Commit df94d4c6 authored by Sam Lantinga's avatar Sam Lantinga

The rendering functions take a context so it's clear what window they're...

The rendering functions take a context so it's clear what window they're drawing to.  This also potentially opens to the door to multi-threaded rendering in the future.
parent 52cf8a64
This diff is collapsed.
......@@ -31,7 +31,7 @@
#include "video/SDL_yuv_sw_c.h"
static SDL_Window *SDL_VideoWindow = NULL;
static SDL_RendererInfo SDL_VideoRendererInfo;
static SDL_Renderer *SDL_VideoRenderer = NULL;
static SDL_Texture *SDL_VideoTexture = NULL;
static SDL_Surface *SDL_VideoSurface = NULL;
static SDL_Surface *SDL_ShadowSurface = NULL;
......@@ -467,7 +467,8 @@ SDL_ResizeVideoMode(int width, int height, int bpp, Uint32 flags)
/* Destroy the screen texture and recreate it */
SDL_QueryTexture(SDL_VideoTexture, &format, &access, &w, &h);
SDL_DestroyTexture(SDL_VideoTexture);
SDL_VideoTexture = SDL_CreateTexture(format, access, width, height);
SDL_VideoTexture = SDL_CreateTexture(SDL_VideoRenderer, format,
access, width, height);
if (!SDL_VideoTexture) {
return -1;
}
......@@ -667,20 +668,20 @@ SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags)
}
/* Create a renderer for the window */
if (SDL_CreateRenderer(SDL_VideoWindow, -1, 0) < 0) {
SDL_VideoRenderer = SDL_CreateRenderer(SDL_VideoWindow, -1, 0);
if (!SDL_VideoRenderer) {
return NULL;
}
SDL_GetRendererInfo(&SDL_VideoRendererInfo);
/* Create a texture for the screen surface */
SDL_VideoTexture =
SDL_CreateTexture(desired_format, SDL_TEXTUREACCESS_STREAMING, width,
height);
SDL_VideoTexture = SDL_CreateTexture(SDL_VideoRenderer, desired_format,
SDL_TEXTUREACCESS_STREAMING,
width, height);
if (!SDL_VideoTexture) {
SDL_VideoTexture =
SDL_CreateTexture(desktop_format,
SDL_TEXTUREACCESS_STREAMING, width, height);
SDL_VideoTexture = SDL_CreateTexture(SDL_VideoRenderer, desktop_format,
SDL_TEXTUREACCESS_STREAMING,
width, height);
}
if (!SDL_VideoTexture) {
return NULL;
......@@ -890,8 +891,8 @@ SDL_UpdateRects(SDL_Surface * screen, int numrects, SDL_Rect * rects)
rect.y = 0;
rect.w = screen->w;
rect.h = screen->h;
SDL_RenderCopy(SDL_VideoTexture, &rect, &rect);
SDL_RenderPresent();
SDL_RenderCopy(SDL_VideoRenderer, SDL_VideoTexture, &rect, &rect);
SDL_RenderPresent(SDL_VideoRenderer);
}
}
......@@ -1584,7 +1585,8 @@ SDL_CreateYUVOverlay(int w, int h, Uint32 format, SDL_Surface * display)
}
overlay->hwdata->texture =
SDL_CreateTexture(texture_format, SDL_TEXTUREACCESS_STREAMING, w, h);
SDL_CreateTexture(SDL_VideoRenderer, texture_format,
SDL_TEXTUREACCESS_STREAMING, w, h);
if (overlay->hwdata->texture) {
overlay->hwdata->sw = NULL;
} else {
......@@ -1600,7 +1602,7 @@ SDL_CreateYUVOverlay(int w, int h, Uint32 format, SDL_Surface * display)
SDL_GetCurrentDisplayMode(&current_mode);
texture_format = current_mode.format;
overlay->hwdata->texture =
SDL_CreateTexture(texture_format,
SDL_CreateTexture(SDL_VideoRenderer, texture_format,
SDL_TEXTUREACCESS_STREAMING, w, h);
}
if (!overlay->hwdata->texture) {
......@@ -1688,10 +1690,10 @@ SDL_DisplayYUVOverlay(SDL_Overlay * overlay, SDL_Rect * dstrect)
SDL_SetError("Passed a NULL overlay or dstrect");
return -1;
}
if (SDL_RenderCopy(overlay->hwdata->texture, NULL, dstrect) < 0) {
if (SDL_RenderCopy(SDL_VideoRenderer, overlay->hwdata->texture, NULL, dstrect) < 0) {
return -1;
}
SDL_RenderPresent();
SDL_RenderPresent(SDL_VideoRenderer);
return 0;
}
......
......@@ -106,7 +106,6 @@ SDL_SendWindowEvent(SDL_Window * window, Uint8 windowevent, int data1,
}
window->w = data1;
window->h = data2;
SDL_OnWindowResized(window);
break;
case SDL_WINDOWEVENT_MINIMIZED:
if (window->flags & SDL_WINDOW_MINIMIZED) {
......
