src/render/SDL_render.c
author Sam Lantinga <slouken@libsdl.org>
Mon, 01 Oct 2012 22:30:07 -0700
changeset 6530 ba5de88eab60
parent 6528 e978048ced60
child 6531 1ab2e34b90cc
permissions -rw-r--r--
Added SDL_RenderSetLogicalSize() and SDL_RenderGetLogicalSize()
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_config.h"
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/* The SDL 2D rendering system */
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#include "SDL_hints.h"
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#include "SDL_log.h"
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#include "SDL_render.h"
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#include "SDL_sysrender.h"
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#include "software/SDL_render_sw_c.h"
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#define SDL_WINDOWRENDERDATA    "_SDL_WindowRenderData"
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#define CHECK_RENDERER_MAGIC(renderer, retval) \
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    if (!renderer || renderer->magic != &renderer_magic) { \
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        SDL_SetError("Invalid renderer"); \
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        return retval; \
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    }
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#define CHECK_TEXTURE_MAGIC(texture, retval) \
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    if (!texture || texture->magic != &texture_magic) { \
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        SDL_SetError("Invalid texture"); \
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        return retval; \
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    }
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static const SDL_RenderDriver *render_drivers[] = {
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#if !SDL_RENDER_DISABLED
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#if SDL_VIDEO_RENDER_D3D
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    &D3D_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL
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    &GL_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL_ES2
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    &GLES2_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL_ES
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    &GLES_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_DIRECTFB
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    &DirectFB_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_NDS
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    &NDS_RenderDriver,
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#endif
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    &SW_RenderDriver
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#endif /* !SDL_RENDER_DISABLED */
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};
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static char renderer_magic;
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static char texture_magic;
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static int UpdateLogicalSize(SDL_Renderer *renderer);
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int
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SDL_GetNumRenderDrivers(void)
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{
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    return SDL_arraysize(render_drivers);
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}
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int
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SDL_GetRenderDriverInfo(int index, SDL_RendererInfo * info)
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{
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    if (index < 0 || index >= SDL_GetNumRenderDrivers()) {
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        SDL_SetError("index must be in the range of 0 - %d",
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                     SDL_GetNumRenderDrivers() - 1);
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        return -1;
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    }
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    *info = render_drivers[index]->info;
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    return 0;
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}
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static int
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SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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{
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    SDL_Renderer *renderer = (SDL_Renderer *)userdata;
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    if (event->type == SDL_WINDOWEVENT) {
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        SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
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        if (window == renderer->window) {
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            if (renderer->WindowEvent) {
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                renderer->WindowEvent(renderer, &event->window);
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            }
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            if (event->window.event == SDL_WINDOWEVENT_RESIZED) {
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                if (renderer->logical_w) {
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                    /* We'll update the renderer in the SIZE_CHANGED event */
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                } else {
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                    /* Try to keep the previous viewport centered */
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                    int w, h;
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                    SDL_GetWindowSize(window, &w, &h);
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                    if (renderer->target) {
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                        renderer->viewport_backup.x = (w - renderer->viewport_backup.w) / 2;
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                        renderer->viewport_backup.y = (h - renderer->viewport_backup.h) / 2;
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                    } else {
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                        renderer->viewport.x = (w - renderer->viewport.w) / 2;
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                        renderer->viewport.y = (h - renderer->viewport.h) / 2;
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                        renderer->UpdateViewport(renderer);
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                    }
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                }
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                renderer->resized = SDL_TRUE;
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            } else if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
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                if (renderer->logical_w) {
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                    UpdateLogicalSize(renderer);
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                } else if (!renderer->resized) {
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                    /* Window was programmatically resized, reset viewport */
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                    int w, h;
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                    SDL_GetWindowSize(window, &w, &h);
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                    if (renderer->target) {
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                        renderer->viewport_backup.x = 0;
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                        renderer->viewport_backup.y = 0;
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                        renderer->viewport_backup.w = w;
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                        renderer->viewport_backup.h = h;
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                    } else {
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                        renderer->viewport.x = 0;
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                        renderer->viewport.y = 0;
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                        renderer->viewport.w = w;
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                        renderer->viewport.h = h;
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                        renderer->UpdateViewport(renderer);
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                    }
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                }
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                renderer->resized = SDL_FALSE;
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            } else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) {
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                renderer->hidden = SDL_TRUE;
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            } else if (event->window.event == SDL_WINDOWEVENT_SHOWN) {
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                if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
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                    renderer->hidden = SDL_FALSE;
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                }
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            } else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
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                renderer->hidden = SDL_TRUE;
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            } else if (event->window.event == SDL_WINDOWEVENT_RESTORED) {
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                if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
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                    renderer->hidden = SDL_FALSE;
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                }
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            }
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        }
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    } else if (event->type == SDL_MOUSEMOTION) {
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        if (renderer->logical_w) {
