src/render/SDL_render.c
author Sam Lantinga <slouken@libsdl.org>
Thu, 29 Aug 2013 08:29:21 -0700
changeset 7719 31b5f9ff36ca
parent 7563 c128ed448c30
child 7746 6a05d7352575
permissions -rw-r--r--
Christoph Mallon: Remove pointless if (x) before SDL_free(x)
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2013 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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#if !SDL_RENDER_DISABLED
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static const SDL_RenderDriver *render_drivers[] = {
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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_PSP
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    &PSP_RenderDriver,
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#endif
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    &SW_RenderDriver
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};
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#endif /* !SDL_RENDER_DISABLED */
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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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#if !SDL_RENDER_DISABLED
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    return SDL_arraysize(render_drivers);
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#else
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    return 0;
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#endif
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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 !SDL_RENDER_DISABLED
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    if (index < 0 || index >= SDL_GetNumRenderDrivers()) {
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        return SDL_SetError("index must be in the range of 0 - %d",
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                            SDL_GetNumRenderDrivers() - 1);
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    }
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    *info = render_drivers[index]->info;
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    return 0;
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#else
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    return SDL_SetError("SDL not built with rendering support");
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#endif
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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_SIZE_CHANGED) {
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                if (renderer->logical_w) {
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                    UpdateLogicalSize(renderer);
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                } else {
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                    /* Window was 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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            } 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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            if (event->motion.xrel > 0) {
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                event->motion.xrel = SDL_max(1, (int)(event->motion.xrel / renderer->scale.x));
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            } else if (event->motion.xrel < 0) {
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                event->motion.xrel = SDL_min(-1, (int)(event->motion.xrel / renderer->scale.x));
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            }
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            if (event->motion.yrel > 0) {
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                event->motion.yrel = SDL_max(1, (int)(event->motion.yrel / renderer->scale.y));
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            } else if (event->motion.yrel < 0) {
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                event->motion.yrel = SDL_min(-1, (int)(event->motion.yrel / renderer->scale.y));
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            }
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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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#if !SDL_RENDER_DISABLED
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    SDL_Renderer *renderer = NULL;
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    int n = SDL_GetNumRenderDrivers();
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    const char *hint;
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    if (!window) {
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        SDL_SetError("Invalid window");
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        return NULL;
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    }
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    if (SDL_GetRenderer(window)) {
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        SDL_SetError("Renderer already associated with window");
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        return NULL;
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    }
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    hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
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    if (hint) {
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        if (*hint == '0') {
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            flags &= ~SDL_RENDERER_PRESENTVSYNC;
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        } else {
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            flags |= SDL_RENDERER_PRESENTVSYNC;
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        }
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    }
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    if (index < 0) {
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        hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
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        if (hint) {
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            for (index = 0; index < n; ++index) {
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                const SDL_RenderDriver *driver = render_drivers[index];
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                if (SDL_strcasecmp(hint, driver->info.name) == 0) {
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                    /* Create a new renderer instance */
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                    renderer = driver->CreateRenderer(window, flags);
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                    break;
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                }
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            }
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        }
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        if (!renderer) {
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            for (index = 0; index < n; ++index) {
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                const SDL_RenderDriver *driver = render_drivers[index];
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                if ((driver->info.flags & flags) == flags) {
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                    /* Create a new renderer instance */
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                    renderer = driver->CreateRenderer(window, flags);
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                    if (renderer) {
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                        /* Yay, we got one! */
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                        break;
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                    }
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                }
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            }
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        }
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        if (index == n) {
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            SDL_SetError("Couldn't find matching render driver");
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            return NULL;
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        }
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    } else {
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        if (index >= SDL_GetNumRenderDrivers()) {
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            SDL_SetError("index must be -1 or in the range of 0 - %d",
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                         SDL_GetNumRenderDrivers() - 1);
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            return NULL;
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        }
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        /* Create a new renderer instance */
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        renderer = render_drivers[index]->CreateRenderer(window, flags);
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    }
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    if (renderer) {
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        renderer->magic = &renderer_magic;
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        renderer->window = window;
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        renderer->scale.x = 1.0f;
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        renderer->scale.y = 1.0f;
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        if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) {
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            renderer->hidden = SDL_TRUE;