......@@ -66,8 +66,8 @@ bytes_per_pixel(const Uint32 format)
static const float inv255f = 1.0f / 255.0f;
static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
static int GL_ActivateRenderer(SDL_Renderer * renderer);
static int GL_DisplayModeChanged(SDL_Renderer * renderer);
static void GL_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_QueryTexturePixels(SDL_Renderer * renderer,
SDL_Texture * texture, void **pixels,
......@@ -277,8 +277,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
return NULL;
}
renderer->ActivateRenderer = GL_ActivateRenderer;
renderer->DisplayModeChanged = GL_DisplayModeChanged;
renderer->WindowEvent = GL_WindowEvent;
renderer->CreateTexture = GL_CreateTexture;
renderer->QueryTexturePixels = GL_QueryTexturePixels;
renderer->SetTexturePalette = GL_SetTexturePalette;
......@@ -408,14 +407,19 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
return renderer;
}
static SDL_GLContext SDL_CurrentContext = NULL;
static int
GL_ActivateRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
SDL_Window *window = renderer->window;
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
return -1;
if (SDL_CurrentContext != data->context) {
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
return -1;
}
SDL_CurrentContext = data->context;
}
if (data->updateSize) {
data->glMatrixMode(GL_PROJECTION);
......@@ -430,14 +434,16 @@ GL_ActivateRenderer(SDL_Renderer * renderer)
return 0;
}
static int
GL_DisplayModeChanged(SDL_Renderer * renderer)
static void
GL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
/* Rebind the context to the window area and update matrices */
data->updateSize = SDL_TRUE;
return GL_ActivateRenderer(renderer);
if (event->event == SDL_WINDOWEVENT_RESIZED) {
/* Rebind the context to the window area and update matrices */
SDL_CurrentContext = NULL;
data->updateSize = SDL_TRUE;
}
}
static __inline__ int
......@@ -717,6 +723,8 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GLuint shader = 0;
GLenum result;
GL_ActivateRenderer(renderer);
if (!convert_format(renderdata, texture->format, &internalFormat,
&format, &type)) {
SDL_SetError("Texture format %s not supported by OpenGL",
......@@ -874,6 +882,8 @@ GL_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
Uint8 *palette;
GL_ActivateRenderer(renderer);
if (!data->palette) {
SDL_SetError("Texture doesn't have a palette");
return -1;
......@@ -938,6 +948,8 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
GLenum result;
GL_ActivateRenderer(renderer);
renderdata->glGetError();
SetupTextureUpdate(renderdata, texture, pitch);
renderdata->glEnable(data->type);
......@@ -1018,6 +1030,8 @@ GL_RenderClear(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_ActivateRenderer(renderer);
data->glClearColor((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
......@@ -1035,6 +1049,8 @@ GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int i;
GL_ActivateRenderer(renderer);
GL_SetBlendMode(data, renderer->blendMode);
data->glColor4f((GLfloat) renderer->r * inv255f,
......@@ -1058,6 +1074,8 @@ GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int i;
GL_ActivateRenderer(renderer);
GL_SetBlendMode(data, renderer->blendMode);
data->glColor4f((GLfloat) renderer->r * inv255f,
......@@ -1126,6 +1144,8 @@ GL_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int i, x, y;
GL_ActivateRenderer(renderer);
GL_SetBlendMode(data, renderer->blendMode);
data->glColor4f((GLfloat) renderer->r * inv255f,
......@@ -1164,6 +1184,8 @@ GL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int i;
GL_ActivateRenderer(renderer);
GL_SetBlendMode(data, renderer->blendMode);
data->glColor4f((GLfloat) renderer->r * inv255f,
......@@ -1189,6 +1211,8 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
int minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GL_ActivateRenderer(renderer);
if (texturedata->dirty.list) {
SDL_DirtyRect *dirty;
void *pixels;
......@@ -1276,6 +1300,8 @@ GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint8 *src, *dst, *tmp;
int length, rows;
GL_ActivateRenderer(renderer);
if (!convert_format(data, pixel_format, &internalFormat, &format, &type)) {
/* FIXME: Do a temp copy to a format that is supported */
SDL_SetError("Unsupported pixel format");
......@@ -1323,6 +1349,8 @@ GL_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint8 *src, *dst, *tmp;
int length, rows;
GL_ActivateRenderer(renderer);
if (!convert_format(data, pixel_format, &internalFormat, &format, &type)) {
/* FIXME: Do a temp copy to a format that is supported */
SDL_SetError("Unsupported pixel format");
......@@ -1360,6 +1388,8 @@ GL_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
static void
GL_RenderPresent(SDL_Renderer * renderer)
{
GL_ActivateRenderer(renderer);
SDL_GL_SwapWindow(renderer->window);
}
......@@ -1369,6 +1399,8 @@ GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
GL_ActivateRenderer(renderer);
if (!data) {
return;
}
......