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            event->motion.x -= renderer->viewport.x;
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            event->motion.y -= renderer->viewport.y;
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            event->motion.x = (int)(event->motion.x / renderer->scale.x);
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            event->motion.y = (int)(event->motion.y / renderer->scale.y);
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        }
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    } else if (event->type == SDL_MOUSEBUTTONDOWN ||
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               event->type == SDL_MOUSEBUTTONUP) {
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        if (renderer->logical_w) {
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            event->button.x -= renderer->viewport.x;
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            event->button.y -= renderer->viewport.y;
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            event->button.x = (int)(event->button.x / renderer->scale.x);
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            event->button.y = (int)(event->button.y / renderer->scale.y);
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        }
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    }
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    return 0;
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}
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int
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SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags,
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                            SDL_Window **window, SDL_Renderer **renderer)
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{
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    *window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED,
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                                     SDL_WINDOWPOS_UNDEFINED,
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                                     width, height, window_flags);
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    if (!*window) {
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        *renderer = NULL;
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        return -1;
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    }
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    *renderer = SDL_CreateRenderer(*window, -1, 0);
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    if (!*renderer) {
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        return -1;
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    }
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    return 0;
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}
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SDL_Renderer *
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SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
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{
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    SDL_Renderer *renderer = NULL;
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    int n = SDL_GetNumRenderDrivers();
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    const char *hint;
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    if (!window) {
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        SDL_SetError("Invalid window");
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        return NULL;
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    }
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    if (SDL_GetRenderer(window)) {
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        SDL_SetError("Renderer already associated with window");
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        return NULL;
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    }
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    hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
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    if (hint) {
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        if (*hint == '0') {
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            flags &= ~SDL_RENDERER_PRESENTVSYNC;
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        } else {
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            flags |= SDL_RENDERER_PRESENTVSYNC;
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        }
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    }
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    if (index < 0) {
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        hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
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        if (hint) {
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            for (index = 0; index < n; ++index) {
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                const SDL_RenderDriver *driver = render_drivers[index];
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                if (SDL_strcasecmp(hint, driver->info.name) == 0) {
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                    /* Create a new renderer instance */
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                    renderer = driver->CreateRenderer(window, flags);
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                    break;
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                }
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            }
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        }
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        if (!renderer) {
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            for (index = 0; index < n; ++index) {
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                const SDL_RenderDriver *driver = render_drivers[index];
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                if ((driver->info.flags & flags) == flags) {
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                    /* Create a new renderer instance */
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                    renderer = driver->CreateRenderer(window, flags);
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                    if (renderer) {
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                        /* Yay, we got one! */
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                        break;
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                    }
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                }
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            }
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        }
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        if (index == n) {
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            SDL_SetError("Couldn't find matching render driver");
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            return NULL;
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        }
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    } else {
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        if (index >= SDL_GetNumRenderDrivers()) {
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            SDL_SetError("index must be -1 or in the range of 0 - %d",
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                         SDL_GetNumRenderDrivers() - 1);
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            return NULL;
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        }
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        /* Create a new renderer instance */
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        renderer = render_drivers[index]->CreateRenderer(window, flags);
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    }
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    if (renderer) {
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        renderer->magic = &renderer_magic;
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        renderer->window = window;
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        renderer->scale.x = 1.0f;
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        renderer->scale.y = 1.0f;
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        renderer->logical_w = 0;
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        renderer->logical_h = 0;
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        if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) {
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            renderer->hidden = SDL_TRUE;
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        } else {
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            renderer->hidden = SDL_FALSE;
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        }
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        SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
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        SDL_RenderSetViewport(renderer, NULL);
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        SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
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        SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
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                    "Created renderer: %s", renderer->info.name);
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    }
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    return renderer;
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}
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SDL_Renderer *
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SDL_CreateSoftwareRenderer(SDL_Surface * surface)
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{
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   295
#if !SDL_RENDER_DISABLED
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    SDL_Renderer *renderer;
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   297
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   298
    renderer = SW_CreateRendererForSurface(surface);
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   299
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   300
    if (renderer) {
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        renderer->magic = &renderer_magic;
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   302
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   303
        SDL_RenderSetViewport(renderer, NULL);
