Mercurial > sdl-ios-xcode
annotate src/video/nds/SDL_ndsrender.c @ 4577:87a2d87786d4
Modified configure.in to allow building with Xrender. Fixed all problems that prevented compilation.
Builds fine now :)
author | Sunny Sachanandani <sunnysachanandani@gmail.com> |
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date | Mon, 31 May 2010 13:27:27 +0530 |
parents | f7b03b6838cb |
children | aa8888658021 |
rev | line source |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
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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 /* SDL NDS renderer implementation */ |
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38 |
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39 static SDL_Renderer *NDS_CreateRenderer(SDL_Window * window, Uint32 flags); |
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40 static int NDS_ActivateRenderer(SDL_Renderer * renderer); |
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41 static int NDS_DisplayModeChanged(SDL_Renderer * renderer); |
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42 static int NDS_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture); |
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43 static int NDS_QueryTexturePixels(SDL_Renderer * renderer, |
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44 SDL_Texture * texture, void **pixels, |
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45 int *pitch); |
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46 static int NDS_SetTexturePalette(SDL_Renderer * renderer, |
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47 SDL_Texture * texture, |
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48 const SDL_Color * colors, int firstcolor, |
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49 int ncolors); |
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50 static int NDS_GetTexturePalette(SDL_Renderer * renderer, |
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51 SDL_Texture * texture, SDL_Color * colors, |
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52 int firstcolor, int ncolors); |
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53 static int NDS_SetTextureColorMod(SDL_Renderer * renderer, |
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54 SDL_Texture * texture); |
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55 static int NDS_SetTextureAlphaMod(SDL_Renderer * renderer, |
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56 SDL_Texture * texture); |
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57 static int NDS_SetTextureBlendMode(SDL_Renderer * renderer, |
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58 SDL_Texture * texture); |
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59 static int NDS_SetTextureScaleMode(SDL_Renderer * renderer, |
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60 SDL_Texture * texture); |
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61 static int NDS_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
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62 const SDL_Rect * rect, const void *pixels, |
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63 int pitch); |
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64 static int NDS_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
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65 const SDL_Rect * rect, int markDirty, |
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66 void **pixels, int *pitch); |
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67 static void NDS_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); |
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68 static int NDS_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, |
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69 Uint8 b, Uint8 a, const SDL_Rect * rect); |
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70 static int NDS_RenderCopy(SDL_Renderer * renderer, |
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71 SDL_Texture * texture, |
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72 const SDL_Rect * srcrect, const SDL_Rect * dstrect); |
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73 static void NDS_RenderPresent(SDL_Renderer * renderer); |
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74 static void NDS_DestroyTexture(SDL_Renderer * renderer, |
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75 SDL_Texture * texture); |
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76 static void NDS_DestroyRenderer(SDL_Renderer * renderer); |
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77 |
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78 |
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79 SDL_RenderDriver NDS_RenderDriver = { |
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80 NDS_CreateRenderer, |
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81 {"nds", /* char* name */ |
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82 (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_PRESENTVSYNC), /* u32 flags */ |
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83 (SDL_TEXTUREMODULATE_NONE), /* u32 mod_modes */ |
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84 (SDL_BLENDMODE_MASK), /* u32 blend_modes */ |
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85 (SDL_TEXTURESCALEMODE_FAST), /* u32 scale_modes */ |
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86 3, /* u32 num_texture_formats */ |
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87 { |
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88 SDL_PIXELFORMAT_INDEX8, |
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89 SDL_PIXELFORMAT_ABGR1555, |
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90 SDL_PIXELFORMAT_BGR555, |
3139 | 91 }, /* u32 texture_formats[20] */ |
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92 (256), /* int max_texture_width */ |
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93 (256), /* int max_texture_height */ |
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94 } |
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95 }; |
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96 |
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97 typedef struct |
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98 { |
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99 u8 bg_taken[4]; |
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100 OamState *oam; |
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101 int sub; |
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102 } NDS_RenderData; |
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103 |
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104 typedef struct |
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105 { |
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106 enum |
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107 { NDSTX_BG, NDSTX_SPR } type; /* represented in a bg or sprite. */ |
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108 int hw_index; /* index of sprite in OAM or bg from libnds */ |
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109 int pitch, bpp; /* useful information about the texture */ |
3139 | 110 struct |
111 { | |
112 int x, y; | |
113 } scale; /* x/y stretch (24.8 fixed point) */ | |
114 struct | |
115 { | |
116 int x, y; | |
117 } scroll; /* x/y offset */ | |
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118 int rotate; /* -32768 to 32767, texture rotation */ |
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119 u16 *vram_pixels; /* where the pixel data is stored (a pointer into VRAM) */ |
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120 u16 *vram_palette; /* where the palette data is stored if it's indexed. */ |