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        } else {
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            renderer->hidden = SDL_FALSE;
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        }
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        SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
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        SDL_RenderSetViewport(renderer, NULL);
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        SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
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        SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
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                    "Created renderer: %s", renderer->info.name);
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    }
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    return renderer;
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#else
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    SDL_SetError("SDL not built with rendering support");
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    return NULL;
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   291
#endif
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   292
}
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   294
SDL_Renderer *
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   295
SDL_CreateSoftwareRenderer(SDL_Surface * surface)
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   296
{
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   297
#if !SDL_RENDER_DISABLED
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   298
    SDL_Renderer *renderer;
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   299
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   300
    renderer = SW_CreateRendererForSurface(surface);
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   301
slouken@5297
   302
    if (renderer) {
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        renderer->magic = &renderer_magic;
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   304
        renderer->scale.x = 1.0f;
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   305
        renderer->scale.y = 1.0f;
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   306
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   307
        SDL_RenderSetViewport(renderer, NULL);
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   308
    }
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   309
    return renderer;
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   310
#else
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   311
    SDL_SetError("SDL not built with rendering support");
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   312
    return NULL;
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   313
#endif /* !SDL_RENDER_DISABLED */
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   314
}
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   315
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   316
SDL_Renderer *
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   317
SDL_GetRenderer(SDL_Window * window)
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   318
{
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   319
    return (SDL_Renderer *)SDL_GetWindowData(window, SDL_WINDOWRENDERDATA);
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   320
}
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   321
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   322
int
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   323
SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info)
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   324
{
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   325
    CHECK_RENDERER_MAGIC(renderer, -1);
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   326
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   327
    *info = renderer->info;
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   328
    return 0;
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   329
}
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   330
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   331
int
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   332
SDL_GetRendererOutputSize(SDL_Renderer * renderer, int *w, int *h)
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   333
{
slouken@7239
   334
    CHECK_RENDERER_MAGIC(renderer, -1);
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   335
slouken@7239
   336
    if (renderer->target) {
slouken@7239
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        return SDL_QueryTexture(renderer->target, NULL, NULL, w, h);
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   338
    } else if (renderer->window) {
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   339
        SDL_GetWindowSize(renderer->window, w, h);
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   340
        return 0;
slouken@7239
   341
    } else if (renderer->GetOutputSize) {
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   342
        return renderer->GetOutputSize(renderer, w, h);
slouken@7239
   343
    } else {
slouken@7239
   344
        /* This should never happen */
slouken@7239
   345
        SDL_SetError("Renderer doesn't support querying output size");
slouken@7239
   346
        return -1;
slouken@7239
   347
    }
slouken@7239
   348
}
slouken@7239
   349
slouken@5156
   350
static SDL_bool
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   351
IsSupportedFormat(SDL_Renderer * renderer, Uint32 format)
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   352
{
slouken@5156
   353
    Uint32 i;
slouken@5156
   354
slouken@5156
   355
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5156
   356
        if (renderer->info.texture_formats[i] == format) {
slouken@5156
   357
            return SDL_TRUE;
slouken@5156
   358
        }
slouken@5156
   359
    }
slouken@5156
   360
    return SDL_FALSE;
slouken@5156
   361
}
slouken@5156
   362
slouken@5156
   363
static Uint32
slouken@5156
   364
GetClosestSupportedFormat(SDL_Renderer * renderer, Uint32 format)
slouken@5156
   365
{
slouken@5156
   366
    Uint32 i;
slouken@5156
   367
slouken@5268
   368
    if (SDL_ISPIXELFORMAT_FOURCC(format)) {
slouken@5268
   369
        /* Look for an exact match */
slouken@5268
   370
        for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5268
   371
            if (renderer->info.texture_formats[i] == format) {
slouken@5268
   372
                return renderer->info.texture_formats[i];
slouken@5268
   373
            }
slouken@5268
   374
        }
slouken@5268
   375
    } else {
slouken@5268
   376
        SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format);
slouken@5268
   377
slouken@5268
   378
        /* We just want to match the first format that has the same channels */
slouken@5268
   379
        for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5300
   380
            if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
slouken@5300
   381
                SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
slouken@5268
   382
                return renderer->info.texture_formats[i];
slouken@5268
   383
            }
slouken@5156
   384
        }
slouken@5156
   385
    }
slouken@5156
   386
    return renderer->info.texture_formats[0];
slouken@5156
   387
}
slouken@5156
   388
slouken@5154
   389
SDL_Texture *
slouken@5154
   390
SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int h)
slouken@5154
   391
{
slouken@5154
   392
    SDL_Texture *texture;
slouken@5154
   393
slouken@5154
   394
    CHECK_RENDERER_MAGIC(renderer, NULL);
slouken@5154
   395
slouken@5413
   396
    if (!format) {
slouken@5413
   397
        format = renderer->info.texture_formats[0];
slouken@5413
   398
    }
slouken@5156
   399
    if (SDL_ISPIXELFORMAT_INDEXED(format)) {
slouken@5156
   400
        SDL_SetError("Palettized textures are not supported");
slouken@5156
   401
        return NULL;
slouken@5156
   402
    }
slouken@5154
   403
    if (w <= 0 || h <= 0) {
slouken@5154
   404
        SDL_SetError("Texture dimensions can't be 0");
slouken@5156
   405
        return NULL;
slouken@5154
   406
    }
slouken@5154
   407
    texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
slouken@5154
   408
    if (!texture) {
slouken@5154
   409
        SDL_OutOfMemory();
slouken@5156
   410
        return NULL;
slouken@5154
   411
    }
slouken@5154
   412
    texture->magic = &texture_magic;
slouken@5154
   413
    texture->format = format;
slouken@5154
   414
    texture->access = access;
slouken@5154
   415
    texture->w = w;
slouken@5154
   416
    texture->h = h;
slouken@5154
   417
    texture->r = 255;
slouken@5154
   418
    texture->g = 255;
slouken@5154
   419
    texture->b = 255;
slouken@5154
   420
    texture->a = 255;
slouken@5154
   421
    texture->renderer = renderer;
slouken@5154
   422
    texture->next = renderer->textures;
slouken@5154
   423
    if (renderer->textures) {
slouken@5154
   424
        renderer->textures->prev = texture;
slouken@5154
   425
    }
slouken@5154
   426
    renderer->textures = texture;
slouken@5154
   427
slouken@5156
   428
    if (IsSupportedFormat(renderer, format)) {
slouken@5156
   429
        if (renderer->CreateTexture(renderer, texture) < 0) {
slouken@5156
   430
            SDL_DestroyTexture(texture);
slouken@5156
   431
            return 0;
slouken@5156
   432
        }
slouken@5156
   433
    } else {
slouken@5156
   434
        texture->native = SDL_CreateTexture(renderer,
slouken@5156
   435
                                GetClosestSupportedFormat(renderer, format),
slouken@5156
   436
                                access, w, h);
slouken@5156
   437
        if (!texture->native) {
slouken@5156
   438
            SDL_DestroyTexture(texture);
slouken@5156
   439
            return NULL;
slouken@5156
   440
        }
slouken@5156
   441
slouken@6497
