shithub: cstory

Download patch

ref: b84661d88ae69f30e9ade7af6422870d5c590a85
parent: 15bfd00d25610e34b001acc89a7d222f3b78f282
author: Clownacy <Clownacy@users.noreply.github.com>
date: Mon Jul 15 13:01:42 EDT 2019

Move the backend files around a bit

--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -247,9 +247,9 @@
 endif()
 
 if(RENDERER MATCHES "Texture")
-	target_sources(CSE2 PRIVATE "src/Backends/SDLTexture.cpp")
+	target_sources(CSE2 PRIVATE "src/Backends/Rendering/SDLTexture.cpp")
 elseif(RENDERER MATCHES "Software")
-	target_sources(CSE2 PRIVATE "src/Backends/SDLSoftware.cpp")
+	target_sources(CSE2 PRIVATE "src/Backends/Rendering/Software.cpp")
 endif()
 
 # Make some tweaks if we're targetting Windows
--- /dev/null
+++ b/src/Backends/Rendering/SDLTexture.cpp
@@ -1,0 +1,276 @@
+#include "../Rendering.h"
+
+#include <stddef.h>
+#include <stdlib.h>
+
+#include "SDL.h"
+
+#include "../../WindowsWrapper.h"
+
+#include "../../Font.h"
+
+struct Backend_Surface
+{
+	BOOL needs_syncing;
+	SDL_Surface *sdl_surface;
+	SDL_Texture *texture;
+};
+
+static SDL_Renderer *renderer;
+static SDL_Texture *screen_texture;
+
+static void FlushSurface(Backend_Surface *surface)
+{
+	unsigned char *buffer = (unsigned char*)malloc(surface->sdl_surface->w * surface->sdl_surface->h * 4);
+	unsigned char *buffer_pointer = buffer;
+
+	// Convert the SDL_Surface's colour-keyed pixels to RGBA32
+	for (int h = 0; h < surface->sdl_surface->h; ++h)
+	{
+		unsigned char *src_pixel = (unsigned char*)surface->sdl_surface->pixels + (h * surface->sdl_surface->pitch);
+
+		for (int w = 0; w < surface->sdl_surface->w; ++w)
+		{
+			*buffer_pointer++ = src_pixel[0];
+			*buffer_pointer++ = src_pixel[1];
+			*buffer_pointer++ = src_pixel[2];
+
+			if (src_pixel[0] != 0 || src_pixel[1] != 0 || src_pixel[2] != 0)	// Assumes the colour key will always be #00000000 (black)
+				*buffer_pointer++ = 0xFF;
+			else
+				*buffer_pointer++ = 0;
+
+			src_pixel += 3;
+		}
+	}
+
+	SDL_UpdateTexture(surface->texture, NULL, buffer, surface->sdl_surface->w * 4);
+
+	free(buffer);
+}
+
+static void RectToSDLRect(const RECT *rect, SDL_Rect *sdl_rect)
+{
+	sdl_rect->x = (int)rect->left;
+	sdl_rect->y = (int)rect->top;
+	sdl_rect->w = (int)(rect->right - rect->left);
+	sdl_rect->h = (int)(rect->bottom - rect->top);
+
+	if (sdl_rect->w < 0)
+		sdl_rect->w = 0;
+
+	if (sdl_rect->h < 0)
+		sdl_rect->h = 0;
+}
+
+BOOL Backend_Init(SDL_Window *window)
+{
+	renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
+
+	if (renderer == NULL)
+		return FALSE;
+
+	int width, height;
+	SDL_GetRendererOutputSize(renderer, &width, &height);
+	screen_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
+
+	SDL_SetRenderTarget(renderer, screen_texture);
+
+	return TRUE;
+}
+
+void Backend_Deinit(void)
+{
+	SDL_DestroyRenderer(renderer);
+}
+
+void Backend_DrawScreen(void)
+{
+	SDL_SetRenderTarget(renderer, NULL);
+	SDL_RenderCopy(renderer, screen_texture, NULL, NULL);
+	SDL_SetRenderTarget(renderer, screen_texture);
+	SDL_RenderPresent(renderer);
+}
+
+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->sdl_surface = SDL_CreateRGBSurfaceWithFormat(0, width, height, 0, SDL_PIXELFORMAT_RGB24);
+
+	if (surface->sdl_surface == NULL)
+	{
+		free(surface);
+		return NULL;
+	}
+
+	surface->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
+
+	if (surface->texture == NULL)
+	{
+		SDL_FreeSurface(surface->sdl_surface);
+		free(surface);
+		return NULL;
+	}
+
+	SDL_SetColorKey(surface->sdl_surface, SDL_TRUE, SDL_MapRGB(surface->sdl_surface->format, 0, 0, 0));
+
+	surface->needs_syncing = FALSE;
+
+	return surface;
+}
+
+void Backend_FreeSurface(Backend_Surface *surface)
+{
+	SDL_FreeSurface(surface->sdl_surface);
+	free(surface);
+}
+
+void Backend_LoadPixels(Backend_Surface *surface, const unsigned char *pixels, unsigned int width, unsigned int height, unsigned int pitch)
+{
+	for (unsigned int h = 0; h < height; ++h)
+	{
+		const unsigned char *src_row = &pixels[h * pitch];
