Mercurial > fife-parpg
view engine/core/video/sdl/renderbackendsdl.cpp @ 343:8e71629c4c43
Several changes to layer, camera and map dialogs:
* Renamed CameraEditor and LayerEditor to CameraDialog and LayerDialog
* Moved CameraDialog and LayerDialog into their own modules in scripts.gui so other components can use them.
* Prettier camera dialog
* Added LayerDialog to map wizard
author | cheesesucker@33b003aa-7bff-0310-803a-e67f0ece8222 |
---|---|
date | Tue, 25 Aug 2009 01:21:00 +0000 |
parents | 18c2a21ac0ad |
children | ad7969d9460b |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ // Standard C++ library includes // 3rd party library includes #include <SDL.h> // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder #include "util/base/exception.h" #include "util/math/fife_math.h" #include "util/log/logger.h" #include "renderbackendsdl.h" #include "sdlimage.h" #include "SDL_image.h" namespace FIFE { static Logger _log(LM_VIDEO); RenderBackendSDL::RenderBackendSDL() : RenderBackend() { } RenderBackendSDL::~RenderBackendSDL() { deinit(); } const std::string& RenderBackendSDL::getName() const { static std::string backend_name = "SDL"; return backend_name; } void RenderBackendSDL::init() { if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) throw SDLException(SDL_GetError()); SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); // temporary hack } Image* RenderBackendSDL::createMainScreen(unsigned int width, unsigned int height, unsigned char bitsPerPixel, bool fs, const std::string& title, const std::string& icon) { Uint32 flags = 0; if (fs) { flags |= SDL_FULLSCREEN; } if(icon != "") { SDL_Surface *img = IMG_Load(icon.c_str()); if(img != NULL) { SDL_WM_SetIcon(img, 0); } } SDL_Surface* screen = NULL; if( 0 == bitsPerPixel ) { /// autodetect best mode unsigned char possibleBitsPerPixel[] = {16, 24, 32, 0}; int i = 0; while( true ) { bitsPerPixel = possibleBitsPerPixel[i]; if( !bitsPerPixel ) { // Last try, sometimes VideoModeOK seems to lie. // Try bpp=0 screen = SDL_SetVideoMode(width, height, bitsPerPixel, flags); if( !screen ) { throw SDLException("Videomode not available"); } break; } bitsPerPixel = SDL_VideoModeOK(width, height, bitsPerPixel, flags); if ( bitsPerPixel ) { screen = SDL_SetVideoMode(width, height, bitsPerPixel, flags); if( screen ) { break; } } ++i; } } else { if ( !SDL_VideoModeOK(width, height, bitsPerPixel, flags) ) { throw SDLException("Videomode not available"); } screen = SDL_SetVideoMode(width, height, bitsPerPixel, flags); } FL_LOG(_log, LMsg("RenderBackendSDL") << "Videomode " << width << "x" << height << " at " << int(screen->format->BitsPerPixel) << " bpp"); SDL_WM_SetCaption(title.c_str(), NULL); if (!screen) { throw SDLException(SDL_GetError()); } m_screen = new SDLImage(screen); return m_screen; } void RenderBackendSDL::startFrame() { SDL_FillRect(m_screen->getSurface(), 0, 0x00); } void RenderBackendSDL::endFrame() { SDL_Flip(m_screen->getSurface()); } Image* RenderBackendSDL::createImage(SDL_Surface* surface) { return new SDLImage(surface); } Image* RenderBackendSDL::createImage(const uint8_t* data, unsigned int width, unsigned int height) { return new SDLImage(data, width, height); } bool RenderBackendSDL::putPixel(int x, int y, int r, int g, int b) { return static_cast<SDLImage*>(m_screen)->putPixel(x, y, r, g, b); } void RenderBackendSDL::drawLine(const Point& p1, const Point& p2, int r, int g, int b) { static_cast<SDLImage*>(m_screen)->drawLine(p1, p2, r, g, b); } void RenderBackendSDL::drawQuad(const Point& p1, const Point& p2, const Point& p3, const Point& p4, int r, int g, int b) { static_cast<SDLImage*>(m_screen)->drawQuad(p1, p2, p3, p4, r, g, b); } }