ref: 9eaba52cafcac7c2f3bfc72d7be1f15893196be1
dir: /src/Backends/Rendering/Software.cpp/
#include "../Rendering.h"
#include <stddef.h>
#include <stdlib.h>
#include "SDL.h"
#include "../../WindowsWrapper.h"
#include "../../Font.h"
struct Backend_Surface
{
unsigned char *pixels;
unsigned int width;
unsigned int height;
unsigned int pitch;
};
static SDL_Window *window;
static SDL_Surface *window_surface;
static SDL_Surface *screen_surface;
static Backend_Surface framebuffer;
BOOL Backend_Init(SDL_Window *p_window)
{
window = p_window;
window_surface = SDL_GetWindowSurface(window);
screen_surface = SDL_CreateRGBSurfaceWithFormat(0, window_surface->w, window_surface->h, 0, SDL_PIXELFORMAT_RGB24);
if (screen_surface == NULL)
return FALSE;
framebuffer.pixels = (unsigned char*)screen_surface->pixels;
framebuffer.width = screen_surface->w;
framebuffer.height = screen_surface->h;
framebuffer.pitch = screen_surface->pitch;
return TRUE;
}
void Backend_Deinit(void)
{
SDL_FreeSurface(screen_surface);
}
void Backend_DrawScreen(void)
{
SDL_BlitSurface(screen_surface, NULL, window_surface, NULL);
SDL_UpdateWindowSurface(window);
}
Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
{
Backend_Surface *surface = (Backend_Surface*)malloc(sizeof(Backend_Surface));
if (surface == NULL)
return NULL;
surface->pixels = (unsigned char*)malloc(width * height * 3);
if (surface->pixels == NULL)
{
free(surface);
return NULL;
}
surface->width = width;
surface->height = height;
surface->pitch = width * 3;
return surface;
}
void Backend_FreeSurface(Backend_Surface *surface)
{
free(surface->pixels);
free(surface);
}
void Backend_LoadPixels(Backend_Surface *surface, const unsigned char *pixels, unsigned int width, unsigned int height, unsigned int pitch)
{
for (unsigned int i = 0; i < height; ++i)
{
const unsigned char *src_row = &pixels[i * pitch];
unsigned char *dst_row = &surface->pixels[i * surface->pitch];
memcpy(dst_row, src_row, width * 3);
}
}
void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
{
RECT rect_clamped;
rect_clamped.left = rect->left;
rect_clamped.top = rect->top;
rect_clamped.right = rect->right;
rect_clamped.bottom = rect->bottom;
// Clamp the rect and coordinates so we don't write outside the pixel buffer
long overflow;
overflow = 0 - x;
if (overflow > 0)
{
rect_clamped.left += overflow;
x += overflow;
}
overflow = 0 - y;
if (overflow > 0)
{
rect_clamped.top += overflow;
y += overflow;
}
overflow = (x + (rect_clamped.right - rect_clamped.left)) - destination_surface->width;
if (overflow > 0)
{
rect_clamped.right -= overflow;
}
overflow = (y + (rect_clamped.bottom - rect_clamped.top)) - destination_surface->height;
if (overflow > 0)
{
rect_clamped.bottom -= overflow;
}
// Do the actual blitting
if (colour_key)
{
for (long j = 0; j < rect_clamped.bottom - rect_clamped.top; ++j)
{
unsigned char *source_pointer = &source_surface->pixels[((rect_clamped.top + j) * source_surface->pitch) + (rect_clamped.left * 3)];
unsigned char *destination_pointer = &destination_surface->pixels[((y + j) * destination_surface->pitch) + (x * 3)];
for (long i = 0; i < rect_clamped.right - rect_clamped.left; ++i)
{
if (source_pointer[0] != 0 || source_pointer[1] != 0 || source_pointer[2] != 0) // Assumes the colour key will always be #00000000 (black)
{
destination_pointer[0] = source_pointer[0];
destination_pointer[1] = source_pointer[1];
destination_pointer[2] = source_pointer[2];
}
source_pointer += 3;
destination_pointer += 3;
}
}
}
else
{
for (long j = 0; j < rect_clamped.bottom - rect_clamped.top; ++j)
{
unsigned char *source_pointer = &source_surface->pixels[((rect_clamped.top + j) * source_surface->pitch) + (rect_clamped.left * 3)];
unsigned char *destination_pointer = &destination_surface->pixels[((y + j) * destination_surface->pitch) + (x * 3)];
memcpy(destination_pointer, source_pointer, (rect_clamped.right - rect_clamped.left) * 3);
}
}
}
void Backend_BlitToScreen(Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key)
{
Backend_Blit(source_surface, rect, &framebuffer, x, y, colour_key);
}
void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
{
RECT rect_clamped;
rect_clamped.left = rect->left;
rect_clamped.top = rect->top;
rect_clamped.right = rect->right;
rect_clamped.bottom = rect->bottom;
// Clamp the rect so it doesn't write outside the pixel buffer
long overflow;
overflow = 0 - rect_clamped.left;
if (overflow > 0)
{
rect_clamped.left += overflow;
}
overflow = 0 - rect_clamped.top;
if (overflow > 0)
{
rect_clamped.top += overflow;
}
overflow = rect_clamped.right - surface->width;
if (overflow > 0)
{
rect_clamped.right -= overflow;
}
overflow = rect_clamped.bottom - surface->height;
if (overflow > 0)
{
rect_clamped.bottom -= overflow;
}
for (long j = 0; j < rect_clamped.bottom - rect_clamped.top; ++j)
{
unsigned char *source_pointer = &surface->pixels[((rect_clamped.top + j) * surface->pitch) + (rect_clamped.left * 3)];
for (long i = 0; i < rect_clamped.right - rect_clamped.left; ++i)
{
*source_pointer++ = red;
*source_pointer++ = green;
*source_pointer++ = blue;
}
}
}
void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
{
Backend_ColourFill(&framebuffer, rect, red, green, blue);
}
void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect)
{
Backend_Blit(&framebuffer, rect, surface, rect->left, rect->top, FALSE);
}
void Backend_DrawText(Backend_Surface *surface, FontObject *font, int x, int y, const char *text, unsigned long colour)
{
DrawText(font, surface->pixels, surface->pitch, surface->width, surface->height, x, y, colour, text, strlen(text));
}
void Backend_DrawTextToScreen(FontObject *font, int x, int y, const char *text, unsigned long colour)
{
Backend_DrawText(&framebuffer, font, x, y, text, colour);
}
void Backend_HandleDeviceLoss(void)
{
// No problem for us
}
void Backend_HandleWindowResize(void)
{
// https://wiki.libsdl.org/SDL_GetWindowSurface
// We need to fetch a new surface pointer
window_surface = SDL_GetWindowSurface(window);
}