouken@5154
  1214
                     const SDL_Point * points, int count)
slouken@5154
  1215
{
slouken@6528
  1216
    SDL_FPoint *fpoints;
slouken@6528
  1217
    int i;
slouken@6528
  1218
    int status;
slouken@6528
  1219
slouken@5154
  1220
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1221
slouken@5154
  1222
    if (!points) {
slouken@5154
  1223
        SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
slouken@5154
  1224
        return -1;
slouken@5154
  1225
    }
slouken@5154
  1226
    if (count < 1) {
slouken@5154
  1227
        return 0;
slouken@5154
  1228
    }
slouken@6260
  1229
    /* Don't draw while we're hidden */
slouken@6260
  1230
    if (renderer->hidden) {
slouken@6060
  1231
        return 0;
slouken@6060
  1232
    }
slouken@6528
  1233
slouken@6528
  1234
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1235
        return RenderDrawPointsWithRects(renderer, points, count);
slouken@6528
  1236
    }
slouken@6528
  1237
slouken@6528
  1238
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1239
    if (!fpoints) {
slouken@6528
  1240
        SDL_OutOfMemory();
slouken@6528
  1241
        return -1;
slouken@6528
  1242
    }
slouken@6528
  1243
    for (i = 0; i < count; ++i) {
slouken@6528
  1244
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1245
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1246
    }
slouken@6528
  1247
slouken@6528
  1248
    status = renderer->RenderDrawPoints(renderer, fpoints, count);
slouken@6528
  1249
slouken@6528
  1250
    SDL_stack_free(fpoints);
slouken@6528
  1251
slouken@6528
  1252
    return status;
slouken@5154
  1253
}
slouken@5154
  1254
slouken@5154
  1255
int
slouken@5154
  1256
SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
slouken@5154
  1257
{
slouken@5154
  1258
    SDL_Point points[2];
slouken@5154
  1259
slouken@5154
  1260
    points[0].x = x1;
slouken@5154
  1261
    points[0].y = y1;
slouken@5154
  1262
    points[1].x = x2;
slouken@5154
  1263
    points[1].y = y2;
slouken@5154
  1264
    return SDL_RenderDrawLines(renderer, points, 2);
slouken@5154
  1265
}
slouken@5154
  1266
slouken@6528
  1267
static int
slouken@6528
  1268
RenderDrawLinesWithRects(SDL_Renderer * renderer,
slouken@6528
  1269
                     const SDL_Point * points, int count)
slouken@6528
  1270
{
slouken@6528
  1271
    SDL_FRect *frect;
slouken@6528
  1272
    SDL_FRect *frects;
slouken@6528
  1273
    SDL_FPoint fpoints[2];
slouken@6528
  1274
    int i, nrects;
slouken@6528
  1275
    int status;
slouken@6528
  1276
slouken@6528
  1277
    frects = SDL_stack_alloc(SDL_FRect, count-1);
slouken@6528
  1278
    if (!frects) {
slouken@6528
  1279
        SDL_OutOfMemory();
slouken@6528
  1280
        return -1;
slouken@6528
  1281
    }
slouken@6528
  1282
slouken@6528
  1283
    status = 0;
slouken@6528
  1284
    nrects = 0;
slouken@6528
  1285
    for (i = 0; i < count-1; ++i) {
slouken@6528
  1286
        if (points[i].x == points[i+1].x) {
slouken@6528
  1287
            int minY = SDL_min(points[i].y, points[i+1].y);
slouken@6528
  1288
            int maxY = SDL_max(points[i].y, points[i+1].y);
slouken@6528
  1289
slouken@6528
  1290
            frect = &frects[nrects++];
slouken@6528
  1291
            frect->x = points[i].x * renderer->scale.x;
slouken@6528
  1292
            frect->y = minY * renderer->scale.y;
slouken@6528
  1293
            frect->w = renderer->scale.x;
slouken@6528
  1294
            frect->h = (maxY - minY + 1) * renderer->scale.y;
slouken@6528
  1295
        } else if (points[i].y == points[i+1].y) {
slouken@6528
  1296
            int minX = SDL_min(points[i].x, points[i+1].x);
slouken@6528
  1297
            int maxX = SDL_max(points[i].x, points[i+1].x);
slouken@6528
  1298
slouken@6528
  1299
            frect = &frects[nrects++];
slouken@6528
  1300
            frect->x = minX * renderer->scale.x;
slouken@6528
  1301
            frect->y = points[i].y * renderer->scale.y;