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   304
    }
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   305
    return renderer;
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   306
#else
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   307
    SDL_SetError("SDL not built with rendering support");
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   308
    return NULL;
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   309
#endif /* !SDL_RENDER_DISABLED */
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   310
}
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   311
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   312
SDL_Renderer *
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   313
SDL_GetRenderer(SDL_Window * window)
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   314
{
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   315
    return (SDL_Renderer *)SDL_GetWindowData(window, SDL_WINDOWRENDERDATA);
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   316
}
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int
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SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info)
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{
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   321
    CHECK_RENDERER_MAGIC(renderer, -1);
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   322
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   323
    *info = renderer->info;
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   324
    return 0;
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   325
}
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   326
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   327
static SDL_bool
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   328
IsSupportedFormat(SDL_Renderer * renderer, Uint32 format)
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   329
{
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   330
    Uint32 i;
slouken@5156
   331
slouken@5156
   332
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
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   333
        if (renderer->info.texture_formats[i] == format) {
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   334
            return SDL_TRUE;
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   335
        }
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   336
    }
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   337
    return SDL_FALSE;
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   338
}
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   339
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   340
static Uint32
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GetClosestSupportedFormat(SDL_Renderer * renderer, Uint32 format)
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   342
{
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   343
    Uint32 i;
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   344
slouken@5268
   345
    if (SDL_ISPIXELFORMAT_FOURCC(format)) {
slouken@5268
   346
        /* Look for an exact match */
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   347
        for (i = 0; i < renderer->info.num_texture_formats; ++i) {
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   348
            if (renderer->info.texture_formats[i] == format) {
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   349
                return renderer->info.texture_formats[i];
slouken@5268
   350
            }
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   351
        }
slouken@5268
   352
    } else {
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   353
        SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format);
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   354
slouken@5268
   355
        /* We just want to match the first format that has the same channels */
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   356
        for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5300
   357
            if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
slouken@5300
   358
                SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
slouken@5268
   359
                return renderer->info.texture_formats[i];
slouken@5268
   360
            }
slouken@5156
   361
        }
slouken@5156
   362
    }
slouken@5156
   363
    return renderer->info.texture_formats[0];
slouken@5156
   364
}
slouken@5156
   365
slouken@5154
   366
SDL_Texture *
slouken@5154
   367
SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int h)
slouken@5154
   368
{
slouken@5154
   369
    SDL_Texture *texture;
slouken@5154
   370
slouken@5154
   371
    CHECK_RENDERER_MAGIC(renderer, NULL);
slouken@5154
   372
slouken@5413
   373
    if (!format) {
slouken@5413
   374
        format = renderer->info.texture_formats[0];
slouken@5413
   375
    }
slouken@5156
   376
    if (SDL_ISPIXELFORMAT_INDEXED(format)) {
slouken@5156
   377
        SDL_SetError("Palettized textures are not supported");
slouken@5156
   378
        return NULL;
slouken@5156
   379
    }
slouken@5154
   380
    if (w <= 0 || h <= 0) {
slouken@5154
   381
        SDL_SetError("Texture dimensions can't be 0");
slouken@5156
   382
        return NULL;
slouken@5154
   383
    }
slouken@5154
   384
    texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
slouken@5154
   385
    if (!texture) {
slouken@5154
   386
        SDL_OutOfMemory();
slouken@5156
   387
        return NULL;
slouken@5154
   388
    }
slouken@5154
   389
    texture->magic = &texture_magic;
slouken@5154
   390
    texture->format = format;
slouken@5154
   391
    texture->access = access;
slouken@5154
   392
    texture->w = w;
slouken@5154
   393
    texture->h = h;
slouken@5154
   394
    texture->r = 255;
slouken@5154
   395
    texture->g = 255;
slouken@5154
   396
    texture->b = 255;
slouken@5154
   397
    texture->a = 255;
slouken@5154
   398
    texture->renderer = renderer;
slouken@5154
   399
    texture->next = renderer->textures;
slouken@5154
   400
    if (renderer->textures) {
slouken@5154
   401
        renderer->textures->prev = texture;
slouken@5154
   402
    }
slouken@5154
   403
    renderer->textures = texture;
slouken@5154
   404
slouken@5156
   405
    if (IsSupportedFormat(renderer, format)) {
slouken@5156
   406
        if (renderer->CreateTexture(renderer, texture) < 0) {
slouken@5156
   407
            SDL_DestroyTexture(texture);
slouken@5156
   408
            return 0;
slouken@5156
   409
        }
slouken@5156
   410
    } else {
slouken@5156
   411
        texture->native = SDL_CreateTexture(renderer,
slouken@5156
   412
                                GetClosestSupportedFormat(renderer, format),
slouken@5156
   413
                                access, w, h);
slouken@5156
   414
        if (!texture->native) {
slouken@5156
   415
            SDL_DestroyTexture(texture);
slouken@5156
   416
            return NULL;
slouken@5156
   417
        }
slouken@5156
   418
slouken@6497
   419
        /* Swap textures to have texture before texture->native in the list */
slouken@6497
   420
        texture->native->next = texture->next;
slouken@6497
   421
        texture->prev = texture->native->prev;
slouken@6497
   422
        texture->native->prev = texture;
slouken@6497
   423
        texture->next = texture->native;
slouken@6497
   424
        renderer->textures = texture;
slouken@6497
   425
slouken@5156
   426
        if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
slouken@5156
   427
            texture->yuv = SDL_SW_CreateYUVTexture(format, w, h);
slouken@5156
   428
            if (!texture->yuv) {
slouken@5156
   429
                SDL_DestroyTexture(texture);
slouken@5156
   430
                return NULL;
slouken@5156
   431
            }
slouken@5156
   432
        } else if (access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   433
            /* The pitch is 4 byte aligned */
slouken@5156
   434
            texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3);
slouken@5342
   435
            texture->pixels = SDL_calloc(1, texture->pitch * h);
slouken@5156
   436
            if (!texture->pixels) {
slouken@5156
   437
                SDL_DestroyTexture(texture);
slouken@5156
   438
                return NULL;
slouken@5156
   439
            }
slouken@5156
   440
        }
slouken@5154
   441
    }
slouken@5154
   442
    return texture;
slouken@5154
   443
}
slouken@5154
   444
slouken@5154
   445
SDL_Texture *
slouken@5158
   446
SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
slouken@5154
   447
{
slouken@5158
   448
    const SDL_PixelFormat *fmt;
slouken@5158
   449
    SDL_bool needAlpha;
slouken@5158
   450
    Uint32 i;
slouken@5158
   451
    Uint32 format;
slouken@5158
   452
    SDL_Texture *texture;
slouken@5154
   453
slouken@5154
   454
    CHECK_RENDERER_MAGIC(renderer, NULL);
slouken@5154
   455
slouken@5154
   456
    if (!surface) {
slouken@5154
   457
        SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface");
slouken@5154
   458
        return NULL;
slouken@5154
   459
    }
slouken@5158
   460
slouken@5158
   461
    /* See what the best texture format is */
slouken@5154
   462
    fmt = surface->format;
slouken@5158
   463
    if (fmt->Amask || SDL_GetColorKey(surface, NULL) == 0) {
slouken@5158
   464
        needAlpha = SDL_TRUE;
slouken@5154
   465
    } else {
slouken@5158
   466
        needAlpha = SDL_FALSE;
slouken@5158
   467
    }
slouken@5158
   468
    format = renderer->info.texture_formats[0];
slouken@5158
   469
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5268
   470
        if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
slouken@5268
   471
            SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
slouken@5158
   472
            format = renderer->info.texture_formats[i];
slouken@5158
   473
            break;
slouken@5154
   474
        }
slouken@5154
   475
    }
slouken@5154
   476
slouken@5158
   477
    texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
slouken@5158
   478
                                surface->w, surface->h);
slouken@5154
   479
    if (!texture) {
slouken@5158
   480
        return NULL;
slouken@5154
   481
    }
slouken@5158
   482
slouken@5288
   483
    if (format == surface->format->format) {
slouken@5154
   484
        if (SDL_MUSTLOCK(surface)) {
slouken@5154
   485
            SDL_LockSurface(surface);
slouken@5158
   486
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
slouken@5154
   487
            SDL_UnlockSurface(surface);
slouken@5154
   488
        } else {
slouken@5158
   489
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
slouken@5154
   490
        }
slouken@5154
   491
    } else {
slouken@5297
   492
        SDL_PixelFormat *dst_fmt;
slouken@5158
   493
        SDL_Surface *temp = NULL;
