Codechange: [SDL2] Move SDLSurface code to its own function

This increases readability, and allow future subdrivers to not
use SDLSurface to draw.
This commit is contained in:
Patric Stout 2021-02-11 09:34:10 +01:00 committed by Michael Lutz
parent 6098811b49
commit 0d58bc9384
2 changed files with 23 additions and 20 deletions

View File

@ -309,19 +309,33 @@ bool VideoDriver_SDL::CreateMainWindow(uint w, uint h)
bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
{
int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
GetAvailableVideoMode(&w, &h);
DEBUG(driver, 1, "SDL2: using mode %ux%ux%d", w, h, bpp);
DEBUG(driver, 1, "SDL2: using mode %ux%u", w, h);
if (!this->CreateMainWindow(w, h)) return false;
if (resize) SDL_SetWindowSize(_sdl_window, w, h);
if (!this->AllocateBackingStore(w, h, true)) return false;
/* When in full screen, we will always have the mouse cursor
* within the window, even though SDL does not give us the
* appropriate event to know this. */
if (_fullscreen) _cursor.in_window = true;
BlitterFactory::GetCurrentBlitter()->PostResize();
GameSizeChanged();
return true;
}
bool VideoDriver_SDL::AllocateBackingStore(int w, int h, bool force)
{
int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
_sdl_real_surface = SDL_GetWindowSurface(_sdl_window);
if (_sdl_real_surface == nullptr) {
DEBUG(driver, 0, "SDL2: Couldn't get window surface: %s", SDL_GetError());
return false;
}
if (_sdl_real_surface == nullptr) usererror("SDL2: Couldn't get window surface: %s", SDL_GetError());
if (!force && w == _sdl_real_surface->w && h == _sdl_real_surface->h) return false;
/* Free any previously allocated rgb surface. */
if (_sdl_rgb_surface != nullptr) {
@ -331,11 +345,7 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
if (bpp == 8) {
_sdl_rgb_surface = SDL_CreateRGBSurface(0, w, h, 8, 0, 0, 0, 0);
if (_sdl_rgb_surface == nullptr) {
DEBUG(driver, 0, "SDL2: Couldn't allocate shadow surface: %s", SDL_GetError());
return false;
}
if (_sdl_rgb_surface == nullptr) usererror("SDL2: Couldn't allocate shadow surface: %s", SDL_GetError());
_sdl_surface = _sdl_rgb_surface;
} else {
@ -356,14 +366,6 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
MakePalette();
/* When in full screen, we will always have the mouse cursor
* within the window, even though SDL does not give us the
* appropriate event to know this. */
if (_fullscreen) _cursor.in_window = true;
BlitterFactory::GetCurrentBlitter()->PostResize();
GameSizeChanged();
return true;
}

View File

@ -57,6 +57,7 @@ private:
bool CreateMainSurface(uint w, uint h, bool resize);
bool CreateMainWindow(uint w, uint h);
const char *Initialize();
bool AllocateBackingStore(int w, int h, bool force = false);
#ifdef __EMSCRIPTEN__
/* Convert a constant pointer back to a non-constant pointer to a member function. */