slouken@6528
  1302
            frect->w = (maxX - minX + 1) * renderer->scale.x;
slouken@6528
  1303
            frect->h = renderer->scale.y;
slouken@6528
  1304
        } else {
slouken@6528
  1305
            /* FIXME: We can't use a rect for this line... */
slouken@6528
  1306
            frects[0].x = points[i].x * renderer->scale.x;
slouken@6528
  1307
            frects[0].y = points[i].y * renderer->scale.y;
slouken@6528
  1308
            frects[1].x = points[i+1].x * renderer->scale.x;
slouken@6528
  1309
            frects[1].y = points[i+1].y * renderer->scale.y;
slouken@6528
  1310
            status += renderer->RenderDrawLines(renderer, fpoints, 2);
slouken@6528
  1311
        }
slouken@6528
  1312
    }
slouken@6528
  1313
slouken@6528
  1314
    status += renderer->RenderFillRects(renderer, frects, nrects);
slouken@6528
  1315
slouken@6528
  1316
    SDL_stack_free(frects);
slouken@6528
  1317
slouken@6528
  1318
    if (status < 0) {
slouken@6528
  1319
        status = -1;
slouken@6528
  1320
    }
slouken@6528
  1321
    return status;
slouken@6528
  1322
}
slouken@6528
  1323
slouken@5154
  1324
int
slouken@5154
  1325
SDL_RenderDrawLines(SDL_Renderer * renderer,
slouken@5154
  1326
                    const SDL_Point * points, int count)
slouken@5154
  1327
{
slouken@6528
  1328
    SDL_FPoint *fpoints;
slouken@6528
  1329
    int i;
slouken@6528
  1330
    int status;
slouken@6528
  1331
slouken@5154
  1332
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1333
slouken@5154
  1334
    if (!points) {
slouken@5154
  1335
        SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
slouken@5154
  1336
        return -1;
slouken@5154
  1337
    }
slouken@5154
  1338
    if (count < 2) {
slouken@5154
  1339
        return 0;
slouken@5154
  1340
    }
slouken@6260
  1341
    /* Don't draw while we're hidden */
slouken@6260
  1342
    if (renderer->hidden) {
slouken@6060
  1343
        return 0;
slouken@6060
  1344
    }
slouken@6528
  1345
slouken@6528
  1346
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1347
        return RenderDrawLinesWithRects(renderer, points, count);
slouken@6528
  1348
    }
slouken@6528
  1349
slouken@6528
  1350
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1351
    if (!fpoints) {
slouken@6528
  1352
        SDL_OutOfMemory();
slouken@6528
  1353
        return -1;
slouken@6528
  1354
    }
slouken@6528
  1355
    for (i = 0; i < count; ++i) {
slouken@6528
  1356
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1357
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1358
    }
slouken@6528
  1359
slouken@6528
  1360
    status = renderer->RenderDrawLines(renderer, fpoints, count);
slouken@6528
  1361
slouken@6528
  1362
    SDL_stack_free(fpoints);
slouken@6528
  1363
slouken@6528
  1364
    return status;
slouken@5154
  1365
}
slouken@5154
  1366
slouken@5154
  1367
int
slouken@5154
  1368
SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1369
{
slouken@5154
  1370
    SDL_Rect full_rect;
slouken@5154
  1371
    SDL_Point points[5];
slouken@5154
  1372
slouken@5154
  1373
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1374
slouken@5154
  1375
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5154
  1376
    if (!rect) {
slouken@6528
  1377
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5154
  1378
        full_rect.x = 0;
slouken@5154
  1379
        full_rect.y = 0;
slouken@5154
  1380
        rect = &full_rect;
slouken@5154
  1381
    }
slouken@5154
  1382
slouken@5154
  1383
    points[0].x = rect->x;
slouken@5154
  1384
    points[0].y = rect->y;
slouken@5154
  1385
    points[1].x = rect->x+rect->w-1;
slouken@5154
  1386
    points[1].y = rect->y;
slouken@5154
  1387
    points[2].x = rect->x+rect->w-1;
slouken@5154
  1388
    points[2].y = rect->y+rect->h-1;
slouken@5154
  1389
    points[3].x = rect->x;
slouken@5154
  1390
    points[3].y = rect->y+rect->h-1;
slouken@5154
  1391