   442
        /* Swap textures to have texture before texture->native in the list */
slouken@6497
   443
        texture->native->next = texture->next;
slouken@6533
   444
        if (texture->native->next) {
slouken@6533
   445
            texture->native->next->prev = texture->native;
slouken@6533
   446
        }
slouken@6497
   447
        texture->prev = texture->native->prev;
slouken@6533
   448
        if (texture->prev) {
slouken@6533
   449
            texture->prev->next = texture;
slouken@6533
   450
        }
slouken@6497
   451
        texture->native->prev = texture;
slouken@6497
   452
        texture->next = texture->native;
slouken@6497
   453
        renderer->textures = texture;
slouken@6497
   454
slouken@5156
   455
        if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
slouken@5156
   456
            texture->yuv = SDL_SW_CreateYUVTexture(format, w, h);
slouken@5156
   457
            if (!texture->yuv) {
slouken@5156
   458
                SDL_DestroyTexture(texture);
slouken@5156
   459
                return NULL;
slouken@5156
   460
            }
slouken@5156
   461
        } else if (access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   462
            /* The pitch is 4 byte aligned */
slouken@5156
   463
            texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3);
slouken@5342
   464
            texture->pixels = SDL_calloc(1, texture->pitch * h);
slouken@5156
   465
            if (!texture->pixels) {
slouken@5156
   466
                SDL_DestroyTexture(texture);
slouken@5156
   467
                return NULL;
slouken@5156
   468
            }
slouken@5156
   469
        }
slouken@5154
   470
    }
slouken@5154
   471
    return texture;
slouken@5154
   472
}
slouken@5154
   473
slouken@5154
   474
SDL_Texture *
slouken@5158
   475
SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
slouken@5154
   476
{
slouken@5158
   477
    const SDL_PixelFormat *fmt;
slouken@5158
   478
    SDL_bool needAlpha;
slouken@5158
   479
    Uint32 i;
slouken@5158
   480
    Uint32 format;
slouken@5158
   481
    SDL_Texture *texture;
slouken@5154
   482
slouken@5154
   483
    CHECK_RENDERER_MAGIC(renderer, NULL);
slouken@5154
   484
slouken@5154
   485
    if (!surface) {
slouken@5154
   486
        SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface");
slouken@5154
   487
        return NULL;
slouken@5154
   488
    }
slouken@5158
   489
slouken@5158
   490
    /* See what the best texture format is */
slouken@5154
   491
    fmt = surface->format;
slouken@5158
   492
    if (fmt->Amask || SDL_GetColorKey(surface, NULL) == 0) {
slouken@5158
   493
        needAlpha = SDL_TRUE;
slouken@5154
   494
    } else {
slouken@5158
   495
        needAlpha = SDL_FALSE;
slouken@5158
   496
    }
slouken@5158
   497
    format = renderer->info.texture_formats[0];
slouken@5158
   498
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5268
   499
        if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
slouken@5268
   500
            SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
slouken@5158
   501
            format = renderer->info.texture_formats[i];
slouken@5158
   502
            break;
slouken@5154
   503
        }
slouken@5154
   504
    }
slouken@5154
   505
slouken@5158
   506
    texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
slouken@5158
   507
                                surface->w, surface->h);
slouken@5154
   508
    if (!texture) {
slouken@5158
   509
        return NULL;
slouken@5154
   510
    }
slouken@5158
   511
slouken@5288
   512
    if (format == surface->format->format) {
slouken@5154
   513
        if (SDL_MUSTLOCK(surface)) {
slouken@5154
   514
            SDL_LockSurface(surface);
slouken@5158
   515
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
slouken@5154
   516
            SDL_UnlockSurface(surface);
slouken@5154
   517
        } else {
slouken@5158
   518
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
slouken@5154
   519
        }
slouken@5154
   520
    } else {
slouken@5297
   521
        SDL_PixelFormat *dst_fmt;
slouken@5158
   522
        SDL_Surface *temp = NULL;
slouken@5154
   523
slouken@5154
   524
        /* Set up a destination surface for the texture update */
slouken@5297
   525
        dst_fmt = SDL_AllocFormat(format);
slouken@5297
   526
        temp = SDL_ConvertSurface(surface, dst_fmt, 0);
slouken@5297
   527
        SDL_FreeFormat(dst_fmt);
slouken@5158
   528
        if (temp) {
slouken@5158
   529
            SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
slouken@5158
   530
            SDL_FreeSurface(temp);
slouken@5158
   531
        } else {
slouken@5154
   532
            SDL_DestroyTexture(texture);
slouken@5158
   533
            return NULL;
slouken@5154
   534
        }
slouken@5154
   535
    }
slouken@5154
   536
slouken@5154
   537
    {
slouken@5154
   538
        Uint8 r, g, b, a;
slouken@5154
   539
        SDL_BlendMode blendMode;
slouken@5154
   540
slouken@5154
   541
        SDL_GetSurfaceColorMod(surface, &r, &g, &b);
slouken@5154
   542
        SDL_SetTextureColorMod(texture, r, g, b);
slouken@5154
   543
slouken@5154
   544
        SDL_GetSurfaceAlphaMod(surface, &a);
slouken@5154
   545
        SDL_SetTextureAlphaMod(texture, a);
slouken@5154
   546
slouken@5154
   547
        if (SDL_GetColorKey(surface, NULL) == 0) {
slouken@5154
   548
            /* We converted to a texture with alpha format */
slouken@5154
   549
            SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
slouken@5154
   550
        } else {
slouken@5154
   551
            SDL_GetSurfaceBlendMode(surface, &blendMode);
slouken@5154
   552
            SDL_SetTextureBlendMode(texture, blendMode);
slouken@5154
   553
        }
slouken@5154
   554
    }
slouken@5154
   555
    return texture;
slouken@5154
   556
}
slouken@5154
   557
slouken@5154
   558
int
slouken@5154
   559
SDL_QueryTexture(SDL_Texture * texture, Uint32 * format, int *access,
slouken@5154
   560
                 int *w, int *h)
slouken@5154
   561
{
slouken@5154
   562
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   563
slouken@5154
   564
    if (format) {
slouken@5154
   565
        *format = texture->format;
slouken@5154
   566
    }
slouken@5154
   567
    if (access) {
slouken@5154
   568
        *access = texture->access;
slouken@5154
   569
    }
slouken@5154
   570
    if (w) {
slouken@5154
   571
        *w = texture->w;
slouken@5154
   572
    }
slouken@5154
   573
    if (h) {
slouken@5154
   574
        *h = texture->h;
slouken@5154
   575
    }
slouken@5154
   576
    return 0;
slouken@5154
   577
}
slouken@5154
   578
slouken@5154
   579
int
slouken@5154
   580
SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b)
slouken@5154
   581
{
slouken@5154
   582
    SDL_Renderer *renderer;
slouken@5154
   583
slouken@5154
   584
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   585
slouken@5154
   586
    renderer = texture->renderer;
slouken@5154
   587
    if (r < 255 || g < 255 || b < 255) {
slouken@5154
   588
        texture->modMode |= SDL_TEXTUREMODULATE_COLOR;
slouken@5154
   589
    } else {
slouken@5154
   590
        texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
slouken@5154
   591
    }
slouken@5154
   592
    texture->r = r;
slouken@5154
   593
    texture->g = g;
slouken@5154
   594
    texture->b = b;
slouken@5156
   595
    if (texture->native) {
slouken@5156
   596
        return SDL_SetTextureColorMod(texture->native, r, g, b);
slouken@5156
   597
    } else if (renderer->SetTextureColorMod) {
slouken@5154
   598
        return renderer->SetTextureColorMod(renderer, texture);
slouken@5154
   599
    } else {
slouken@5154
   600
        return 0;
slouken@5154
   601
    }
slouken@5154
   602
}
slouken@5154
   603
slouken@5154
   604
int
slouken@5154
   605
SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g,
slouken@5154
   606
                       Uint8 * b)
slouken@5154
   607
{
slouken@5154
   608
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   609
slouken@5154
   610
    if (r) {
slouken@5154
   611
        *r = texture->r;
slouken@5154
   612
    }
slouken@5154
   613
    if (g) {
slouken@5154
   614
        *g = texture->g;
slouken@5154
   615
    }
slouken@5154
   616
    if (b) {
slouken@5154
   617
        *b = texture->b;
slouken@5154
   618
    }
slouken@5154
   619
    return 0;
slouken@5154
   620
}
slouken@5154
   621
slouken@5154
   622
int
slouken@5154
   623
SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha)
slouken@5154
   624
{
slouken@5154
   625
    SDL_Renderer *renderer;
slouken@5154
   626
slouken@5154
   627
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   628
slouken@5154
   629
    renderer = texture->renderer;
slouken@5154
   630
    if (alpha < 255) {
slouken@5154
   631
        texture->modMode |= SDL_TEXTUREMODULATE_ALPHA;
slouken@5154
   632
    } else {
slouken@5154
   633
        texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
slouken@5154
   634
    }
slouken@5154
   635
    texture->a = alpha;
slouken@5156
   636
    if (texture->native) {
slouken@5156
   637
        return SDL_SetTextureAlphaMod(texture->native, alpha);
slouken@5156
   638
    } else if (renderer->SetTextureAlphaMod) {
slouken@5154
   639
        return renderer->SetTextureAlphaMod(renderer, texture);
slouken@5154
   640
    } else {
slouken@5154
   641
        return 0;
slouken@5154
   642
    }
slouken@5154
   643
}
slouken@5154
   644
slouken@5154
   645
int
slouken@5154
   646
SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha)
slouken@5154
   647
{
slouken@5154
   648
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   649
slouken@5154
   650
    if (alpha) {
slouken@5154
   651
        *alpha = texture->a;
slouken@5154
   652
    }
slouken@5154
   653
    return 0;
slouken@5154
   654
}
slouken@5154
   655
slouken@5154
   656
int
slouken@5154
   657
SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode)
slouken@5154
   658
{
slouken@5154
   659
    SDL_Renderer *renderer;