slouken@5154
   494
slouken@5154
   495
        /* Set up a destination surface for the texture update */
slouken@5297
   496
        dst_fmt = SDL_AllocFormat(format);
slouken@5297
   497
        temp = SDL_ConvertSurface(surface, dst_fmt, 0);
slouken@5297
   498
        SDL_FreeFormat(dst_fmt);
slouken@5158
   499
        if (temp) {
slouken@5158
   500
            SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
slouken@5158
   501
            SDL_FreeSurface(temp);
slouken@5158
   502
        } else {
slouken@5154
   503
            SDL_DestroyTexture(texture);
slouken@5158
   504
            return NULL;
slouken@5154
   505
        }
slouken@5154
   506
    }
slouken@5154
   507
slouken@5154
   508
    {
slouken@5154
   509
        Uint8 r, g, b, a;
slouken@5154
   510
        SDL_BlendMode blendMode;
slouken@5154
   511
slouken@5154
   512
        SDL_GetSurfaceColorMod(surface, &r, &g, &b);
slouken@5154
   513
        SDL_SetTextureColorMod(texture, r, g, b);
slouken@5154
   514
slouken@5154
   515
        SDL_GetSurfaceAlphaMod(surface, &a);
slouken@5154
   516
        SDL_SetTextureAlphaMod(texture, a);
slouken@5154
   517
slouken@5154
   518
        if (SDL_GetColorKey(surface, NULL) == 0) {
slouken@5154
   519
            /* We converted to a texture with alpha format */
slouken@5154
   520
            SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
slouken@5154
   521
        } else {
slouken@5154
   522
            SDL_GetSurfaceBlendMode(surface, &blendMode);
slouken@5154
   523
            SDL_SetTextureBlendMode(texture, blendMode);
slouken@5154
   524
        }
slouken@5154
   525
    }
slouken@5154
   526
    return texture;
slouken@5154
   527
}
slouken@5154
   528
slouken@5154
   529
int
slouken@5154
   530
SDL_QueryTexture(SDL_Texture * texture, Uint32 * format, int *access,
slouken@5154
   531
                 int *w, int *h)
slouken@5154
   532
{
slouken@5154
   533
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   534
slouken@5154
   535
    if (format) {
slouken@5154
   536
        *format = texture->format;
slouken@5154
   537
    }
slouken@5154
   538
    if (access) {
slouken@5154
   539
        *access = texture->access;
slouken@5154
   540
    }
slouken@5154
   541
    if (w) {
slouken@5154
   542
        *w = texture->w;
slouken@5154
   543
    }
slouken@5154
   544
    if (h) {
slouken@5154
   545
        *h = texture->h;
slouken@5154
   546
    }
slouken@5154
   547
    return 0;
slouken@5154
   548
}
slouken@5154
   549
slouken@5154
   550
int
slouken@5154
   551
SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b)
slouken@5154
   552
{
slouken@5154
   553
    SDL_Renderer *renderer;
slouken@5154
   554
slouken@5154
   555
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   556
slouken@5154
   557
    renderer = texture->renderer;
slouken@5154
   558
    if (r < 255 || g < 255 || b < 255) {
slouken@5154
   559
        texture->modMode |= SDL_TEXTUREMODULATE_COLOR;
slouken@5154
   560
    } else {
slouken@5154
   561
        texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
slouken@5154
   562
    }
slouken@5154
   563
    texture->r = r;
slouken@5154
   564
    texture->g = g;
slouken@5154
   565
    texture->b = b;
slouken@5156
   566
    if (texture->native) {
slouken@5156
   567
        return SDL_SetTextureColorMod(texture->native, r, g, b);
slouken@5156
   568
    } else if (renderer->SetTextureColorMod) {
slouken@5154
   569
        return renderer->SetTextureColorMod(renderer, texture);
slouken@5154
   570
    } else {
slouken@5154
   571
        return 0;
slouken@5154
   572
    }
slouken@5154
   573
}
slouken@5154
   574
slouken@5154
   575
int
slouken@5154
   576
SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g,
slouken@5154
   577
                       Uint8 * b)
slouken@5154
   578
{
slouken@5154
   579
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   580
slouken@5154
   581
    if (r) {
slouken@5154
   582
        *r = texture->r;
slouken@5154
   583
    }
slouken@5154
   584
    if (g) {
slouken@5154
   585
        *g = texture->g;
slouken@5154
   586
    }
slouken@5154
   587
    if (b) {
slouken@5154
   588
        *b = texture->b;
slouken@5154
   589
    }
slouken@5154
   590
    return 0;
slouken@5154
   591
}
slouken@5154
   592
slouken@5154
   593
int
slouken@5154
   594
SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha)
slouken@5154
   595
{
slouken@5154
   596
    SDL_Renderer *renderer;
slouken@5154
   597
slouken@5154
   598
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   599
slouken@5154
   600
    renderer = texture->renderer;
slouken@5154
   601
    if (alpha < 255) {
slouken@5154
   602
        texture->modMode |= SDL_TEXTUREMODULATE_ALPHA;
slouken@5154
   603
    } else {
slouken@5154
   604
        texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
slouken@5154
   605
    }
slouken@5154
   606
    texture->a = alpha;
slouken@5156
   607
    if (texture->native) {
slouken@5156
   608
        return SDL_SetTextureAlphaMod(texture->native, alpha);
slouken@5156
   609
    } else if (renderer->SetTextureAlphaMod) {
slouken@5154
   610
        return renderer->SetTextureAlphaMod(renderer, texture);
slouken@5154
   611
    } else {
slouken@5154
   612
        return 0;
slouken@5154
   613
    }
slouken@5154
   614
}
slouken@5154
   615
slouken@5154
   616
int
slouken@5154
   617
SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha)
slouken@5154
   618
{
slouken@5154
   619
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   620
slouken@5154
   621
    if (alpha) {
slouken@5154
   622
        *alpha = texture->a;
slouken@5154
   623
    }
slouken@5154
   624
    return 0;
slouken@5154
   625
}
slouken@5154
   626
slouken@5154
   627
int
slouken@5154
   628
SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode)
slouken@5154
   629
{
slouken@5154
   630
    SDL_Renderer *renderer;
slouken@5154
   631
slouken@5154
   632
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   633
slouken@5154
   634
    renderer = texture->renderer;
slouken@5154
   635
    texture->blendMode = blendMode;
slouken@5156
   636
    if (texture->native) {
slouken@5180
   637
        return SDL_SetTextureBlendMode(texture->native, blendMode);
slouken@5156
   638
    } else if (renderer->SetTextureBlendMode) {
slouken@5154
   639
        return renderer->SetTextureBlendMode(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_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode)
slouken@5154
   647
{
slouken@5154
   648
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   649
slouken@5154
   650
    if (blendMode) {
slouken@5154
   651
        *blendMode = texture->blendMode;
slouken@5154
   652
    }
slouken@5154
   653
    return 0;
slouken@5154
   654
}
slouken@5154
   655
slouken@5156
   656
static int
slouken@5156
   657
SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   658
                     const void *pixels, int pitch)
slouken@5156
   659
{
slouken@5156
   660
    SDL_Texture *native = texture->native;
slouken@5156
   661
    SDL_Rect full_rect;
slouken@5156
   662
slouken@5156
   663
    if (SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch) < 0) {
slouken@5156
   664
        return -1;
slouken@5156
   665
    }
slouken@5156
   666
slouken@5156
   667
    full_rect.x = 0;
slouken@5156
   668
    full_rect.y = 0;
slouken@5156
   669
    full_rect.w = texture->w;
slouken@5156
   670
    full_rect.h = texture->h;
slouken@5156
   671
    rect = &full_rect;
slouken@5156
   672
slouken@5156
   673
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   674
        /* We can lock the texture and copy to it */
slouken@5156
   675
        void *native_pixels;
slouken@5156
   676
        int native_pitch;
slouken@5156
   677
slouken@5156
   678
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   679
            return -1;
slouken@5156
   680
        }
slouken@5156
   681
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@5156
   682
                            rect->w, rect->h, native_pixels, native_pitch);
slouken@5156
   683
        SDL_UnlockTexture(native);
slouken@5156
   684
    } else {
slouken@5156
   685
        /* Use a temporary buffer for updating */
slouken@5156
   686
        void *temp_pixels;
slouken@5156
   687
        int temp_pitch;
slouken@5156
   688
slouken@5156
   689
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
slouken@5156
   690
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@5156
   691
        if (!temp_pixels) {
slouken@5156
   692
            SDL_OutOfMemory();
slouken@5156
   693
            return -1;
slouken@5156
   694
        }
slouken@5156
   695
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@5156
   696
                            rect->w, rect->h, temp_pixels, temp_pitch);
slouken@5156
   697
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
slouken@5156
   698
        SDL_free(temp_pixels);
slouken@5156
   699
    }
slouken@5156
   700
    return 0;
slouken@5156
   701
}
slouken@5156
   702
slouken@5156
   703
static int
slouken@5156
   704
SDL_UpdateTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   705
                        const void *pixels, int pitch)
slouken@5156
   706
{
slouken@5156
   707
    SDL_Texture *native = texture->native;
slouken@5156
   708
slouken@5156
   709
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   710
        /* We can lock the texture and copy to it */
slouken@5156
   711
        void *native_pixels;
slouken@5156
   712
        int native_pitch;
slouken@5156
   713
slouken@5156
   714
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   715
            return -1;
slouken@5156
   716
        }
slouken@5156
   717
        SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   718
                          texture->format, pixels, pitch,
slouken@5156
   719
                          native->format, native_pixels, native_pitch);
slouken@5156
   720
        SDL_UnlockTexture(native);
slouken@5156
   721
    } else {
slouken@5156
   722
        /* Use a temporary buffer for updating */
slouken@5156
   723
        void *temp_pixels;
slouken@5156
   724
        int temp_pitch;
slouken@5156
   725
slouken@5156
   726
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
slouken@5156
   727
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@5156
   728
        if (!temp_pixels) {
slouken@5156
   729
            SDL_OutOfMemory();
slouken@5156
   730
            return -1;
slouken@5156
   731
        }
slouken@5156
   732
        SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   733
                          texture->format, pixels, pitch,
slouken@5156
   734
                          native->format, temp_pixels, temp_pitch);
slouken@5156
   735
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
slouken@5156
   736
        SDL_free(temp_pixels);
slouken@5156
   737
    }
slouken@5156
   738
    return 0;
slouken@5156
   739
}
slouken@5156
   740
slouken@5154
