Mercurial > sdl-ios-xcode
annotate src/video/nds/SDL_ndsrender.c @ 2804:7af8c4ad427e
Fixed crash in glTexSubImage2D() with testoverlay on Mac OS X.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 29 Nov 2008 06:29:33 +0000 |
parents | 204be4fc2726 |
children | 27cb878a278e |
rev | line source |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
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3 Copyright (C) 1997-2006 Sam Lantinga |
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 |
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23 #include <stdio.h> |
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24 #include <stdlib.h> |
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25 #include <nds.h> |
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26 #include <nds/arm9/video.h> |
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27 #include <nds/arm9/sprite.h> |
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28 #include <nds/arm9/trig_lut.h> |
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29 |
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30 #include "SDL_config.h" |
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31 |
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32 #include "SDL_video.h" |
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33 #include "../SDL_sysvideo.h" |
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34 #include "../SDL_yuv_sw_c.h" |
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35 #include "../SDL_renderer_sw.h" |
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36 |
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37 /* NDS sprite-related functions */ |
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38 #define SPRITE_DMA_CHANNEL 3 |
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39 #define SPRITE_ANGLE_MASK 0x01FF |
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40 |
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41 void |
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42 NDS_OAM_Update(tOAM * oam, int sub) |
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43 { |
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44 DC_FlushAll(); |
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45 dmaCopyHalfWords(SPRITE_DMA_CHANNEL, oam->spriteBuffer, |
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46 sub ? OAM_SUB : OAM, SPRITE_COUNT * sizeof(SpriteEntry)); |
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47 } |
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48 |
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49 void |
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50 NDS_OAM_RotateSprite(SpriteRotation * spriteRotation, u16 angle) |
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51 { |
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52 s16 s = SIN[angle & SPRITE_ANGLE_MASK] >> 4; |
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53 s16 c = COS[angle & SPRITE_ANGLE_MASK] >> 4; |
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54 |
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55 spriteRotation->hdx = c; |
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56 spriteRotation->hdy = s; |
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57 spriteRotation->vdx = -s; |
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58 spriteRotation->vdy = c; |
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59 } |
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60 |
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61 void |
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62 NDS_OAM_Init(tOAM * oam, int sub) |
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63 { |
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64 int i; |
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65 for (i = 0; i < SPRITE_COUNT; i++) { |
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66 oam->spriteBuffer[i].attribute[0] = ATTR0_DISABLED; |
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67 oam->spriteBuffer[i].attribute[1] = 0; |
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68 oam->spriteBuffer[i].attribute[2] = 0; |
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69 } |
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70 for (i = 0; i < MATRIX_COUNT; i++) { |
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71 NDS_OAM_RotateSprite(&(oam->matrixBuffer[i]), 0); |
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72 } |
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73 swiWaitForVBlank(); |
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74 NDS_OAM_Update(oam, sub); |
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75 } |
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76 |
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77 void |
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78 NDS_OAM_HideSprite(SpriteEntry * spriteEntry) |
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79 { |
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80 spriteEntry->isRotoscale = 0; |
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81 spriteEntry->isHidden = 1; |
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82 } |
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83 |
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84 void |
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85 NDS_OAM_ShowSprite(SpriteEntry * spriteEntry, int affine, int double_bound) |
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86 { |
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87 if (affine) { |
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88 spriteEntry->isRotoscale = 1; |
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89 spriteEntry->rsDouble = double_bound; |
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90 } else { |
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91 spriteEntry->isHidden = 0; |
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92 } |
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93 } |
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94 |
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95 |
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96 /* SDL NDS renderer implementation */ |
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97 |
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98 static SDL_Renderer *NDS_CreateRenderer(SDL_Window * window, Uint32 flags); |
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99 static int NDS_ActivateRenderer(SDL_Renderer * renderer); |
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100 static int NDS_DisplayModeChanged(SDL_Renderer * renderer); |
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101 static int NDS_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture); |
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102 static int NDS_QueryTexturePixels(SDL_Renderer * renderer, |
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103 SDL_Texture * texture, void **pixels, |
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104 int *pitch); |
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105 static int NDS_SetTexturePalette(SDL_Renderer * renderer, |
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106 SDL_Texture * texture, |
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107 const SDL_Color * colors, int firstcolor, |
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108 int ncolors); |
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109 static int NDS_GetTexturePalette(SDL_Renderer * renderer, |
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110 SDL_Texture * texture, SDL_Color * colors, |
