Mercurial > sdl-ios-xcode
annotate src/video/nds/SDL_ndsrender.c @ 5284:96a22141cf86 tip
Changed output directory of Universal libSDL.a for iOS to respect build configurations. Template generator was updated to reflect these changes as well.
author | Eric Wing <ewing . public |-at-| gmail . com> |
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date | Sat, 12 Feb 2011 21:52:30 -0800 |
parents | 7aba0406c273 |
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rev | line source |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
5267 | 3 Copyright (C) 1997-2011 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" |
5275 | 34 #include "SDL_render.h" |
35 #include "../../render/SDL_sysrender.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); |
5275 | 43 #if 0 |
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44 static int NDS_QueryTexturePixels(SDL_Renderer * renderer, |
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45 SDL_Texture * texture, void **pixels, |
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46 int *pitch); |
5275 | 47 #endif |
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48 static int NDS_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
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49 const SDL_Rect * rect, const void *pixels, |
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50 int pitch); |
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51 static int NDS_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
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52 const SDL_Rect * rect, int markDirty, |
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53 void **pixels, int *pitch); |
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54 static void NDS_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); |
5275 | 55 static int NDS_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, |
56 int count); | |
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57 static int NDS_RenderCopy(SDL_Renderer * renderer, |
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58 SDL_Texture * texture, |
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59 const SDL_Rect * srcrect, const SDL_Rect * dstrect); |
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60 static void NDS_RenderPresent(SDL_Renderer * renderer); |
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61 static void NDS_DestroyTexture(SDL_Renderer * renderer, |
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62 SDL_Texture * texture); |
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63 static void NDS_DestroyRenderer(SDL_Renderer * renderer); |
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64 |
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65 |
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66 SDL_RenderDriver NDS_RenderDriver = { |
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67 NDS_CreateRenderer, |
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68 {"nds", /* char* name */ |
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69 (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC), /* u32 flags */ |
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70 2, /* u32 num_texture_formats */ |
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71 { |
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72 SDL_PIXELFORMAT_ABGR1555, |
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73 SDL_PIXELFORMAT_BGR555, |
3139 | 74 }, /* u32 texture_formats[20] */ |
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75 (256), /* int max_texture_width */ |
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76 (256), /* int max_texture_height */ |
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77 } |
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78 }; |
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79 |
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80 typedef struct |
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81 { |
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82 u8 bg_taken[4]; |
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83 OamState *oam; |
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84 int sub; |
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85 } NDS_RenderData; |
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86 |
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87 typedef struct |
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88 { |
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89 enum |
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90 { NDSTX_BG, NDSTX_SPR } type; /* represented in a bg or sprite. */ |
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91 int hw_index; /* index of sprite in OAM or bg from libnds */ |
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92 int pitch, bpp; /* useful information about the texture */ |
3139 | 93 struct |
94 { | |
95 int x, y; | |
96 } scale; /* x/y stretch (24.8 fixed point) */ | |
97 struct | |
98 { | |
99 int x, y; | |
100 } scroll; /* x/y offset */ | |
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101 int rotate; /* -32768 to 32767, texture rotation */ |
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102 u16 *vram_pixels; /* where the pixel data is stored (a pointer into VRAM) */ |
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103 u16 *vram_palette; /* where the palette data is stored if it's indexed. */ |
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104 /*int size; */ |
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105 } NDS_TextureData; |
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106 |
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107 |
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108 |
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109 SDL_Renderer * |
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110 NDS_CreateRenderer(SDL_Window * window, Uint32 flags) |
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111 { |
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112 SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); |
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113 SDL_DisplayMode *displayMode = &display->current_mode; |
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114 SDL_Renderer *renderer; |
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115 NDS_RenderData *data; |
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116 int i, n; |
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117 int bpp; |
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118 Uint32 Rmask, Gmask, Bmask, Amask; |
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119 |
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120 if (!SDL_PixelFormatEnumToMasks(displayMode->format, &bpp, |
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121 &Rmask, &Gmask, &Bmask, &Amask)) { |
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122 SDL_SetError("Unknown display format"); |
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123 return NULL; |
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124 } |
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125 switch (displayMode->format) { |
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126 case SDL_PIXELFORMAT_ABGR1555: |
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127 case SDL_PIXELFORMAT_BGR555: |
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128 /* okay */ |
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129 break; |
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130 case SDL_PIXELFORMAT_RGB555: |
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131 case SDL_PIXELFORMAT_RGB565: |