    points[4].x = rect->x;
slouken@5154
  1392
    points[4].y = rect->y;
slouken@5154
  1393
    return SDL_RenderDrawLines(renderer, points, 5);
slouken@5154
  1394
}
slouken@5154
  1395
slouken@5154
  1396
int
slouken@5154
  1397
SDL_RenderDrawRects(SDL_Renderer * renderer,
slouken@5297
  1398
                    const SDL_Rect * rects, int count)
slouken@5154
  1399
{
slouken@5154
  1400
    int i;
slouken@5154
  1401
slouken@5154
  1402
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1403
slouken@5154
  1404
    if (!rects) {
slouken@5154
  1405
        SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
slouken@5154
  1406
        return -1;
slouken@5154
  1407
    }
slouken@5154
  1408
    if (count < 1) {
slouken@5154
  1409
        return 0;
slouken@5154
  1410
    }
slouken@5154
  1411
slouken@6260
  1412
    /* Don't draw while we're hidden */
slouken@6260
  1413
    if (renderer->hidden) {
slouken@6060
  1414
        return 0;
slouken@6060
  1415
    }
slouken@5154
  1416
    for (i = 0; i < count; ++i) {
slouken@5297
  1417
        if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
slouken@5154
  1418
            return -1;
slouken@5154
  1419
        }
slouken@5154
  1420
    }
slouken@5154
  1421
    return 0;
slouken@5154
  1422
}
slouken@5154
  1423
slouken@5154
  1424
int
slouken@5154
  1425
SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1426
{
slouken@5331
  1427
    SDL_Rect full_rect;
slouken@6232
  1428
slouken@5331
  1429
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6232
  1430
slouken@5331
  1431
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5331
  1432
    if (!rect) {
slouken@6528
  1433
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5331
  1434
        full_rect.x = 0;
slouken@5331
  1435
        full_rect.y = 0;
slouken@5331
  1436
        rect = &full_rect;
slouken@5331
  1437
    }
slouken@5297
  1438
    return SDL_RenderFillRects(renderer, rect, 1);
slouken@5154
  1439
}
slouken@5154
  1440
slouken@5154
  1441
int
slouken@5154
  1442
SDL_RenderFillRects(SDL_Renderer * renderer,
slouken@5297
  1443
                    const SDL_Rect * rects, int count)
slouken@5154
  1444
{
slouken@6528
  1445
    SDL_FRect *frects;
slouken@6528
  1446
    int i;
slouken@6528
  1447
    int status;
slouken@6528
  1448
slouken@5154
  1449
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1450
slouken@5154
  1451
    if (!rects) {
slouken@5154
  1452
        SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
slouken@5154
  1453
        return -1;
slouken@5154
  1454
    }
slouken@5154
  1455
    if (count < 1) {
slouken@5154
  1456
        return 0;
slouken@5154
  1457
    }
slouken@6260
  1458
    /* Don't draw while we're hidden */
slouken@6260
  1459
    if (renderer->hidden) {
slouken@6060
  1460
        return 0;
slouken@6060
  1461
    }
slouken@6528
  1462
slouken@6528
  1463
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1464
    if (!frects) {
slouken@6528
  1465
        SDL_OutOfMemory();
slouken@6528
  1466
        return -1;
slouken@6528
  1467
    }
slouken@6528
  1468
    for (i = 0; i < count; ++i) {
slouken@6528
  1469
        frects[i].x = rects[i].x * renderer->scale.x;
slouken@6528
  1470
        frects[i].y = rects[i].y * renderer->scale.y;
slouken@6528
  1471
        frects[i].w = rects[i].w * renderer->scale.x;
slouken@6528
  1472
        frects[i].h = rects[i].h * renderer->scale.y;
slouken@6528
  1473
    }
slouken@6528
  1474
slouken@6528
  1475
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1476
slouken@6528
  1477
    SDL_stack_free(frects);
slouken@6528
  1478
slouken@6528
  1479
    return status;
slouken@5154
  1480
}
slouken@5154
  1481
slouken@5154
  1482
int
slouken@5154
  1483
SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@5154
  1484
               const SDL_Rect * srcrect, const SDL_Rect * dstrect)
slouken@5154
  1485
{
icculus@6545
  1486
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