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111 int firstcolor, int ncolors); |
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112 static int NDS_SetTextureColorMod(SDL_Renderer * renderer, |
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113 SDL_Texture * texture); |
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114 static int NDS_SetTextureAlphaMod(SDL_Renderer * renderer, |
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115 SDL_Texture * texture); |
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116 static int NDS_SetTextureBlendMode(SDL_Renderer * renderer, |
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117 SDL_Texture * texture); |
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118 static int NDS_SetTextureScaleMode(SDL_Renderer * renderer, |
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119 SDL_Texture * texture); |
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120 static int NDS_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
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121 const SDL_Rect * rect, const void *pixels, |
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122 int pitch); |
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123 static int NDS_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
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124 const SDL_Rect * rect, int markDirty, |
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125 void **pixels, int *pitch); |
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126 static void NDS_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); |
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127 static void NDS_DirtyTexture(SDL_Renderer * renderer, |
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128 SDL_Texture * texture, int numrects, |
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129 const SDL_Rect * rects); |
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130 static int NDS_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, |
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131 Uint8 b, Uint8 a, const SDL_Rect * rect); |
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132 static int NDS_RenderCopy(SDL_Renderer * renderer, |
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133 SDL_Texture * texture, |
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134 const SDL_Rect * srcrect, const SDL_Rect * dstrect); |
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135 static void NDS_RenderPresent(SDL_Renderer * renderer); |
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136 static void NDS_DestroyTexture(SDL_Renderer * renderer, |
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137 SDL_Texture * texture); |
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138 static void NDS_DestroyRenderer(SDL_Renderer * renderer); |
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139 |
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140 |
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141 SDL_RenderDriver NDS_RenderDriver = { |
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142 NDS_CreateRenderer, |
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143 {"nds", /* char* name */ |
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144 (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_PRESENTVSYNC), /* u32 flags */ |
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145 (SDL_TEXTUREMODULATE_NONE), /* u32 mod_modes */ |
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146 (SDL_TEXTUREBLENDMODE_MASK), /* u32 blend_modes */ |
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147 (SDL_TEXTURESCALEMODE_FAST), /* u32 scale_modes */ |
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148 3, /* u32 num_texture_formats */ |
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149 { |
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150 SDL_PIXELFORMAT_INDEX8, |
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151 SDL_PIXELFORMAT_ABGR1555, |
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152 SDL_PIXELFORMAT_BGR555, |
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153 }, /* u32 texture_formats[20] */ |
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154 (256), /* int max_texture_width */ |
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155 (256), /* int max_texture_height */ |
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156 } |
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157 }; |
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158 |
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159 typedef struct |
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160 { |
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161 bg_attribute *bg; /* backgrounds */ |
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162 tOAM oam_copy; /* sprites */ |
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163 u8 bg_taken[4]; |
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164 int sub; |
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165 } NDS_RenderData; |
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166 |
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167 typedef struct |
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168 { |
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169 enum |
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170 { NDSTX_BG, NDSTX_SPR } type; /* represented in a bg or sprite. */ |
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171 int hw_index; /* sprite: index in the OAM. / bg: 2 or 3. */ |
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172 struct |
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173 { |
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174 int hdx, hdy, vdx, vdy; /* affine transformation, used for scaling. */ |
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175 int pitch, bpp; /* some useful info */ |
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176 } dim; |
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177 u16 *vram_pixels; /* where the pixel data is stored (a pointer into VRAM) */ |
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178 u16 *vram_palette; /* where the palette data is stored if it's indexed. */ |
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179 /*int size; */ |
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180 } NDS_TextureData; |
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181 |
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182 |
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183 |
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184 SDL_Renderer * |
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185 NDS_CreateRenderer(SDL_Window * window, Uint32 flags) |
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186 { |
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187 SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); |
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188 SDL_DisplayMode *displayMode = &display->current_mode; |
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189 SDL_Renderer *renderer; |
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190 NDS_RenderData *data; |
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191 int i, n; |
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192 int bpp; |
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193 Uint32 Rmask, Gmask, Bmask, Amask; |
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194 |
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195 if (!SDL_PixelFormatEnumToMasks(displayMode->format, &bpp, |
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196 &Rmask, &Gmask, &Bmask, &Amask)) { |
