ref: c4aa8e28bb201ed52ae6203aa396b762c88c229b
parent: 073712017f33838f6270a108fc11c5099d6a0783
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Apr 1 10:57:07 EDT 2020
More refactoring
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -17,7 +17,6 @@
option(DEBUG_SAVE "Re-enable the ability to drag-and-drop save files onto the window" OFF)
set(BACKEND_RENDERER "SDLTexture" CACHE STRING "Which renderer the game should use: 'OpenGL3' for an OpenGL 3.2 renderer, 'OpenGLES2' for an OpenGL ES 2.0 renderer, 'SDLTexture' for SDL2's hardware-accelerated Texture API, 'SDLSurface' for SDL2's software-rendered Surface API, or 'Software' for a handwritten software renderer")
set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2' or 'miniaudio'")
-set(BACKEND_CONTROLLER "SDL2" CACHE STRING "Which controller backend the game should use: 'SDL2' or 'GLFW3'")
set(BACKEND_PLATFORM "SDL2" CACHE STRING "Which platform backend the game should use: 'SDL2' or 'GLFW3'")
option(LTO "Enable link-time optimisation" OFF)
@@ -320,16 +319,10 @@
message(FATAL_ERROR "Invalid BACKEND_AUDIO selected")
endif()
-if(BACKEND_CONTROLLER MATCHES "SDL2")
- target_sources(CSE2 PRIVATE "src/Backends/Controller/SDL2.cpp")
-elseif(BACKEND_CONTROLLER MATCHES "GLFW3")
- target_sources(CSE2 PRIVATE "src/Backends/Controller/GLFW3.cpp")
-endif()
-
if(BACKEND_PLATFORM MATCHES "SDL2")
- target_sources(CSE2 PRIVATE "src/Backends/Platform/SDL2.cpp")
+ target_sources(CSE2 PRIVATE "src/Backends/Platform/SDL2.cpp" "src/Backends/Controller/SDL2.cpp")
elseif(BACKEND_PLATFORM MATCHES "GLFW3")
- target_sources(CSE2 PRIVATE "src/Backends/Platform/GLFW3.cpp")
+ target_sources(CSE2 PRIVATE "src/Backends/Platform/GLFW3.cpp" "src/Backends/Controller/GLFW3.cpp")
endif()
if(BACKEND_PLATFORM MATCHES "SDL2" AND BACKEND_RENDERER MATCHES "OpenGL3")
--- a/src/Backends/Platform/GLFW3.cpp
+++ b/src/Backends/Platform/GLFW3.cpp
@@ -210,7 +210,7 @@
(void)width;
(void)height;
- RenderBackend_HandleWindowResize();
+ Backend_HandleWindowResize();
}
void PlatformBackend_Init(void)
--- a/src/Backends/Platform/SDL2.cpp
+++ b/src/Backends/Platform/SDL2.cpp
@@ -2,7 +2,7 @@
#include "SDL.h"
-#include "../Window.h"
+#include "../Rendering.h"
#include "../../WindowsWrapper.h"
--- a/src/Backends/Rendering.h
+++ b/src/Backends/Rendering.h
@@ -5,22 +5,22 @@
typedef struct Backend_Surface Backend_Surface;
typedef struct Backend_Glyph Backend_Glyph;
-Backend_Surface* RenderBackend_Init(int screen_width, int screen_height);
-void RenderBackend_Deinit(void);
-void RenderBackend_DrawScreen(void);
-void RenderBackend_ClearScreen(void);
-Backend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height);
-void RenderBackend_FreeSurface(Backend_Surface *surface);
-BOOL RenderBackend_IsSurfaceLost(Backend_Surface *surface);
-void RenderBackend_RestoreSurface(Backend_Surface *surface);
-unsigned char* RenderBackend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height);
-void RenderBackend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height);
-void RenderBackend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key);
-void RenderBackend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue);
-Backend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch);
-void RenderBackend_UnloadGlyph(Backend_Glyph *glyph);
-void RenderBackend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels);
-void RenderBackend_DrawGlyph(Backend_Glyph *glyph, long x, long y);
-void RenderBackend_FlushGlyphs(void);
-void RenderBackend_HandleRenderTargetLoss(void);
-void RenderBackend_HandleWindowResize(void);
+Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen);
+void Backend_Deinit(void);
+void Backend_DrawScreen(void);
+void Backend_ClearScreen(void);
+Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height);
+void Backend_FreeSurface(Backend_Surface *surface);
+BOOL Backend_IsSurfaceLost(Backend_Surface *surface);
+void Backend_RestoreSurface(Backend_Surface *surface);
+unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height);
+void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height);