icculus@6545
  1487
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
slouken@6528
  1488
    SDL_FRect frect;
slouken@5154
  1489
slouken@5154
  1490
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1491
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
  1492
slouken@5154
  1493
    if (renderer != texture->renderer) {
slouken@5154
  1494
        SDL_SetError("Texture was not created with this renderer");
slouken@5154
  1495
        return -1;
slouken@5154
  1496
    }
slouken@5154
  1497
slouken@5154
  1498
    real_srcrect.x = 0;
slouken@5154
  1499
    real_srcrect.y = 0;
slouken@5154
  1500
    real_srcrect.w = texture->w;
slouken@5154
  1501
    real_srcrect.h = texture->h;
slouken@5154
  1502
    if (srcrect) {
slouken@5154
  1503
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
slouken@5154
  1504
            return 0;
slouken@5154
  1505
        }
slouken@5154
  1506
    }
slouken@5154
  1507
slouken@6528
  1508
    SDL_RenderGetViewport(renderer, &real_dstrect);
slouken@5154
  1509
    real_dstrect.x = 0;
slouken@5154
  1510
    real_dstrect.y = 0;
slouken@5369
  1511
    if (dstrect) {
slouken@5369
  1512
        if (!SDL_IntersectRect(dstrect, &real_dstrect, &real_dstrect)) {
slouken@5369
  1513
            return 0;
slouken@5369
  1514
        }
slouken@5369
  1515
        /* Clip srcrect by the same amount as dstrect was clipped */
slouken@5369
  1516
        if (dstrect->w != real_dstrect.w) {
slouken@5369
  1517
            int deltax = (real_dstrect.x - dstrect->x);
slouken@5369
  1518
            int deltaw = (real_dstrect.w - dstrect->w);
slouken@5369
  1519
            real_srcrect.x += (deltax * real_srcrect.w) / dstrect->w;
slouken@5369
  1520
            real_srcrect.w += (deltaw * real_srcrect.w) / dstrect->w;
slouken@5369
  1521
        }
slouken@5369
  1522
        if (dstrect->h != real_dstrect.h) {
slouken@5369
  1523
            int deltay = (real_dstrect.y - dstrect->y);
slouken@5369
  1524
            int deltah = (real_dstrect.h - dstrect->h);
slouken@5369
  1525
            real_srcrect.y += (deltay * real_srcrect.h) / dstrect->h;
slouken@5369
  1526
            real_srcrect.h += (deltah * real_srcrect.h) / dstrect->h;
slouken@5369
  1527
        }
slouken@5154
  1528
    }
slouken@5154
  1529
slouken@5156
  1530
    if (texture->native) {
slouken@5156
  1531
        texture = texture->native;
slouken@5156
  1532
    }
slouken@5156
  1533
slouken@6260
  1534
    /* Don't draw while we're hidden */
slouken@6260
  1535
    if (renderer->hidden) {
slouken@6060
  1536
        return 0;
slouken@6060
  1537
    }
slouken@6528
  1538
slouken@6528
  1539
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1540
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1541
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1542
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1543
slouken@6528
  1544
    return renderer->RenderCopy(renderer, texture, &real_srcrect, &frect);
slouken@5154
  1545
}
slouken@5154
  1546
gabomdq@6320
  1547
gabomdq@6320
  1548
int
gabomdq@6320
  1549
SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
gabomdq@6320
  1550
               const SDL_Rect * srcrect, const SDL_Rect * dstrect,
gabomdq@6320
  1551
               const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
gabomdq@6320
  1552
{
icculus@6546
  1553
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
icculus@6546
  1554
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
gabomdq@6320
  1555
    SDL_Point real_center;
slouken@6528
  1556
    SDL_FRect frect;
slouken@6528
  1557
    SDL_FPoint fcenter;
gabomdq@6320
  1558
gabomdq@6320
  1559
    CHECK_RENDERER_MAGIC(renderer, -1);
gabomdq@6320
  1560
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6320
  1561
gabomdq@6320
  1562
    if (renderer != texture->renderer) {
gabomdq@6320
  1563
        SDL_SetError("Texture was not created with this renderer");
gabomdq@6320
  1564
