view src/video/SDL_sysvideo.h @ 3468:789b97008d8a

My first OpenGL shader! Momma will be so proud! This shader implements the software renderer mask semantics where the source pixel is multiplied by the color and alpha modulation values and then any pixel with non-zero alpha is fully opaque. The OpenGL renderer on Mac OS X now passes all the automated render tests! :)
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Nov 2009 05:29:31 +0000
parents 9f62f47d989b
children 4b594623401b
line wrap: on
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

#ifndef _SDL_sysvideo_h
#define _SDL_sysvideo_h

#include "SDL_mouse.h"
#include "SDL_keysym.h"

/* The SDL video driver */

typedef struct SDL_Window SDL_Window;
typedef struct SDL_Texture SDL_Texture;
typedef struct SDL_Renderer SDL_Renderer;
typedef struct SDL_RenderDriver SDL_RenderDriver;
typedef struct SDL_VideoDisplay SDL_VideoDisplay;
typedef struct SDL_VideoDevice SDL_VideoDevice;

/* Define the SDL texture structure */
struct SDL_Texture
{
    Uint32 id;

    Uint32 format;              /**< The pixel format of the texture */
    int access;                 /**< SDL_TextureAccess */
    int w;                      /**< The width of the texture */
    int h;                      /**< The height of the texture */
    int modMode;                /**< The texture modulation mode */
    int blendMode;                      /**< The texture blend mode */
    int scaleMode;                      /**< The texture scale mode */
    Uint8 r, g, b, a;                   /**< Texture modulation values */

    SDL_Renderer *renderer;

    void *driverdata;                   /**< Driver specific texture representation */

    SDL_Texture *next;
};

/* Define the SDL renderer structure */
struct SDL_Renderer
{
    int (*ActivateRenderer) (SDL_Renderer * renderer);
    int (*DisplayModeChanged) (SDL_Renderer * renderer);
    int (*CreateTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
    int (*QueryTexturePixels) (SDL_Renderer * renderer, SDL_Texture * texture,
                               void **pixels, int *pitch);
    int (*SetTexturePalette) (SDL_Renderer * renderer, SDL_Texture * texture,
                              const SDL_Color * colors, int firstcolor,
                              int ncolors);
    int (*GetTexturePalette) (SDL_Renderer * renderer, SDL_Texture * texture,
                              SDL_Color * colors, int firstcolor,
                              int ncolors);
    int (*SetTextureColorMod) (SDL_Renderer * renderer,
                               SDL_Texture * texture);
    int (*SetTextureAlphaMod) (SDL_Renderer * renderer,
                               SDL_Texture * texture);
    int (*SetTextureBlendMode) (SDL_Renderer * renderer,
                                SDL_Texture * texture);
    int (*SetTextureScaleMode) (SDL_Renderer * renderer,
                                SDL_Texture * texture);
    int (*UpdateTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
                          const SDL_Rect * rect, const void *pixels,
                          int pitch);
    int (*LockTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
                        const SDL_Rect * rect, int markDirty, void **pixels,
                        int *pitch);
    void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
    void (*DirtyTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
                          int numrects, const SDL_Rect * rects);
    int (*SetDrawColor) (SDL_Renderer * renderer);
    int (*SetDrawBlendMode) (SDL_Renderer * renderer);
    int (*RenderPoint) (SDL_Renderer * renderer, int x, int y);
    int (*RenderLine) (SDL_Renderer * renderer, int x1, int y1, int x2,
                       int y2);
    int (*RenderFill) (SDL_Renderer * renderer, const SDL_Rect * rect);
    int (*RenderCopy) (SDL_Renderer * renderer, SDL_Texture * texture,
                       const SDL_Rect * srcrect, const SDL_Rect * dstrect);
    int (*RenderReadPixels) (SDL_Renderer * renderer, const SDL_Rect * rect,
                             Uint32 format, void * pixels, int pitch);
    int (*RenderWritePixels) (SDL_Renderer * renderer, const SDL_Rect * rect,
                              Uint32 format, const void * pixels, int pitch);
    void (*RenderPresent) (SDL_Renderer * renderer);
    void (*DestroyTexture) (SDL_Renderer * renderer, SDL_Texture * texture);

    void (*DestroyRenderer) (SDL_Renderer * renderer);

    /* The current renderer info */
    SDL_RendererInfo info;

    /* The window associated with the renderer */
    SDL_WindowID window;

    Uint8 r, g, b, a;                   /**< Color for drawing operations values */
    int blendMode;                      /**< The drawing blend mode */

    void *driverdata;
};