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132 case SDL_PIXELFORMAT_ARGB1555: |
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133 /* we'll take these too for now */ |
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134 break; |
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135 default: |
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136 SDL_SetError("Warning: wrong display format for NDS!\n"); |
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137 break; |
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138 } |
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139 |
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140 renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); |
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141 if (!renderer) { |
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142 SDL_OutOfMemory(); |
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143 return NULL; |
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144 } |
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145 |
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146 data = (NDS_RenderData *) SDL_malloc(sizeof(*data)); |
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147 if (!data) { |
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148 NDS_DestroyRenderer(renderer); |
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149 SDL_OutOfMemory(); |
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150 return NULL; |
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151 } |
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152 SDL_zerop(data); |
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153 |
5275 | 154 renderer->RenderFillRects = NDS_RenderFillRects; |
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155 renderer->RenderCopy = NDS_RenderCopy; |
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156 renderer->RenderPresent = NDS_RenderPresent; |
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157 renderer->DestroyRenderer = NDS_DestroyRenderer; |
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158 renderer->info.name = NDS_RenderDriver.info.name; |
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159 renderer->info.flags = 0; |
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160 renderer->window = window; |
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161 renderer->driverdata = data; |
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162 renderer->CreateTexture = NDS_CreateTexture; |
5275 | 163 // renderer->QueryTexturePixels = NDS_QueryTexturePixels; |
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164 renderer->UpdateTexture = NDS_UpdateTexture; |
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165 renderer->LockTexture = NDS_LockTexture; |
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166 renderer->UnlockTexture = NDS_UnlockTexture; |
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167 renderer->DestroyTexture = NDS_DestroyTexture; |
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168 |
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169 renderer->info.num_texture_formats = |
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170 NDS_RenderDriver.info.num_texture_formats; |
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171 SDL_memcpy(renderer->info.texture_formats, |
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172 NDS_RenderDriver.info.texture_formats, |
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173 sizeof(renderer->info.texture_formats)); |
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174 renderer->info.max_texture_width = |
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175 NDS_RenderDriver.info.max_texture_width; |
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176 renderer->info.max_texture_height = |
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177 NDS_RenderDriver.info.max_texture_height; |
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178 |
3139 | 179 data->sub = 0; /* TODO: this is hard-coded to the "main" screen. |
180 figure out how to detect whether to set it to | |
181 "sub" screen. window->id, perhaps? */ | |
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182 data->bg_taken[2] = data->bg_taken[3] = 0; |
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183 |
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184 return renderer; |
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185 } |
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186 |
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187 static int |
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188 NDS_ActivateRenderer(SDL_Renderer * renderer) |
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189 { |
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190 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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191 |
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192 return 0; |
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193 } |
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194 |
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195 static int |
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196 NDS_DisplayModeChanged(SDL_Renderer * renderer) |
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197 { |
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198 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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199 |
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200 return 0; |
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201 } |
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202 |
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203 static int |
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204 NDS_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) |
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205 { |
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206 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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207 NDS_TextureData *txdat = NULL; |
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208 int i; |
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209 int bpp; |
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210 Uint32 Rmask, Gmask, Bmask, Amask; |
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211 |
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212 if (!SDL_PixelFormatEnumToMasks |
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213 (texture->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) { |
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214 SDL_SetError("Unknown texture format"); |
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215 return -1; |
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216 } |
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217 |
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218 /* conditional statements on w/h to place it as bg/sprite |
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219 depending on which one it fits. */ |
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220 if (texture->w <= 64 && texture->h <= 64) { |
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221 int whichspr = -1; |
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222 printf("NDS_CreateTexture: Tried to make a sprite.\n"); |
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223 txdat->type = NDSTX_SPR; |
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224 #if 0 |
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225 for (i = 0; i < SPRITE_COUNT; ++i) { |