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197 SDL_SetError("Unknown display format"); |
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198 return NULL; |
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199 } |
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200 switch (displayMode->format) { |
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201 case SDL_PIXELFORMAT_INDEX8: |
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202 case SDL_PIXELFORMAT_ABGR1555: |
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203 case SDL_PIXELFORMAT_BGR555: |
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204 /* okay */ |
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205 break; |
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206 case SDL_PIXELFORMAT_RGB555: |
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207 case SDL_PIXELFORMAT_RGB565: |
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208 case SDL_PIXELFORMAT_ARGB1555: |
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209 /* we'll take these too for now */ |
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210 break; |
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211 default: |
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212 SDL_SetError("Warning: wrong display format for NDS!\n"); |
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213 break; |
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214 } |
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215 |
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216 renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); |
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217 if (!renderer) { |
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218 SDL_OutOfMemory(); |
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219 return NULL; |
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220 } |
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221 |
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222 data = (NDS_RenderData *) SDL_malloc(sizeof(*data)); |
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223 if (!data) { |
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224 NDS_DestroyRenderer(renderer); |
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225 SDL_OutOfMemory(); |
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226 return NULL; |
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227 } |
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228 SDL_zerop(data); |
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229 |
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230 renderer->RenderFill = NDS_RenderFill; |
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231 renderer->RenderCopy = NDS_RenderCopy; |
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232 renderer->RenderPresent = NDS_RenderPresent; |
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233 renderer->DestroyRenderer = NDS_DestroyRenderer; |
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234 renderer->info.name = NDS_RenderDriver.info.name; |
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235 renderer->info.flags = 0; |
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236 renderer->window = window->id; |
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237 renderer->driverdata = data; |
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238 renderer->CreateTexture = NDS_CreateTexture; |
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239 renderer->QueryTexturePixels = NDS_QueryTexturePixels; |
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240 renderer->SetTexturePalette = NDS_SetTexturePalette; |
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241 renderer->GetTexturePalette = NDS_GetTexturePalette; |
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242 renderer->SetTextureColorMod = NDS_SetTextureColorMod; |
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243 renderer->SetTextureAlphaMod = NDS_SetTextureAlphaMod; |
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244 renderer->SetTextureBlendMode = NDS_SetTextureBlendMode; |
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245 renderer->SetTextureScaleMode = NDS_SetTextureScaleMode; |
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246 renderer->UpdateTexture = NDS_UpdateTexture; |
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247 renderer->LockTexture = NDS_LockTexture; |
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248 renderer->UnlockTexture = NDS_UnlockTexture; |
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249 renderer->DirtyTexture = NDS_DirtyTexture; |
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250 renderer->DestroyTexture = NDS_DestroyTexture; |
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251 |
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252 renderer->info.mod_modes = NDS_RenderDriver.info.mod_modes; |
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253 renderer->info.blend_modes = NDS_RenderDriver.info.blend_modes; |
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254 renderer->info.scale_modes = NDS_RenderDriver.info.scale_modes; |
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255 renderer->info.num_texture_formats = |
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256 NDS_RenderDriver.info.num_texture_formats; |
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257 SDL_memcpy(renderer->info.texture_formats, |
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258 NDS_RenderDriver.info.texture_formats, |
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259 sizeof(renderer->info.texture_formats)); |
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260 renderer->info.max_texture_width = |
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261 NDS_RenderDriver.info.max_texture_width; |
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262 renderer->info.max_texture_height = |
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263 NDS_RenderDriver.info.max_texture_height; |
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264 |
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265 data->sub = 0; /* TODO: this is hard-coded to the "main" screen. |
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266 figure out how to detect whether to set it to |
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267 "sub" screen. window->id, perhaps? */ |
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268 if (!data->sub) { |
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269 data->bg = &BACKGROUND; |
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270 } else { |
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271 data->bg = &BACKGROUND_SUB; |
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272 } |
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273 data->bg_taken[2] = data->bg_taken[3] = 0; |
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274 |
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275 NDS_OAM_Init(&(data->oam_copy), data->sub); /* init sprites. */ |
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276 |
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277 return renderer; |
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278 } |
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279 |
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280 static int |
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281 NDS_ActivateRenderer(SDL_Renderer * renderer) |
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282 { |
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283 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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284 |