......@@ -54,8 +54,8 @@ glDrawTexiOES(GLint x, GLint y, GLint z, GLint width, GLint height)
static const float inv255f = 1.0f / 255.0f;
static SDL_Renderer *GLES_CreateRenderer(SDL_Window * window, Uint32 flags);
static int GLES_ActivateRenderer(SDL_Renderer * renderer);
static int GLES_DisplayModeChanged(SDL_Renderer * renderer);
static void GLES_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
static int GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GLES_QueryTexturePixels(SDL_Renderer * renderer,
SDL_Texture * texture, void **pixels,
......@@ -218,8 +218,7 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
return NULL;
}
renderer->ActivateRenderer = GLES_ActivateRenderer;
renderer->DisplayModeChanged = GLES_DisplayModeChanged;
renderer->WindowEvent = GLES_WindowEvent;
renderer->CreateTexture = GLES_CreateTexture;
renderer->QueryTexturePixels = GLES_QueryTexturePixels;
renderer->SetTexturePalette = GLES_SetTexturePalette;
......@@ -311,6 +310,8 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
return renderer;
}
static SDL_GLContext SDL_CurrentContext = NULL;
static int
GLES_ActivateRenderer(SDL_Renderer * renderer)
{
......@@ -318,8 +319,11 @@ GLES_ActivateRenderer(SDL_Renderer * renderer)
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
SDL_Window *window = renderer->window;
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
return -1;
if (SDL_CurrentContext != data->context) {
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
return -1;
}
SDL_CurrentContext = data->context;
}
if (data->updateSize) {
data->glMatrixMode(GL_PROJECTION);
......@@ -334,13 +338,16 @@ GLES_ActivateRenderer(SDL_Renderer * renderer)
return 0;
}
static int
GLES_DisplayModeChanged(SDL_Renderer * renderer)
static void
GLES_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
data->updateSize = SDL_TRUE;
return 0;
if (event->event == SDL_WINDOWEVENT_RESIZED) {
/* Rebind the context to the window area and update matrices */
SDL_CurrentContext = NULL;
data->updateSize = SDL_TRUE;
}
}
static __inline__ int
......@@ -364,6 +371,8 @@ GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
int texture_w, texture_h;
GLenum result;
GLES_ActivateRenderer(renderer);
switch (texture->format) {
case SDL_PIXELFORMAT_RGB24:
internalFormat = GL_RGB;
......@@ -498,6 +507,8 @@ GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
void * temp_ptr;
int i;
GLES_ActivateRenderer(renderer);
renderdata->glGetError();
renderdata->glEnable(data->type);
SetupTextureUpdate(renderdata, texture, pitch);
......@@ -599,6 +610,8 @@ GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int i;
GLshort *vertices;
GLES_ActivateRenderer(renderer);
GLES_SetBlendMode(data, renderer->blendMode);
data->glColor4f((GLfloat) renderer->r * inv255f,
......@@ -626,6 +639,8 @@ GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int i;
GLshort *vertices;
GLES_ActivateRenderer(renderer);
GLES_SetBlendMode(data, renderer->blendMode);
data->glColor4f((GLfloat) renderer->r * inv255f,
......@@ -659,6 +674,8 @@ GLES_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
int i;
GLES_ActivateRenderer(renderer);
GLES_SetBlendMode(data, renderer->blendMode);
data->glColor4f((GLfloat) renderer->r * inv255f,
......@@ -696,6 +713,8 @@ GLES_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
int i;
GLES_ActivateRenderer(renderer);
GLES_SetBlendMode(data, renderer->blendMode);
data->glColor4f((GLfloat) renderer->r * inv255f,
......@@ -739,6 +758,8 @@ GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
void *temp_buffer; /* used for reformatting dirty rect pixels */
void *temp_ptr;
GLES_ActivateRenderer(renderer);
data->glEnable(GL_TEXTURE_2D);
if (texturedata->dirty.list) {
......@@ -859,6 +880,8 @@ GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
static void
GLES_RenderPresent(SDL_Renderer * renderer)
{
GLES_ActivateRenderer(renderer);
SDL_GL_SwapWindow(renderer->window);
}
......@@ -867,6 +890,8 @@ GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
GLES_ActivateRenderer(renderer);
if (!data) {
return;
}
......
......@@ -32,8 +32,8 @@
/* SDL surface based renderer implementation */
static SDL_Renderer *SW_CreateRenderer(SDL_Window * window, Uint32 flags);
static int SW_ActivateRenderer(SDL_Renderer * renderer);
static int SW_DisplayModeChanged(SDL_Renderer * renderer);
static void SW_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
static int SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int SW_QueryTexturePixels(SDL_Renderer * renderer,
SDL_Texture * texture, void **pixels,
......@@ -212,8 +212,7 @@ SW_CreateRenderer(SDL_Window * window, Uint32 flags)
SDL_OutOfMemory();
return NULL;
}
renderer->ActivateRenderer = SW_ActivateRenderer;
renderer->DisplayModeChanged = SW_DisplayModeChanged;
renderer->WindowEvent = SW_WindowEvent;
renderer->RenderDrawPoints = SW_RenderDrawPoints;
renderer->RenderDrawLines = SW_RenderDrawLines;
......@@ -287,47 +286,34 @@ SW_CreateRenderer(SDL_Window * window, Uint32 flags)
return renderer;
}
static int
static SDL_Texture *
SW_ActivateRenderer(SDL_Renderer * renderer)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Window *window = renderer->window;
int i, n;
if (data->renderer && data->renderer->ActivateRenderer) {
if (data->renderer->ActivateRenderer(data->renderer) < 0) {
return -1;
}
}
if (data->updateSize) {
/* Recreate the textures for the new window size */
if (data->texture) {