+		unsigned char *dst_row = (unsigned char*)surface->sdl_surface->pixels + h * surface->sdl_surface->pitch;
+
+		memcpy(dst_row, src_row, width * 3);
+	}
+
+	surface->needs_syncing = TRUE;
+}
+
+void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
+{
+	if (source_surface->needs_syncing)
+	{
+		FlushSurface(source_surface);
+		source_surface->needs_syncing = FALSE;
+	}
+
+	SDL_Rect source_rect;
+	RectToSDLRect(rect, &source_rect);
+
+	SDL_Rect destination_rect = {x, y, source_rect.w, source_rect.h};
+
+	// Blit the surface
+	SDL_SetSurfaceBlendMode(source_surface->sdl_surface, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
+	SDL_BlitSurface(source_surface->sdl_surface, &source_rect, destination_surface->sdl_surface, &destination_rect);
+
+	// Now blit the texture
+	SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
+	SDL_SetRenderTarget(renderer, destination_surface->texture);
+	SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect);
+	SDL_SetRenderTarget(renderer, screen_texture);
+}
+
+void Backend_BlitToScreen(Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key)
+{
+	if (source_surface->needs_syncing)
+	{
+		FlushSurface(source_surface);
+		source_surface->needs_syncing = FALSE;
+	}
+
+	SDL_Rect source_rect;
+	RectToSDLRect(rect, &source_rect);
+
+	SDL_Rect destination_rect = {x, y, source_rect.w, source_rect.h};
+
+	// Blit the texture
+	SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
+	SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect);
+}
+
+void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
+{
+	SDL_Rect sdl_rect;
+	RectToSDLRect(rect, &sdl_rect);
+
+	// Blit the surface
+	SDL_FillRect(surface->sdl_surface, &sdl_rect, SDL_MapRGB(surface->sdl_surface->format, red, green, blue));
+
+	// Check colour-key
+	if (red == 0 && green == 0 && blue == 0)
+		SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
+	else
+		SDL_SetRenderDrawColor(renderer, red, green, blue, 0xFF);
+
+	// Draw colour
+	SDL_SetRenderTarget(renderer, surface->texture);
+	SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
+	SDL_RenderFillRect(renderer, &sdl_rect);
+	SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
+	SDL_SetRenderTarget(renderer, screen_texture);
+}
+
+void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
+{
+	SDL_Rect sdl_rect;
+	RectToSDLRect(rect, &sdl_rect);
+
+	// Draw colour
+	SDL_SetRenderDrawColor(renderer, red, green, blue, 0xFF);
+	SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
+	SDL_RenderFillRect(renderer, &sdl_rect);
+	SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
+}
+
+void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect)
+{
+	SDL_Rect sdl_rect;
+	RectToSDLRect(rect, &sdl_rect);
+
+
+	//
+	// Copy screen to surface
+	//
+
+	// Get renderer size
+	int w, h;
+	SDL_GetRendererOutputSize(renderer, &w, &h);
+
+	// Get surface of what's currently rendered on screen
+	SDL_Surface *screen_surface = SDL_CreateRGBSurfaceWithFormat(0, w, h, 0, SDL_PIXELFORMAT_RGB24);
+	SDL_RenderReadPixels(renderer, NULL, SDL_PIXELFORMAT_RGB24, screen_surface->pixels, screen_surface->pitch);
+
+	// Copy to specified surface
+	SDL_BlitSurface(screen_surface, &sdl_rect, surface->sdl_surface, &sdl_rect);
+
+	// Cleanup
+	SDL_FreeSurface(screen_surface);
+
+
+	//
+	// Copy screen to texture
+	//
+
+	SDL_SetRenderTarget(renderer, surface->texture);
+	SDL_RenderCopy(renderer, screen_texture, &sdl_rect, &sdl_rect);
+	SDL_SetRenderTarget(renderer, screen_texture);
+}
+
+void Backend_DrawText(Backend_Surface *surface, FontObject *font, int x, int y, const char *text, unsigned long colour)
+{
+	DrawText(font, (unsigned char*)surface->sdl_surface->pixels, surface->sdl_surface->pitch, surface->sdl_surface->w, surface->sdl_surface->h, x, y, colour, text, strlen(text));
+	surface->needs_syncing = TRUE;
+}
+
+void Backend_DrawTextToScreen(FontObject *font, int x, int y, const char *text, unsigned long colour)
+{
+	// Painfully slow. Really need to add hardware-accelerated font rendering.