   741
int
slouken@5154
   742
SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5154
   743
                  const void *pixels, int pitch)
slouken@5154
   744
{
slouken@5154
   745
    SDL_Renderer *renderer;
slouken@5154
   746
    SDL_Rect full_rect;
slouken@5154
   747
slouken@5154
   748
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   749
slouken@5154
   750
    if (!rect) {
slouken@5154
   751
        full_rect.x = 0;
slouken@5154
   752
        full_rect.y = 0;
slouken@5154
   753
        full_rect.w = texture->w;
slouken@5154
   754
        full_rect.h = texture->h;
slouken@5154
   755
        rect = &full_rect;
slouken@5154
   756
    }
slouken@5156
   757
slouken@5156
   758
    if (texture->yuv) {
slouken@5156
   759
        return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
slouken@5156
   760
    } else if (texture->native) {
slouken@5156
   761
        return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
slouken@5156
   762
    } else {
slouken@5156
   763
        renderer = texture->renderer;
slouken@5156
   764
        return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
slouken@5156
   765
    }
slouken@5156
   766
}
slouken@5156
   767
slouken@5156
   768
static int
slouken@5156
   769
SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   770
                   void **pixels, int *pitch)
slouken@5156
   771
{
slouken@5156
   772
    return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
slouken@5156
   773
}
slouken@5156
   774
slouken@5156
   775
static int
slouken@5156
   776
SDL_LockTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   777
                      void **pixels, int *pitch)
slouken@5156
   778
{
slouken@5156
   779
    texture->locked_rect = *rect;
slouken@5156
   780
    *pixels = (void *) ((Uint8 *) texture->pixels +
slouken@5156
   781
                        rect->y * texture->pitch +
slouken@5156
   782
                        rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5156
   783
    *pitch = texture->pitch;
slouken@5156
   784
    return 0;
slouken@5154
   785
}
slouken@5154
   786
slouken@5154
   787
int
slouken@5156
   788
SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5154
   789
                void **pixels, int *pitch)
slouken@5154
   790
{
slouken@5154
   791
    SDL_Renderer *renderer;
slouken@5154
   792
    SDL_Rect full_rect;
slouken@5154
   793
slouken@5154
   794
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   795
slouken@5154
   796
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
slouken@5154
   797
        SDL_SetError("SDL_LockTexture(): texture must be streaming");
slouken@5154
   798
        return -1;
slouken@5154
   799
    }
slouken@5156
   800
slouken@5154
   801
    if (!rect) {
slouken@5154
   802
        full_rect.x = 0;
slouken@5154
   803
        full_rect.y = 0;
slouken@5154
   804
        full_rect.w = texture->w;
slouken@5154
   805
        full_rect.h = texture->h;
slouken@5154
   806
        rect = &full_rect;
slouken@5154
   807
    }
slouken@5156
   808
slouken@5156
   809
    if (texture->yuv) {
slouken@5156
   810
        return SDL_LockTextureYUV(texture, rect, pixels, pitch);
slouken@5156
   811
    } else if (texture->native) {
slouken@5156
   812
        return SDL_LockTextureNative(texture, rect, pixels, pitch);
slouken@5156
   813
    } else {
slouken@5156
   814
        renderer = texture->renderer;
slouken@5156
   815
        return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
slouken@5156
   816
    }
slouken@5156
   817
}
slouken@5156
   818
slouken@5156
   819
static void
slouken@5156
   820
SDL_UnlockTextureYUV(SDL_Texture * texture)
slouken@5156
   821
{
slouken@5156
   822
    SDL_Texture *native = texture->native;
slouken@5156
   823
    void *native_pixels;
slouken@5156
   824
    int native_pitch;
slouken@5156
   825
    SDL_Rect rect;
slouken@5156
   826
slouken@5156
   827
    rect.x = 0;
slouken@5156
   828
    rect.y = 0;
slouken@5156
   829
    rect.w = texture->w;
slouken@5156
   830
    rect.h = texture->h;
slouken@5156
   831
slouken@5156
   832
    if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   833
        return;
slouken@5156
   834
    }
slouken@5156
   835
    SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format,
slouken@5156
   836
                        rect.w, rect.h, native_pixels, native_pitch);
slouken@5156
   837
    SDL_UnlockTexture(native);
slouken@5156
   838
}
slouken@5156
   839
slouken@6044
   840
static void
slouken@5156
   841
SDL_UnlockTextureNative(SDL_Texture * texture)
slouken@5156
   842
{
slouken@5156
   843
    SDL_Texture *native = texture->native;
slouken@5156
   844
    void *native_pixels;
slouken@5156
   845
    int native_pitch;
slouken@5156
   846
    const SDL_Rect *rect = &texture->locked_rect;
slouken@5156
   847
    const void* pixels = (void *) ((Uint8 *) texture->pixels +
slouken@5156
   848
                        rect->y * texture->pitch +
slouken@5156
   849
                        rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5156
   850
    int pitch = texture->pitch;
slouken@5156
   851
slouken@5156
   852
    if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   853
        return;
slouken@5156
   854
    }
slouken@5156
   855
    SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   856
                      texture->format, pixels, pitch,
slouken@5156
   857
                      native->format, native_pixels, native_pitch);
slouken@5156
   858
    SDL_UnlockTexture(native);
slouken@5154
   859
}
slouken@5154
   860
slouken@5154
   861
void
slouken@5154
   862
SDL_UnlockTexture(SDL_Texture * texture)
slouken@5154
   863
{
slouken@5154
   864
    SDL_Renderer *renderer;
slouken@5154
   865
slouken@5154
   866
    CHECK_TEXTURE_MAGIC(texture, );
slouken@5154
   867
slouken@5154
   868
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
slouken@5154
   869
        return;
slouken@5154
   870
    }
slouken@5156
   871
    if (texture->yuv) {
slouken@5156
   872
        SDL_UnlockTextureYUV(texture);
slouken@5156
   873
    } else if (texture->native) {
slouken@5156
   874
        SDL_UnlockTextureNative(texture);
slouken@5156
   875
    } else {
slouken@5156
   876
        renderer = texture->renderer;
slouken@5156
   877
        renderer->UnlockTexture(renderer, texture);
slouken@5154
   878
    }
slouken@5154
   879
}
slouken@5154
   880
slouken@6246
   881
SDL_bool
slouken@6246
   882
SDL_RenderTargetSupported(SDL_Renderer *renderer)
slouken@6246
   883
{
slouken@6247
   884
    if (!renderer || !renderer->SetRenderTarget) {
slouken@6246
   885
        return SDL_FALSE;
slouken@6246
   886
    }
slouken@6246
   887
    return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
slouken@6246
   888
}
slouken@6246
   889
slouken@6246
   890
int
slouken@6247
   891
SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
slouken@6246
   892
{
slouken@6246
   893
    if (!SDL_RenderTargetSupported(renderer)) {
slouken@6246
   894
        SDL_Unsupported();
slouken@6246
   895
        return -1;
slouken@6246
   896
    }
slouken@6246
   897
    if (texture == renderer->target) {
slouken@6246
   898
        /* Nothing to do! */
slouken@6246
   899
        return 0;
slouken@6246
   900
    }
slouken@6246
   901
slouken@6246
   902
    /* texture == NULL is valid and means reset the target to the window */
slouken@6246
   903
    if (texture) {
slouken@6246
   904
        CHECK_TEXTURE_MAGIC(texture, -1);
slouken@6246
   905
        if (renderer != texture->renderer) {
slouken@6246
   906
            SDL_SetError("Texture was not created with this renderer");
slouken@6246
   907
            return -1;
slouken@6246
   908
        }
gabomdq@6337
   909
        if (texture->access != SDL_TEXTUREACCESS_TARGET) {
slouken@6246
   910
            SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET");
slouken@6246
   911
            return -1;
slouken@6246
   912
        }
slouken@6246
   913
        if (texture->native) {
slouken@6246
   914
            /* Always render to the native texture */
slouken@6246
   915
            texture = texture->native;
slouken@6246
   916
        }
slouken@6246
   917
    }
slouken@6246
   918
slouken@6246
   919
    if (texture && !renderer->target) {
slouken@6246
   920
        /* Make a backup of the viewport */
slouken@6246
   921
        renderer->viewport_backup = renderer->viewport;
slouken@6528
   922
        renderer->scale_backup = renderer->scale;
slouken@6246
   923
    }
slouken@6246
   924
    renderer->target = texture;
slouken@6246
   925
slouken@6247
   926
    if (renderer->SetRenderTarget(renderer, texture) < 0) {
slouken@6246
   927
        return -1;
slouken@6246
   928
    }
slouken@6246
   929
slouken@6246
   930
    if (texture) {
slouken@6528
   931
        renderer->viewport.x = 0;
slouken@6528
   932
        renderer->viewport.y = 0;
slouken@6528
   933
        renderer->viewport.w = texture->w;
slouken@6528
   934
        renderer->viewport.h = texture->h;
slouken@6528
   935
        renderer->scale.x = 1.0f;
slouken@6528
   936
        renderer->scale.y = 1.0f;
slouken@6246
   937
    } else {
slouken@6528
   938
        renderer->viewport = renderer->viewport_backup;
slouken@6528
   939
        renderer->scale = renderer->scale_backup;
slouken@6246
   940
    }
slouken@6528
   941
    if (renderer->UpdateViewport(renderer) < 0) {
slouken@6246
   942
        return -1;
slouken@6246
   943
    }
slouken@6246
   944
slouken@6246
   945
    /* All set! */
slouken@6246
   946
    return 0;
slouken@6246
   947
}
slouken@6246
   948
slouken@6530
   949
static int
slouken@6530
   950
UpdateLogicalSize(SDL_Renderer *renderer)
slouken@6530
   951
{
slouken@6530
   952
    int w, h;
slouken@6530
   953
    float want_aspect;
slouken@6530
   954
    float real_aspect;
slouken@6530
   955
    float scale;
slouken@6530
   956
    SDL_Rect viewport;
slouken@6530
   957
slouken@6530
   958
    if (renderer->window) {
slouken@6530
   959
        SDL_GetWindowSize(renderer->window, &w, &h);
slouken@6530
   960
    } else {
slouken@6530
   961
        /* FIXME */
slouken@6530
   962
        SDL_SetError("Internal error: No way to get output resolution");
slouken@6530
   963
        return -1;
slouken@6530
   964
    }
slouken@6530
   965
slouken@6530
   966
    want_aspect = (float)renderer->logical_w / renderer->logical_h;
slouken@6530
   967
    real_aspect = (float)w / h;
slouken@6530
   968
slouken@6530
   969
    /* Clear the scale because we're setting viewport in output coordinates */
slouken@6530
   970
    SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
   971
slouken@6530
   972
    if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
slouken@6530
   973
        /* The aspect ratios are the same, just scale appropriately */
slouken@6530
   974
        scale = (float)w / renderer->logical_w;
slouken@6530
   975
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
   976