DestroyTexture(data->renderer, data->texture);
data->texture = 0;
}
data->texture = CreateTexture(data->renderer, data->format,
window->w, window->h);
if (!data->texture) {
return -1;
if (data->texture) {
data->updateSize = SDL_FALSE;
}
data->updateSize = SDL_FALSE;
}
return 0;
return data->texture;
}
static int
SW_DisplayModeChanged(SDL_Renderer * renderer)
static void
SW_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
if (data->renderer && data->renderer->DisplayModeChanged) {
if (data->renderer->DisplayModeChanged(data->renderer) < 0) {
return -1;
}
if (event->event == SDL_WINDOWEVENT_RESIZED) {
data->updateSize = SDL_TRUE;
}
/* Rebind the context to the window area */
data->updateSize = SDL_TRUE;
return SW_ActivateRenderer(renderer);
}
static int
......@@ -496,12 +482,16 @@ SW_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = data->texture;
SDL_Texture *texture = SW_ActivateRenderer(renderer);
SDL_Rect rect;
int i;
int x, y;
int status = 0;
if (!texture) {
return -1;
}
/* Get the smallest rectangle that contains everything */
rect.x = 0;
rect.y = 0;
......@@ -555,12 +545,16 @@ SW_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = data->texture;
SDL_Texture *texture = SW_ActivateRenderer(renderer);
SDL_Rect clip, rect;
int i;
int x1, y1, x2, y2;
int status = 0;
if (!texture) {
return -1;
}
/* Get the smallest rectangle that contains everything */
clip.x = 0;
clip.y = 0;
......@@ -619,12 +613,16 @@ SW_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
int count)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = data->texture;
SDL_Texture *texture = SW_ActivateRenderer(renderer);
SDL_Rect clip, rect;
Uint32 color = 0;
int i;
int status = 0;
if (!texture) {
return -1;
}
clip.x = 0;
clip.y = 0;
clip.w = texture->w;
......@@ -671,12 +669,16 @@ SW_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
int count)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = data->texture;
SDL_Texture *texture = SW_ActivateRenderer(renderer);
SDL_Rect clip, rect;
Uint32 color = 0;
int i;
int status = 0;
if (!texture) {
return -1;
}
clip.x = 0;
clip.y = 0;
clip.w = texture->w;
......@@ -724,6 +726,10 @@ SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
int status;
if (!SW_ActivateRenderer(renderer)) {
return -1;
}
if (data->renderer->LockTexture(data->renderer, data->texture,
dstrect, 1, &data->surface.pixels,
&data->surface.pitch) < 0) {
......@@ -760,6 +766,10 @@ SW_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
if (!SW_ActivateRenderer(renderer)) {
return -1;
}
if (data->renderer->LockTexture(data->renderer, data->texture,
rect, 0, &data->surface.pixels,
&data->surface.pitch) < 0) {
......@@ -780,6 +790,10 @@ SW_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
if (!SW_ActivateRenderer(renderer)) {
return -1;
}
if (data->renderer->LockTexture(data->renderer, data->texture,
rect, 1, &data->surface.pixels,
&data->surface.pitch) < 0) {
......@@ -797,9 +811,13 @@ static void
SW_RenderPresent(SDL_Renderer * renderer)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = data->texture;
SDL_Texture *texture = SW_ActivateRenderer(renderer);
SDL_Rect rect;
if (!texture) {
return;
}
/* Send the data to the display */
rect.x = 0;
rect.y = 0;
......
......@@ -24,6 +24,7 @@
#ifndef _SDL_sysvideo_h
#define _SDL_sysvideo_h
#include "SDL_events.h"
#include "SDL_mouse.h"
#include "SDL_keysym.h"
#include "SDL_render.h"
......@@ -31,7 +32,6 @@
/* The SDL video driver */
typedef struct SDL_Renderer SDL_Renderer;
typedef struct SDL_RenderDriver SDL_RenderDriver;
typedef struct SDL_WindowShaper SDL_WindowShaper;
typedef struct SDL_ShapeDriver SDL_ShapeDriver;
......@@ -61,8 +61,9 @@ struct SDL_Texture
/* Define the SDL renderer structure */
struct SDL_Renderer
{
int (*ActivateRenderer) (SDL_Renderer * renderer);
int (*DisplayModeChanged) (SDL_Renderer * renderer);
const void *magic;
void (*WindowEvent) (SDL_Renderer * renderer, const SDL_WindowEvent *event);
int (*CreateTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
int (*QueryTexturePixels) (SDL_Renderer * renderer, SDL_Texture * texture,
void **pixels, int *pitch);
......@@ -168,7 +169,6 @@ struct SDL_Window
Uint32 flags;
SDL_VideoDisplay *display;
SDL_Renderer *renderer;
SDL_DisplayMode fullscreen_mode;
......@@ -208,8 +208,6 @@ struct SDL_VideoDisplay
SDL_Window *windows;
SDL_Window *fullscreen_window;
SDL_Renderer *current_renderer;
SDL_VideoDevice *device;
void *driverdata;
......@@ -344,6 +342,7 @@ struct SDL_VideoDevice
SDL_VideoDisplay *displays;
int current_display;
Uint8 window_magic;
Uint8 renderer_magic;
Uint8 texture_magic;
Uint32 next_object_id;
char * clipboard_text;
......@@ -439,7 +438,6 @@ extern VideoBootStrap Android_bootstrap;
#endif
#define SDL_CurrentDisplay (&_this->displays[_this->current_display])
#define SDL_CurrentRenderer (SDL_CurrentDisplay->current_renderer)
extern SDL_VideoDevice *SDL_GetVideoDevice(void);
extern int SDL_AddBasicVideoDisplay(const SDL_DisplayMode * desktop_mode);
......@@ -461,7 +459,6 @@ extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
extern void SDL_OnWindowShown(SDL_Window * window);
extern void SDL_OnWindowHidden(SDL_Window * window);
extern void SDL_OnWindowResized(SDL_Window * window);
extern void SDL_OnWindowMinimized(SDL_Window * window);
extern void SDL_OnWindowRestored(SDL_Window * window);
extern void SDL_OnWindowFocusGained(SDL_Window * window);
......
This diff is collapsed.