        return -1;
gabomdq@6320
  1565
    }
gabomdq@6320
  1566
    if (!renderer->RenderCopyEx) {
gabomdq@6320
  1567
        SDL_SetError("Renderer does not support RenderCopyEx");
gabomdq@6320
  1568
        return -1;
gabomdq@6320
  1569
    }
gabomdq@6320
  1570
    
gabomdq@6320
  1571
    real_srcrect.x = 0;
gabomdq@6320
  1572
    real_srcrect.y = 0;
gabomdq@6320
  1573
    real_srcrect.w = texture->w;
gabomdq@6320
  1574
    real_srcrect.h = texture->h;
gabomdq@6320
  1575
    if (srcrect) {
gabomdq@6320
  1576
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
gabomdq@6320
  1577
            return 0;
gabomdq@6320
  1578
        }
gabomdq@6320
  1579
    }
gabomdq@6320
  1580
gabomdq@6320
  1581
    /* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
slouken@6528
  1582
    if (dstrect) {
slouken@6528
  1583
        real_dstrect = *dstrect;
slouken@6528
  1584
    } else {
slouken@6528
  1585
        SDL_RenderGetViewport(renderer, &real_dstrect);
gabomdq@6399
  1586
        real_dstrect.x = 0;
gabomdq@6399
  1587
        real_dstrect.y = 0;
gabomdq@6320
  1588
    }
gabomdq@6320
  1589
gabomdq@6320
  1590
    if (texture->native) {
gabomdq@6320
  1591
        texture = texture->native;
gabomdq@6320
  1592
    }
gabomdq@6320
  1593
gabomdq@6320
  1594
    if(center) real_center = *center;
gabomdq@6320
  1595
    else {
gabomdq@6320
  1596
        real_center.x = real_dstrect.w/2;
gabomdq@6320
  1597
        real_center.y = real_dstrect.h/2;
gabomdq@6320
  1598
    }
gabomdq@6320
  1599
slouken@6528
  1600
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1601
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1602
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1603
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1604
slouken@6528
  1605
    fcenter.x = real_center.x * renderer->scale.x;
slouken@6528
  1606
    fcenter.y = real_center.y * renderer->scale.y;
slouken@6528
  1607
slouken@6528
  1608
    return renderer->RenderCopyEx(renderer, texture, &real_srcrect, &frect, angle, &fcenter, flip);
gabomdq@6320
  1609
}
gabomdq@6320
  1610
slouken@5154
  1611
int
slouken@5154
  1612
SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
slouken@5154
  1613
                     Uint32 format, void * pixels, int pitch)
slouken@5154
  1614
{
slouken@5154
  1615
    SDL_Rect real_rect;
slouken@5154
  1616
slouken@5154
  1617
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1618
slouken@5154
  1619
    if (!renderer->RenderReadPixels) {
slouken@5154
  1620
        SDL_Unsupported();
slouken@5154
  1621
        return -1;
slouken@5154
  1622
    }
slouken@5154
  1623
slouken@5154
  1624
    if (!format) {
icculus@6389
  1625
        format = SDL_GetWindowPixelFormat(renderer->window);
slouken@5154
  1626
    }
slouken@5154
  1627
slouken@5464
  1628
    real_rect.x = renderer->viewport.x;
slouken@5464
  1629
    real_rect.y = renderer->viewport.y;
slouken@5297
  1630
    real_rect.w = renderer->viewport.w;
slouken@5297
  1631
    real_rect.h = renderer->viewport.h;
slouken@5154
  1632
    if (rect) {
slouken@5154
  1633
        if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
slouken@5154
  1634
            return 0;
slouken@5154
  1635
        }
slouken@5154
  1636
        if (real_rect.y > rect->y) {
slouken@5154
  1637
            pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y);
slouken@5154
  1638
        }
slouken@5154
  1639
        if (real_rect.x > rect->x) {
slouken@5464
  1640
            int bpp = SDL_BYTESPERPIXEL(format);
slouken@5154
  1641
            pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x);
slouken@5154
  1642
        }
slouken@5154
  1643
    }
slouken@5154
  1644
slouken@5154
  1645
    return renderer->RenderReadPixels(renderer, &real_rect,
slouken@5154
  1646
                                      format, pixels, pitch);
slouken@5154
  1647
}
slouken@5154
  1648
slouken@5154
  1649
void
slouken@5154
  1650