/* Define the SDL render driver structure */
struct SDL_RenderDriver
{
    SDL_Renderer *(*CreateRenderer) (SDL_Window * window, Uint32 flags);

    /* Info about the renderer capabilities */
    SDL_RendererInfo info;
};

/* Define the SDL window structure, corresponding to toplevel windows */
struct SDL_Window
{
    Uint32 id;

    char *title;
    int x, y;
    int w, h;
    Uint32 flags;

    int display;
    SDL_Renderer *renderer;

    void *userdata;
    void *driverdata;
};
#define FULLSCREEN_VISIBLE(W) \
    (((W)->flags & SDL_WINDOW_FULLSCREEN) && \
     ((W)->flags & SDL_WINDOW_SHOWN) && \
     !((W)->flags & SDL_WINDOW_MINIMIZED))

/*
 * Define the SDL display structure This corresponds to physical monitors
 * attached to the system.
 */
struct SDL_VideoDisplay
{
    int max_display_modes;
    int num_display_modes;
    SDL_DisplayMode *display_modes;
    SDL_DisplayMode desktop_mode;
    SDL_DisplayMode current_mode;
    SDL_DisplayMode fullscreen_mode;
    SDL_Palette *palette;

    Uint16 *gamma;
    Uint16 *saved_gamma;        /* (just offset into gamma) */

    int num_render_drivers;
    SDL_RenderDriver *render_drivers;

    int num_windows;
    SDL_Window *windows;

    SDL_Renderer *current_renderer;

    /* The hash list of textures */
    SDL_Texture *textures[64];

    SDL_VideoDevice *device;

    void *driverdata;
};

/* Define the SDL video driver structure */
#define _THIS	SDL_VideoDevice *_this

struct SDL_VideoDevice
{
    /* * * */
    /* The name of this video driver */
    const char *name;

    /* * * */
    /* Initialization/Query functions */

    /*
     * Initialize the native video subsystem, filling in the list of
     * displays for this driver, returning 0 or -1 if there's an error.
     */
    int (*VideoInit) (_THIS);

    /*
     * Reverse the effects VideoInit() -- called if VideoInit() fails or
     * if the application is shutting down the video subsystem.
     */
    void (*VideoQuit) (_THIS);

    /* * * */
    /*
     * Display functions
     */

    /*
     * Get a list of the available display modes. e.g.
     * SDL_AddDisplayMode(_this->current_display, mode)
     */
    void (*GetDisplayModes) (_THIS);

    /*
     * Setting the display mode is independent of creating windows, so
     * when the display mode is changed, all existing windows should have
     * their data updated accordingly, including the display surfaces
     * associated with them.
     */
    int (*SetDisplayMode) (_THIS, SDL_DisplayMode * mode);

    /* Set the color entries of the display palette */
    int (*SetDisplayPalette) (_THIS, SDL_Palette * palette);

    /* Get the color entries of the display palette */
    int (*GetDisplayPalette) (_THIS, SDL_Palette * palette);

    /* Set the gamma ramp */
    int (*SetDisplayGammaRamp) (_THIS, Uint16 * ramp);

    /* Get the gamma ramp */
    int (*GetDisplayGammaRamp) (_THIS, Uint16 * ramp);

    /* * * */
    /*
     * Window functions
     */
    int (*CreateWindow) (_THIS, SDL_Window * window);
    int (*CreateWindowFrom) (_THIS, SDL_Window * window, const void *data);
    void (*SetWindowTitle) (_THIS, SDL_Window * window);
    void (*SetWindowIcon) (_THIS, SDL_Window * window, SDL_Surface * icon);
    void (*SetWindowPosition) (_THIS, SDL_Window * window);
    void (*SetWindowSize) (_THIS, SDL_Window * window);
    void (*ShowWindow) (_THIS, SDL_Window * window);
    void (*HideWindow) (_THIS, SDL_Window * window);
    void (*RaiseWindow) (_THIS, SDL_Window * window);
    void (*MaximizeWindow) (_THIS, SDL_Window * window);
    void (*MinimizeWindow) (_THIS, SDL_Window * window);
    void (*RestoreWindow) (_THIS, SDL_Window * window);
    void (*SetWindowGrab) (_THIS, SDL_Window * window);
    void (*DestroyWindow) (_THIS, SDL_Window * window);

    /* Get some platform dependent window information */
      SDL_bool(*GetWindowWMInfo) (_THIS, SDL_Window * window,
                                  struct SDL_SysWMinfo * info);