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226 if (data->oam_copy.spriteBuffer[i].attribute[0] & ATTR0_DISABLED) { |
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227 whichspr = i; |
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228 break; |
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229 } |
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230 } |
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231 if (whichspr >= 0) { |
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232 SpriteEntry *sprent = &(data->oam_copy.spriteBuffer[whichspr]); |
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233 int maxside = texture->w > texture->h ? texture->w : texture->h; |
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234 int pitch; |
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235 |
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236 texture->driverdata = SDL_calloc(1, sizeof(NDS_TextureData)); |
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237 txdat = (NDS_TextureData *) texture->driverdata; |
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238 if (!txdat) { |
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239 SDL_OutOfMemory(); |
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240 return -1; |
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241 } |
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242 |
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243 sprent->objMode = OBJMODE_BITMAP; |
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244 sprent->posX = 0; |
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245 sprent->posY = 0; |
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246 sprent->colMode = OBJCOLOR_16; /* OBJCOLOR_256 for INDEX8 */ |
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247 |
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248 /* the first 32 sprites get transformation matrices. |
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249 first come, first served */ |
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250 if (whichspr < MATRIX_COUNT) { |
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251 sprent->isRotoscale = 1; |
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252 sprent->rsMatrixIdx = whichspr; |
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253 } |
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254 |
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255 /* containing shape (square or 2:1 rectangles) */ |
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256 sprent->objShape = OBJSHAPE_SQUARE; |
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257 if (texture->w / 2 >= texture->h) { |
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258 sprent->objShape = OBJSHAPE_WIDE; |
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259 } else if (texture->h / 2 >= texture->w) { |
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260 sprent->objShape = OBJSHAPE_TALL; |
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261 } |
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262 |
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263 /* size in pixels */ |
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264 /* FIXME: "pitch" is hardcoded for 2bytes per pixel. */ |
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265 sprent->objSize = OBJSIZE_64; |
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266 pitch = 128; |
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267 if (maxside <= 8) { |
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268 sprent->objSize = OBJSIZE_8; |
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269 pitch = 16; |
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270 } else if (maxside <= 16) { |
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271 sprent->objSize = OBJSIZE_16; |
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272 pitch = 32; |
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273 } else if (maxside <= 32) { |
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274 sprent->objSize = OBJSIZE_32; |
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275 pitch = 64; |
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276 } |
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277 |
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278 /* FIXME: this is hard-coded and will obviously only work for one |
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279 sprite-texture. tells it to look at the beginning of SPRITE_GFX |
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280 for its pixels. */ |
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281 sprent->tileIdx = 0; |
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282 |
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283 /* now for the texture data */ |
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284 txdat->type = NDSTX_SPR; |
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285 txdat->hw_index = whichspr; |
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286 txdat->dim.hdx = 0x100; |
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287 txdat->dim.hdy = 0; |
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288 txdat->dim.vdx = 0; |
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289 txdat->dim.vdy = 0x100; |
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290 txdat->dim.pitch = pitch; |
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291 txdat->dim.bpp = bpp; |
3139 | 292 txdat->vram_pixels = |
293 (u16 *) (data->sub ? SPRITE_GFX_SUB : SPRITE_GFX); | |
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294 /* FIXME: use tileIdx*boundary |
3139 | 295 to point to proper location */ |
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296 } else { |
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297 SDL_SetError("Out of NDS sprites."); |
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298 } |
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299 #endif |
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300 } else if (texture->w <= 256 && texture->h <= 256) { |
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301 int whichbg = -1, base = 0; |
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302 if (!data->bg_taken[2]) { |
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303 whichbg = 2; |
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304 } else if (!data->bg_taken[3]) { |
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305 whichbg = 3; |
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306 base = 4; |
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307 } |
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308 if (whichbg >= 0) { |
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309 texture->driverdata = SDL_calloc(1, sizeof(NDS_TextureData)); |
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310 txdat = (NDS_TextureData *) texture->driverdata; |
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311 if (!txdat) { |
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312 SDL_OutOfMemory(); |
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313 return -1; |
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314 } |
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315 // hard-coded for 256x256 for now... |
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316 // TODO: a series of if-elseif-else's to find the closest but larger size. |
3139 | 317 if (!data->sub) { |
318 if (bpp == 8) { | |
319 txdat->hw_index = | |
320 bgInit(whichbg, BgType_Bmp8, BgSize_B8_256x256, 0, 0); | |
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321 } else { |