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285 return 0; |
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286 } |
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287 |
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288 static int |
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289 NDS_DisplayModeChanged(SDL_Renderer * renderer) |
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290 { |
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291 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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292 |
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293 return 0; |
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294 } |
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295 |
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296 static int |
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297 NDS_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) |
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298 { |
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299 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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300 NDS_TextureData *txdat = NULL; |
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301 int i; |
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302 int bpp; |
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303 Uint32 Rmask, Gmask, Bmask, Amask; |
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304 |
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305 if (!SDL_PixelFormatEnumToMasks |
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306 (texture->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) { |
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307 SDL_SetError("Unknown texture format"); |
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308 return -1; |
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309 } |
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310 |
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311 /* conditional statements on w/h to place it as bg/sprite |
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312 depending on which one it fits. */ |
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313 if (texture->w <= 64 && texture->h <= 64) { |
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314 int whichspr = -1; |
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315 printf("Tried to make a sprite.\n"); |
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316 txdat->type = NDSTX_SPR; |
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317 for (i = 0; i < SPRITE_COUNT; ++i) { |
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318 if (data->oam_copy.spriteBuffer[i].attribute[0] & ATTR0_DISABLED) { |
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319 whichspr = i; |
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320 break; |
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321 } |
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322 } |
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323 if (whichspr >= 0) { |
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324 SpriteEntry *sprent = &(data->oam_copy.spriteBuffer[whichspr]); |
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325 int maxside = texture->w > texture->h ? texture->w : texture->h; |
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326 int pitch; |
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327 |
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328 texture->driverdata = SDL_calloc(1, sizeof(NDS_TextureData)); |
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329 txdat = (NDS_TextureData *) texture->driverdata; |
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330 if (!txdat) { |
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331 SDL_OutOfMemory(); |
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332 return -1; |
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333 } |
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334 |
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335 sprent->objMode = OBJMODE_BITMAP; |
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336 sprent->posX = 0; |
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337 sprent->posY = 0; |
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338 sprent->colMode = OBJCOLOR_16; /* OBJCOLOR_256 for INDEX8 */ |
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339 |
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340 /* the first 32 sprites get transformation matrices. |
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341 first come, first served */ |
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342 if (whichspr < MATRIX_COUNT) { |
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343 sprent->isRotoscale = 1; |
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344 sprent->rsMatrixIdx = whichspr; |
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345 } |
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346 |
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347 /* containing shape (square or 2:1 rectangles) */ |
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348 sprent->objShape = OBJSHAPE_SQUARE; |
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349 if (texture->w / 2 >= texture->h) { |
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350 sprent->objShape = OBJSHAPE_WIDE; |
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351 } else if (texture->h / 2 >= texture->w) { |
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352 sprent->objShape = OBJSHAPE_TALL; |
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353 } |
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354 |
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355 /* size in pixels */ |
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356 /* FIXME: "pitch" is hardcoded for 2bytes per pixel. */ |
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357 sprent->objSize = OBJSIZE_64; |
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358 pitch = 128; |
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359 if (maxside <= 8) { |
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360 sprent->objSize = OBJSIZE_8; |
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361 pitch = 16; |
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362 } else if (maxside <= 16) { |
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363 sprent->objSize = OBJSIZE_16; |
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364 pitch = 32; |
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365 } else if (maxside <= 32) { |
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366 sprent->objSize = OBJSIZE_32; |
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367 pitch = 64; |
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368 } |
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369 |
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370 /* FIXME: this is hard-coded and will obviously only work for one |
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371 sprite-texture. tells it to look at the beginning of SPRITE_GFX |
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372 for its pixels. */ |
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373 sprent->tileIdx = 0; |
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374 |
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375 /* now for the texture data */ |
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376 txdat->type = NDSTX_SPR; |
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377 txdat->hw_index = whichspr; |