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121 /*int size; */ |
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122 } NDS_TextureData; |
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123 |
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124 |
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125 |
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126 SDL_Renderer * |
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127 NDS_CreateRenderer(SDL_Window * window, Uint32 flags) |
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128 { |
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129 SDL_VideoDisplay *display = window->display; |
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130 SDL_DisplayMode *displayMode = &display->current_mode; |
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131 SDL_Renderer *renderer; |
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132 NDS_RenderData *data; |
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133 int i, n; |
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134 int bpp; |
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135 Uint32 Rmask, Gmask, Bmask, Amask; |
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136 |
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137 if (!SDL_PixelFormatEnumToMasks(displayMode->format, &bpp, |
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138 &Rmask, &Gmask, &Bmask, &Amask)) { |
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139 SDL_SetError("Unknown display format"); |
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140 return NULL; |
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141 } |
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142 switch (displayMode->format) { |
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143 case SDL_PIXELFORMAT_INDEX8: |
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144 case SDL_PIXELFORMAT_ABGR1555: |
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145 case SDL_PIXELFORMAT_BGR555: |
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146 /* okay */ |
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147 break; |
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148 case SDL_PIXELFORMAT_RGB555: |
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149 case SDL_PIXELFORMAT_RGB565: |
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150 case SDL_PIXELFORMAT_ARGB1555: |
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151 /* we'll take these too for now */ |
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152 break; |
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153 default: |
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154 SDL_SetError("Warning: wrong display format for NDS!\n"); |
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155 break; |
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156 } |
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157 |
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158 renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); |
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159 if (!renderer) { |
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160 SDL_OutOfMemory(); |
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161 return NULL; |
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162 } |
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163 |
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164 data = (NDS_RenderData *) SDL_malloc(sizeof(*data)); |
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165 if (!data) { |
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166 NDS_DestroyRenderer(renderer); |
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167 SDL_OutOfMemory(); |
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168 return NULL; |
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169 } |
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170 SDL_zerop(data); |
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171 |
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172 renderer->RenderFill = NDS_RenderFill; |
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173 renderer->RenderCopy = NDS_RenderCopy; |
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174 renderer->RenderPresent = NDS_RenderPresent; |
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175 renderer->DestroyRenderer = NDS_DestroyRenderer; |
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176 renderer->info.name = NDS_RenderDriver.info.name; |
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177 renderer->info.flags = 0; |
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178 renderer->window = window; |
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179 renderer->driverdata = data; |
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180 renderer->CreateTexture = NDS_CreateTexture; |
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181 renderer->QueryTexturePixels = NDS_QueryTexturePixels; |
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182 renderer->SetTexturePalette = NDS_SetTexturePalette; |
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183 renderer->GetTexturePalette = NDS_GetTexturePalette; |
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184 renderer->SetTextureColorMod = NDS_SetTextureColorMod; |
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185 renderer->SetTextureAlphaMod = NDS_SetTextureAlphaMod; |
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186 renderer->SetTextureBlendMode = NDS_SetTextureBlendMode; |
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187 renderer->SetTextureScaleMode = NDS_SetTextureScaleMode; |
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188 renderer->UpdateTexture = NDS_UpdateTexture; |
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189 renderer->LockTexture = NDS_LockTexture; |
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190 renderer->UnlockTexture = NDS_UnlockTexture; |
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191 renderer->DestroyTexture = NDS_DestroyTexture; |
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192 |
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193 renderer->info.mod_modes = NDS_RenderDriver.info.mod_modes; |
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194 renderer->info.blend_modes = NDS_RenderDriver.info.blend_modes; |
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195 renderer->info.scale_modes = NDS_RenderDriver.info.scale_modes; |
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196 renderer->info.num_texture_formats = |
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197 NDS_RenderDriver.info.num_texture_formats; |
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198 SDL_memcpy(renderer->info.texture_formats, |
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199 NDS_RenderDriver.info.texture_formats, |
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200 sizeof(renderer->info.texture_formats)); |
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201 renderer->info.max_texture_width = |
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202 NDS_RenderDriver.info.max_texture_width; |
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203 renderer->info.max_texture_height = |
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204 NDS_RenderDriver.info.max_texture_height; |
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205 |
3139 | 206 data->sub = 0; /* TODO: this is hard-coded to the "main" screen. |
207 figure out how to detect whether to set it to | |
208 "sub" screen. window->id, perhaps? */ | |
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209 data->bg_taken[2] = data->bg_taken[3] = 0; |