    } else if (want_aspect > real_aspect) {
slouken@6530
   977
        /* We want a wider aspect ratio than is available - letterbox it */
slouken@6530
   978
        scale = (float)w / renderer->logical_w;
slouken@6530
   979
        viewport.x = 0;
slouken@6530
   980
        viewport.w = w;
slouken@6530
   981
        viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
slouken@6530
   982
        viewport.y = (h - viewport.h) / 2;
slouken@6530
   983
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
   984
    } else {
slouken@6530
   985
        /* We want a narrower aspect ratio than is available - use side-bars */
slouken@6530
   986
        scale = (float)h / renderer->logical_h;
slouken@6530
   987
        viewport.y = 0;
slouken@6530
   988
        viewport.h = h;
slouken@6530
   989
        viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
slouken@6530
   990
        viewport.x = (w - viewport.w) / 2;
slouken@6530
   991
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
   992
    }
slouken@6530
   993
slouken@6530
   994
    /* Set the new scale */
slouken@6530
   995
    SDL_RenderSetScale(renderer, scale, scale);
slouken@6530
   996
}
slouken@6530
   997
slouken@6530
   998
int
slouken@6530
   999
SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h)
slouken@6530
  1000
{
slouken@6530
  1001
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6530
  1002
slouken@6530
  1003
    if (!w || !h) {
slouken@6530
  1004
        /* Clear any previous logical resolution */
slouken@6530
  1005
        renderer->logical_w = 0;
slouken@6530
  1006
        renderer->logical_h = 0;
slouken@6530
  1007
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
  1008
        SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
  1009
        return 0;
slouken@6530
  1010
    }
slouken@6530
  1011
slouken@6530
  1012
    renderer->logical_w = w;
slouken@6530
  1013
    renderer->logical_h = h;
slouken@6530
  1014
slouken@6530
  1015
    return UpdateLogicalSize(renderer);
slouken@6530
  1016
}
slouken@6530
  1017
slouken@6530
  1018
void
slouken@6530
  1019
SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h)
slouken@6530
  1020
{
slouken@6530
  1021
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6530
  1022
slouken@6530
  1023
    if (w) {
slouken@6530
  1024
        *w = renderer->logical_w;
slouken@6530
  1025
    }
slouken@6530
  1026
    if (h) {
slouken@6530
  1027
        *h = renderer->logical_h;
slouken@6530
  1028
    }
slouken@6530
  1029
}
slouken@6530
  1030
slouken@5297
  1031
int
slouken@5297
  1032
SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5297
  1033
{
slouken@5297
  1034
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5297
  1035
slouken@5297
  1036
    if (rect) {
slouken@6528
  1037
        renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
slouken@6528
  1038
        renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
slouken@6528
  1039
        renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
slouken@6528
  1040
        renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
slouken@5297
  1041
    } else {
slouken@5297
  1042
        renderer->viewport.x = 0;
slouken@5297
  1043
        renderer->viewport.y = 0;
slouken@5297
  1044
        if (renderer->window) {
slouken@5297
  1045
            SDL_GetWindowSize(renderer->window,
slouken@5297
  1046
                              &renderer->viewport.w, &renderer->viewport.h);
slouken@5297
  1047
        } else {
slouken@5297
  1048
            /* This will be filled in by UpdateViewport() */
slouken@5297
  1049
            renderer->viewport.w = 0;
slouken@5297
  1050
            renderer->viewport.h = 0;
slouken@5297
  1051
        }
slouken@5297
  1052
    }
slouken@5297
  1053
    return renderer->UpdateViewport(renderer);
slouken@5297
  1054
}
slouken@5297
  1055
slouken@5224
  1056
void
slouken@5297
  1057
SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect)
slouken@5224
  1058
{
slouken@5224
  1059
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5224
  1060
slouken@6528
  1061
    if (rect) {
slouken@6528
  1062
        rect->x = (int)(renderer->viewport.x / renderer->scale.x);
slouken@6528
  1063
        rect->y = (int)(renderer->viewport.y / renderer->scale.y);
slouken@6528
  1064
        rect->w = (int)(renderer->viewport.w / renderer->scale.x);
slouken@6528
  1065
        rect->h = (int)(renderer->viewport.h / renderer->scale.y);
slouken@6528
  1066
    }
slouken@6528
  1067
}
slouken@6528
  1068
slouken@6528
  1069
int
slouken@6528
  1070
SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
slouken@6528
  1071
{
slouken@6528
  1072
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6528
  1073
slouken@6528
  1074
    renderer->scale.x = scaleX;
slouken@6528
  1075
    renderer->scale.y = scaleY;
slouken@6528
  1076
    return 0;
slouken@6528
  1077
}
slouken@6528
  1078
slouken@6528
  1079
void
slouken@6528
  1080
SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
slouken@6528
  1081
{
slouken@6528
  1082
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6528
  1083
slouken@6528
  1084
    if (scaleX) {
slouken@6528
  1085
        *scaleX = renderer->scale.x;
slouken@6528
  1086
    }
slouken@6528
  1087
    if (scaleY) {
slouken@6528
  1088
        *scaleY = renderer->scale.y;
slouken@6528
  1089
    }
slouken@5224
  1090
}
slouken@5224
  1091
slouken@5154
  1092
int
slouken@5154
  1093
SDL_SetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1094
                       Uint8 r, Uint8 g, Uint8 b, Uint8 a)
slouken@5154
  1095
{
slouken@5154
  1096
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1097
slouken@5154
  1098
    renderer->r = r;
slouken@5154
  1099
    renderer->g = g;
slouken@5154
  1100
    renderer->b = b;
slouken@5154
  1101
    renderer->a = a;
slouken@5154
  1102
    return 0;
slouken@5154
  1103
}
slouken@5154
  1104
slouken@5154
  1105
int
slouken@5154
  1106
SDL_GetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1107
                       Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
slouken@5154
  1108
{
slouken@5154
  1109
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1110
slouken@5154
  1111
    if (r) {
slouken@5154
  1112
        *r = renderer->r;
slouken@5154
  1113
    }
slouken@5154
  1114
    if (g) {
slouken@5154
  1115
        *g = renderer->g;
slouken@5154
  1116
    }
slouken@5154
  1117
    if (b) {
slouken@5154
  1118
        *b = renderer->b;
slouken@5154
  1119
    }
slouken@5154
  1120
    if (a) {
slouken@5154
  1121
        *a = renderer->a;
slouken@5154
  1122
    }
slouken@5154
  1123
    return 0;
slouken@5154
  1124
}
slouken@5154
  1125
slouken@5154
  1126
int
slouken@5154
  1127
SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
slouken@5154
  1128
{
slouken@5154
  1129
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1130
slouken@5154
  1131
    renderer->blendMode = blendMode;
slouken@5154
  1132
    return 0;
slouken@5154
  1133
}
slouken@5154
  1134
slouken@5154
  1135
int
slouken@5154
  1136
SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode)
slouken@5154
  1137
{
slouken@5154
  1138
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1139
slouken@5154
  1140
    *blendMode = renderer->blendMode;
slouken@5154
  1141
    return 0;
slouken@5154
  1142
}
slouken@5154
  1143
slouken@5154
  1144
int
slouken@5154
  1145
SDL_RenderClear(SDL_Renderer * renderer)
slouken@5154
  1146
{
slouken@5154
  1147
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1148
slouken@6260
  1149
    /* Don't draw while we're hidden */
slouken@6260
  1150
    if (renderer->hidden) {
slouken@6060
  1151
        return 0;
slouken@6060
  1152
    }
slouken@5154
  1153
    return renderer->RenderClear(renderer);
slouken@5154
  1154
}
slouken@5154
  1155
slouken@5154
  1156
int
slouken@5154
  1157
SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y)
slouken@5154
  1158
{
slouken@5154
  1159
    SDL_Point point;
slouken@5154
  1160
slouken@5154
  1161
    point.x = x;
slouken@5154
  1162
    point.y = y;
slouken@5154
  1163
    return SDL_RenderDrawPoints(renderer, &point, 1);
slouken@5154
  1164
}
slouken@5154
  1165
slouken@6528
  1166
static int
slouken@6528
  1167
RenderDrawPointsWithRects(SDL_Renderer * renderer,
slouken@6528
  1168
                     const SDL_Point * points, int count)
slouken@6528
  1169
{
slouken@6528
  1170
    SDL_FRect *frects;
slouken@6528
  1171
    int i;
slouken@6528
  1172
    int status;
slouken@6528
  1173
slouken@6528
  1174
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1175
    if (!frects) {
slouken@6528
  1176
        SDL_OutOfMemory();
slouken@6528
  1177
        return -1;
slouken@6528
  1178
    }
slouken@6528
  1179
    for (i = 0; i < count; ++i) {
slouken@6528
  1180
        frects[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1181
        frects[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1182
        frects[i].w = renderer->scale.x;
slouken@6528
  1183
        frects[i].h = renderer->scale.y;
slouken@6528
  1184
    }
slouken@6528
  1185
slouken@6528
  1186
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1187
slouken@6528
  1188
    SDL_stack_free(frects);
slouken@6528
  1189
slouken@6528
  1190
    return status;
slouken@6528
  1191
}
slouken@6528
  1192
slouken@5154
  1193
int
slouken@5154
  1194
SDL_RenderDrawPoints(SDL_Renderer * renderer,
slouken@5154
  1195
                     const SDL_Point * points, int count)
slouken@5154
  1196
{
slouken@6528
  1197
    SDL_FPoint *fpoints;
slouken@6528
  1198
    int i;
slouken@6528
  1199
    int status;
slouken@6528
  1200
slouken@5154
  1201
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1202
slouken@5154
  1203
    if (!points) {
slouken@5154
  1204
        SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
slouken@5154
  1205
        return -1;
slouken@5154
  1206
    }
slouken@5154
  1207
    if (count < 1) {
slouken@5154
  1208
        return 0;
slouken@5154
  1209
    }
slouken@6260
  1210
    /* Don't draw while we're hidden */
slouken@6260
  1211
    if (renderer->hidden) {
slouken@6060
  1212
        return 0;
slouken@6060
  1213
    }
slouken@6528
  1214
slouken@6528
  1215
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1216
        return RenderDrawPointsWithRects(renderer, points, count);
slouken@6528
  1217
    }
slouken@6528
  1218
slouken@6528
  1219
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1220
    if (!fpoints) {
slouken@6528
  1221
        SDL_OutOfMemory();
slouken@6528
  1222
        return -1;
slouken@6528
  1223
    }
slouken@6528
  1224
    for (i = 0; i < count; ++i) {
slouken@6528
  1225
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1226
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1227
    }
slouken@6528
  1228
slouken@6528
  1229
    status = renderer->RenderDrawPoints(renderer, fpoints, count);
slouken@6528
  1230
slouken@6528
  1231
    SDL_stack_free(fpoints);
slouken@6528
  1232
slouken@6528