    /* * * */
    /*
     * OpenGL support
     */
    int (*GL_LoadLibrary) (_THIS, const char *path);
    void *(*GL_GetProcAddress) (_THIS, const char *proc);
    void (*GL_UnloadLibrary) (_THIS);
      SDL_GLContext(*GL_CreateContext) (_THIS, SDL_Window * window);
    int (*GL_MakeCurrent) (_THIS, SDL_Window * window, SDL_GLContext context);
    int (*GL_SetSwapInterval) (_THIS, int interval);
    int (*GL_GetSwapInterval) (_THIS);
    void (*GL_SwapWindow) (_THIS, SDL_Window * window);
    void (*GL_DeleteContext) (_THIS, SDL_GLContext context);

    /* * * */
    /*
     * Event manager functions
     */
    void (*PumpEvents) (_THIS);

    /* Suspend the screensaver */
    void (*SuspendScreenSaver) (_THIS);

    /* Text input */
    void (*StartTextInput) (_THIS);
    void (*StopTextInput) (_THIS);
    void (*SetTextInputRect) (_THIS, SDL_Rect *rect);

    /* * * */
    /* Data common to all drivers */
    SDL_bool suspend_screensaver;
    int num_displays;
    SDL_VideoDisplay *displays;
    int current_display;
    Uint32 next_object_id;

    /* * * */
    /* Data used by the GL drivers */
    struct
    {
        int red_size;
        int green_size;
        int blue_size;
        int alpha_size;
        int depth_size;
        int buffer_size;
        int stencil_size;
        int double_buffer;
        int accum_red_size;
        int accum_green_size;
        int accum_blue_size;
        int accum_alpha_size;
        int stereo;
        int multisamplebuffers;
        int multisamplesamples;
        int accelerated;
        int major_version;
        int minor_version;
        int retained_backing;
        int driver_loaded;
        char driver_path[256];
        void *dll_handle;
    } gl_config;

    /* * * */
    /* Data private to this driver */
    void *driverdata;
    struct SDL_GLDriverData *gl_data;

#if SDL_VIDEO_DRIVER_PANDORA
    struct SDL_PrivateGLESData *gles_data;
#endif

    /* * * */
    /* The function used to dispose of this structure */
    void (*free) (_THIS);
};

typedef struct VideoBootStrap
{
    const char *name;
    const char *desc;
    int (*available) (void);
    SDL_VideoDevice *(*create) (int devindex);
} VideoBootStrap;

#if SDL_VIDEO_DRIVER_COCOA
extern VideoBootStrap COCOA_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_X11
extern VideoBootStrap X11_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_FBCON
extern VideoBootStrap FBCON_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_DIRECTFB
extern VideoBootStrap DirectFB_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_PS2GS
extern VideoBootStrap PS2GS_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_PS3
extern VideoBootStrap PS3_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_SVGALIB
extern VideoBootStrap SVGALIB_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_GAPI
extern VideoBootStrap GAPI_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_WIN32
extern VideoBootStrap WIN32_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_BWINDOW
extern VideoBootStrap BWINDOW_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_PHOTON
extern VideoBootStrap photon_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_QNXGF
extern VideoBootStrap qnxgf_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_EPOC
extern VideoBootStrap EPOC_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_RISCOS
extern VideoBootStrap RISCOS_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_UIKIT
extern VideoBootStrap UIKIT_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_DUMMY
extern VideoBootStrap DUMMY_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_NDS
extern VideoBootStrap NDS_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_PANDORA
extern VideoBootStrap PND_bootstrap;
#endif

#define SDL_CurrentDisplay	(_this->displays[_this->current_display])
#define SDL_CurrentRenderer	(SDL_CurrentDisplay.current_renderer)

extern SDL_VideoDevice *SDL_GetVideoDevice();
extern int SDL_AddBasicVideoDisplay(const SDL_DisplayMode * desktop_mode);
extern int SDL_AddVideoDisplay(const SDL_VideoDisplay * display);
extern SDL_bool
SDL_AddDisplayMode(int displayIndex, const SDL_DisplayMode * mode);
extern void
SDL_AddRenderDriver(int displayIndex, const SDL_RenderDriver * driver);

extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
extern SDL_Window *SDL_GetWindowFromID(SDL_WindowID windowID);
extern SDL_VideoDisplay *SDL_GetDisplayFromWindow(SDL_Window * window);

extern void SDL_OnWindowShown(SDL_Window * window);
extern void SDL_OnWindowHidden(SDL_Window * window);
extern void SDL_OnWindowResized(SDL_Window * window);
extern void SDL_OnWindowFocusGained(SDL_Window * window);
extern void SDL_OnWindowFocusLost(SDL_Window * window);
extern SDL_WindowID SDL_GetFocusWindow(void);

#endif /* _SDL_sysvideo_h */

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