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210 |
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211 return renderer; |
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212 } |
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213 |
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214 static int |
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215 NDS_ActivateRenderer(SDL_Renderer * renderer) |
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216 { |
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217 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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218 |
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219 return 0; |
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220 } |
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221 |
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222 static int |
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223 NDS_DisplayModeChanged(SDL_Renderer * renderer) |
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224 { |
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225 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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226 |
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227 return 0; |
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228 } |
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229 |
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230 static int |
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231 NDS_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) |
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232 { |
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233 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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234 NDS_TextureData *txdat = NULL; |
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235 int i; |
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236 int bpp; |
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237 Uint32 Rmask, Gmask, Bmask, Amask; |
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238 |
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239 if (!SDL_PixelFormatEnumToMasks |
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240 (texture->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) { |
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241 SDL_SetError("Unknown texture format"); |
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242 return -1; |
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243 } |
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244 |
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245 /* conditional statements on w/h to place it as bg/sprite |
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246 depending on which one it fits. */ |
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247 if (texture->w <= 64 && texture->h <= 64) { |
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248 int whichspr = -1; |
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249 printf("NDS_CreateTexture: Tried to make a sprite.\n"); |
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250 txdat->type = NDSTX_SPR; |
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251 #if 0 |
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252 for (i = 0; i < SPRITE_COUNT; ++i) { |
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253 if (data->oam_copy.spriteBuffer[i].attribute[0] & ATTR0_DISABLED) { |
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254 whichspr = i; |
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255 break; |
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256 } |
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257 } |
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258 if (whichspr >= 0) { |
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259 SpriteEntry *sprent = &(data->oam_copy.spriteBuffer[whichspr]); |
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260 int maxside = texture->w > texture->h ? texture->w : texture->h; |
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261 int pitch; |
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262 |
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263 texture->driverdata = SDL_calloc(1, sizeof(NDS_TextureData)); |
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264 txdat = (NDS_TextureData *) texture->driverdata; |
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265 if (!txdat) { |
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266 SDL_OutOfMemory(); |
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267 return -1; |
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268 } |
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269 |
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270 sprent->objMode = OBJMODE_BITMAP; |
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271 sprent->posX = 0; |
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272 sprent->posY = 0; |
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273 sprent->colMode = OBJCOLOR_16; /* OBJCOLOR_256 for INDEX8 */ |
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274 |
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275 /* the first 32 sprites get transformation matrices. |
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276 first come, first served */ |
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277 if (whichspr < MATRIX_COUNT) { |
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278 sprent->isRotoscale = 1; |
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279 sprent->rsMatrixIdx = whichspr; |
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280 } |
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281 |
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282 /* containing shape (square or 2:1 rectangles) */ |
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283 sprent->objShape = OBJSHAPE_SQUARE; |
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284 if (texture->w / 2 >= texture->h) { |
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285 sprent->objShape = OBJSHAPE_WIDE; |
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286 } else if (texture->h / 2 >= texture->w) { |
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287 sprent->objShape = OBJSHAPE_TALL; |
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288 } |
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289 |
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290 /* size in pixels */ |
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291 /* FIXME: "pitch" is hardcoded for 2bytes per pixel. */ |
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292 sprent->objSize = OBJSIZE_64; |
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293 pitch = 128; |
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294 if (maxside <= 8) { |
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295 sprent->objSize = OBJSIZE_8; |
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296 pitch = 16; |
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297 } else if (maxside <= 16) { |
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298 sprent->objSize = OBJSIZE_16; |
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299 pitch = 32; |
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300 } else if (maxside <= 32) { |
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301 sprent->objSize = OBJSIZE_32; |
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302 pitch = 64; |
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303 } |
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304 |