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378 txdat->dim.hdx = 0x100; |
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379 txdat->dim.hdy = 0; |
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380 txdat->dim.vdx = 0; |
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381 txdat->dim.vdy = 0x100; |
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382 txdat->dim.pitch = pitch; |
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383 txdat->dim.bpp = bpp; |
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384 txdat->vram_pixels = (u16 *) (data->sub ? SPRITE_GFX_SUB : SPRITE_GFX); /* FIXME: use tileIdx*boundary |
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385 to point to proper location */ |
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386 } else { |
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387 SDL_SetError("Out of NDS sprites."); |
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388 } |
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389 } else if (texture->w <= 256 && texture->h <= 256) { |
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390 int whichbg = -1, base = 0; |
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391 if (!data->bg_taken[2]) { |
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392 whichbg = 2; |
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393 } else if (!data->bg_taken[3]) { |
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394 whichbg = 3; |
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395 base = 4; |
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396 } |
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397 if (whichbg >= 0) { |
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398 texture->driverdata = SDL_calloc(1, sizeof(NDS_TextureData)); |
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399 txdat = (NDS_TextureData *) texture->driverdata; |
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400 if (!txdat) { |
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401 SDL_OutOfMemory(); |
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402 return -1; |
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403 } |
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404 |
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405 /* this is hard-coded to being 256x256 ABGR1555 for now. */ |
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406 data->bg->control[whichbg] = (bpp == 8) ? |
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407 BG_BMP8_256x256 : BG_BMP16_256x256; |
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408 |
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409 data->bg->control[whichbg] |= BG_BMP_BASE(base); |
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410 |
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411 data->bg->scroll[whichbg].x = 0; |
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412 data->bg->scroll[whichbg].y = 0; |
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413 |
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414 txdat->type = NDSTX_BG; |
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415 txdat->hw_index = whichbg; |
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416 txdat->dim.hdx = 0x100; |
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417 txdat->dim.hdy = 0; |
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418 txdat->dim.vdx = 0; |
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419 txdat->dim.vdy = 0x100; |
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420 txdat->dim.pitch = 512; |
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421 txdat->dim.bpp = bpp; |
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422 txdat->vram_pixels = (u16 *) (data->sub ? |
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423 BG_BMP_RAM_SUB(base) : |
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424 BG_BMP_RAM(base)); |
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425 |
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426 /*txdat->size = txdat->dim.pitch * texture->h; */ |
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427 } else { |
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428 SDL_SetError("Out of NDS backgrounds."); |
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429 } |
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430 } else { |
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431 SDL_SetError("Texture too big for NDS hardware."); |
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432 } |
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433 |
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434 if (!texture->driverdata) { |
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435 return -1; |
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436 } |
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437 |
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438 return 0; |
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439 } |
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440 |
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441 static int |
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442 NDS_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, |
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443 void **pixels, int *pitch) |
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444 { |
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445 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; |
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446 *pixels = txdat->vram_pixels; |
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447 *pitch = txdat->dim.pitch; |
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448 return 0; |
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449 } |
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450 |
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451 static int |
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452 NDS_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
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453 const SDL_Rect * rect, const void *pixels, int pitch) |
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454 { |
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455 NDS_TextureData *txdat; |
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456 Uint8 *src, *dst; |
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457 int row; |
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458 size_t length; |
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459 |
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460 txdat = (NDS_TextureData *) texture->driverdata; |
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461 |
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462 src = (Uint8 *) pixels; |
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463 dst = |
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464 (Uint8 *) txdat->vram_pixels + rect->y * txdat->dim.pitch + |
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465 rect->x * ((txdat->dim.bpp + 1) / 8); |
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466 length = rect->w * ((txdat->dim.bpp + 1) / 8); |
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467 |
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468 if (rect->w == texture->w) { |
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469 dmaCopy(src, dst, length * rect->h); |
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470 } else { |
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471 for (row = 0; row < rect->h; ++row) { |
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472 dmaCopy(src, dst, length); |