3139 | 322 txdat->hw_index = |
323 bgInit(whichbg, BgType_Bmp16, BgSize_B16_256x256, 0, | |
324 0); | |
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325 } |
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326 } else { |
3139 | 327 if (bpp == 8) { |
328 txdat->hw_index = | |
329 bgInitSub(whichbg, BgType_Bmp8, BgSize_B8_256x256, 0, | |
330 0); | |
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331 } else { |
3139 | 332 txdat->hw_index = |
333 bgInitSub(whichbg, BgType_Bmp16, BgSize_B16_256x256, | |
334 0, 0); | |
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335 } |
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336 } |
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337 |
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338 /* useful functions |
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339 bgGetGfxPtr(bg3); |
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340 bgSetCenter(bg3, rcX, rcY); |
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341 bgSetRotateScale(bg3, angle, scaleX, scaleY); |
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342 bgSetScroll(bg3, scrollX, scrollY); |
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343 bgUpdate(bg3); |
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344 */ |
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345 txdat->type = NDSTX_BG; |
5275 | 346 txdat->pitch = (texture->w) * ((bpp+1) / 8); |
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347 txdat->bpp = bpp; |
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348 txdat->rotate = 0; |
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349 txdat->scale.x = 0x100; |
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350 txdat->scale.y = 0x100; |
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351 txdat->scroll.x = 0; |
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352 txdat->scroll.y = 0; |
3139 | 353 txdat->vram_pixels = (u16 *) bgGetGfxPtr(txdat->hw_index); |
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354 |
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355 bgSetCenter(txdat->hw_index, 0, 0); |
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356 bgSetRotateScale(txdat->hw_index, txdat->rotate, txdat->scale.x, |
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357 txdat->scale.y); |
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358 bgSetScroll(txdat->hw_index, txdat->scroll.x, txdat->scroll.y); |
5275 | 359 bgUpdate(); |
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360 |
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361 data->bg_taken[whichbg] = 1; |
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362 /*txdat->size = txdat->dim.pitch * texture->h; */ |
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363 } else { |
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364 SDL_SetError("Out of NDS backgrounds."); |
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365 } |
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366 } else { |
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367 SDL_SetError("Texture too big for NDS hardware."); |
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368 } |
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369 |
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370 if (!texture->driverdata) { |
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371 return -1; |
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372 } |
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373 |
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374 return 0; |
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375 } |
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376 |
5275 | 377 #if 0 |
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378 static int |
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379 NDS_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, |
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380 void **pixels, int *pitch) |
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381 { |
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382 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; |
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383 *pixels = txdat->vram_pixels; |
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384 *pitch = txdat->pitch; |
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385 return 0; |
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386 } |
5275 | 387 #endif |
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388 |
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389 static int |
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390 NDS_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
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391 const SDL_Rect * rect, const void *pixels, int pitch) |
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392 { |
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393 NDS_TextureData *txdat; |
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394 Uint8 *src, *dst; |
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395 int row; |
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396 size_t length; |
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397 |
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398 txdat = (NDS_TextureData *) texture->driverdata; |
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399 |
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400 src = (Uint8 *) pixels; |
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401 dst = |
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402 (Uint8 *) txdat->vram_pixels + rect->y * txdat->pitch + rect->x * |
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403 ((txdat->bpp + 1) / 8); |
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404 length = rect->w * ((txdat->bpp + 1) / 8); |
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405 |
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406 if (rect->w == texture->w) { |
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407 dmaCopy(src, dst, length * rect->h); |
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408 } else { |
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409 for (row = 0; row < rect->h; ++row) { |
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410 dmaCopy(src, dst, length); |
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411 src += pitch; |
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412 dst += txdat->pitch; |
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413 } |
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414 } |
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415 |
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416 return 0; |
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417 } |
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418 |
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419 static int |
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420 NDS_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, |
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421 const SDL_Rect * rect, int markDirty, void **pixels, |
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422 int *pitch) |
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423 { |
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424 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; |
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425 |
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426 *pixels = (void *) ((u8 *) txdat->vram_pixels + rect->y * txdat->pitch + |
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427 rect->x * ((txdat->bpp + 1) / 8)); |
