Mercurial > sdl-ios-xcode
diff src/video/nds/SDL_ndsrender.c @ 3139:7f684f249ec9
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author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 23 May 2009 22:41:08 +0000 |
parents | c5280d33c32a |
children | 64ce267332c6 |
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--- a/src/video/nds/SDL_ndsrender.c Fri May 15 15:47:37 2009 +0000 +++ b/src/video/nds/SDL_ndsrender.c Sat May 23 22:41:08 2009 +0000 @@ -88,7 +88,7 @@ SDL_PIXELFORMAT_INDEX8, SDL_PIXELFORMAT_ABGR1555, SDL_PIXELFORMAT_BGR555, - }, /* u32 texture_formats[20] */ + }, /* u32 texture_formats[20] */ (256), /* int max_texture_width */ (256), /* int max_texture_height */ } @@ -107,8 +107,14 @@ { NDSTX_BG, NDSTX_SPR } type; /* represented in a bg or sprite. */ int hw_index; /* index of sprite in OAM or bg from libnds */ int pitch, bpp; /* useful information about the texture */ - struct { int x,y; } scale; /* x/y stretch (24.8 fixed point) */ - struct { int x,y; } scroll; /* x/y offset */ + struct + { + int x, y; + } scale; /* x/y stretch (24.8 fixed point) */ + struct + { + int x, y; + } scroll; /* x/y offset */ int rotate; /* -32768 to 32767, texture rotation */ u16 *vram_pixels; /* where the pixel data is stored (a pointer into VRAM) */ u16 *vram_palette; /* where the palette data is stored if it's indexed. */ @@ -197,9 +203,9 @@ renderer->info.max_texture_height = NDS_RenderDriver.info.max_texture_height; - data->sub = 0; /* TODO: this is hard-coded to the "main" screen. - figure out how to detect whether to set it to - "sub" screen. window->id, perhaps? */ + data->sub = 0; /* TODO: this is hard-coded to the "main" screen. + figure out how to detect whether to set it to + "sub" screen. window->id, perhaps? */ data->bg_taken[2] = data->bg_taken[3] = 0; return renderer; @@ -310,9 +316,10 @@ txdat->dim.vdy = 0x100; txdat->dim.pitch = pitch; txdat->dim.bpp = bpp; - txdat->vram_pixels = (u16 *) (data->sub ? SPRITE_GFX_SUB : SPRITE_GFX); + txdat->vram_pixels = + (u16 *) (data->sub ? SPRITE_GFX_SUB : SPRITE_GFX); /* FIXME: use tileIdx*boundary - to point to proper location */ + to point to proper location */ } else { SDL_SetError("Out of NDS sprites."); } @@ -332,20 +339,26 @@ SDL_OutOfMemory(); return -1; } - // hard-coded for 256x256 for now... // TODO: a series of if-elseif-else's to find the closest but larger size. - if(!data->sub) { - if(bpp==8) { - txdat->hw_index = bgInit(whichbg, BgType_Bmp8, BgSize_B8_256x256, 0, 0); + if (!data->sub) { + if (bpp == 8) { + txdat->hw_index = + bgInit(whichbg, BgType_Bmp8, BgSize_B8_256x256, 0, 0); } else { - txdat->hw_index = bgInit(whichbg, BgType_Bmp16, BgSize_B16_256x256, 0, 0); + txdat->hw_index = + bgInit(whichbg, BgType_Bmp16, BgSize_B16_256x256, 0, + 0); } } else { - if(bpp==8) { - txdat->hw_index = bgInitSub(whichbg, BgType_Bmp8, BgSize_B8_256x256, 0, 0); + if (bpp == 8) { + txdat->hw_index = + bgInitSub(whichbg, BgType_Bmp8, BgSize_B8_256x256, 0, + 0); } else { - txdat->hw_index = bgInitSub(whichbg, BgType_Bmp16, BgSize_B16_256x256, 0, 0); + txdat->hw_index = + bgInitSub(whichbg, BgType_Bmp16, BgSize_B16_256x256, + 0, 0); } } @@ -357,14 +370,14 @@ bgUpdate(bg3); */ txdat->type = NDSTX_BG; - txdat->pitch = (texture->w)*(bpp/8); + txdat->pitch = (texture->w) * (bpp / 8); txdat->bpp = bpp; txdat->rotate = 0; txdat->scale.x = 0x100; txdat->scale.y = 0x100; txdat->scroll.x = 0; txdat->scroll.y = 0; - txdat->vram_pixels = (u16*)bgGetGfxPtr(txdat->hw_index); + txdat->vram_pixels = (u16 *) bgGetGfxPtr(txdat->hw_index); bgSetCenter(txdat->hw_index, 0, 0); bgSetRotateScale(txdat->hw_index, txdat->rotate, txdat->scale.x, @@ -458,7 +471,7 @@ int i, j; printf("NDS_RenderFill: stub\n"); - color = RGB8(r, g, b); /* macro in libnds that makes an ARGB1555 pixel */ + color = RGB8(r, g, b); /* macro in libnds that makes an ARGB1555 pixel */ /* TODO: make a single-color sprite and stretch it. calculate the "HDX" width modifier of the sprite by: let S be the actual sprite's width (like, 32 pixels for example)