+	int surface_width, surface_height;
+	SDL_GetRendererOutputSize(renderer, &surface_width, &surface_height);
+
+	SDL_Surface *screen_surface = SDL_CreateRGBSurfaceWithFormat(0, surface_width, surface_height, 0, SDL_PIXELFORMAT_RGB24);
+	SDL_RenderReadPixels(renderer, NULL, SDL_PIXELFORMAT_RGB24, screen_surface->pixels, screen_surface->pitch);
+
+	DrawText(font, (unsigned char*)screen_surface->pixels, screen_surface->pitch, screen_surface->w, screen_surface->h, x, y, colour, text, strlen(text));
+
+	SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, screen_surface);
+	SDL_FreeSurface(screen_surface);
+	SDL_RenderCopy(renderer, texture, NULL, NULL);
+	SDL_DestroyTexture(texture);
+}
--- /dev/null
+++ b/src/Backends/Rendering/Software.cpp
@@ -1,0 +1,240 @@
+#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 h = 0; h < height; ++h)
+	{
+		const unsigned char *src_row = &pixels[h * pitch];
+		unsigned char *dst_row = &surface->pixels[h * 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));
+	//surf[surf_no].needs_updating = TRUE;
+}
+
+void Backend_DrawTextToScreen(FontObject *font, int x, int y, const char *text, unsigned long colour)
+{
+	Backend_DrawText(&framebuffer, font, x, y, text, colour);
+}
--- a/src/Backends/SDLSoftware.cpp
+++ /dev/null
@@ -1,240 +1,0 @@
-#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 h = 0; h < height; ++h)
-	{
-		const unsigned char *src_row = &pixels[h * pitch];
-		unsigned char *dst_row = &surface->pixels[h * 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));
-	//surf[surf_no].needs_updating = TRUE;
-}
-
-void Backend_DrawTextToScreen(FontObject *font, int x, int y, const char *text, unsigned long colour)
-{
-	Backend_DrawText(&framebuffer, font, x, y, text, colour);
-}
--- a/src/Backends/SDLTexture.cpp
+++ /dev/null
@@ -1,276 +1,0 @@
-#include "Rendering.h"
-
-#include <stddef.h>
-#include <stdlib.h>
-
-#include "SDL.h"
-
-#include "../WindowsWrapper.h"
-
-#include "../Font.h"
-
-struct Backend_Surface
-{
-	BOOL needs_syncing;
-	SDL_Surface *sdl_surface;
-	SDL_Texture *texture;
-};
-
-static SDL_Renderer *renderer;
-static SDL_Texture *screen_texture;
-
-static void FlushSurface(Backend_Surface *surface)
-{
-	unsigned char *buffer = (unsigned char*)malloc(surface->sdl_surface->w * surface->sdl_surface->h * 4);
-	unsigned char *buffer_pointer = buffer;
-
-	// Convert the SDL_Surface's colour-keyed pixels to RGBA32
-	for (int h = 0; h < surface->sdl_surface->h; ++h)
-	{
-		unsigned char *src_pixel = (unsigned char*)surface->sdl_surface->pixels + (h * surface->sdl_surface->pitch);
-
-		for (int w = 0; w < surface->sdl_surface->w; ++w)
-		{
-			*buffer_pointer++ = src_pixel[0];
-			*buffer_pointer++ = src_pixel[1];
-			*buffer_pointer++ = src_pixel[2];
-
-			if (src_pixel[0] != 0 || src_pixel[1] != 0 || src_pixel[2] != 0)	// Assumes the colour key will always be #00000000 (black)
-				*buffer_pointer++ = 0xFF;
-			else
-				*buffer_pointer++ = 0;
-
-			src_pixel += 3;
-		}
-	}
-
-	SDL_UpdateTexture(surface->texture, NULL, buffer, surface->sdl_surface->w * 4);
-
-	free(buffer);
-}
-
-static void RectToSDLRect(const RECT *rect, SDL_Rect *sdl_rect)
-{
-	sdl_rect->x = (int)rect->left;
-	sdl_rect->y = (int)rect->top;