......@@ -646,7 +646,10 @@ CommonInit(CommonState * state)
state->windows =
(SDL_Window **) SDL_malloc(state->num_windows *
sizeof(*state->windows));
if (!state->windows) {
state->renderers =
(SDL_Renderer **) SDL_malloc(state->num_windows *
sizeof(*state->renderers));
if (!state->windows || !state->renderers) {
fprintf(stderr, "Out of memory!\n");
return SDL_FALSE;
}
......@@ -685,6 +688,8 @@ CommonInit(CommonState * state)
SDL_ShowWindow(state->windows[i]);
state->renderers[i] = NULL;
if (!state->skip_renderer
&& (state->renderdriver
|| !(state->window_flags & SDL_WINDOW_OPENGL))) {
......@@ -707,8 +712,9 @@ CommonInit(CommonState * state)
return SDL_FALSE;
}
}
if (SDL_CreateRenderer
(state->windows[i], m, state->render_flags) < 0) {
state->renderers[i] = SDL_CreateRenderer(state->windows[i],
m, state->render_flags);
if (!state->renderers[i]) {
fprintf(stderr, "Couldn't create renderer: %s\n",
SDL_GetError());
return SDL_FALSE;
......@@ -717,12 +723,11 @@ CommonInit(CommonState * state)
SDL_RendererInfo info;
fprintf(stderr, "Current renderer:\n");
SDL_GetRendererInfo(&info);
SDL_GetRendererInfo(state->renderers[i], &info);
PrintRenderer(&info);
}
}
}
SDL_SelectRenderer(state->windows[0]);
}
if (state->flags & SDL_INIT_AUDIO) {
......@@ -1012,15 +1017,25 @@ CommonEvent(CommonState * state, SDL_Event * event, int *done)
void
CommonQuit(CommonState * state)
{
int i;
if (state->windows) {
SDL_free(state->windows);
}
if (state->renderers) {
for (i = 0; i < state->num_windows; ++i) {
if (state->renderers[i]) {
SDL_DestroyRenderer(state->renderers[i]);
}
}
SDL_free(state->renderers);
}
if (state->flags & SDL_INIT_VIDEO) {
SDL_VideoQuit();
}
if (state->flags & SDL_INIT_AUDIO) {
SDL_AudioQuit();
}
if (state->windows) {
SDL_free(state->windows);
}
SDL_free(state);
}
......
......@@ -39,6 +39,7 @@ typedef struct
const char *renderdriver;
Uint32 render_flags;
SDL_bool skip_renderer;
SDL_Renderer **renderers;
/* Audio info */
const char *audiodriver;
......
......@@ -19,7 +19,7 @@ static int current_color = 255;
static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
void
DrawPoints(SDL_Window * window)
DrawPoints(SDL_Window * window, SDL_Renderer * renderer)
{
int i;
int x, y;
......@@ -28,7 +28,6 @@ DrawPoints(SDL_Window * window)
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_SetRenderDrawBlendMode(blendMode);
for (i = 0; i < num_objects * 4; ++i) {
/* Cycle the color and alpha, if desired */
if (cycle_color) {
......@@ -53,18 +52,17 @@ DrawPoints(SDL_Window * window)
cycle_direction = -cycle_direction;
}
}
SDL_SetRenderDrawColor(255, (Uint8) current_color,
SDL_SetRenderDrawColor(renderer, 255, (Uint8) current_color,
(Uint8) current_color, (Uint8) current_alpha);
x = rand() % window_w;
y = rand() % window_h;
SDL_RenderDrawPoint(x, y);
SDL_RenderDrawPoint(renderer, x, y);
}
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
}
void
DrawLines(SDL_Window * window)
DrawLines(SDL_Window * window, SDL_Renderer * renderer)
{
int i;
int x1, y1, x2, y2;
......@@ -73,7 +71,6 @@ DrawLines(SDL_Window * window)
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_SetRenderDrawBlendMode(blendMode);
for (i = 0; i < num_objects; ++i) {
/* Cycle the color and alpha, if desired */
if (cycle_color) {
......@@ -98,27 +95,26 @@ DrawLines(SDL_Window * window)
cycle_direction = -cycle_direction;
}
}
SDL_SetRenderDrawColor(255, (Uint8) current_color,
SDL_SetRenderDrawColor(renderer, 255, (Uint8) current_color,
(Uint8) current_color, (Uint8) current_alpha);
if (i == 0) {
SDL_RenderDrawLine(0, 0, window_w - 1, window_h - 1);
SDL_RenderDrawLine(0, window_h - 1, window_w - 1, 0);
SDL_RenderDrawLine(0, window_h / 2, window_w - 1, window_h / 2);
SDL_RenderDrawLine(window_w / 2, 0, window_w / 2, window_h - 1);
SDL_RenderDrawLine(renderer, 0, 0, window_w - 1, window_h - 1);
SDL_RenderDrawLine(renderer, 0, window_h - 1, window_w - 1, 0);
SDL_RenderDrawLine(renderer, 0, window_h / 2, window_w - 1, window_h / 2);
SDL_RenderDrawLine(renderer, window_w / 2, 0, window_w / 2, window_h - 1);
} else {
x1 = (rand() % (window_w*2)) - window_w;
x2 = (rand() % (window_w*2)) - window_w;
y1 = (rand() % (window_h*2)) - window_h;
y2 = (rand() % (window_h*2)) - window_h;
SDL_RenderDrawLine(x1, y1, x2, y2);
SDL_RenderDrawLine(renderer, x1, y1, x2, y2);
}
}
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
}
void
DrawRects(SDL_Window * window)
DrawRects(SDL_Window * window, SDL_Renderer * renderer)
{
int i;
SDL_Rect rect;
......@@ -127,7 +123,6 @@ DrawRects(SDL_Window * window)
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_SetRenderDrawBlendMode(blendMode);
for (i = 0; i < num_objects / 4; ++i) {
/* Cycle the color and alpha, if desired */