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428 *pitch = txdat->pitch; |
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429 |
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430 return 0; |
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431 } |
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432 |
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433 static void |
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434 NDS_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) |
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435 { |
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436 /* stub! */ |
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437 } |
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438 |
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439 static int |
5275 | 440 NDS_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, |
441 int count) | |
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442 { |
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443 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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444 |
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445 printf("NDS_RenderFill: stub\n"); |
5275 | 446 |
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447 /* TODO: make a single-color sprite and stretch it. |
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448 calculate the "HDX" width modifier of the sprite by: |
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449 let S be the actual sprite's width (like, 32 pixels for example) |
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450 let R be the rectangle's width (maybe 50 pixels) |
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451 HDX = (R<<8) / S; |
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452 (it's fixed point, hence the bit shift. same goes for vertical. |
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453 be sure to use 32-bit int's for the bit shift before the division!) |
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454 */ |
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455 |
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456 return 0; |
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457 } |
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458 |
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459 static int |
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460 NDS_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, |
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461 const SDL_Rect * srcrect, const SDL_Rect * dstrect) |
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462 { |
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463 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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464 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata; |
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465 SDL_Window *window = renderer->window; |
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466 SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); |
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467 int Bpp = SDL_BYTESPERPIXEL(texture->format); |
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468 |
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469 if (txdat->type == NDSTX_BG) { |
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470 txdat->scroll.x = dstrect->x; |
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471 txdat->scroll.y = dstrect->y; |
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472 } else { |
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473 /* sprites not fully implemented yet */ |
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474 printf("NDS_RenderCopy: used sprite!\n"); |
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475 // SpriteEntry *spr = &(data->oam_copy.spriteBuffer[txdat->hw_index]); |
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476 // spr->posX = dstrect->x; |
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477 // spr->posY = dstrect->y; |
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478 // if (txdat->hw_index < MATRIX_COUNT && spr->isRotoscale) { |
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479 // } |
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480 } |
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481 |
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482 return 0; |
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483 } |
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484 |
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485 |
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486 static void |
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487 NDS_RenderPresent(SDL_Renderer * renderer) |
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488 { |
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489 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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490 SDL_Window *window = renderer->window; |
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491 SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); |
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492 |
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493 /* update sprites */ |
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494 // NDS_OAM_Update(&(data->oam_copy), data->sub); |
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495 /* vsync for NDS */ |
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496 if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) { |
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497 swiWaitForVBlank(); |
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498 } |
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499 } |
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500 |
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501 static void |
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502 NDS_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) |
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503 { |
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504 NDS_TextureData *txdat = texture->driverdata; |
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505 /* free anything else allocated for texture */ |
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506 SDL_free(txdat); |
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507 } |
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508 |
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509 static void |
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510 NDS_DestroyRenderer(SDL_Renderer * renderer) |
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511 { |
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512 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata; |
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513 int i; |
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514 |
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515 if (data) { |
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516 /* free anything else relevant if anything else is allocated. */ |
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517 SDL_free(data); |
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518 } |
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519 SDL_free(renderer); |
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520 } |
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521 |
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522 /* vi: set ts=4 sw=4 expandtab: */ |