ref: f6f3c26a3bcecad3ef2c7094725386f63e8d71d6
parent: 48b7a878ba3d69097909ade07d6d6e1f5d3bda82
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Jan 22 17:31:19 EST 2020
Converted SDLTexture renderer
--- a/src/Backends/Rendering/SDLTexture.cpp
+++ b/src/Backends/Rendering/SDLTexture.cpp
@@ -13,6 +13,7 @@
#include "../../Draw.h"
#include "../../Ending.h"
#include "../../MapName.h"
+#include "../../Resource.h"
#include "../../TextScr.h"
typedef struct Backend_Surface
@@ -34,6 +35,7 @@
unsigned int height;
} Backend_Glyph;
+static SDL_Window *window;
static SDL_Renderer *renderer;
static Backend_Surface framebuffer;
@@ -54,13 +56,8 @@
sdl_rect->h = 0;
}
-SDL_Window* Backend_CreateWindow(const char *title, int width, int height)
+Backend_Surface* Backend_Init(const char *title, int width, int height, BOOL fullscreen)
{
- return SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, 0);
-}
-
-Backend_Surface* Backend_Init(SDL_Window *window)
-{
#ifndef NDEBUG
puts("Available SDL2 render drivers:");
@@ -72,35 +69,55 @@
}
#endif
-#if SDL_VERSION_ATLEAST(2,0,10)
- SDL_SetHint(SDL_HINT_RENDER_BATCHING, "1"); // We never interfere with the renderer, so don't let SDL implicitly disable batching
-#endif
+ window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, 0);
- renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
+ if (window != NULL)
+ {
+ #ifndef _WIN32 // On Windows, we use native icons instead (so we can give the taskbar and window separate icons, like the original EXE does)
+ size_t resource_size;
+ const unsigned char *resource_data = FindResource("ICON_MINI", "ICON", &resource_size);
+ SDL_RWops *rwops = SDL_RWFromConstMem(resource_data, resource_size);
+ SDL_Surface *icon_surface = SDL_LoadBMP_RW(rwops, 1);
+ SDL_SetWindowIcon(window, icon_surface);
+ SDL_FreeSurface(icon_surface);
+ #endif
- if (renderer == NULL)
- return NULL;
+ if (fullscreen)
+ SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
-#ifndef NDEBUG
- SDL_RendererInfo info;
- SDL_GetRendererInfo(renderer, &info);
- printf("Selected SDL2 render driver: %s\n", info.name);
-#endif
+ #if SDL_VERSION_ATLEAST(2,0,10)
+ SDL_SetHint(SDL_HINT_RENDER_BATCHING, "1"); // We never interfere with the renderer, so don't let SDL implicitly disable batching
+ #endif
- int width, height;
- SDL_GetRendererOutputSize(renderer, &width, &height);
- framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
+ renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
- if (framebuffer.texture == NULL)
- {
- SDL_DestroyRenderer(renderer);
- return NULL;
- }
+ if (renderer != NULL)
+ {
+ #ifndef NDEBUG
+ SDL_RendererInfo info;
+ SDL_GetRendererInfo(renderer, &info);
+ printf("Selected SDL2 render driver: %s\n", info.name);
+ #endif
- framebuffer.width = width;
- framebuffer.height = height;
+ int width, height;
+ SDL_GetRendererOutputSize(renderer, &width, &height);
+ framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
- return &framebuffer;
+ if (framebuffer.texture != NULL)
+ {
+ framebuffer.width = width;
+ framebuffer.height = height;
+
+ return &framebuffer;
+ }
+
+ SDL_DestroyRenderer(renderer);
+ }
+
+ SDL_DestroyWindow(window);
+ }
+
+ return NULL;
}
void Backend_Deinit(void)
@@ -107,6 +124,7 @@
{
SDL_DestroyTexture(framebuffer.texture);
SDL_DestroyRenderer(renderer);
+ SDL_DestroyWindow(window);
}
void Backend_DrawScreen(void)
--
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