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473 src += pitch; |
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474 dst += txdat->dim.pitch; |
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475 } |
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476 } |
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477 |
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478 return 0; |
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479 } |
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480 |
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481 static int |
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482 NDS_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
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483 const SDL_Rect * rect, int markDirty, void **pixels, |
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484 int *pitch) |
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485 { |
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486 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; |
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487 |
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488 *pixels = (void *) ((u8 *) txdat->vram_pixels + rect->y |
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489 * txdat->dim.pitch + |
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490 rect->x * ((txdat->dim.bpp + 1) / 8)); |
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491 *pitch = txdat->dim.pitch; |
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492 |
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493 return 0; |
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494 } |
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495 |
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496 static void |
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497 NDS_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) |
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498 { |
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499 /* stub! */ |
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500 } |
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501 |
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502 static void |
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503 NDS_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
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504 int numrects, const SDL_Rect * rects) |
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505 { |
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506 /* stub! */ |
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507 } |
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508 |
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509 static int |
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510 NDS_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, |
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511 Uint8 a, const SDL_Rect * rect) |
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512 { |
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513 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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514 SDL_Rect real_rect = *rect; |
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515 u16 color; |
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516 int i, j; |
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517 |
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518 color = RGB8(r, g, b); /* <-- macro in libnds that makes an ARGB1555 pixel */ |
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519 /* TODO: make a single-color sprite and stretch it. |
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520 calculate the "HDX" width modifier of the sprite by: |
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521 let S be the actual sprite's width (like, 32 pixels for example) |
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522 let R be the rectangle's width (maybe 50 pixels) |
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523 HDX = (R<<8) / S; |
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524 (it's fixed point, hence the bit shift. same goes for vertical. |
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525 be sure to use 32-bit int's for the bit shift before the division!) |
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526 */ |
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527 |
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528 return 0; |
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529 } |
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530 |
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531 static int |
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532 NDS_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, |
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533 const SDL_Rect * srcrect, const SDL_Rect * dstrect) |
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534 { |
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535 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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536 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; |
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537 SDL_Window *window = SDL_GetWindowFromID(renderer->window); |
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538 SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); |
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539 int i; |
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540 int bpp = SDL_BYTESPERPIXEL(texture->format); |
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541 int pitch = txdat->dim.pitch; |
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542 |
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543 if (txdat->type == NDSTX_BG) { |
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544 bg_rotation *bgrot = (txdat->hw_index == 2) ? |
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545 &(data->bg->bg2_rotation) : &(data->bg->bg3_rotation); |
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546 bgrot->xdx = txdat->dim.hdx; |
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547 bgrot->xdy = txdat->dim.hdy; |
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548 bgrot->ydx = txdat->dim.vdx; |
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549 bgrot->ydy = txdat->dim.vdy; |
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550 bgrot->centerX = 0; |
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551 bgrot->centerY = 0; |
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552 |
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553 data->bg->scroll[txdat->hw_index].x = dstrect->x; |
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554 data->bg->scroll[txdat->hw_index].y = dstrect->y; |
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555 } else { |
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556 /* sprites not fully implemented yet */ |
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557 SpriteEntry *spr = &(data->oam_copy.spriteBuffer[txdat->hw_index]); |
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558 spr->posX = dstrect->x; |
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559 spr->posY = dstrect->y; |
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560 if (txdat->hw_index < MATRIX_COUNT && spr->isRotoscale) { |
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561 SpriteRotation *sprot = |
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562 &(data->oam_copy.matrixBuffer[txdat->hw_index]); |