if (cycle_color) {
......@@ -152,16 +147,15 @@ DrawRects(SDL_Window * window)
cycle_direction = -cycle_direction;
}
}
SDL_SetRenderDrawColor(255, (Uint8) current_color,
SDL_SetRenderDrawColor(renderer, 255, (Uint8) current_color,
(Uint8) current_color, (Uint8) current_alpha);
rect.w = rand() % (window_h / 2);
rect.h = rand() % (window_h / 2);
rect.x = (rand() % (window_w*2) - window_w) - (rect.w / 2);
rect.y = (rand() % (window_h*2) - window_h) - (rect.h / 2);
SDL_RenderFillRect(&rect);
SDL_RenderFillRect(renderer, &rect);
}
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
}
int
......@@ -223,9 +217,10 @@ main(int argc, char *argv[])
/* Create the windows and initialize the renderers */
for (i = 0; i < state->num_windows; ++i) {
SDL_SelectRenderer(state->windows[i]);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
SDL_Renderer *renderer = state->renderers[i];
SDL_SetRenderDrawBlendMode(renderer, blendMode);
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
}
srand((unsigned int)time(NULL));
......@@ -239,30 +234,17 @@ main(int argc, char *argv[])
++frames;
while (SDL_PollEvent(&event)) {
CommonEvent(state, &event, &done);
switch (event.type) {
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_EXPOSED:
SDL_SelectRenderer(SDL_GetWindowFromID(event.window.windowID));
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
break;
}
break;
default:
break;
}
}
for (i = 0; i < state->num_windows; ++i) {
SDL_SelectRenderer(state->windows[i]);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
SDL_Renderer *renderer = state->renderers[i];
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
DrawRects(state->windows[i]);
DrawLines(state->windows[i]);
DrawPoints(state->windows[i]);
DrawRects(state->windows[i], renderer);
DrawLines(state->windows[i], renderer);
DrawPoints(state->windows[i], renderer);
SDL_RenderPresent();
SDL_RenderPresent(renderer);
}
}
......
......@@ -20,7 +20,7 @@ static int current_color = 255;
static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
void
DrawPoints(SDL_Window * window)
DrawPoints(SDL_Window * window, SDL_Renderer * renderer)
{
int i;
int x, y;
......@@ -29,7 +29,6 @@ DrawPoints(SDL_Window * window)
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_SetRenderDrawBlendMode(blendMode);
for (i = 0; i < num_objects * 4; ++i) {
/* Cycle the color and alpha, if desired */
if (cycle_color) {
......@@ -54,14 +53,13 @@ DrawPoints(SDL_Window * window)
cycle_direction = -cycle_direction;
}
}
SDL_SetRenderDrawColor(255, (Uint8) current_color,
SDL_SetRenderDrawColor(renderer, 255, (Uint8) current_color,
(Uint8) current_color, (Uint8) current_alpha);
x = rand() % window_w;
y = rand() % window_h;
SDL_RenderDrawPoint(x, y);
SDL_RenderDrawPoint(renderer, x, y);
}
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
}
#define MAX_LINES 16
......@@ -86,7 +84,7 @@ add_line(int x1, int y1, int x2, int y2)
void
DrawLines(SDL_Window * window)
DrawLines(SDL_Window * window, SDL_Renderer * renderer)
{
int i;
int x1, y1, x2, y2;
......@@ -95,20 +93,18 @@ DrawLines(SDL_Window * window)
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_SetRenderDrawBlendMode(blendMode);
for (i = 0; i < num_lines; ++i) {
SDL_SetRenderDrawColor(255, 255, 255, 255);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
if (i == -1) {
SDL_RenderDrawLine(0, 0, window_w - 1, window_h - 1);
SDL_RenderDrawLine(0, window_h - 1, window_w - 1, 0);
SDL_RenderDrawLine(0, window_h / 2, window_w - 1, window_h / 2);
SDL_RenderDrawLine(window_w / 2, 0, window_w / 2, window_h - 1);
SDL_RenderDrawLine(renderer, 0, 0, window_w - 1, window_h - 1);
SDL_RenderDrawLine(renderer, 0, window_h - 1, window_w - 1, 0);
SDL_RenderDrawLine(renderer, 0, window_h / 2, window_w - 1, window_h / 2);
SDL_RenderDrawLine(renderer, window_w / 2, 0, window_w / 2, window_h - 1);
} else {
SDL_RenderDrawLine(lines[i].x, lines[i].y, lines[i].w, lines[i].h);
SDL_RenderDrawLine(renderer, lines[i].x, lines[i].y, lines[i].w, lines[i].h);
}
}
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
}
#define MAX_RECTS 16
......@@ -139,7 +135,7 @@ add_rect(int x1, int y1, int x2, int y2)
}
static void
DrawRects(SDL_Window * window)
DrawRects(SDL_Window * window, SDL_Renderer * renderer)
{
int i;
int window_w, window_h;
......@@ -147,24 +143,20 @@ DrawRects(SDL_Window * window)
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
for (i = 0; i < num_rects; ++i) {
SDL_SetRenderDrawColor(255, 127, 0, 255);
SDL_RenderFillRect(&rects[i]);
SDL_SetRenderDrawColor(renderer, 255, 127, 0, 255);
SDL_RenderFillRect(renderer, &rects[i]);
}
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
}
static void
DrawRectLineIntersections(SDL_Window * window)