+void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key);
+void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue);
+Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch);
+void Backend_UnloadGlyph(Backend_Glyph *glyph);
+void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels);
+void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y);
+void Backend_FlushGlyphs(void);
+void Backend_HandleRenderTargetLoss(void);
+void Backend_HandleWindowResize(void);
--- a/src/Backends/Rendering/OpenGL3.cpp
+++ b/src/Backends/Rendering/OpenGL3.cpp
@@ -513,108 +513,111 @@
// Render-backend initialisation
// ====================
-Backend_Surface* RenderBackend_Init(int screen_width, int screen_height)
+Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
{
- printf("GL_VENDOR = %s\n", glGetString(GL_VENDOR));
- printf("GL_RENDERER = %s\n", glGetString(GL_RENDERER));
- printf("GL_VERSION = %s\n", glGetString(GL_VERSION));
+ if (WindowBackend_OpenGL_CreateWindow(window_title, screen_width, screen_height, fullscreen))
+ {
+ printf("GL_VENDOR = %s\n", glGetString(GL_VENDOR));
+ printf("GL_RENDERER = %s\n", glGetString(GL_RENDERER));
+ printf("GL_VERSION = %s\n", glGetString(GL_VERSION));
- // Set up blending (only used for font-rendering)
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ // Set up blending (only used for font-rendering)
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- //glEnable(GL_DEBUG_OUTPUT);
- //glDebugMessageCallback(MessageCallback, 0);
+ //glEnable(GL_DEBUG_OUTPUT);
+ //glDebugMessageCallback(MessageCallback, 0);
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
-#ifndef USE_OPENGLES2
- // Set up Vertex Array Object
- glGenVertexArrays(1, &vertex_array_id);
- glBindVertexArray(vertex_array_id);
-#endif
+ #ifndef USE_OPENGLES2
+ // Set up Vertex Array Object
+ glGenVertexArrays(1, &vertex_array_id);
+ glBindVertexArray(vertex_array_id);
+ #endif
- // Set up Vertex Buffer Objects
- glGenBuffers(TOTAL_VBOS, vertex_buffer_ids);
+ // Set up Vertex Buffer Objects
+ glGenBuffers(TOTAL_VBOS, vertex_buffer_ids);
- // Set up the vertex attributes
- glEnableVertexAttribArray(ATTRIBUTE_INPUT_VERTEX_COORDINATES);
+ // Set up the vertex attributes
+ glEnableVertexAttribArray(ATTRIBUTE_INPUT_VERTEX_COORDINATES);
- // Set up our shaders
- program_texture = CompileShader(vertex_shader_texture, fragment_shader_texture);
- program_texture_colour_key = CompileShader(vertex_shader_texture, fragment_shader_texture_colour_key);
- program_colour_fill = CompileShader(vertex_shader_plain, fragment_shader_colour_fill);
- program_glyph = CompileShader(vertex_shader_texture, fragment_shader_glyph);
+ // Set up our shaders
+ program_texture = CompileShader(vertex_shader_texture, fragment_shader_texture);
+ program_texture_colour_key = CompileShader(vertex_shader_texture, fragment_shader_texture_colour_key);
+ program_colour_fill = CompileShader(vertex_shader_plain, fragment_shader_colour_fill);
+ program_glyph = CompileShader(vertex_shader_texture, fragment_shader_glyph);
- if (program_texture != 0 && program_texture_colour_key != 0 && program_colour_fill != 0 && program_glyph != 0)
- {
- // Get shader uniforms
- program_colour_fill_uniform_colour = glGetUniformLocation(program_colour_fill, "colour");
- program_glyph_uniform_colour = glGetUniformLocation(program_glyph, "colour");
+ if (program_texture != 0 && program_texture_colour_key != 0 && program_colour_fill != 0 && program_glyph != 0)
+ {
+ // Get shader uniforms
+ program_colour_fill_uniform_colour = glGetUniformLocation(program_colour_fill, "colour");
+ program_glyph_uniform_colour = glGetUniformLocation(program_glyph, "colour");
- // Set up framebuffer (used for surface-to-surface blitting)
- glGenFramebuffers(1, &framebuffer_id);
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
+ // Set up framebuffer (used for surface-to-surface blitting)
+ glGenFramebuffers(1, &framebuffer_id);
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
- // Set up framebuffer screen texture (used for screen-to-surface blitting)
- glGenTextures(1, &framebuffer.texture_id);
- glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id);
- #ifdef USE_OPENGLES2
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screen_width, screen_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
- #else
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screen_width, screen_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
- #endif
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- #ifndef USE_OPENGLES2
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
- #endif
+ // Set up framebuffer screen texture (used for screen-to-surface blitting)
+ glGenTextures(1, &framebuffer.texture_id);
+ glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id);
+ #ifdef USE_OPENGLES2
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screen_width, screen_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ #else
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screen_width, screen_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ #endif
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ #ifndef USE_OPENGLES2
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ #endif
- framebuffer.width = screen_width;
- framebuffer.height = screen_height;
+ framebuffer.width = screen_width;
+ framebuffer.height = screen_height;
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.texture_id, 0);
- glViewport(0, 0, framebuffer.width, framebuffer.height);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.texture_id, 0);
+ glViewport(0, 0, framebuffer.width, framebuffer.height);
- // Set-up glyph-batcher
- spritebatch_config_t config;
- spritebatch_set_default_config(&config);
- config.pixel_stride = 1;
- config.atlas_width_in_pixels = 256;
- config.atlas_height_in_pixels = 256;
- config.lonely_buffer_count_till_flush = 4; // Start making atlases immediately
- config.batch_callback = GlyphBatch_Draw;
- config.get_pixels_callback = GlyphBatch_GetPixels;
- config.generate_texture_callback = GlyphBatch_CreateTexture;
- config.delete_texture_callback = GlyphBatch_DestroyTexture;
- spritebatch_init(&glyph_batcher, &config, NULL);
+ // Set-up glyph-batcher
+ spritebatch_config_t config;
+ spritebatch_set_default_config(&config);
+ config.pixel_stride = 1;
+ config.atlas_width_in_pixels = 256;
+ config.atlas_height_in_pixels = 256;
+ config.lonely_buffer_count_till_flush = 4; // Start making atlases immediately
+ config.batch_callback = GlyphBatch_Draw;
+ config.get_pixels_callback = GlyphBatch_GetPixels;
+ config.generate_texture_callback = GlyphBatch_CreateTexture;
+ config.delete_texture_callback = GlyphBatch_DestroyTexture;
+ spritebatch_init(&glyph_batcher, &config, NULL);
- return &framebuffer;
- }
+ return &framebuffer;
+ }
- if (program_glyph != 0)
- glDeleteProgram(program_glyph);
+ if (program_glyph != 0)
+ glDeleteProgram(program_glyph);
- if (program_colour_fill != 0)
- glDeleteProgram(program_colour_fill);
+ if (program_colour_fill != 0)
+ glDeleteProgram(program_colour_fill);
- if (program_texture_colour_key != 0)
- glDeleteProgram(program_texture_colour_key);
+ if (program_texture_colour_key != 0)
+ glDeleteProgram(program_texture_colour_key);
- if (program_texture != 0)
- glDeleteProgram(program_texture);
+ if (program_texture != 0)
+ glDeleteProgram(program_texture);
- glDeleteBuffers(TOTAL_VBOS, vertex_buffer_ids);
-#ifndef USE_OPENGLES2
- glDeleteVertexArrays(1, &vertex_array_id);
-#endif
+ glDeleteBuffers(TOTAL_VBOS, vertex_buffer_ids);
+ #ifndef USE_OPENGLES2
+ glDeleteVertexArrays(1, &vertex_array_id);
+ #endif
+ }
return NULL;
}
-void RenderBackend_Deinit(void)
+void Backend_Deinit(void)
{
free(local_vertex_buffer);
@@ -630,9 +633,11 @@
#ifndef USE_OPENGLES2
glDeleteVertexArrays(1, &vertex_array_id);
#endif
+
+ WindowBackend_OpenGL_DestroyWindow();
}
-void RenderBackend_DrawScreen(void)
+void Backend_DrawScreen(void)
{
spritebatch_tick(&glyph_batcher);
@@ -688,15 +693,14 @@
FlushVertexBuffer();
- // Switch back to our framebuffer
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
-}
+ WindowBackend_OpenGL_Display();
-void RenderBackend_ClearScreen(void)
-{