  1233
    return status;
slouken@5154
  1234
}
slouken@5154
  1235
slouken@5154
  1236
int
slouken@5154
  1237
SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
slouken@5154
  1238
{
slouken@5154
  1239
    SDL_Point points[2];
slouken@5154
  1240
slouken@5154
  1241
    points[0].x = x1;
slouken@5154
  1242
    points[0].y = y1;
slouken@5154
  1243
    points[1].x = x2;
slouken@5154
  1244
    points[1].y = y2;
slouken@5154
  1245
    return SDL_RenderDrawLines(renderer, points, 2);
slouken@5154
  1246
}
slouken@5154
  1247
slouken@6528
  1248
static int
slouken@6528
  1249
RenderDrawLinesWithRects(SDL_Renderer * renderer,
slouken@6528
  1250
                     const SDL_Point * points, int count)
slouken@6528
  1251
{
slouken@6528
  1252
    SDL_FRect *frect;
slouken@6528
  1253
    SDL_FRect *frects;
slouken@6528
  1254
    SDL_FPoint fpoints[2];
slouken@6528
  1255
    int i, nrects;
slouken@6528
  1256
    int status;
slouken@6528
  1257
slouken@6528
  1258
    frects = SDL_stack_alloc(SDL_FRect, count-1);
slouken@6528
  1259
    if (!frects) {
slouken@6528
  1260
        SDL_OutOfMemory();
slouken@6528
  1261
        return -1;
slouken@6528
  1262
    }
slouken@6528
  1263
slouken@6528
  1264
    status = 0;
slouken@6528
  1265
    nrects = 0;
slouken@6528
  1266
    for (i = 0; i < count-1; ++i) {
slouken@6528
  1267
        if (points[i].x == points[i+1].x) {
slouken@6528
  1268
            int minY = SDL_min(points[i].y, points[i+1].y);
slouken@6528
  1269
            int maxY = SDL_max(points[i].y, points[i+1].y);
slouken@6528
  1270
slouken@6528
  1271
            frect = &frects[nrects++];
slouken@6528
  1272
            frect->x = points[i].x * renderer->scale.x;
slouken@6528
  1273
            frect->y = minY * renderer->scale.y;
slouken@6528
  1274
            frect->w = renderer->scale.x;
slouken@6528
  1275
            frect->h = (maxY - minY + 1) * renderer->scale.y;
slouken@6528
  1276
        } else if (points[i].y == points[i+1].y) {
slouken@6528
  1277
            int minX = SDL_min(points[i].x, points[i+1].x);
slouken@6528
  1278
            int maxX = SDL_max(points[i].x, points[i+1].x);
slouken@6528
  1279
slouken@6528
  1280
            frect = &frects[nrects++];
slouken@6528
  1281
            frect->x = minX * renderer->scale.x;
slouken@6528
  1282
            frect->y = points[i].y * renderer->scale.y;
slouken@6528
  1283
            frect->w = (maxX - minX + 1) * renderer->scale.x;
slouken@6528
  1284
            frect->h = renderer->scale.y;
slouken@6528
  1285
        } else {
slouken@6528
  1286
            /* FIXME: We can't use a rect for this line... */
slouken@6528
  1287
            frects[0].x = points[i].x * renderer->scale.x;
slouken@6528
  1288
            frects[0].y = points[i].y * renderer->scale.y;
slouken@6528
  1289
            frects[1].x = points[i+1].x * renderer->scale.x;
slouken@6528
  1290
            frects[1].y = points[i+1].y * renderer->scale.y;
slouken@6528
  1291
            status += renderer->RenderDrawLines(renderer, fpoints, 2);
slouken@6528
  1292
        }
slouken@6528
  1293
    }
slouken@6528
  1294
slouken@6528
  1295
    status += renderer->RenderFillRects(renderer, frects, nrects);
slouken@6528
  1296
slouken@6528
  1297
    SDL_stack_free(frects);
slouken@6528
  1298
slouken@6528
  1299
    if (status < 0) {
slouken@6528
  1300
        status = -1;
slouken@6528
  1301
    }
slouken@6528
  1302
    return status;
slouken@6528
  1303
}
slouken@6528
  1304
slouken@5154
  1305
int
slouken@5154
  1306
SDL_RenderDrawLines(SDL_Renderer * renderer,
slouken@5154
  1307
                    const SDL_Point * points, int count)
slouken@5154
  1308
{
slouken@6528
  1309
    SDL_FPoint *fpoints;
slouken@6528
  1310
    int i;
slouken@6528
  1311
    int status;
slouken@6528
  1312
slouken@5154
  1313
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1314
slouken@5154
  1315
    if (!points) {
slouken@5154
  1316
        SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
slouken@5154
  1317
        return -1;
slouken@5154
  1318
    }
slouken@5154
  1319
    if (count < 2) {
slouken@5154
  1320
        return 0;
slouken@5154
  1321
    }
slouken@6260
  1322
    /* Don't draw while we're hidden */
slouken@6260
  1323
    if (renderer->hidden) {
slouken@6060
  1324
        return 0;
slouken@6060
  1325
    }
slouken@6528
  1326
slouken@6528
  1327
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1328
        return RenderDrawLinesWithRects(renderer, points, count);
slouken@6528
  1329
    }
slouken@6528
  1330
slouken@6528
  1331
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1332
    if (!fpoints) {
slouken@6528
  1333
        SDL_OutOfMemory();
slouken@6528
  1334
        return -1;
slouken@6528
  1335
    }
slouken@6528
  1336
    for (i = 0; i < count; ++i) {
slouken@6528
  1337
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1338
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1339
    }
slouken@6528
  1340
slouken@6528
  1341
    status = renderer->RenderDrawLines(renderer, fpoints, count);
slouken@6528
  1342
slouken@6528
  1343
    SDL_stack_free(fpoints);
slouken@6528
  1344
slouken@6528
  1345
    return status;
slouken@5154
  1346
}
slouken@5154
  1347
slouken@5154
  1348
int
slouken@5154
  1349
SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1350
{
slouken@5154
  1351
    SDL_Rect full_rect;
slouken@5154
  1352
    SDL_Point points[5];
slouken@5154
  1353
slouken@5154
  1354
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1355
slouken@5154
  1356
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5154
  1357
    if (!rect) {
slouken@6528
  1358
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5154
  1359
        full_rect.x = 0;
slouken@5154
  1360
        full_rect.y = 0;
slouken@5154
  1361
        rect = &full_rect;
slouken@5154
  1362
    }
slouken@5154
  1363
slouken@5154
  1364
    points[0].x = rect->x;
slouken@5154
  1365
    points[0].y = rect->y;
slouken@5154
  1366
    points[1].x = rect->x+rect->w-1;
slouken@5154
  1367
    points[1].y = rect->y;
slouken@5154
  1368
    points[2].x = rect->x+rect->w-1;
slouken@5154
  1369
    points[2].y = rect->y+rect->h-1;
slouken@5154
  1370
    points[3].x = rect->x;
slouken@5154
  1371
    points[3].y = rect->y+rect->h-1;
slouken@5154
  1372
    points[4].x = rect->x;
slouken@5154
  1373
    points[4].y = rect->y;
slouken@5154
  1374
    return SDL_RenderDrawLines(renderer, points, 5);
slouken@5154
  1375
}
slouken@5154
  1376
slouken@5154
  1377
int
slouken@5154
  1378
SDL_RenderDrawRects(SDL_Renderer * renderer,
slouken@5297
  1379
                    const SDL_Rect * rects, int count)
slouken@5154
  1380
{
slouken@5154
  1381
    int i;
slouken@5154
  1382
slouken@5154
  1383
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1384
slouken@5154
  1385
    if (!rects) {
slouken@5154
  1386
        SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
slouken@5154
  1387
        return -1;
slouken@5154
  1388
    }
slouken@5154
  1389
    if (count < 1) {
slouken@5154
  1390
        return 0;
slouken@5154
  1391
    }
slouken@5154
  1392
slouken@6260
  1393
    /* Don't draw while we're hidden */
slouken@6260
  1394
    if (renderer->hidden) {
slouken@6060
  1395
        return 0;
slouken@6060
  1396
    }
slouken@5154
  1397
    for (i = 0; i < count; ++i) {
slouken@5297
  1398
        if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
slouken@5154
  1399
            return -1;
slouken@5154
  1400
        }
slouken@5154
  1401
    }
slouken@5154
  1402
    return 0;
slouken@5154
  1403
}
slouken@5154
  1404
slouken@5154
  1405
int
slouken@5154
  1406
SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1407
{
slouken@5331
  1408
    SDL_Rect full_rect;
slouken@6232
  1409
slouken@5331
  1410
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6232
  1411
slouken@5331
  1412
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5331
  1413
    if (!rect) {
slouken@6528
  1414
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5331
  1415
        full_rect.x = 0;
slouken@5331
  1416
        full_rect.y = 0;
slouken@5331
  1417
        rect = &full_rect;
slouken@5331
  1418
    }
slouken@5297
  1419
    return SDL_RenderFillRects(renderer, rect, 1);
slouken@5154
  1420
}
slouken@5154
  1421
slouken@5154
  1422
int
slouken@5154
  1423
SDL_RenderFillRects(SDL_Renderer * renderer,
slouken@5297
  1424
                    const SDL_Rect * rects, int count)
slouken@5154
  1425
{
slouken@6528
  1426
    SDL_FRect *frects;
slouken@6528
  1427
    int i;
slouken@6528
  1428
    int status;
slouken@6528
  1429
slouken@5154
  1430
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1431
slouken@5154
  1432
    if (!rects) {
slouken@5154
  1433
        SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
slouken@5154
  1434
        return -1;
slouken@5154
  1435
    }
slouken@5154
  1436
    if (count < 1) {
slouken@5154
  1437
        return 0;
slouken@5154
  1438
    }
slouken@6260
  1439
    /* Don't draw while we're hidden */
slouken@6260
  1440
    if (renderer->hidden) {
slouken@6060
  1441
        return 0;
slouken@6060
  1442
    }
slouken@6528
  1443
slouken@6528
  1444
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1445
    if (!frects) {
slouken@6528
  1446
        SDL_OutOfMemory();
slouken@6528
  1447
        return -1;
slouken@6528
  1448
    }
slouken@6528
  1449
    for (i = 0; i < count; ++i) {
slouken@6528
  1450
        frects[i].x = rects[i].x * renderer->scale.x;
slouken@6528
  1451
        frects[i].y = rects[i].y * renderer->scale.y;
slouken@6528
  1452
        frects[i].w = rects[i].w * renderer->scale.x;
slouken@6528
  1453
        frects[i].h = rects[i].h * renderer->scale.y;
slouken@6528
  1454
    }
slouken@6528
  1455
slouken@6528
  1456
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1457
slouken@6528
  1458
    SDL_stack_free(frects);
slouken@6528
  1459
slouken@6528
  1460
    return status;
slouken@5154
  1461
}
slouken@5154
  1462
slouken@5154
  1463
int
slouken@5154
  1464
SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@5154
  1465
               const SDL_Rect * srcrect, const SDL_Rect * dstrect)
slouken@5154
  1466
{
slouken@5154
  1467
    SDL_Rect real_srcrect;
slouken@5154
  1468
    SDL_Rect real_dstrect;
slouken@6528
  1469
    SDL_FRect frect;
slouken@5154
  1470
slouken@5154
  1471
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1472
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
  1473
slouken@5154
  1474
    if (renderer != texture->renderer) {
slouken@5154
  1475
        SDL_SetError("Texture was not created with this renderer");
slouken@5154
  1476
        return -1;
slouken@5154
  1477
    }
slouken@5154
  1478
slouken@5154
  1479
    real_srcrect.x = 0;
slouken@5154
  1480
    real_srcrect.y = 0;
slouken@5154
  1481
    real_srcrect.w = texture->w;
slouken@5154
  1482
    real_srcrect.h = texture->h;
slouken@5154
  1483
    if (srcrect) {
slouken@5154
  1484