slouken@5154
   660
slouken@5154
   661
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   662
slouken@5154
   663
    renderer = texture->renderer;
slouken@5154
   664
    texture->blendMode = blendMode;
slouken@5156
   665
    if (texture->native) {
slouken@5180
   666
        return SDL_SetTextureBlendMode(texture->native, blendMode);
slouken@5156
   667
    } else if (renderer->SetTextureBlendMode) {
slouken@5154
   668
        return renderer->SetTextureBlendMode(renderer, texture);
slouken@5154
   669
    } else {
slouken@5154
   670
        return 0;
slouken@5154
   671
    }
slouken@5154
   672
}
slouken@5154
   673
slouken@5154
   674
int
slouken@5154
   675
SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode)
slouken@5154
   676
{
slouken@5154
   677
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   678
slouken@5154
   679
    if (blendMode) {
slouken@5154
   680
        *blendMode = texture->blendMode;
slouken@5154
   681
    }
slouken@5154
   682
    return 0;
slouken@5154
   683
}
slouken@5154
   684
slouken@5156
   685
static int
slouken@5156
   686
SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   687
                     const void *pixels, int pitch)
slouken@5156
   688
{
slouken@5156
   689
    SDL_Texture *native = texture->native;
slouken@5156
   690
    SDL_Rect full_rect;
slouken@5156
   691
slouken@5156
   692
    if (SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch) < 0) {
slouken@5156
   693
        return -1;
slouken@5156
   694
    }
slouken@5156
   695
slouken@5156
   696
    full_rect.x = 0;
slouken@5156
   697
    full_rect.y = 0;
slouken@5156
   698
    full_rect.w = texture->w;
slouken@5156
   699
    full_rect.h = texture->h;
slouken@5156
   700
    rect = &full_rect;
slouken@5156
   701
slouken@5156
   702
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   703
        /* We can lock the texture and copy to it */
slouken@5156
   704
        void *native_pixels;
slouken@5156
   705
        int native_pitch;
slouken@5156
   706
slouken@5156
   707
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   708
            return -1;
slouken@5156
   709
        }
slouken@5156
   710
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@5156
   711
                            rect->w, rect->h, native_pixels, native_pitch);
slouken@5156
   712
        SDL_UnlockTexture(native);
slouken@5156
   713
    } else {
slouken@5156
   714
        /* Use a temporary buffer for updating */
slouken@5156
   715
        void *temp_pixels;
slouken@5156
   716
        int temp_pitch;
slouken@5156
   717
slouken@5156
   718
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
slouken@5156
   719
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@5156
   720
        if (!temp_pixels) {
icculus@7037
   721
            return SDL_OutOfMemory();
slouken@5156
   722
        }
slouken@5156
   723
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@5156
   724
                            rect->w, rect->h, temp_pixels, temp_pitch);
slouken@5156
   725
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
slouken@5156
   726
        SDL_free(temp_pixels);
slouken@5156
   727
    }
slouken@5156
   728
    return 0;
slouken@5156
   729
}
slouken@5156
   730
slouken@5156
   731
static int
slouken@5156
   732
SDL_UpdateTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   733
                        const void *pixels, int pitch)
slouken@5156
   734
{
slouken@5156
   735
    SDL_Texture *native = texture->native;
slouken@5156
   736
slouken@5156
   737
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   738
        /* We can lock the texture and copy to it */
slouken@5156
   739
        void *native_pixels;
slouken@5156
   740
        int native_pitch;
slouken@5156
   741
slouken@5156
   742
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   743
            return -1;
slouken@5156
   744
        }
slouken@5156
   745
        SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   746
                          texture->format, pixels, pitch,
slouken@5156
   747
                          native->format, native_pixels, native_pitch);
slouken@5156
   748
        SDL_UnlockTexture(native);
slouken@5156
   749
    } else {
slouken@5156
   750
        /* Use a temporary buffer for updating */
slouken@5156
   751
        void *temp_pixels;
slouken@5156
   752
        int temp_pitch;
slouken@5156
   753
slouken@5156
   754
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
slouken@5156
   755
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@5156
   756
        if (!temp_pixels) {
icculus@7037
   757
            return SDL_OutOfMemory();
slouken@5156
   758
        }
slouken@5156
   759
        SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   760
                          texture->format, pixels, pitch,
slouken@5156
   761
                          native->format, temp_pixels, temp_pitch);
slouken@5156
   762
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
slouken@5156
   763
        SDL_free(temp_pixels);
slouken@5156
   764
    }
slouken@5156
   765
    return 0;
slouken@5156
   766
}
slouken@5156
   767
slouken@5154
   768
int
slouken@5154
   769
SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5154
   770
                  const void *pixels, int pitch)
slouken@5154
   771
{
slouken@5154
   772
    SDL_Renderer *renderer;
slouken@5154
   773
    SDL_Rect full_rect;
slouken@5154
   774
slouken@5154
   775
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   776
slouken@7409
   777
    if (!pixels) {
slouken@7409
   778
        return SDL_InvalidParamError("pixels");
slouken@7409
   779
    }
slouken@7409
   780
    if (!pitch) {
slouken@7409
   781
        return SDL_InvalidParamError("pitch");
slouken@7409
   782
    }
slouken@7409
   783
slouken@5154
   784
    if (!rect) {
slouken@5154
   785
        full_rect.x = 0;
slouken@5154
   786
        full_rect.y = 0;
slouken@5154
   787
        full_rect.w = texture->w;
slouken@5154
   788
        full_rect.h = texture->h;
slouken@5154
   789
        rect = &full_rect;
slouken@5154
   790
    }
slouken@5156
   791
slouken@5156
   792
    if (texture->yuv) {
slouken@5156
   793
        return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
slouken@5156
   794
    } else if (texture->native) {
slouken@5156
   795
        return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
slouken@5156
   796
    } else {
slouken@5156
   797
        renderer = texture->renderer;
slouken@5156
   798
        return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
slouken@5156
   799
    }
slouken@5156
   800
}
slouken@5156
   801
slouken@5156
   802
static int
slouken@5156
   803
SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   804
                   void **pixels, int *pitch)
slouken@5156
   805
{
slouken@5156
   806
    return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
slouken@5156
   807
}
slouken@5156
   808
slouken@5156
   809
static int
slouken@5156
   810
SDL_LockTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   811
                      void **pixels, int *pitch)
slouken@5156
   812
{
slouken@5156
   813
    texture->locked_rect = *rect;
slouken@5156
   814
    *pixels = (void *) ((Uint8 *) texture->pixels +
slouken@5156
   815
                        rect->y * texture->pitch +
slouken@5156
   816
                        rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5156
   817
    *pitch = texture->pitch;
slouken@5156
   818
    return 0;
slouken@5154
   819
}
slouken@5154
   820
slouken@5154
   821
int
slouken@5156
   822
SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5154
   823
                void **pixels, int *pitch)
slouken@5154
   824
{
slouken@5154
   825
    SDL_Renderer *renderer;
slouken@5154
   826
    SDL_Rect full_rect;
slouken@5154
   827
slouken@5154
   828
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   829
slouken@5154
   830
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
icculus@7037
   831
        return SDL_SetError("SDL_LockTexture(): texture must be streaming");
slouken@5154
   832
    }
slouken@5156
   833
slouken@5154
   834
    if (!rect) {
slouken@5154
   835
        full_rect.x = 0;
slouken@5154
   836
        full_rect.y = 0;
slouken@5154
   837
        full_rect.w = texture->w;
slouken@5154
   838
        full_rect.h = texture->h;
slouken@5154
   839
        rect = &full_rect;
slouken@5154
   840
    }
slouken@5156
   841
slouken@5156
   842
    if (texture->yuv) {
slouken@5156
   843
        return SDL_LockTextureYUV(texture, rect, pixels, pitch);
slouken@5156
   844
    } else if (texture->native) {
slouken@5156
   845
        return SDL_LockTextureNative(texture, rect, pixels, pitch);
slouken@5156
   846
    } else {
slouken@5156
   847
        renderer = texture->renderer;
slouken@5156
   848
        return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
slouken@5156
   849
    }
slouken@5156
   850
}
slouken@5156
   851
slouken@5156
   852
static void
slouken@5156
   853
SDL_UnlockTextureYUV(SDL_Texture * texture)
slouken@5156
   854
{
slouken@5156
   855
    SDL_Texture *native = texture->native;
slouken@5156
   856
    void *native_pixels;
slouken@5156
   857
    int native_pitch;
slouken@5156
   858
    SDL_Rect rect;
slouken@5156
   859
slouken@5156
   860
    rect.x = 0;
slouken@5156
   861
    rect.y = 0;
slouken@5156
   862
    rect.w = texture->w;
slouken@5156
   863
    rect.h = texture->h;
slouken@5156
   864
slouken@5156
   865
    if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   866
        return;
slouken@5156
   867
    }
slouken@5156
   868
    SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format,
slouken@5156
   869
                        rect.w, rect.h, native_pixels, native_pitch);
slouken@5156
   870
    SDL_UnlockTexture(native);
slouken@5156
   871
}
slouken@5156
   872
slouken@6044
   873
static void
slouken@5156
   874
SDL_UnlockTextureNative(SDL_Texture * texture)
slouken@5156
   875
{
slouken@5156
   876
    SDL_Texture *native = texture->native;