// According to https://www.khronos.org/opengl/wiki/Common_Mistakes#Swap_Buffers
// the buffer should always be cleared, even if it seems unnecessary
glClear(GL_COLOR_BUFFER_BIT);
+
+ // Switch back to our framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
}
// ====================
@@ -703,7 +707,7 @@
// Surface management
// ====================
-Backend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height)
+Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
{
Backend_Surface *surface = (Backend_Surface*)malloc(sizeof(Backend_Surface));
@@ -733,7 +737,7 @@
return surface;
}
-void RenderBackend_FreeSurface(Backend_Surface *surface)
+void Backend_FreeSurface(Backend_Surface *surface)
{
if (surface == NULL)
return;
@@ -746,7 +750,7 @@
free(surface);
}
-BOOL RenderBackend_IsSurfaceLost(Backend_Surface *surface)
+BOOL Backend_IsSurfaceLost(Backend_Surface *surface)
{
(void)surface;
@@ -753,12 +757,12 @@
return FALSE;
}
-void RenderBackend_RestoreSurface(Backend_Surface *surface)
+void Backend_RestoreSurface(Backend_Surface *surface)
{
(void)surface;
}
-unsigned char* RenderBackend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
+unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
{
if (surface == NULL)
return NULL;
@@ -768,7 +772,7 @@
return surface->pixels;
}
-void RenderBackend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
+void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
{
if (surface == NULL)
return;
@@ -788,7 +792,7 @@
// Drawing
// ====================
-void RenderBackend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
+void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
{
if (source_surface == NULL || destination_surface == NULL)
return;
@@ -864,7 +868,7 @@
vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
}
-void RenderBackend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
+void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
{
static unsigned char last_red;
static unsigned char last_green;
@@ -929,7 +933,7 @@
// Glyph management
// ====================
-Backend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
+Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
{
Backend_Glyph *glyph = (Backend_Glyph*)malloc(sizeof(Backend_Glyph));
@@ -960,7 +964,7 @@
return NULL;
}
-void RenderBackend_UnloadGlyph(Backend_Glyph *glyph)
+void Backend_UnloadGlyph(Backend_Glyph *glyph)
{
if (glyph == NULL)
return;
@@ -969,7 +973,7 @@
free(glyph);
}
-void RenderBackend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
+void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
{
glyph_destination_surface = destination_surface;
@@ -976,12 +980,12 @@
memcpy(glyph_colour_channels, colour_channels, sizeof(glyph_colour_channels));
}
-void RenderBackend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
+void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
{
spritebatch_push(&glyph_batcher, (SPRITEBATCH_U64)glyph, glyph->pitch, glyph->height, x, y, 1.0f, 1.0f, 0.0f, 0.0f, 0);
}
-void RenderBackend_FlushGlyphs(void)
+void Backend_FlushGlyphs(void)
{
spritebatch_defrag(&glyph_batcher);
spritebatch_flush(&glyph_batcher);
@@ -991,12 +995,12 @@
// Misc.
// ====================
-void RenderBackend_HandleRenderTargetLoss(void)
+void Backend_HandleRenderTargetLoss(void)
{
// No problem for us
}
-void RenderBackend_HandleWindowResize(void)
+void Backend_HandleWindowResize(void)
{
// No problem for us
}
--- a/src/Backends/Window.h
+++ b/src/Backends/Window.h
@@ -2,24 +2,6 @@
#include "../WindowsWrapper.h"
-#include "Rendering.h"
-
-Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen);
-void Backend_Deinit(void);
-void Backend_DrawScreen(void);
-void Backend_ClearScreen(void);
-Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height);
-void Backend_FreeSurface(Backend_Surface *surface);
-BOOL Backend_IsSurfaceLost(Backend_Surface *surface);
-void Backend_RestoreSurface(Backend_Surface *surface);
-unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height);
-void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height);
-void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key);