DrawRectLineIntersections(SDL_Window * window, SDL_Renderer * renderer)
{
int i, j, window_w, window_h;
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
for (i = 0; i < num_rects; i++)
for (j = 0; j < num_lines; j++) {
int x1, y1, x2, y2;
......@@ -177,31 +169,25 @@ DrawRectLineIntersections(SDL_Window * window)
y2 = lines[j].h;
if (SDL_IntersectRectAndLine(&r, &x1, &y1, &x2, &y2)) {
SDL_SetRenderDrawColor(0, 255, 55, 255);
SDL_RenderDrawLine(x1, y1, x2, y2);
SDL_SetRenderDrawColor(renderer, 0, 255, 55, 255);
SDL_RenderDrawLine(renderer, x1, y1, x2, y2);
}
}
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
}
static void
DrawRectRectIntersections(SDL_Window * window)
DrawRectRectIntersections(SDL_Window * window, SDL_Renderer * renderer)
{
int i, j;
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
for (i = 0; i < num_rects; i++)
for (j = i + 1; j < num_rects; j++) {
SDL_Rect r;
if (SDL_IntersectRect(&rects[i], &rects[j], &r)) {
SDL_SetRenderDrawColor(255, 200, 0, 255);
SDL_RenderFillRect(&r);
SDL_SetRenderDrawColor(renderer, 255, 200, 0, 255);
SDL_RenderFillRect(renderer, &r);
}
}
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
}
int
......@@ -264,9 +250,10 @@ main(int argc, char *argv[])
/* Create the windows and initialize the renderers */
for (i = 0; i < state->num_windows; ++i) {
SDL_SelectRenderer(state->windows[i]);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
SDL_Renderer *renderer = state->renderers[i];
SDL_SetRenderDrawBlendMode(renderer, blendMode);
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
}
srand(time(NULL));
......@@ -311,31 +298,22 @@ main(int argc, char *argv[])
break;
}
break;
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_EXPOSED:
SDL_SelectRenderer(SDL_GetWindowFromID(event.window.windowID));
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
break;
}
break;
default:
break;
}
}
for (i = 0; i < state->num_windows; ++i) {
SDL_SelectRenderer(state->windows[i]);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
SDL_Renderer *renderer = state->renderers[i];
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
DrawRects(state->windows[i]);
DrawPoints(state->windows[i]);
DrawRectRectIntersections(state->windows[i]);
DrawLines(state->windows[i]);
DrawRectLineIntersections(state->windows[i]);
DrawRects(state->windows[i], renderer);
DrawPoints(state->windows[i], renderer);
DrawRectRectIntersections(state->windows[i], renderer);
DrawLines(state->windows[i], renderer);
DrawRectLineIntersections(state->windows[i], renderer);
SDL_RenderPresent();
SDL_RenderPresent(renderer);
}
}
......
This diff is collapsed.
......@@ -6,8 +6,8 @@
#include "common.h"
#define NUM_SPRITES 100
#define MAX_SPEED 1
#define NUM_SPRITES 100
#define MAX_SPEED 1
static CommonState *state;
static int num_sprites;
......@@ -76,12 +76,12 @@ LoadSprite(char *file)
/* Create textures from the image */
for (i = 0; i < state->num_windows; ++i) {
SDL_SelectRenderer(state->windows[i]);
sprites[i] = SDL_CreateTextureFromSurface(0, temp);
SDL_Renderer *renderer = state->renderers[i];
sprites[i] = SDL_CreateTextureFromSurface(renderer, 0, temp);
if (!sprites[i]) {
SDL_SetColorKey(temp, 0, 0);
sprites[i] = SDL_CreateTextureFromSurface(0, temp);
}
SDL_SetColorKey(temp, 0, 0);
sprites[i] = SDL_CreateTextureFromSurface(renderer, 0, temp);
}
if (!sprites[i]) {
fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
SDL_FreeSurface(temp);
......@@ -96,15 +96,13 @@ LoadSprite(char *file)
}
void
MoveSprites(SDL_Window * window, SDL_Texture * sprite)
MoveSprites(SDL_Window * window, SDL_Renderer * renderer, SDL_Texture * sprite)
{
int i, n;
int window_w, window_h;
SDL_Rect temp;
SDL_Rect *position, *velocity;
SDL_SelectRenderer(window);
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
......@@ -136,55 +134,55 @@ MoveSprites(SDL_Window * window, SDL_Texture * sprite)
}
/* Draw a gray background */
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
/* Test points */
SDL_SetRenderDrawColor(0xFF, 0x00, 0x00, 0xFF);
SDL_RenderDrawPoint(0, 0);
SDL_RenderDrawPoint(window_w-1, 0);
SDL_RenderDrawPoint(0, window_h-1);
SDL_RenderDrawPoint(window_w-1, window_h-1);
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderDrawPoint(renderer, 0, 0);
SDL_RenderDrawPoint(renderer, window_w-1, 0);
SDL_RenderDrawPoint(renderer, 0, window_h-1);
SDL_RenderDrawPoint(renderer, window_w-1, window_h-1);
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(1, 0, window_w-2, 0);
SDL_RenderDrawLine(1, window_h-1, window_w-2, window_h-1);
SDL_RenderDrawLine(0, 1, 0, window_h-2);
SDL_RenderDrawLine(window_w-1, 1, window_w-1, window_h-2);
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, 1, 0, window_w-2, 0);