slouken@5156
   877
    void *native_pixels;
slouken@5156
   878
    int native_pitch;
slouken@5156
   879
    const SDL_Rect *rect = &texture->locked_rect;
slouken@5156
   880
    const void* pixels = (void *) ((Uint8 *) texture->pixels +
slouken@5156
   881
                        rect->y * texture->pitch +
slouken@5156
   882
                        rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5156
   883
    int pitch = texture->pitch;
slouken@5156
   884
slouken@5156
   885
    if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   886
        return;
slouken@5156
   887
    }
slouken@5156
   888
    SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   889
                      texture->format, pixels, pitch,
slouken@5156
   890
                      native->format, native_pixels, native_pitch);
slouken@5156
   891
    SDL_UnlockTexture(native);
slouken@5154
   892
}
slouken@5154
   893
slouken@5154
   894
void
slouken@5154
   895
SDL_UnlockTexture(SDL_Texture * texture)
slouken@5154
   896
{
slouken@5154
   897
    SDL_Renderer *renderer;
slouken@5154
   898
slouken@5154
   899
    CHECK_TEXTURE_MAGIC(texture, );
slouken@5154
   900
slouken@5154
   901
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
slouken@5154
   902
        return;
slouken@5154
   903
    }
slouken@5156
   904
    if (texture->yuv) {
slouken@5156
   905
        SDL_UnlockTextureYUV(texture);
slouken@5156
   906
    } else if (texture->native) {
slouken@5156
   907
        SDL_UnlockTextureNative(texture);
slouken@5156
   908
    } else {
slouken@5156
   909
        renderer = texture->renderer;
slouken@5156
   910
        renderer->UnlockTexture(renderer, texture);
slouken@5154
   911
    }
slouken@5154
   912
}
slouken@5154
   913
slouken@6246
   914
SDL_bool
slouken@6246
   915
SDL_RenderTargetSupported(SDL_Renderer *renderer)
slouken@6246
   916
{
slouken@6247
   917
    if (!renderer || !renderer->SetRenderTarget) {
slouken@6246
   918
        return SDL_FALSE;
slouken@6246
   919
    }
slouken@6246
   920
    return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
slouken@6246
   921
}
slouken@6246
   922
slouken@6246
   923
int
slouken@6247
   924
SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
slouken@6246
   925
{
slouken@6246
   926
    if (!SDL_RenderTargetSupported(renderer)) {
icculus@7037
   927
        return SDL_Unsupported();
slouken@6246
   928
    }
slouken@6246
   929
    if (texture == renderer->target) {
slouken@6246
   930
        /* Nothing to do! */
slouken@6246
   931
        return 0;
slouken@6246
   932
    }
slouken@6246
   933
slouken@6246
   934
    /* texture == NULL is valid and means reset the target to the window */
slouken@6246
   935
    if (texture) {
slouken@6246
   936
        CHECK_TEXTURE_MAGIC(texture, -1);
slouken@6246
   937
        if (renderer != texture->renderer) {
icculus@7037
   938
            return SDL_SetError("Texture was not created with this renderer");
slouken@6246
   939
        }
gabomdq@6337
   940
        if (texture->access != SDL_TEXTUREACCESS_TARGET) {
icculus@7037
   941
            return SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET");
slouken@6246
   942
        }
slouken@6246
   943
        if (texture->native) {
slouken@6246
   944
            /* Always render to the native texture */
slouken@6246
   945
            texture = texture->native;
slouken@6246
   946
        }
slouken@6246
   947
    }
slouken@6246
   948
slouken@6246
   949
    if (texture && !renderer->target) {
slouken@6246
   950
        /* Make a backup of the viewport */
slouken@6246
   951
        renderer->viewport_backup = renderer->viewport;
slouken@7141
   952
        renderer->clip_rect_backup = renderer->clip_rect;
slouken@6528
   953
        renderer->scale_backup = renderer->scale;
slouken@6581
   954
        renderer->logical_w_backup = renderer->logical_w;
slouken@6581
   955
        renderer->logical_h_backup = renderer->logical_h;
slouken@6246
   956
    }
slouken@6246
   957
    renderer->target = texture;
slouken@6246
   958
slouken@6247
   959
    if (renderer->SetRenderTarget(renderer, texture) < 0) {
slouken@6246
   960
        return -1;
slouken@6246
   961
    }
slouken@6246
   962
slouken@6246
   963
    if (texture) {
slouken@6528
   964
        renderer->viewport.x = 0;
slouken@6528
   965
        renderer->viewport.y = 0;
slouken@6528
   966
        renderer->viewport.w = texture->w;
slouken@6528
   967
        renderer->viewport.h = texture->h;
slouken@6528
   968
        renderer->scale.x = 1.0f;
slouken@6528
   969
        renderer->scale.y = 1.0f;
slouken@7339
   970
        renderer->logical_w = texture->w;
slouken@7339
   971
        renderer->logical_h = texture->h;
slouken@6246
   972
    } else {
slouken@6528
   973
        renderer->viewport = renderer->viewport_backup;
slouken@7141
   974
        renderer->clip_rect = renderer->clip_rect_backup;
slouken@6528
   975
        renderer->scale = renderer->scale_backup;
slouken@6581
   976
        renderer->logical_w = renderer->logical_w_backup;
slouken@6581
   977
        renderer->logical_h = renderer->logical_h_backup;
slouken@6246
   978
    }
slouken@6528
   979
    if (renderer->UpdateViewport(renderer) < 0) {
slouken@6246
   980
        return -1;
slouken@6246
   981
    }
slouken@7141
   982
    if (renderer->UpdateClipRect(renderer) < 0) {
slouken@7141
   983
        return -1;
slouken@7141
   984
    }
slouken@6246
   985
slouken@6246
   986
    /* All set! */
slouken@6246
   987
    return 0;
slouken@6246
   988
}
slouken@6246
   989
slouken@6578
   990
SDL_Texture *
slouken@6578
   991
SDL_GetRenderTarget(SDL_Renderer *renderer)
slouken@6578
   992
{
slouken@6578
   993
    return renderer->target;
slouken@6578
   994
}
slouken@6578
   995
slouken@6530
   996
static int
slouken@6530
   997
UpdateLogicalSize(SDL_Renderer *renderer)
slouken@6530
   998
{
slouken@6530
   999
    int w, h;
slouken@6530
  1000
    float want_aspect;
slouken@6530
  1001
    float real_aspect;
slouken@6530
  1002
    float scale;
slouken@6530
  1003
    SDL_Rect viewport;
slouken@6530
  1004
slouken@7239
  1005
    if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
slouken@7239
  1006
        return -1;
slouken@6530
  1007
    }
slouken@6530
  1008
slouken@6530
  1009
    want_aspect = (float)renderer->logical_w / renderer->logical_h;
slouken@6530
  1010
    real_aspect = (float)w / h;
slouken@6530
  1011
slouken@6530
  1012
    /* Clear the scale because we're setting viewport in output coordinates */
slouken@6530
  1013
    SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
  1014
slouken@6530
  1015
    if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
slouken@6530
  1016
        /* The aspect ratios are the same, just scale appropriately */
slouken@6530
  1017
        scale = (float)w / renderer->logical_w;
slouken@6530
  1018
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
  1019
    } else if (want_aspect > real_aspect) {
slouken@6530
  1020
        /* We want a wider aspect ratio than is available - letterbox it */
slouken@6530
  1021
        scale = (float)w / renderer->logical_w;
slouken@6530
  1022
        viewport.x = 0;
slouken@6530
  1023
        viewport.w = w;
slouken@6530
  1024
        viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
slouken@6530
  1025
        viewport.y = (h - viewport.h) / 2;
slouken@6530
  1026
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
  1027
    } else {
slouken@6530
  1028
        /* We want a narrower aspect ratio than is available - use side-bars */
slouken@6530
  1029
        scale = (float)h / renderer->logical_h;
slouken@6530
  1030
        viewport.y = 0;
slouken@6530
  1031
        viewport.h = h;
slouken@6530
  1032
        viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
slouken@6530
  1033
        viewport.x = (w - viewport.w) / 2;
slouken@6530
  1034
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
  1035
    }
slouken@6530
  1036
slouken@6530
  1037
    /* Set the new scale */
slouken@6530
  1038
    SDL_RenderSetScale(renderer, scale, scale);
slouken@6531
  1039
slouken@6531
  1040
    return 0;
slouken@6530
  1041
}
slouken@6530
  1042
slouken@6530
  1043
int
slouken@6530
  1044
SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h)
slouken@6530
  1045
{
slouken@6530
  1046
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6530
  1047
slouken@6530
  1048
    if (!w || !h) {
slouken@6530
  1049
        /* Clear any previous logical resolution */
slouken@6530
  1050
        renderer->logical_w = 0;
slouken@6530
  1051
        renderer->logical_h = 0;
slouken@6530
  1052
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
  1053
        SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
  1054
        return 0;
slouken@6530
  1055
    }
slouken@6530
  1056
slouken@6530
  1057
    renderer->logical_w = w;
slouken@6530
  1058
    renderer->logical_h = h;
slouken@6530
  1059
slouken@6530
  1060
    return UpdateLogicalSize(renderer);
slouken@6530
  1061
}
slouken@6530
  1062
slouken@6530
  1063
void
slouken@6530
  1064
SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h)
slouken@6530
  1065
{
slouken@6530
  1066
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6530
  1067
slouken@6530
  1068
    if (w) {
slouken@6530
  1069
        *w = renderer->logical_w;
slouken@6530
  1070
    }
slouken@6530
  1071
    if (h) {
slouken@6530
  1072
        *h = renderer->logical_h;
slouken@6530
  1073
    }
slouken@6530
  1074
}
slouken@6530
  1075
slouken@5297
  1076
int
slouken@5297
  1077
SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5297
  1078
{
slouken@5297
  1079
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5297
  1080
slouken@5297
  1081
    if (rect) {
slouken@6528
  1082
        renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
slouken@6528
  1083
        renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
slouken@6528
  1084
        renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
slouken@6528
  1085
        renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
slouken@5297
  1086
    } else {
slouken@5297
  1087
        renderer->viewport.x = 0;
slouken@5297
  1088
        renderer->viewport.y = 0;
slouken@7239
  1089
        if (SDL_GetRendererOutputSize(renderer, &renderer->viewport.w, &renderer->viewport.h) < 0) {
slouken@7239
  1090
            return -1;
slouken@5297
  1091
        }
slouken@5297
  1092
    }
slouken@5297
  1093
    return renderer->UpdateViewport(renderer);
slouken@5297
  1094
}
slouken@5297
  1095
slouken@5224
  1096
void
slouken@5297
  1097
SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect)
slouken@5224
  1098
{
slouken@5224
  1099
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5224
  1100
slouken@6528
  1101
    if (rect) {
slouken@6528
  1102
        rect->x = (int)(renderer->viewport.x / renderer->scale.x);
slouken@6528
  1103
        rect->y = (int)(renderer->viewport.y / renderer->scale.y);
slouken@6528
  1104
        rect->w = (int)(renderer->viewport.w / renderer->scale.x);
slouken@6528
  1105
        rect->h = (int)(renderer->viewport.h / renderer->scale.y);
slouken@6528
  1106
    }
slouken@6528
  1107
}
slouken@6528
  1108
slouken@6528
  1109
int
slouken@7141
  1110
SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@7141
  1111
{
philipp@7143
  1112
    CHECK_RENDERER_MAGIC(renderer, -1)
slouken@7141
  1113
slouken@7141
  1114
    if (rect) {
slouken@7141
  1115
        renderer->clip_rect.x = (int)SDL_floor(rect->x * renderer->scale.x);
slouken@7141
  1116
        renderer->clip_rect.y = (int)SDL_floor(rect->y * renderer->scale.y);
slouken@7141
  1117
        renderer->clip_rect.w = (int)SDL_ceil(rect->w * renderer->scale.x);
slouken@7141
  1118
        renderer->clip_rect.h = (int)SDL_ceil(rect->h * renderer->scale.y);
slouken@7141
  1119
    } else {
slouken@7141
  1120
        SDL_zero(renderer->clip_rect);
slouken@7141
  1121
    }
slouken@7141
  1122
    return renderer->UpdateClipRect(renderer);
slouken@7141
  1123
}
slouken@7141
  1124
slouken@7141
  1125
void
slouken@7141
  1126
SDL_RenderGetClipRect(SDL_Renderer * renderer, SDL_Rect * rect)
slouken@7141
  1127
{
slouken@7141
  1128
    CHECK_RENDERER_MAGIC(renderer, )
slouken@7141
  1129
slouken@7141
  1130
    if (rect) {
slouken@7141
  1131
        rect->x = (int)(renderer->clip_rect.x / renderer->scale.x);
slouken@7141
  1132
        rect->y = (int)(renderer->clip_rect.y / renderer->scale.y);
slouken@7141
  1133
        rect->w = (int)(renderer->clip_rect.w / renderer->scale.x);
slouken@7141
  1134
        rect->h = (int)(renderer->clip_rect.h / renderer->scale.y);
slouken@7141
  1135
    }
slouken@7141
  1136
}
slouken@7141
  1137
slouken@7141
  1138
int
slouken@6528
  1139
SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
slouken@6528
  1140
{
slouken@6528
  1141
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6528
  1142
slouken@6528
  1143
    renderer->scale.x = scaleX;
slouken@6528
  1144
    renderer->scale.y = scaleY;
slouken@6528
  1145
    return 0;
slouken@6528
  1146
}
slouken@6528
  1147
slouken@6528
  1148
void
slouken@6528
  1149
SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
slouken@6528
  1150
{
slouken@6528
  1151
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6528
  1152
slouken@6528
  1153
    if (scaleX) {
slouken@6528
  1154
        *scaleX = renderer->scale.x;
slouken@6528
  1155
    }
slouken@6528
  1156
    if (scaleY) {
slouken@6528
  1157
        *scaleY = renderer->scale.y;
slouken@6528
  1158
    }
slouken@5224
  1159
}
slouken@5224
  1160
slouken@5154
  1161
int
slouken@5154
  1162
SDL_SetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1163
                       Uint8 r, Uint8 g, Uint8 b, Uint8 a)
slouken@5154
  1164
{
slouken@5154
  1165
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1166
slouken@5154
  1167
    renderer->r = r;
slouken@5154
  1168
    renderer->g = g;
slouken@5154
  1169
    renderer->b = b;
slouken@5154
  1170
    renderer->a = a;
slouken@5154
  1171
    return 0;
slouken@5154
  1172
}
slouken@5154
  1173
slouken@5154
  1174
int
slouken@5154
  1175
SDL_GetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1176
                       Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
slouken@5154
  1177
{
slouken@5154
  1178
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1179
slouken@5154
  1180
    if (r) {
slouken@5154
  1181
        *r = renderer->r;
slouken@5154
  1182
    }
slouken@5154
  1183
    if (g) {
slouken@5154
  1184
        *g = renderer->g;
slouken@5154
  1185
    }
slouken@5154
  1186
    if (b) {
slouken@5154
  1187
        *b = renderer->b;
slouken@5154
  1188
    }
slouken@5154
  1189
    if (a) {
slouken@5154
  1190
        *a = renderer->a;
slouken@5154
  1191
    }
slouken@5154
  1192
    return 0;
slouken@5154
  1193
}
slouken@5154
  1194
slouken@5154
  1195
int
slouken@5154
  1196
SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
slouken@5154
  1197
{
slouken@5154
  1198
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1199
slouken@5154
  1200
    renderer->blendMode = blendMode;
slouken@5154
  1201
    return 0;
slouken@5154
  1202
}
slouken@5154
  1203
slouken@5154
  1204
int
slouken@5154
  1205
SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode)
slouken@5154
  1206
{
slouken@5154
  1207
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1208
slouken@5154
  1209
    *blendMode = renderer->blendMode;
slouken@5154
  1210
    return 0;
slouken@5154
  1211
}
slouken@5154
  1212
slouken@5154
  1213
int
slouken@5154
  1214
SDL_RenderClear(SDL_Renderer * renderer)
slouken@5154
  1215
{
slouken@5154
  1216
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1217
slouken@6260
  1218
    /* Don't draw while we're hidden */
slouken@6260
  1219
    if (renderer->hidden) {
slouken@6060
  1220
        return 0;
slouken@6060
  1221
    }
slouken@5154
  1222
    return renderer->RenderClear(renderer);
slouken@5154
  1223
}
slouken@5154
  1224
slouken@5154
  1225
int
slouken@5154
  1226
SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y)
slouken@5154
  1227
{
slouken@5154
  1228
    SDL_Point point;
slouken@5154
  1229
slouken@5154
  1230
    point.x = x;
slouken@5154
  1231
    point.y = y;
slouken@5154
  1232
    return SDL_RenderDrawPoints(renderer, &point, 1);
slouken@5154
  1233
}
slouken@5154
  1234
slouken@6528
  1235
static int
slouken@6528
  1236
RenderDrawPointsWithRects(SDL_Renderer * renderer,
slouken@6528
  1237
                     const SDL_Point * points, int count)
slouken@6528
  1238
{
slouken@6528
  1239
    SDL_FRect *frects;
slouken@6528
  1240
    int i;
slouken@6528
  1241
    int status;
slouken@6528
  1242
slouken@6528
  1243
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1244
    if (!frects) {
icculus@7037
  1245
        return SDL_OutOfMemory();
slouken@6528
  1246
    }
slouken@6528
  1247
    for (i = 0; i < count; ++i) {
slouken@6528
  1248
        frects[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1249
        frects[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1250
        frects[i].w = renderer->scale.x;
slouken@6528
  1251
        frects[i].h = renderer->scale.y;
slouken@6528
  1252
    }
slouken@6528
  1253
slouken@6528
  1254
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1255
slouken@6528
  1256
    SDL_stack_free(frects);
slouken@6528
  1257
slouken@6528
  1258
    return status;
slouken@6528
  1259
}
slouken@6528
  1260
slouken@5154
  1261
int
slouken@5154
  1262
SDL_RenderDrawPoints(SDL_Renderer * renderer,
slouken@5154
  1263
                     const SDL_Point * points, int count)
slouken@5154
  1264
{
slouken@6528
  1265
    SDL_FPoint *fpoints;
slouken@6528
  1266
    int i;
slouken@6528
  1267
    int status;
slouken@6528
  1268
slouken@5154
  1269
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1270
slouken@5154
  1271
    if (!points) {
icculus@7037
  1272
        return SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
slouken@5154
  1273
    }
slouken@5154
  1274
    if (count < 1) {
slouken@5154
  1275
        return 0;
slouken@5154
  1276
    }
slouken@6260
  1277
    /* Don't draw while we're hidden */
slouken@6260
  1278
    if (renderer->hidden) {
slouken@6060
  1279
        return 0;
slouken@6060
  1280
    }
slouken@6528
  1281
slouken@6528
  1282
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1283
        return RenderDrawPointsWithRects(renderer, points, count);
slouken@6528
  1284
    }
slouken@6528
  1285
slouken@6528
  1286
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1287
    if (!fpoints) {
icculus@7037
  1288
        return SDL_OutOfMemory();
slouken@6528
  1289
    }
slouken@6528
  1290
    for (i = 0; i < count; ++i) {
slouken@6528
  1291
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1292
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1293
    }
slouken@6528
  1294
slouken@6528
  1295
    status = renderer->RenderDrawPoints(renderer, fpoints, count);
slouken@6528
  1296
slouken@6528
  1297
    SDL_stack_free(fpoints);
slouken@6528
  1298
slouken@6528
  1299
    return status;
slouken@5154
  1300
}
slouken@5154
  1301
slouken@5154
  1302
int
slouken@5154
  1303
SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
slouken@5154
  1304
{
slouken@5154
  1305
    SDL_Point points[2];
slouken@5154
  1306
slouken@5154
  1307
    points[0].x = x1;
slouken@5154
  1308
    points[0].y = y1;
slouken@5154
  1309
    points[1].x = x2;
slouken@5154
  1310
    points[1].y = y2;
slouken@5154
  1311
    return SDL_RenderDrawLines(renderer, points, 2);
slouken@5154
  1312
}
slouken@5154
  1313
slouken@6528
  1314
static int
slouken@6528
  1315
RenderDrawLinesWithRects(SDL_Renderer * renderer,
slouken@6528
  1316
                     const SDL_Point * points, int count)
slouken@6528
  1317
{
slouken@6528
  1318
    SDL_FRect *frect;
slouken@6528
  1319
    SDL_FRect *frects;
slouken@6528
  1320
    SDL_FPoint fpoints[2];
slouken@6528
  1321
    int i, nrects;
slouken@6528
  1322
    int status;
slouken@6528
  1323
slouken@6528
  1324
    frects = SDL_stack_alloc(SDL_FRect, count-1);
