Mercurial > sdl-ios-xcode
view src/video/SDL_sysvideo.h @ 2884:9dde605c7540
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 20 Dec 2008 12:00:00 +0000 |
parents | 99210400e8b9 |
children | 133601e3b255 |
line wrap: on
line source
/* 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 (*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); 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 (*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); 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); /* * * */ /* Data common to all drivers */ 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 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; /* * * */ /* 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_NANOX extern VideoBootStrap NX_bootstrap; #endif #if SDL_VIDEO_DRIVER_IPOD extern VideoBootStrap iPod_bootstrap; #endif #if SDL_VIDEO_DRIVER_WSCONS extern VideoBootStrap WSCONS_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_VGL extern VideoBootStrap VGL_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 ph_bootstrap; #endif #if SDL_VIDEO_DRIVER_EPOC extern VideoBootStrap EPOC_bootstrap; #endif #if SDL_VIDEO_DRIVER_XBIOS extern VideoBootStrap XBIOS_bootstrap; #endif #if SDL_VIDEO_DRIVER_GEM extern VideoBootStrap GEM_bootstrap; #endif #if SDL_VIDEO_DRIVER_DC extern VideoBootStrap DC_bootstrap; #endif #if SDL_VIDEO_DRIVER_RISCOS extern VideoBootStrap RISCOS_bootstrap; #endif #if SDL_VIDEO_DRIVER_OS2FS extern VideoBootStrap OS2FSLib_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 #define SDL_CurrentDisplay (_this->displays[_this->current_display]) 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 */ /* vi: set ts=4 sw=4 expandtab: */