SDL_RenderPresent(SDL_Renderer * renderer)
slouken@5154
  1651
{
slouken@5154
  1652
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1653
slouken@6260
  1654
    /* Don't draw while we're hidden */
slouken@6260
  1655
    if (renderer->hidden) {
slouken@6060
  1656
        return;
slouken@6060
  1657
    }
slouken@5154
  1658
    renderer->RenderPresent(renderer);
slouken@5154
  1659
}
slouken@5154
  1660
slouken@5154
  1661
void
slouken@5154
  1662
SDL_DestroyTexture(SDL_Texture * texture)
slouken@5154
  1663
{
slouken@5154
  1664
    SDL_Renderer *renderer;
slouken@5154
  1665
slouken@5154
  1666
    CHECK_TEXTURE_MAGIC(texture, );
slouken@5154
  1667
    texture->magic = NULL;
slouken@5154
  1668
slouken@5154
  1669
    renderer = texture->renderer;
slouken@5154
  1670
    if (texture->next) {
slouken@5154
  1671
        texture->next->prev = texture->prev;
slouken@5154
  1672
    }
slouken@5154
  1673
    if (texture->prev) {
slouken@5154
  1674
        texture->prev->next = texture->next;
slouken@5154
  1675
    } else {
slouken@5154
  1676
        renderer->textures = texture->next;
slouken@5154
  1677
    }
slouken@5154
  1678
slouken@5156
  1679
    if (texture->native) {
slouken@5156
  1680
        SDL_DestroyTexture(texture->native);
slouken@5156
  1681
    }
slouken@5156
  1682
    if (texture->yuv) {
slouken@5156
  1683
        SDL_SW_DestroyYUVTexture(texture->yuv);
slouken@5156
  1684
    }
slouken@5156
  1685
    if (texture->pixels) {
slouken@5156
  1686
        SDL_free(texture->pixels);
slouken@5156
  1687
    }
slouken@5156
  1688
slouken@5154
  1689
    renderer->DestroyTexture(renderer, texture);
slouken@5154
  1690
    SDL_free(texture);
slouken@5154
  1691
}
slouken@5154
  1692
slouken@5154
  1693
void
slouken@5154
  1694
SDL_DestroyRenderer(SDL_Renderer * renderer)
slouken@5154
  1695
{
slouken@5154
  1696
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1697
slouken@5154
  1698
    SDL_DelEventWatch(SDL_RendererEventWatch, renderer);
slouken@5154
  1699
slouken@5154
  1700
    /* Free existing textures for this renderer */
slouken@5154
  1701
    while (renderer->textures) {
slouken@5154
  1702
        SDL_DestroyTexture(renderer->textures);
slouken@5154
  1703
    }
slouken@5154
  1704
slouken@6417
  1705
    if (renderer->window) {
slouken@6417
  1706
        SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL);
slouken@6417
  1707
    }
slouken@5528
  1708
slouken@5154
  1709
    /* It's no longer magical... */
slouken@5154
  1710
    renderer->magic = NULL;
slouken@5154
  1711
slouken@5154
  1712
    /* Free the renderer instance */
slouken@5154
  1713
    renderer->DestroyRenderer(renderer);
slouken@5154
  1714
}
slouken@5154
  1715
gabomdq@6414
  1716
int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
gabomdq@6414
  1717
{
gabomdq@6414
  1718
    SDL_Renderer *renderer;
gabomdq@6414
  1719
gabomdq@6415
  1720
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1721
    renderer = texture->renderer;
gabomdq@6414
  1722
    if (renderer && renderer->GL_BindTexture) {
gabomdq@6414
  1723
        return renderer->GL_BindTexture(renderer, texture, texw, texh);
gabomdq@6414
  1724
    }
gabomdq@6414
  1725
gabomdq@6414
  1726
    SDL_Unsupported();
gabomdq@6414
  1727
    return -1;
gabomdq@6414
  1728
}
gabomdq@6414
  1729
gabomdq@6414
  1730
int SDL_GL_UnbindTexture(SDL_Texture *texture)
gabomdq@6414
  1731
{
gabomdq@6414
  1732
    SDL_Renderer *renderer;
gabomdq@6414
  1733
gabomdq@6415
  1734
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1735
    renderer = texture->renderer;
gabomdq@6414
  1736
    if (renderer && renderer->GL_UnbindTexture) {
gabomdq@6414
  1737
        return renderer->GL_UnbindTexture(renderer, texture);
gabomdq@6414
  1738
    }
gabomdq@6414
  1739
gabomdq@6414
  1740
    SDL_Unsupported();
gabomdq@6414
  1741
    return -1;
gabomdq@6414
  1742
}
gabomdq@6414
  1743
slouken@5154
  1744
/* vi: set ts=4 sw=4 expandtab: */