-	sdl_rect->w = (int)(rect->right - rect->left);
-	sdl_rect->h = (int)(rect->bottom - rect->top);
-
-	if (sdl_rect->w < 0)
-		sdl_rect->w = 0;
-
-	if (sdl_rect->h < 0)
-		sdl_rect->h = 0;
-}
-
-BOOL Backend_Init(SDL_Window *window)
-{
-	renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
-
-	if (renderer == NULL)
-		return FALSE;
-
-	int width, height;
-	SDL_GetRendererOutputSize(renderer, &width, &height);
-	screen_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
-
-	SDL_SetRenderTarget(renderer, screen_texture);
-
-	return TRUE;
-}
-
-void Backend_Deinit(void)
-{
-	SDL_DestroyRenderer(renderer);
-}
-
-void Backend_DrawScreen(void)
-{
-	SDL_SetRenderTarget(renderer, NULL);
-	SDL_RenderCopy(renderer, screen_texture, NULL, NULL);
-	SDL_SetRenderTarget(renderer, screen_texture);
-	SDL_RenderPresent(renderer);
-}
-
-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->sdl_surface = SDL_CreateRGBSurfaceWithFormat(0, width, height, 0, SDL_PIXELFORMAT_RGB24);
-
-	if (surface->sdl_surface == NULL)
-	{
-		free(surface);
-		return NULL;
-	}
-
-	surface->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
-
-	if (surface->texture == NULL)
-	{
-		SDL_FreeSurface(surface->sdl_surface);
-		free(surface);
-		return NULL;
-	}
-
-	SDL_SetColorKey(surface->sdl_surface, SDL_TRUE, SDL_MapRGB(surface->sdl_surface->format, 0, 0, 0));
-
-	surface->needs_syncing = FALSE;
-
-	return surface;
-}
-
-void Backend_FreeSurface(Backend_Surface *surface)
-{
-	SDL_FreeSurface(surface->sdl_surface);
-	free(surface);
-}
-
-void Backend_LoadPixels(Backend_Surface *surface, const unsigned char *pixels, unsigned int width, unsigned int height, unsigned int pitch)
-{
-	for (unsigned int h = 0; h < height; ++h)
-	{
-		const unsigned char *src_row = &pixels[h * pitch];
-		unsigned char *dst_row = (unsigned char*)surface->sdl_surface->pixels + h * surface->sdl_surface->pitch;
-
-		memcpy(dst_row, src_row, width * 3);
-	}
-
-	surface->needs_syncing = TRUE;
-}
-
-void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
-{
-	if (source_surface->needs_syncing)
-	{
-		FlushSurface(source_surface);
-		source_surface->needs_syncing = FALSE;
-	}
-
-	SDL_Rect source_rect;
-	RectToSDLRect(rect, &source_rect);
-
-	SDL_Rect destination_rect = {x, y, source_rect.w, source_rect.h};
-
-	// Blit the surface
-	SDL_SetSurfaceBlendMode(source_surface->sdl_surface, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
-	SDL_BlitSurface(source_surface->sdl_surface, &source_rect, destination_surface->sdl_surface, &destination_rect);
-
-	// Now blit the texture
-	SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
-	SDL_SetRenderTarget(renderer, destination_surface->texture);
-	SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect);
-	SDL_SetRenderTarget(renderer, screen_texture);
-}
-
-void Backend_BlitToScreen(Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key)
-{
-	if (source_surface->needs_syncing)
-	{
-		FlushSurface(source_surface);
-		source_surface->needs_syncing = FALSE;
-	}
-
-	SDL_Rect source_rect;
-	RectToSDLRect(rect, &source_rect);
-
-	SDL_Rect destination_rect = {x, y, source_rect.w, source_rect.h};
-
-	// Blit the texture
-	SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