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305 /* FIXME: this is hard-coded and will obviously only work for one |
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306 sprite-texture. tells it to look at the beginning of SPRITE_GFX |
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307 for its pixels. */ |
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308 sprent->tileIdx = 0; |
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309 |
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310 /* now for the texture data */ |
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311 txdat->type = NDSTX_SPR; |
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312 txdat->hw_index = whichspr; |
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313 txdat->dim.hdx = 0x100; |
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314 txdat->dim.hdy = 0; |
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315 txdat->dim.vdx = 0; |
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316 txdat->dim.vdy = 0x100; |
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317 txdat->dim.pitch = pitch; |
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318 txdat->dim.bpp = bpp; |
3139 | 319 txdat->vram_pixels = |
320 (u16 *) (data->sub ? SPRITE_GFX_SUB : SPRITE_GFX); | |
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321 /* FIXME: use tileIdx*boundary |
3139 | 322 to point to proper location */ |
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323 } else { |
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324 SDL_SetError("Out of NDS sprites."); |
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325 } |
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326 #endif |
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327 } else if (texture->w <= 256 && texture->h <= 256) { |
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328 int whichbg = -1, base = 0; |
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329 if (!data->bg_taken[2]) { |
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330 whichbg = 2; |
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331 } else if (!data->bg_taken[3]) { |
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332 whichbg = 3; |
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333 base = 4; |
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334 } |
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335 if (whichbg >= 0) { |
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336 texture->driverdata = SDL_calloc(1, sizeof(NDS_TextureData)); |
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337 txdat = (NDS_TextureData *) texture->driverdata; |
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338 if (!txdat) { |
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339 SDL_OutOfMemory(); |
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340 return -1; |
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341 } |
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342 // hard-coded for 256x256 for now... |
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343 // TODO: a series of if-elseif-else's to find the closest but larger size. |
3139 | 344 if (!data->sub) { |
345 if (bpp == 8) { | |
346 txdat->hw_index = | |
347 bgInit(whichbg, BgType_Bmp8, BgSize_B8_256x256, 0, 0); | |
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348 } else { |
3139 | 349 txdat->hw_index = |
350 bgInit(whichbg, BgType_Bmp16, BgSize_B16_256x256, 0, | |
351 0); | |
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352 } |
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353 } else { |
3139 | 354 if (bpp == 8) { |
355 txdat->hw_index = | |
356 bgInitSub(whichbg, BgType_Bmp8, BgSize_B8_256x256, 0, | |
357 0); | |
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358 } else { |
3139 | 359 txdat->hw_index = |
360 bgInitSub(whichbg, BgType_Bmp16, BgSize_B16_256x256, | |
361 0, 0); | |
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362 } |
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363 } |
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364 |
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365 /* useful functions |
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366 bgGetGfxPtr(bg3); |
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367 bgSetCenter(bg3, rcX, rcY); |
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368 bgSetRotateScale(bg3, angle, scaleX, scaleY); |
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369 bgSetScroll(bg3, scrollX, scrollY); |
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370 bgUpdate(bg3); |
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371 */ |
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372 txdat->type = NDSTX_BG; |
3139 | 373 txdat->pitch = (texture->w) * (bpp / 8); |
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374 txdat->bpp = bpp; |
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375 txdat->rotate = 0; |
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376 txdat->scale.x = 0x100; |
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377 txdat->scale.y = 0x100; |
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378 txdat->scroll.x = 0; |
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379 txdat->scroll.y = 0; |
3139 | 380 txdat->vram_pixels = (u16 *) bgGetGfxPtr(txdat->hw_index); |
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381 |
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382 bgSetCenter(txdat->hw_index, 0, 0); |
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383 bgSetRotateScale(txdat->hw_index, txdat->rotate, txdat->scale.x, |
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384 txdat->scale.y); |
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385 bgSetScroll(txdat->hw_index, txdat->scroll.x, txdat->scroll.y); |
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386 bgUpdate(txdat->hw_index); |
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387 |
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388 data->bg_taken[whichbg] = 1; |
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389 /*txdat->size = txdat->dim.pitch * texture->h; */ |
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390 } else { |
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391 SDL_SetError("Out of NDS backgrounds."); |
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392 } |
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393 } else { |
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394 SDL_SetError("Texture too big for NDS hardware."); |
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395 } |
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396 |
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397 if (!texture->driverdata) { |
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398 return -1; |
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399 } |
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400 |
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401 return 0; |
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402 } |
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403 |
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404 static int |
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405 NDS_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, |
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406 void **pixels, int *pitch) |
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407 { |
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408 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; |
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409 *pixels = txdat->vram_pixels; |
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410 *pitch = txdat->pitch; |
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411 return 0; |