SDL_RenderDrawLine(renderer, 1, window_h-1, window_w-2, window_h-1);
SDL_RenderDrawLine(renderer, 0, 1, 0, window_h-2);
SDL_RenderDrawLine(renderer, window_w-1, 1, window_w-1, window_h-2);
/* Test fill and copy */
SDL_SetRenderDrawColor(0xFF, 0xFF, 0xFF, 0xFF);
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
temp.x = 1;
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(&temp);
SDL_RenderCopy(sprite, NULL, &temp);
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = window_w-sprite_w-1;
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(&temp);
SDL_RenderCopy(sprite, NULL, &temp);
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = 1;
temp.y = window_h-sprite_h-1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(&temp);
SDL_RenderCopy(sprite, NULL, &temp);
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = window_w-sprite_w-1;
temp.y = window_h-sprite_h-1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(&temp);
SDL_RenderCopy(sprite, NULL, &temp);
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
/* Test diagonal lines */
SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(sprite_w, sprite_h,
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
window_w-sprite_w-2, window_h-sprite_h-2);
SDL_RenderDrawLine(window_w-sprite_w-2, sprite_h,
SDL_RenderDrawLine(renderer, window_w-sprite_w-2, sprite_h,
sprite_w, window_h-sprite_h-2);
/* Move the sprite, bounce at the wall, and draw */
......@@ -204,11 +202,11 @@ MoveSprites(SDL_Window * window, SDL_Texture * sprite)
}
/* Blit the sprite onto the screen */
SDL_RenderCopy(sprite, NULL, position);
SDL_RenderCopy(renderer, sprite, NULL, position);
}
/* Update the screen! */
SDL_RenderPresent();
SDL_RenderPresent(renderer);
}
int
......@@ -276,9 +274,9 @@ main(int argc, char *argv[])
quit(2);
}
for (i = 0; i < state->num_windows; ++i) {
SDL_SelectRenderer(state->windows[i]);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
SDL_Renderer *renderer = state->renderers[i];
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
}
if (LoadSprite("icon.bmp") < 0) {
quit(2);
......@@ -314,22 +312,9 @@ main(int argc, char *argv[])
++frames;
while (SDL_PollEvent(&event)) {
CommonEvent(state, &event, &done);
switch (event.type) {
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_EXPOSED:
SDL_SelectRenderer(SDL_GetWindowFromID(event.window.windowID));
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
break;
}
break;
default:
break;
}
}
for (i = 0; i < state->num_windows; ++i) {
MoveSprites(state->windows[i], sprites[i]);
MoveSprites(state->windows[i], state->renderers[i], sprites[i]);
}
}
......@@ -340,7 +325,7 @@ main(int argc, char *argv[])
printf("%2.2f frames per second\n", fps);
}
quit(0);
return 0;
return 0;
}
/* vi: set ts=4 sw=4 expandtab: */
......@@ -24,7 +24,7 @@ quit(int rc)
}
int
LoadSprite(char *file)
LoadSprite(char *file, SDL_Renderer *renderer)
{
SDL_Surface *temp;
......@@ -60,10 +60,10 @@ LoadSprite(char *file)
}
/* Create textures from the image */
sprite = SDL_CreateTextureFromSurface(0, temp);
sprite = SDL_CreateTextureFromSurface(renderer, 0, temp);
if (!sprite) {
SDL_SetColorKey(temp, 0, 0);
sprite = SDL_CreateTextureFromSurface(0, temp);
sprite = SDL_CreateTextureFromSurface(renderer, 0, temp);
}
if (!sprite) {
fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
......@@ -77,7 +77,7 @@ LoadSprite(char *file)
}
void
MoveSprites(SDL_Window * window, SDL_Texture * sprite)
MoveSprites(SDL_Window * window, SDL_Renderer * renderer, SDL_Texture * sprite)
{
int i;
int window_w = WINDOW_WIDTH;
......@@ -85,8 +85,8 @@ MoveSprites(SDL_Window * window, SDL_Texture * sprite)
SDL_Rect *position, *velocity;
/* Draw a gray background */
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
/* Move the sprite, bounce at the wall, and draw */
for (i = 0; i < NUM_SPRITES; ++i) {
......@@ -104,17 +104,18 @@ MoveSprites(SDL_Window * window, SDL_Texture * sprite)
}
/* Blit the sprite onto the screen */
SDL_RenderCopy(sprite, NULL, position);
SDL_RenderCopy(renderer, sprite, NULL, position);
}
/* Update the screen! */
SDL_RenderPresent();
SDL_RenderPresent(renderer);
}
int
main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Renderer *renderer;
int i, done;
SDL_Event event;
......@@ -127,7 +128,12 @@ main(int argc, char *argv[])
quit(2);
}
if (LoadSprite("icon.bmp") < 0) {
renderer = SDL_CreateRenderer(window, -1, 0);
if (!renderer) {
quit(2);
}
if (LoadSprite("icon.bmp", renderer) < 0) {
quit(2);
}
......@@ -155,7 +161,7 @@ main(int argc, char *argv[])
done = 1;
}
}
MoveSprites(window, sprite);
MoveSprites(window, renderer, sprite);
}
quit(0);
......
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