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563 sprot->hdx = txdat->dim.hdx; |
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564 sprot->hdy = txdat->dim.hdy; |
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565 sprot->vdx = txdat->dim.vdx; |
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566 sprot->vdy = txdat->dim.vdy; |
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567 } |
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568 } |
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569 |
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570 return 0; |
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571 } |
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572 |
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573 |
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574 static void |
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575 NDS_RenderPresent(SDL_Renderer * renderer) |
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576 { |
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577 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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578 SDL_Window *window = SDL_GetWindowFromID(renderer->window); |
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579 SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); |
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580 |
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581 /* update sprites */ |
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582 NDS_OAM_Update(&(data->oam_copy), data->sub); |
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583 /* vsync for NDS */ |
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584 if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) { |
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585 swiWaitForVBlank(); |
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586 } |
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587 } |
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588 |
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589 static void |
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590 NDS_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) |
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591 { |
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592 NDS_TextureData *txdat = texture->driverdata; |
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593 /* free anything else allocated for texture */ |
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594 SDL_free(txdat); |
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595 } |
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596 |
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597 static void |
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598 NDS_DestroyRenderer(SDL_Renderer * renderer) |
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599 { |
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600 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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601 SDL_Window *window = SDL_GetWindowFromID(renderer->window); |
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602 SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); |
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603 int i; |
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604 |
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605 if (data) { |
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606 /* free anything else relevant if anything else is allocated. */ |
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607 SDL_free(data); |
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608 } |
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609 SDL_free(renderer); |
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610 } |
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611 |
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612 static int |
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613 NDS_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, |
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614 const SDL_Color * colors, int firstcolor, int ncolors) |
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615 { |
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616 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; |
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617 /* set 8-bit modes in the background control registers |
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618 for backgrounds, BGn_CR |= BG_256_COLOR */ |
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619 |
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620 return 0; |
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621 } |
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622 |
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623 static int |
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624 NDS_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, |
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625 SDL_Color * colors, int firstcolor, int ncolors) |
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626 { |
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627 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; |
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628 /* stub! */ |
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629 return 0; |
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630 } |
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631 |
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632 static int |
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633 NDS_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture) |
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634 { |
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635 /* stub! */ |
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636 return 0; |
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637 } |
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638 |
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639 static int |
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640 NDS_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture) |
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641 { |
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642 /* stub! */ |
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|
643 return 0; |
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|
644 } |
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645 |
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646 static int |
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647 NDS_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture) |
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648 { |
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649 /* stub! */ |
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650 return 0; |
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651 } |
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652 |
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653 static int |
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654 NDS_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture) |
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655 { |
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656 /* stub! (note: NDS hardware scaling is nearest neighbor.) */ |
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657 return 0; |
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658 } |
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659 |
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660 /* vi: set ts=4 sw=4 expandtab: */ |