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412 } |
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413 |
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414 static int |
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415 NDS_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
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416 const SDL_Rect * rect, const void *pixels, int pitch) |
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417 { |
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418 NDS_TextureData *txdat; |
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419 Uint8 *src, *dst; |
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420 int row; |
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421 size_t length; |
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422 |
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423 txdat = (NDS_TextureData *) texture->driverdata; |
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424 |
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425 src = (Uint8 *) pixels; |
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426 dst = |
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427 (Uint8 *) txdat->vram_pixels + rect->y * txdat->pitch + rect->x * |
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428 ((txdat->bpp + 1) / 8); |
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429 length = rect->w * ((txdat->bpp + 1) / 8); |
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430 |
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431 if (rect->w == texture->w) { |
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432 dmaCopy(src, dst, length * rect->h); |
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433 } else { |
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434 for (row = 0; row < rect->h; ++row) { |
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435 dmaCopy(src, dst, length); |
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436 src += pitch; |
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437 dst += txdat->pitch; |
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438 } |
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439 } |
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440 |
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441 return 0; |
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442 } |
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443 |
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444 static int |
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445 NDS_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
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446 const SDL_Rect * rect, int markDirty, void **pixels, |
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447 int *pitch) |
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448 { |
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449 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; |
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450 |
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451 *pixels = (void *) ((u8 *) txdat->vram_pixels + rect->y * txdat->pitch + |
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452 rect->x * ((txdat->bpp + 1) / 8)); |
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453 *pitch = txdat->pitch; |
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454 |
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455 return 0; |
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456 } |
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457 |
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458 static void |
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459 NDS_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) |
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460 { |
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461 /* stub! */ |
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462 } |
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463 |
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464 static int |
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465 NDS_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, |
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466 Uint8 a, const SDL_Rect * rect) |
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467 { |
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468 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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469 SDL_Rect real_rect = *rect; |
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470 u16 color; |
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471 int i, j; |
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472 |
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473 printf("NDS_RenderFill: stub\n"); |
3139 | 474 color = RGB8(r, g, b); /* macro in libnds that makes an ARGB1555 pixel */ |
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475 /* TODO: make a single-color sprite and stretch it. |
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476 calculate the "HDX" width modifier of the sprite by: |
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477 let S be the actual sprite's width (like, 32 pixels for example) |
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478 let R be the rectangle's width (maybe 50 pixels) |
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479 HDX = (R<<8) / S; |
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480 (it's fixed point, hence the bit shift. same goes for vertical. |
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481 be sure to use 32-bit int's for the bit shift before the division!) |
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482 */ |
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483 |
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484 return 0; |
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485 } |
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486 |
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487 static int |
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488 NDS_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, |
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489 const SDL_Rect * srcrect, const SDL_Rect * dstrect) |
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490 { |
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491 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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492 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; |
3685
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Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
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diff
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493 SDL_Window *window = renderer->window; |
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Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
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3139
diff
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494 SDL_VideoDisplay *display = window->display; |
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495 int Bpp = SDL_BYTESPERPIXEL(texture->format); |
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496 |
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497 if (txdat->type == NDSTX_BG) { |
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498 txdat->scroll.x = dstrect->x; |
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499 txdat->scroll.y = dstrect->y; |
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500 } else { |
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501 /* sprites not fully implemented yet */ |
