view engine/core/video/renderbackend.cpp @ 668:e8a799239384

* This fixes the case were the engine would clear the screen twice The editor and demos now suffer from a problem where if a map is not loaded the screen doesnt get cleared and you see traces of the UI from previous frames. For now the editor, RPG demo and Shooter force the engine to clear the screen every frame. This is not ideal as once a map is loaded they will be clearing the screen twice per frame.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Mon, 08 Nov 2010 20:37:31 +0000
parents 01acc9fc35ea
children 46258f467c8c
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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

// 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 "renderbackend.h"
#include "video/devicecaps.h"

namespace FIFE {


	RenderBackend::RenderBackend(const SDL_Color& colorkey):
		m_screen(NULL),
		m_clear(false),
		m_isalphaoptimized(false),
		m_iscolorkeyenabled(false),
		m_colorkey(colorkey) {
	}


	RenderBackend::~RenderBackend() {
	}

	void RenderBackend::deinit() {
		delete m_screen;
		m_screen = NULL;
		SDL_QuitSubSystem(SDL_INIT_VIDEO);
	}

	void RenderBackend::captureScreen(const std::string& filename) {
		m_screen->saveImage(filename);
	}

	void RenderBackend::pushClipArea(const Rect& cliparea, bool clear) {
		assert(m_screen);
		m_screen->pushClipArea(cliparea, clear);
	}

	void RenderBackend::popClipArea() {
		assert(m_screen);
		m_screen->popClipArea();
	}

	const Rect& RenderBackend::getClipArea() const {
		assert(m_screen);
		return m_screen->getClipArea();
	}

	SDL_Surface* RenderBackend::getSurface() {
		assert(m_screen);
		return m_screen->getSurface();
	}

	const ScreenMode& RenderBackend::getCurrentScreenMode() const{
		return m_screenMode;
	}

	unsigned int RenderBackend::getWidth() const {
		assert(m_screen);
		return m_screen->getWidth();
	}

	unsigned int RenderBackend::getHeight() const {
		assert(m_screen);
		return m_screen->getHeight();
	}

	const Rect& RenderBackend::getArea() {
		assert(m_screen);
		SDL_Surface* s = m_screen->getSurface();
		static Rect r(0, 0, s->w, s->h);
		return r;
	}

	void RenderBackend::getPixelRGBA(int x, int y, uint8_t* r, uint8_t* g, uint8_t* b, uint8_t* a) {
		assert(m_screen);
		m_screen->getPixelRGBA(x, y, r, g, b, a);
	}

	void RenderBackend::saveImage(const std::string& filename) {
		assert(m_screen);
		m_screen->saveImage(filename);
	}

	void RenderBackend::setAlphaOptimizerEnabled(bool enabled) {
		assert(m_screen);
		m_screen->setAlphaOptimizerEnabled(enabled);
	}

	bool RenderBackend::isAlphaOptimizerEnabled() {
		assert(m_screen);
		return m_screen->isAlphaOptimizerEnabled();
	}

	void RenderBackend::setColorKeyEnabled(bool colorkeyenable) {
		m_iscolorkeyenabled = colorkeyenable;
	}

	bool RenderBackend::isColorKeyEnabled() const {
		return m_iscolorkeyenabled;
	}

	void RenderBackend::setColorKey(const SDL_Color& colorkey) {
		m_colorkey = colorkey;
	}

	const SDL_Color& RenderBackend::getColorKey() const {
		return m_colorkey;
	}
}