slouken@6528
  1325
    if (!frects) {
icculus@7037
  1326
        return SDL_OutOfMemory();
slouken@6528
  1327
    }
slouken@6528
  1328
slouken@6528
  1329
    status = 0;
slouken@6528
  1330
    nrects = 0;
slouken@6528
  1331
    for (i = 0; i < count-1; ++i) {
slouken@6528
  1332
        if (points[i].x == points[i+1].x) {
slouken@6528
  1333
            int minY = SDL_min(points[i].y, points[i+1].y);
slouken@6528
  1334
            int maxY = SDL_max(points[i].y, points[i+1].y);
slouken@6528
  1335
slouken@6528
  1336
            frect = &frects[nrects++];
slouken@6528
  1337
            frect->x = points[i].x * renderer->scale.x;
slouken@6528
  1338
            frect->y = minY * renderer->scale.y;
slouken@6528
  1339
            frect->w = renderer->scale.x;
slouken@6528
  1340
            frect->h = (maxY - minY + 1) * renderer->scale.y;
slouken@6528
  1341
        } else if (points[i].y == points[i+1].y) {
slouken@6528
  1342
            int minX = SDL_min(points[i].x, points[i+1].x);
slouken@6528
  1343
            int maxX = SDL_max(points[i].x, points[i+1].x);
slouken@6528
  1344
slouken@6528
  1345
            frect = &frects[nrects++];
slouken@6528
  1346
            frect->x = minX * renderer->scale.x;
slouken@6528
  1347
            frect->y = points[i].y * renderer->scale.y;
slouken@6528
  1348
            frect->w = (maxX - minX + 1) * renderer->scale.x;
slouken@6528
  1349
            frect->h = renderer->scale.y;
slouken@6528
  1350
        } else {
slouken@6528
  1351
            /* FIXME: We can't use a rect for this line... */
aschiffler@7073
  1352
            fpoints[0].x = points[i].x * renderer->scale.x;
aschiffler@7073
  1353
            fpoints[0].y = points[i].y * renderer->scale.y;
aschiffler@7073
  1354
            fpoints[1].x = points[i+1].x * renderer->scale.x;
aschiffler@7073
  1355
            fpoints[1].y = points[i+1].y * renderer->scale.y;
slouken@6528
  1356
            status += renderer->RenderDrawLines(renderer, fpoints, 2);
slouken@6528
  1357
        }
slouken@6528
  1358
    }
slouken@6528
  1359
slouken@6528
  1360
    status += renderer->RenderFillRects(renderer, frects, nrects);
slouken@6528
  1361
slouken@6528
  1362
    SDL_stack_free(frects);
slouken@6528
  1363
slouken@6528
  1364
    if (status < 0) {
slouken@6528
  1365
        status = -1;
slouken@6528
  1366
    }
slouken@6528
  1367
    return status;
slouken@6528
  1368
}
slouken@6528
  1369
slouken@5154
  1370
int
slouken@5154
  1371
SDL_RenderDrawLines(SDL_Renderer * renderer,
slouken@5154
  1372
                    const SDL_Point * points, int count)
slouken@5154
  1373
{
slouken@6528
  1374
    SDL_FPoint *fpoints;
slouken@6528
  1375
    int i;
slouken@6528
  1376
    int status;
slouken@6528
  1377
slouken@5154
  1378
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1379
slouken@5154
  1380
    if (!points) {
icculus@7037
  1381
        return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
slouken@5154
  1382
    }
slouken@5154
  1383
    if (count < 2) {
slouken@5154
  1384
        return 0;
slouken@5154
  1385
    }
slouken@6260
  1386
    /* Don't draw while we're hidden */
slouken@6260
  1387
    if (renderer->hidden) {
slouken@6060
  1388
        return 0;
slouken@6060
  1389
    }
slouken@6528
  1390
slouken@6528
  1391
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1392
        return RenderDrawLinesWithRects(renderer, points, count);
slouken@6528
  1393
    }
slouken@6528
  1394
slouken@6528
  1395
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1396
    if (!fpoints) {
icculus@7037
  1397
        return SDL_OutOfMemory();
slouken@6528
  1398
    }
slouken@6528
  1399
    for (i = 0; i < count; ++i) {
slouken@6528
  1400
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1401
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1402
    }
slouken@6528
  1403
slouken@6528
  1404
    status = renderer->RenderDrawLines(renderer, fpoints, count);
slouken@6528
  1405
slouken@6528
  1406
    SDL_stack_free(fpoints);
slouken@6528
  1407
slouken@6528
  1408
    return status;
slouken@5154
  1409
}
slouken@5154
  1410
slouken@5154
  1411
int
slouken@5154
  1412
SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1413
{
slouken@5154
  1414
    SDL_Rect full_rect;
slouken@5154
  1415
    SDL_Point points[5];
slouken@5154
  1416
slouken@5154
  1417
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1418
slouken@5154
  1419
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5154
  1420
    if (!rect) {
slouken@6528
  1421
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5154
  1422
        full_rect.x = 0;
slouken@5154
  1423
        full_rect.y = 0;
slouken@5154
  1424
        rect = &full_rect;
slouken@5154
  1425
    }
slouken@5154
  1426
slouken@5154
  1427
    points[0].x = rect->x;
slouken@5154
  1428
    points[0].y = rect->y;
slouken@5154
  1429
    points[1].x = rect->x+rect->w-1;
slouken@5154
  1430
    points[1].y = rect->y;
slouken@5154
  1431
    points[2].x = rect->x+rect->w-1;
slouken@5154
  1432
    points[2].y = rect->y+rect->h-1;
slouken@5154
  1433
    points[3].x = rect->x;
slouken@5154
  1434
    points[3].y = rect->y+rect->h-1;
slouken@5154
  1435
    points[4].x = rect->x;
slouken@5154
  1436
    points[4].y = rect->y;
slouken@5154
  1437
    return SDL_RenderDrawLines(renderer, points, 5);
slouken@5154
  1438
}
slouken@5154
  1439
slouken@5154
  1440
int
slouken@5154
  1441
SDL_RenderDrawRects(SDL_Renderer * renderer,
slouken@5297
  1442
                    const SDL_Rect * rects, int count)
slouken@5154
  1443
{
slouken@5154
  1444
    int i;
slouken@5154
  1445
slouken@5154
  1446
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1447
slouken@5154
  1448
    if (!rects) {
icculus@7037
  1449
        return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
slouken@5154
  1450
    }
slouken@5154
  1451
    if (count < 1) {
slouken@5154
  1452
        return 0;
slouken@5154
  1453
    }
slouken@5154
  1454
slouken@6260
  1455
    /* Don't draw while we're hidden */
slouken@6260
  1456
    if (renderer->hidden) {
slouken@6060
  1457
        return 0;
slouken@6060
  1458
    }
slouken@5154
  1459
    for (i = 0; i < count; ++i) {
slouken@5297
  1460
        if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
slouken@5154
  1461
            return -1;
slouken@5154
  1462
        }
slouken@5154
  1463
    }
slouken@5154
  1464
    return 0;
slouken@5154
  1465
}
slouken@5154
  1466
slouken@5154
  1467
int
slouken@5154
  1468
SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1469
{
slouken@7511
  1470
    SDL_Rect full_rect = { 0, 0, 0, 0 };
slouken@6232
  1471
slouken@5331
  1472
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6232
  1473
slouken@5331
  1474
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5331
  1475
    if (!rect) {
slouken@6528
  1476
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5331
  1477
        full_rect.x = 0;
slouken@5331
  1478
        full_rect.y = 0;
slouken@5331
  1479
        rect = &full_rect;
slouken@5331
  1480
    }
slouken@5297
  1481
    return SDL_RenderFillRects(renderer, rect, 1);
slouken@5154
  1482
}
slouken@5154
  1483
slouken@5154
  1484
int
slouken@5154
  1485
SDL_RenderFillRects(SDL_Renderer * renderer,
slouken@5297
  1486
                    const SDL_Rect * rects, int count)
slouken@5154
  1487
{
slouken@6528
  1488
    SDL_FRect *frects;
slouken@6528
  1489
    int i;
slouken@6528
  1490
    int status;
slouken@6528
  1491
slouken@5154
  1492
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1493
slouken@5154
  1494
    if (!rects) {
icculus@7037
  1495
        return SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
slouken@5154
  1496
    }
slouken@5154
  1497
    if (count < 1) {
slouken@5154
  1498
        return 0;
slouken@5154
  1499
    }
slouken@6260
  1500
    /* Don't draw while we're hidden */
slouken@6260
  1501
    if (renderer->hidden) {
slouken@6060
  1502
        return 0;
slouken@6060
  1503
    }
slouken@6528
  1504
slouken@6528
  1505
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1506
    if (!frects) {
icculus@7037
  1507
        return SDL_OutOfMemory();
slouken@6528
  1508
    }
slouken@6528
  1509
    for (i = 0; i < count; ++i) {
slouken@6528
  1510
        frects[i].x = rects[i].x * renderer->scale.x;
slouken@6528
  1511
        frects[i].y = rects[i].y * renderer->scale.y;
slouken@6528
  1512
        frects[i].w = rects[i].w * renderer->scale.x;
slouken@6528
  1513
        frects[i].h = rects[i].h * renderer->scale.y;
slouken@6528
  1514
    }
slouken@6528
  1515
slouken@6528
  1516
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1517
slouken@6528
  1518
    SDL_stack_free(frects);
slouken@6528
  1519
slouken@6528
  1520
    return status;
slouken@5154
  1521
}
slouken@5154
  1522
slouken@5154
  1523
int
slouken@5154
  1524
SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@5154
  1525
               const SDL_Rect * srcrect, const SDL_Rect * dstrect)
slouken@5154
  1526
{
icculus@6545
  1527
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
icculus@6545
  1528
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
slouken@6528
  1529
    SDL_FRect frect;
slouken@5154
  1530
slouken@5154
  1531
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1532
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
  1533
slouken@5154
  1534
    if (renderer != texture->renderer) {
icculus@7037
  1535
        return SDL_SetError("Texture was not created with this renderer");
slouken@5154
  1536
    }
slouken@5154
  1537
slouken@5154
  1538
    real_srcrect.x = 0;
slouken@5154
  1539
    real_srcrect.y = 0;
slouken@5154
  1540
    real_srcrect.w = texture->w;
slouken@5154
  1541
    real_srcrect.h = texture->h;
slouken@5154
  1542
    if (srcrect) {
slouken@5154
  1543
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
slouken@5154
  1544
            return 0;
slouken@5154
  1545
        }
slouken@5154
  1546
    }
slouken@5154
  1547
slouken@6528
  1548
    SDL_RenderGetViewport(renderer, &real_dstrect);