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502 printf("NDS_RenderCopy: used sprite!\n"); |
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503 // SpriteEntry *spr = &(data->oam_copy.spriteBuffer[txdat->hw_index]); |
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504 // spr->posX = dstrect->x; |
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505 // spr->posY = dstrect->y; |
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506 // if (txdat->hw_index < MATRIX_COUNT && spr->isRotoscale) { |
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507 // } |
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508 } |
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509 |
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510 return 0; |
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511 } |
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512 |
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513 |
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514 static void |
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515 NDS_RenderPresent(SDL_Renderer * renderer) |
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516 { |
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517 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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518 SDL_Window *window = renderer->window; |
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519 SDL_VideoDisplay *display = window->display; |
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520 |
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521 /* update sprites */ |
3073
c5280d33c32a
NDS compiles again, but may not yet work. Sprite support has been removed for the time being while it is re-worked.
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522 // NDS_OAM_Update(&(data->oam_copy), data->sub); |
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523 /* vsync for NDS */ |
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524 if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) { |
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525 swiWaitForVBlank(); |
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526 } |
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527 } |
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528 |
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529 static void |
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530 NDS_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) |
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531 { |
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532 NDS_TextureData *txdat = texture->driverdata; |
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533 /* free anything else allocated for texture */ |
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534 SDL_free(txdat); |
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535 } |
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536 |
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537 static void |
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538 NDS_DestroyRenderer(SDL_Renderer * renderer) |
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539 { |
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540 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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541 int i; |
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542 |
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543 if (data) { |
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544 /* free anything else relevant if anything else is allocated. */ |
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545 SDL_free(data); |
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546 } |
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547 SDL_free(renderer); |
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548 } |
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549 |
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550 static int |
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551 NDS_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, |
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552 const SDL_Color * colors, int firstcolor, int ncolors) |
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553 { |
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554 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; |
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555 /* set 8-bit modes in the background control registers |
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556 for backgrounds, BGn_CR |= BG_256_COLOR */ |
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557 |
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558 return 0; |
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559 } |
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560 |
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561 static int |
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562 NDS_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, |
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563 SDL_Color * colors, int firstcolor, int ncolors) |
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564 { |
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565 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; |
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566 /* stub! */ |
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567 return 0; |
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568 } |
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569 |
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570 static int |
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571 NDS_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture) |
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572 { |
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573 /* stub! */ |
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574 return 0; |
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575 } |
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576 |
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577 static int |
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578 NDS_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture) |
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579 { |
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580 /* stub! */ |
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581 return 0; |
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582 } |
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583 |
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584 static int |
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585 NDS_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture) |
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586 { |
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587 /* stub! */ |
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588 return 0; |
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589 } |
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|
590 |
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591 static int |
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592 NDS_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture) |
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593 { |
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594 /* stub! (note: NDS hardware scaling is nearest neighbor.) */ |
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595 return 0; |
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596 } |
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|
597 |
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598 /* vi: set ts=4 sw=4 expandtab: */ |