-void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue);
-Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch);
-void Backend_UnloadGlyph(Backend_Glyph *glyph);
-void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels);
-void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y);
-void Backend_FlushGlyphs(void);
-void Backend_HandleRenderTargetLoss(void);
-void Backend_HandleWindowResize(void);
+BOOL WindowBackend_OpenGL_CreateWindow(const char *window_title, int screen_width, int screen_height, BOOL fullscreen);
+void WindowBackend_OpenGL_DestroyWindow(void);
+void WindowBackend_OpenGL_Display(void);
--- a/src/Backends/Window/GLFW3-OpenGL3.cpp
+++ b/src/Backends/Window/GLFW3-OpenGL3.cpp
@@ -22,7 +22,7 @@
void WindowFocusCallback(GLFWwindow *window, int focused);
void WindowSizeCallback(GLFWwindow *window, int width, int height);
-Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
+BOOL WindowBackend_OpenGL_CreateWindow(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
{
#ifdef USE_OPENGLES2
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
@@ -49,8 +49,16 @@
SDL_FreeSurface(icon_surface);
#endif
*/
+
if (fullscreen)
- glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screen_width, screen_height, GLFW_DONT_CARE);
+ {
+ GLFWmonitor* monitor = glfwGetPrimaryMonitor();
+ if (monitor)
+ {
+ const GLFWvidmode* mode = glfwGetVideoMode(monitor);
+ glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
+ }
+ }
glfwMakeContextCurrent(window);
@@ -65,7 +73,7 @@
glfwSetWindowFocusCallback(window, WindowFocusCallback);
glfwSetWindowSizeCallback(window, WindowSizeCallback);
- return RenderBackend_Init(screen_width, screen_height);
+ return TRUE;
#ifndef USE_OPENGLES2
}
else
@@ -86,97 +94,15 @@
PlatformBackend_ShowMessageBox("Fatal error (OpenGL rendering backend)", "Could not create window");
}
- return NULL;
+ return FALSE;
}
-void Backend_Deinit(void)
+void WindowBackend_OpenGL_DestroyWindow(void)
{
- RenderBackend_Deinit();
-
glfwDestroyWindow(window);
}
-void Backend_DrawScreen(void)
+void WindowBackend_OpenGL_Display(void)
{
- RenderBackend_DrawScreen();
-
glfwSwapBuffers(window);
-
- RenderBackend_ClearScreen();
-}
-
-Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
-{
- return RenderBackend_CreateSurface(width, height);
-
-}
-
-void Backend_FreeSurface(Backend_Surface *surface)
-{
- RenderBackend_FreeSurface(surface);
-}
-
-BOOL Backend_IsSurfaceLost(Backend_Surface *surface)
-{
- return RenderBackend_IsSurfaceLost(surface);
-}
-
-void Backend_RestoreSurface(Backend_Surface *surface)
-{
- RenderBackend_RestoreSurface(surface);
-}
-
-unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
-{
- return RenderBackend_LockSurface(surface, pitch, width, height);
-}
-
-void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
-{
- RenderBackend_UnlockSurface(surface, width, height);
-}
-
-void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
-{
- RenderBackend_Blit(source_surface, rect, destination_surface, x, y, colour_key);
-}
-
-void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
-{
- RenderBackend_ColourFill(surface, rect, red, green, blue);
-}
-
-Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
-{
- return RenderBackend_LoadGlyph(pixels, width, height, pitch);
-}
-
-void Backend_UnloadGlyph(Backend_Glyph *glyph)
-{
- RenderBackend_UnloadGlyph(glyph);
-}
-
-void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
-{
- RenderBackend_PrepareToDrawGlyphs(destination_surface, colour_channels);
-}
-
-void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
-{
- RenderBackend_DrawGlyph(glyph, x, y);
-}
-
-void Backend_FlushGlyphs(void)
-{
- RenderBackend_FlushGlyphs();
-}
-
-void Backend_HandleRenderTargetLoss(void)
-{
- RenderBackend_HandleRenderTargetLoss();
-}
-
-void Backend_HandleWindowResize(void)
-{
- RenderBackend_HandleWindowResize();
}
--- a/src/Backends/Window/SDL2-OpenGL3.cpp
+++ b/src/Backends/Window/SDL2-OpenGL3.cpp
@@ -17,7 +17,7 @@
static SDL_Window *window;
static SDL_GLContext context;
-Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