-	SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect);
-}
-
-void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
-{
-	SDL_Rect sdl_rect;
-	RectToSDLRect(rect, &sdl_rect);
-
-	// Blit the surface
-	SDL_FillRect(surface->sdl_surface, &sdl_rect, SDL_MapRGB(surface->sdl_surface->format, red, green, blue));
-
-	// Check colour-key
-	if (red == 0 && green == 0 && blue == 0)
-		SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
-	else
-		SDL_SetRenderDrawColor(renderer, red, green, blue, 0xFF);
-
-	// Draw colour
-	SDL_SetRenderTarget(renderer, surface->texture);
-	SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
-	SDL_RenderFillRect(renderer, &sdl_rect);
-	SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
-	SDL_SetRenderTarget(renderer, screen_texture);
-}
-
-void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
-{
-	SDL_Rect sdl_rect;
-	RectToSDLRect(rect, &sdl_rect);
-
-	// Draw colour
-	SDL_SetRenderDrawColor(renderer, red, green, blue, 0xFF);
-	SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
-	SDL_RenderFillRect(renderer, &sdl_rect);
-	SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
-}
-
-void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect)
-{
-	SDL_Rect sdl_rect;
-	RectToSDLRect(rect, &sdl_rect);
-
-
-	//
-	// Copy screen to surface
-	//
-
-	// Get renderer size
-	int w, h;
-	SDL_GetRendererOutputSize(renderer, &w, &h);
-
-	// Get surface of what's currently rendered on screen
-	SDL_Surface *screen_surface = SDL_CreateRGBSurfaceWithFormat(0, w, h, 0, SDL_PIXELFORMAT_RGB24);
-	SDL_RenderReadPixels(renderer, NULL, SDL_PIXELFORMAT_RGB24, screen_surface->pixels, screen_surface->pitch);
-
-	// Copy to specified surface
-	SDL_BlitSurface(screen_surface, &sdl_rect, surface->sdl_surface, &sdl_rect);
-
-	// Cleanup
-	SDL_FreeSurface(screen_surface);
-
-
-	//
-	// Copy screen to texture
-	//
-
-	SDL_SetRenderTarget(renderer, surface->texture);
-	SDL_RenderCopy(renderer, screen_texture, &sdl_rect, &sdl_rect);
-	SDL_SetRenderTarget(renderer, screen_texture);
-}
-
-void Backend_DrawText(Backend_Surface *surface, FontObject *font, int x, int y, const char *text, unsigned long colour)
-{
-	DrawText(font, (unsigned char*)surface->sdl_surface->pixels, surface->sdl_surface->pitch, surface->sdl_surface->w, surface->sdl_surface->h, x, y, colour, text, strlen(text));
-	surface->needs_syncing = TRUE;
-}
-
-void Backend_DrawTextToScreen(FontObject *font, int x, int y, const char *text, unsigned long colour)
-{
-	// Painfully slow. Really need to add hardware-accelerated font rendering.
-	int surface_width, surface_height;
-	SDL_GetRendererOutputSize(renderer, &surface_width, &surface_height);
-
-	SDL_Surface *screen_surface = SDL_CreateRGBSurfaceWithFormat(0, surface_width, surface_height, 0, SDL_PIXELFORMAT_RGB24);
-	SDL_RenderReadPixels(renderer, NULL, SDL_PIXELFORMAT_RGB24, screen_surface->pixels, screen_surface->pitch);
-
-	DrawText(font, (unsigned char*)screen_surface->pixels, screen_surface->pitch, screen_surface->w, screen_surface->h, x, y, colour, text, strlen(text));
-
-	SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, screen_surface);
-	SDL_FreeSurface(screen_surface);
-	SDL_RenderCopy(renderer, texture, NULL, NULL);
-	SDL_DestroyTexture(texture);
-}