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
slouken@5154
  1485
            return 0;
slouken@5154
  1486
        }
slouken@5154
  1487
    }
slouken@5154
  1488
slouken@6528
  1489
    SDL_RenderGetViewport(renderer, &real_dstrect);
slouken@5154
  1490
    real_dstrect.x = 0;
slouken@5154
  1491
    real_dstrect.y = 0;
slouken@5369
  1492
    if (dstrect) {
slouken@5369
  1493
        if (!SDL_IntersectRect(dstrect, &real_dstrect, &real_dstrect)) {
slouken@5369
  1494
            return 0;
slouken@5369
  1495
        }
slouken@5369
  1496
        /* Clip srcrect by the same amount as dstrect was clipped */
slouken@5369
  1497
        if (dstrect->w != real_dstrect.w) {
slouken@5369
  1498
            int deltax = (real_dstrect.x - dstrect->x);
slouken@5369
  1499
            int deltaw = (real_dstrect.w - dstrect->w);
slouken@5369
  1500
            real_srcrect.x += (deltax * real_srcrect.w) / dstrect->w;
slouken@5369
  1501
            real_srcrect.w += (deltaw * real_srcrect.w) / dstrect->w;
slouken@5369
  1502
        }
slouken@5369
  1503
        if (dstrect->h != real_dstrect.h) {
slouken@5369
  1504
            int deltay = (real_dstrect.y - dstrect->y);
slouken@5369
  1505
            int deltah = (real_dstrect.h - dstrect->h);
slouken@5369
  1506
            real_srcrect.y += (deltay * real_srcrect.h) / dstrect->h;
slouken@5369
  1507
            real_srcrect.h += (deltah * real_srcrect.h) / dstrect->h;
slouken@5369
  1508
        }
slouken@5154
  1509
    }
slouken@5154
  1510
slouken@5156
  1511
    if (texture->native) {
slouken@5156
  1512
        texture = texture->native;
slouken@5156
  1513
    }
slouken@5156
  1514
slouken@6260
  1515
    /* Don't draw while we're hidden */
slouken@6260
  1516
    if (renderer->hidden) {
slouken@6060
  1517
        return 0;
slouken@6060
  1518
    }
slouken@6528
  1519
slouken@6528
  1520
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1521
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1522
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1523
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1524
slouken@6528
  1525
    return renderer->RenderCopy(renderer, texture, &real_srcrect, &frect);
slouken@5154
  1526
}
slouken@5154
  1527
gabomdq@6320
  1528
gabomdq@6320
  1529
int
gabomdq@6320
  1530
SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
gabomdq@6320
  1531
               const SDL_Rect * srcrect, const SDL_Rect * dstrect,
gabomdq@6320
  1532
               const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
gabomdq@6320
  1533
{
gabomdq@6320
  1534
    SDL_Rect real_srcrect, real_dstrect;
gabomdq@6320
  1535
    SDL_Point real_center;
slouken@6528
  1536
    SDL_FRect frect;
slouken@6528
  1537
    SDL_FPoint fcenter;
gabomdq@6320
  1538
gabomdq@6320
  1539
    CHECK_RENDERER_MAGIC(renderer, -1);
gabomdq@6320
  1540
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6320
  1541
gabomdq@6320
  1542
    if (renderer != texture->renderer) {
gabomdq@6320
  1543
        SDL_SetError("Texture was not created with this renderer");
gabomdq@6320
  1544
        return -1;
gabomdq@6320
  1545
    }
gabomdq@6320
  1546
    if (!renderer->RenderCopyEx) {
gabomdq@6320
  1547
        SDL_SetError("Renderer does not support RenderCopyEx");
gabomdq@6320
  1548
        return -1;
gabomdq@6320
  1549
    }
gabomdq@6320
  1550
    
gabomdq@6320
  1551
    real_srcrect.x = 0;
gabomdq@6320
  1552
    real_srcrect.y = 0;
gabomdq@6320
  1553
    real_srcrect.w = texture->w;
gabomdq@6320
  1554
    real_srcrect.h = texture->h;
gabomdq@6320
  1555
    if (srcrect) {
gabomdq@6320
  1556
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
gabomdq@6320
  1557
            return 0;
gabomdq@6320
  1558
        }
gabomdq@6320
  1559
    }
gabomdq@6320
  1560
gabomdq@6320
  1561
    /* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
slouken@6528
  1562
    if (dstrect) {
slouken@6528
  1563
        real_dstrect = *dstrect;
slouken@6528
  1564
    } else {
slouken@6528
  1565
        SDL_RenderGetViewport(renderer, &real_dstrect);
gabomdq@6399
  1566
        real_dstrect.x = 0;
gabomdq@6399
  1567
        real_dstrect.y = 0;
gabomdq@6320
  1568
    }
gabomdq@6320
  1569
gabomdq@6320
  1570
    if (texture->native) {
gabomdq@6320
  1571
        texture = texture->native;
gabomdq@6320
  1572
    }
gabomdq@6320
  1573
gabomdq@6320
  1574
    if(center) real_center = *center;
gabomdq@6320
  1575
    else {
gabomdq@6320
  1576
        real_center.x = real_dstrect.w/2;
gabomdq@6320
  1577
        real_center.y = real_dstrect.h/2;
gabomdq@6320
  1578
    }
gabomdq@6320
  1579
slouken@6528
  1580
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1581
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1582
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1583
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1584
slouken@6528
  1585
    fcenter.x = real_center.x * renderer->scale.x;
slouken@6528
  1586
    fcenter.y = real_center.y * renderer->scale.y;
slouken@6528
  1587
slouken@6528
  1588
    return renderer->RenderCopyEx(renderer, texture, &real_srcrect, &frect, angle, &fcenter, flip);
gabomdq@6320
  1589
}
gabomdq@6320
  1590
slouken@5154
  1591
int
slouken@5154
  1592
SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
slouken@5154
  1593
                     Uint32 format, void * pixels, int pitch)
slouken@5154
  1594
{
slouken@5154
  1595
    SDL_Rect real_rect;
slouken@5154
  1596
slouken@5154
  1597
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1598
slouken@5154
  1599
    if (!renderer->RenderReadPixels) {
slouken@5154
  1600
        SDL_Unsupported();
slouken@5154
  1601
        return -1;
slouken@5154
  1602
    }
slouken@5154
  1603
slouken@5154
  1604
    if (!format) {
icculus@6389
  1605
        format = SDL_GetWindowPixelFormat(renderer->window);
slouken@5154
  1606
    }
slouken@5154
  1607
slouken@5464
  1608
    real_rect.x = renderer->viewport.x;
slouken@5464
  1609
    real_rect.y = renderer->viewport.y;
slouken@5297
  1610
    real_rect.w = renderer->viewport.w;
slouken@5297
  1611
    real_rect.h = renderer->viewport.h;
slouken@5154
  1612
    if (rect) {
slouken@5154
  1613
        if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
slouken@5154
  1614
            return 0;
slouken@5154
  1615
        }
slouken@5154
  1616
        if (real_rect.y > rect->y) {
slouken@5154
  1617
            pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y);
slouken@5154
  1618
        }
slouken@5154
  1619
        if (real_rect.x > rect->x) {
slouken@5464
  1620
            int bpp = SDL_BYTESPERPIXEL(format);
slouken@5154
  1621
            pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x);
slouken@5154
  1622
        }
slouken@5154
  1623
    }
slouken@5154
  1624
slouken@5154
  1625
    return renderer->RenderReadPixels(renderer, &real_rect,
slouken@5154
  1626
                                      format, pixels, pitch);
slouken@5154
  1627
}
slouken@5154
  1628
slouken@5154
  1629
void
slouken@5154
  1630
SDL_RenderPresent(SDL_Renderer * renderer)
slouken@5154
  1631
{
slouken@5154
  1632
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1633
slouken@6260
  1634
    /* Don't draw while we're hidden */
slouken@6260
  1635
    if (renderer->hidden) {
slouken@6060
  1636
        return;
slouken@6060
  1637
    }
slouken@5154
  1638
    renderer->RenderPresent(renderer);
slouken@5154
  1639
}
slouken@5154
  1640
slouken@5154
  1641
void
slouken@5154
  1642
SDL_DestroyTexture(SDL_Texture * texture)
slouken@5154
  1643
{
slouken@5154
  1644
    SDL_Renderer *renderer;
slouken@5154
  1645
slouken@5154
  1646
    CHECK_TEXTURE_MAGIC(texture, );
slouken@5154
  1647
    texture->magic = NULL;
slouken@5154
  1648
slouken@5154
  1649
    renderer = texture->renderer;
slouken@5154
  1650
    if (texture->next) {
slouken@5154
  1651
        texture->next->prev = texture->prev;
slouken@5154
  1652
    }
slouken@5154
  1653
    if (texture->prev) {
slouken@5154
  1654
        texture->prev->next = texture->next;
slouken@5154
  1655
    } else {
slouken@5154
  1656
        renderer->textures = texture->next;
slouken@5154
  1657
    }
slouken@5154
  1658
slouken@5156
  1659
    if (texture->native) {
slouken@5156
  1660
        SDL_DestroyTexture(texture->native);
slouken@5156
  1661
    }
slouken@5156
  1662
    if (texture->yuv) {
slouken@5156
  1663
        SDL_SW_DestroyYUVTexture(texture->yuv);
slouken@5156
  1664
    }
slouken@5156
  1665
    if (texture->pixels) {
slouken@5156
  1666
        SDL_free(texture->pixels);
slouken@5156
  1667
    }
slouken@5156
  1668
slouken@5154
  1669
    renderer->DestroyTexture(renderer, texture);
slouken@5154
  1670
    SDL_free(texture);
slouken@5154
  1671
}
slouken@5154
  1672
slouken@5154
  1673
void
slouken@5154
  1674
SDL_DestroyRenderer(SDL_Renderer * renderer)
slouken@5154
  1675
{
slouken@5154
  1676
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1677
slouken@5154
  1678
    SDL_DelEventWatch(SDL_RendererEventWatch, renderer);
slouken@5154
  1679
slouken@5154
  1680
    /* Free existing textures for this renderer */
slouken@5154
  1681
    while (renderer->textures) {
slouken@5154
  1682
        SDL_DestroyTexture(renderer->textures);
slouken@5154
  1683
    }
slouken@5154
  1684
slouken@6417
  1685
    if (renderer->window) {
slouken@6417
  1686
        SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL);
slouken@6417
  1687
    }
slouken@5528
  1688
slouken@5154
  1689
    /* It's no longer magical... */
slouken@5154
  1690
    renderer->magic = NULL;
slouken@5154
  1691
slouken@5154
  1692
    /* Free the renderer instance */
slouken@5154
  1693
    renderer->DestroyRenderer(renderer);
slouken@5154
  1694
}
slouken@5154
  1695
gabomdq@6414
  1696
int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
gabomdq@6414
  1697
{
gabomdq@6414
  1698
    SDL_Renderer *renderer;
gabomdq@6414
  1699
gabomdq@6415
  1700
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1701
    renderer = texture->renderer;
gabomdq@6414
  1702
    if (renderer && renderer->GL_BindTexture) {
gabomdq@6414
  1703
        return renderer->GL_BindTexture(renderer, texture, texw, texh);
gabomdq@6414
  1704
    }
gabomdq@6414
  1705
gabomdq@6414
  1706
    SDL_Unsupported();
gabomdq@6414
  1707
    return -1;
gabomdq@6414
  1708
}
gabomdq@6414
  1709
gabomdq@6414
  1710
int SDL_GL_UnbindTexture(SDL_Texture *texture)
gabomdq@6414
  1711
{
gabomdq@6414
  1712
    SDL_Renderer *renderer;
gabomdq@6414
  1713
gabomdq@6415
  1714
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1715
    renderer = texture->renderer;
gabomdq@6414
  1716
    if (renderer && renderer->GL_UnbindTexture) {
gabomdq@6414
  1717
        return renderer->GL_UnbindTexture(renderer, texture);
gabomdq@6414
  1718
    }
gabomdq@6414
  1719
gabomdq@6414
  1720
    SDL_Unsupported();
gabomdq@6414
  1721
    return -1;
gabomdq@6414
  1722
}
gabomdq@6414
  1723
slouken@5154
  1724
/* vi: set ts=4 sw=4 expandtab: */