slouken@5154
  1549
    real_dstrect.x = 0;
slouken@5154
  1550
    real_dstrect.y = 0;
slouken@5369
  1551
    if (dstrect) {
slouken@7563
  1552
        if (!SDL_HasIntersection(dstrect, &real_dstrect)) {
slouken@5369
  1553
            return 0;
slouken@5369
  1554
        }
slouken@7563
  1555
        real_dstrect = *dstrect;
slouken@5154
  1556
    }
slouken@5154
  1557
slouken@5156
  1558
    if (texture->native) {
slouken@5156
  1559
        texture = texture->native;
slouken@5156
  1560
    }
slouken@5156
  1561
slouken@6260
  1562
    /* Don't draw while we're hidden */
slouken@6260
  1563
    if (renderer->hidden) {
slouken@6060
  1564
        return 0;
slouken@6060
  1565
    }
slouken@6528
  1566
slouken@6528
  1567
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1568
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1569
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1570
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1571
slouken@6528
  1572
    return renderer->RenderCopy(renderer, texture, &real_srcrect, &frect);
slouken@5154
  1573
}
slouken@5154
  1574
gabomdq@6320
  1575
gabomdq@6320
  1576
int
gabomdq@6320
  1577
SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
gabomdq@6320
  1578
               const SDL_Rect * srcrect, const SDL_Rect * dstrect,
gabomdq@6320
  1579
               const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
gabomdq@6320
  1580
{
icculus@6546
  1581
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
icculus@6546
  1582
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
gabomdq@6320
  1583
    SDL_Point real_center;
slouken@6528
  1584
    SDL_FRect frect;
slouken@6528
  1585
    SDL_FPoint fcenter;
gabomdq@6320
  1586
gabomdq@6320
  1587
    CHECK_RENDERER_MAGIC(renderer, -1);
gabomdq@6320
  1588
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6320
  1589
gabomdq@6320
  1590
    if (renderer != texture->renderer) {
icculus@7037
  1591
        return SDL_SetError("Texture was not created with this renderer");
gabomdq@6320
  1592
    }
gabomdq@6320
  1593
    if (!renderer->RenderCopyEx) {
icculus@7037
  1594
        return SDL_SetError("Renderer does not support RenderCopyEx");
gabomdq@6320
  1595
    }
slouken@7191
  1596
gabomdq@6320
  1597
    real_srcrect.x = 0;
gabomdq@6320
  1598
    real_srcrect.y = 0;
gabomdq@6320
  1599
    real_srcrect.w = texture->w;
gabomdq@6320
  1600
    real_srcrect.h = texture->h;
gabomdq@6320
  1601
    if (srcrect) {
gabomdq@6320
  1602
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
gabomdq@6320
  1603
            return 0;
gabomdq@6320
  1604
        }
gabomdq@6320
  1605
    }
gabomdq@6320
  1606
gabomdq@6320
  1607
    /* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
slouken@6528
  1608
    if (dstrect) {
slouken@6528
  1609
        real_dstrect = *dstrect;
slouken@6528
  1610
    } else {
slouken@6528
  1611
        SDL_RenderGetViewport(renderer, &real_dstrect);
gabomdq@6399
  1612
        real_dstrect.x = 0;
gabomdq@6399
  1613
        real_dstrect.y = 0;
gabomdq@6320
  1614
    }
gabomdq@6320
  1615
gabomdq@6320
  1616
    if (texture->native) {
gabomdq@6320
  1617
        texture = texture->native;
gabomdq@6320
  1618
    }
gabomdq@6320
  1619
gabomdq@6320
  1620
    if(center) real_center = *center;
gabomdq@6320
  1621
    else {
gabomdq@6320
  1622
        real_center.x = real_dstrect.w/2;
gabomdq@6320
  1623
        real_center.y = real_dstrect.h/2;
gabomdq@6320
  1624
    }
gabomdq@6320
  1625
slouken@6528
  1626
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1627
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1628
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1629
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1630
slouken@6528
  1631
    fcenter.x = real_center.x * renderer->scale.x;
slouken@6528
  1632
    fcenter.y = real_center.y * renderer->scale.y;
slouken@6528
  1633
slouken@6528
  1634
    return renderer->RenderCopyEx(renderer, texture, &real_srcrect, &frect, angle, &fcenter, flip);
gabomdq@6320
  1635
}
gabomdq@6320
  1636
slouken@5154
  1637
int
slouken@5154
  1638
SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
slouken@5154
  1639
                     Uint32 format, void * pixels, int pitch)
slouken@5154
  1640
{
slouken@5154
  1641
    SDL_Rect real_rect;
slouken@5154
  1642
slouken@5154
  1643
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1644
slouken@5154
  1645
    if (!renderer->RenderReadPixels) {
icculus@7037
  1646
        return SDL_Unsupported();
slouken@5154
  1647
    }
slouken@5154
  1648
slouken@5154
  1649
    if (!format) {
icculus@6389
  1650
        format = SDL_GetWindowPixelFormat(renderer->window);
slouken@5154
  1651
    }
slouken@5154
  1652
slouken@5464
  1653
    real_rect.x = renderer->viewport.x;
slouken@5464
  1654
    real_rect.y = renderer->viewport.y;
slouken@5297
  1655
    real_rect.w = renderer->viewport.w;
slouken@5297
  1656
    real_rect.h = renderer->viewport.h;
slouken@5154
  1657
    if (rect) {
slouken@5154
  1658
        if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
slouken@5154
  1659
            return 0;
slouken@5154
  1660
        }
slouken@5154
  1661
        if (real_rect.y > rect->y) {
slouken@5154
  1662
            pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y);
slouken@5154
  1663
        }
slouken@5154
  1664
        if (real_rect.x > rect->x) {
slouken@5464
  1665
            int bpp = SDL_BYTESPERPIXEL(format);
slouken@5154
  1666
            pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x);
slouken@5154
  1667
        }
slouken@5154
  1668
    }
slouken@5154
  1669
slouken@5154
  1670
    return renderer->RenderReadPixels(renderer, &real_rect,
slouken@5154
  1671
                                      format, pixels, pitch);
slouken@5154
  1672
}
slouken@5154
  1673
slouken@5154
  1674
void
slouken@5154
  1675
SDL_RenderPresent(SDL_Renderer * renderer)
slouken@5154
  1676
{
slouken@5154
  1677
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1678
slouken@6260
  1679
    /* Don't draw while we're hidden */
slouken@6260
  1680
    if (renderer->hidden) {
slouken@6060
  1681
        return;
slouken@6060
  1682
    }
slouken@5154
  1683
    renderer->RenderPresent(renderer);
slouken@5154
  1684
}
slouken@5154
  1685
slouken@5154
  1686
void
slouken@5154
  1687
SDL_DestroyTexture(SDL_Texture * texture)
slouken@5154
  1688
{
slouken@5154
  1689
    SDL_Renderer *renderer;
slouken@5154
  1690
slouken@5154
  1691
    CHECK_TEXTURE_MAGIC(texture, );
slouken@7419
  1692
slouken@7419
  1693
    renderer = texture->renderer;
slouken@7419
  1694
    if (texture == renderer->target) {
slouken@7419
  1695
        SDL_SetRenderTarget(renderer, NULL);
slouken@7419
  1696
    }
slouken@7419
  1697
slouken@5154
  1698
    texture->magic = NULL;
slouken@5154
  1699
slouken@5154
  1700
    if (texture->next) {
slouken@5154
  1701
        texture->next->prev = texture->prev;
slouken@5154
  1702
    }
slouken@5154
  1703
    if (texture->prev) {
slouken@5154
  1704
        texture->prev->next = texture->next;
slouken@5154
  1705
    } else {
slouken@5154
  1706
        renderer->textures = texture->next;
slouken@5154
  1707
    }
slouken@5154
  1708
slouken@5156
  1709
    if (texture->native) {
slouken@5156
  1710
        SDL_DestroyTexture(texture->native);
slouken@5156
  1711
    }
slouken@5156
  1712
    if (texture->yuv) {
slouken@5156
  1713
        SDL_SW_DestroyYUVTexture(texture->yuv);
slouken@5156
  1714
    }
slouken@7719
  1715
    SDL_free(texture->pixels);
slouken@5156
  1716
slouken@5154
  1717
    renderer->DestroyTexture(renderer, texture);
slouken@5154
  1718
    SDL_free(texture);
slouken@5154
  1719
}
slouken@5154
  1720
slouken@5154
  1721
void
slouken@5154
  1722
SDL_DestroyRenderer(SDL_Renderer * renderer)
slouken@5154
  1723
{
slouken@5154
  1724
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1725
slouken@5154
  1726
    SDL_DelEventWatch(SDL_RendererEventWatch, renderer);
slouken@5154
  1727
slouken@5154
  1728
    /* Free existing textures for this renderer */
slouken@5154
  1729
    while (renderer->textures) {
slouken@5154
  1730
        SDL_DestroyTexture(renderer->textures);
slouken@5154
  1731
    }
slouken@5154
  1732
slouken@6417
  1733
    if (renderer->window) {
slouken@6417
  1734
        SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL);
slouken@6417
  1735
    }
slouken@5528
  1736
slouken@5154
  1737
    /* It's no longer magical... */
slouken@5154
  1738
    renderer->magic = NULL;
slouken@5154
  1739
slouken@5154
  1740
    /* Free the renderer instance */
slouken@5154
  1741
    renderer->DestroyRenderer(renderer);
slouken@5154
  1742
}
slouken@5154
  1743
gabomdq@6414
  1744
int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
gabomdq@6414
  1745
{
gabomdq@6414
  1746
    SDL_Renderer *renderer;
gabomdq@6414
  1747
gabomdq@6415
  1748
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1749
    renderer = texture->renderer;
slouken@7318
  1750
    if (texture->native) {
slouken@7318
  1751
        return SDL_GL_BindTexture(texture->native, texw, texh);
slouken@7318
  1752
    } else if (renderer && renderer->GL_BindTexture) {
gabomdq@6414
  1753
        return renderer->GL_BindTexture(renderer, texture, texw, texh);
slouken@7318
  1754
    } else {
slouken@7318
  1755
        return SDL_Unsupported();
gabomdq@6414
  1756
    }
gabomdq@6414
  1757
}
gabomdq@6414
  1758
gabomdq@6414
  1759
int SDL_GL_UnbindTexture(SDL_Texture *texture)
gabomdq@6414
  1760
{
gabomdq@6414
  1761
    SDL_Renderer *renderer;
gabomdq@6414
  1762
gabomdq@6415
  1763
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1764
    renderer = texture->renderer;
gabomdq@6414
  1765
    if (renderer && renderer->GL_UnbindTexture) {
gabomdq@6414
  1766
        return renderer->GL_UnbindTexture(renderer, texture);
gabomdq@6414
  1767
    }
gabomdq@6414
  1768
icculus@7037
  1769
    return SDL_Unsupported();
gabomdq@6414
  1770
}
gabomdq@6414
  1771
slouken@5154
  1772
/* vi: set ts=4 sw=4 expandtab: */