+BOOL WindowBackend_OpenGL_CreateWindow(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
{
puts("Available SDL2 video drivers:");
@@ -67,7 +67,7 @@
if (GLAD_GL_VERSION_3_2)
{
#endif
- return RenderBackend_Init(screen_width, screen_height);
+ return TRUE;
#ifndef USE_OPENGLES2
}
else
@@ -100,98 +100,16 @@
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (OpenGL rendering backend)", "Could not create window", NULL);
}
- return NULL;
+ return FALSE;
}
-void Backend_Deinit(void)
+void WindowBackend_OpenGL_DestroyWindow(void)
{
- RenderBackend_Deinit();
-
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
}
-void Backend_DrawScreen(void)
+void WindowBackend_OpenGL_Display(void)
{
- RenderBackend_DrawScreen();
-
SDL_GL_SwapWindow(window);
-
- RenderBackend_ClearScreen();
-}
-
-Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
-{
- return RenderBackend_CreateSurface(width, height);
-
-}
-
-void Backend_FreeSurface(Backend_Surface *surface)
-{
- RenderBackend_FreeSurface(surface);
-}
-
-BOOL Backend_IsSurfaceLost(Backend_Surface *surface)
-{
- return RenderBackend_IsSurfaceLost(surface);
-}
-
-void Backend_RestoreSurface(Backend_Surface *surface)
-{
- RenderBackend_RestoreSurface(surface);
-}
-
-unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
-{
- return RenderBackend_LockSurface(surface, pitch, width, height);
-}
-
-void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height)
-{
- RenderBackend_UnlockSurface(surface, width, height);
-}
-
-void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
-{
- RenderBackend_Blit(source_surface, rect, destination_surface, x, y, colour_key);
-}
-
-void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
-{
- RenderBackend_ColourFill(surface, rect, red, green, blue);
-}
-
-Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
-{
- return RenderBackend_LoadGlyph(pixels, width, height, pitch);
-}
-
-void Backend_UnloadGlyph(Backend_Glyph *glyph)
-{
- RenderBackend_UnloadGlyph(glyph);
-}
-
-void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels)
-{
- RenderBackend_PrepareToDrawGlyphs(destination_surface, colour_channels);
-}
-
-void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y)
-{
- RenderBackend_DrawGlyph(glyph, x, y);
-}
-
-void Backend_FlushGlyphs(void)
-{
- RenderBackend_FlushGlyphs();
-}
-
-void Backend_HandleRenderTargetLoss(void)
-{
- RenderBackend_HandleRenderTargetLoss();
-}
-
-void Backend_HandleWindowResize(void)
-{
- RenderBackend_HandleWindowResize();
}
--- a/src/Draw.cpp
+++ b/src/Draw.cpp
@@ -8,7 +8,7 @@
#include "WindowsWrapper.h"
#include "Backends/Platform.h"
-#include "Backends/Window.h"
+#include "Backends/Rendering.h"
#include "Bitmap.h"
#include "CommonDefines.h"
#include "Ending.h"
--- a/src/Font.cpp
+++ b/src/Font.cpp
@@ -13,7 +13,7 @@
#include "Draw.h"
#include "File.h"
-#include "Backends/Window.h"
+#include "Backends/Rendering.h"
// Cave Story wasn't intended to use font anti-aliasing. It's only because Microsoft enabled it
// by default from Windows Vista onwards that the game started using it.
--- a/src/Main.cpp
+++ b/src/Main.cpp
@@ -220,12 +220,22 @@
if (conf.display_mode == 1)
{
if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 0))
+ {
+ //SDL_FreeCursor(cursor);
+ //SDL_FreeSurface(cursor_surface);
+ PlatformBackend_Deinit();
return EXIT_FAILURE;
+ }
}
else
{
if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 1))
+ {
+ //SDL_FreeCursor(cursor);
+ //SDL_FreeSurface(cursor_surface);
+ PlatformBackend_Deinit();
return EXIT_FAILURE;
+ }
}
#else
// Doesn't handle StartDirectDraw failing
@@ -246,7 +256,12 @@
#ifdef FIX_BUGS
if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 2))
+ {
+ //SDL_FreeCursor(cursor);
+ //SDL_FreeSurface(cursor_surface);
+ PlatformBackend_Deinit();
return EXIT_FAILURE;
+ }
#else
// Doesn't handle StartDirectDraw failing
StartDirectDraw(lpWindowName, windowWidth, windowHeight, 2);
@@ -290,8 +305,9 @@
// Draw to screen
if (!Flip_SystemTask())
{
-// SDL_FreeCursor(cursor);
- // SDL_FreeSurface(cursor_surface);
+ //SDL_FreeCursor(cursor);
+ //SDL_FreeSurface(cursor_surface);
+ PlatformBackend_Deinit();
return EXIT_SUCCESS;
}
--
⑨