Codechange: [SDL2] reworked the different surfaces to make it more readable

This commit is contained in:
Patric Stout 2021-01-24 11:43:46 +01:00 committed by Patric Stout
parent 8de325f256
commit 8c37e5c526

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@ -35,7 +35,8 @@ static FVideoDriver_SDL iFVideoDriver_SDL;
static SDL_Window *_sdl_window; static SDL_Window *_sdl_window;
static SDL_Surface *_sdl_surface; static SDL_Surface *_sdl_surface;
static SDL_Surface *_sdl_realscreen; static SDL_Surface *_sdl_rgb_surface;
static SDL_Surface *_sdl_real_surface;
/** Whether the drawing is/may be done in a separate thread. */ /** Whether the drawing is/may be done in a separate thread. */
static bool _draw_threaded; static bool _draw_threaded;
@ -86,7 +87,7 @@ static void UpdatePalette(bool init = false)
SDL_SetPaletteColors(_sdl_palette, pal, _local_palette.first_dirty, _local_palette.count_dirty); SDL_SetPaletteColors(_sdl_palette, pal, _local_palette.first_dirty, _local_palette.count_dirty);
SDL_SetSurfacePalette(_sdl_surface, _sdl_palette); SDL_SetSurfacePalette(_sdl_surface, _sdl_palette);
if (_sdl_surface != _sdl_realscreen && init) { if (_sdl_surface != _sdl_real_surface && init) {
/* When using a shadow surface, also set our palette on the real screen. This lets SDL /* When using a shadow surface, also set our palette on the real screen. This lets SDL
* allocate as many colors (or approximations) as * allocate as many colors (or approximations) as
* possible, instead of using only the default SDL * possible, instead of using only the default SDL
@ -107,10 +108,10 @@ static void UpdatePalette(bool init = false)
* palette change and the blitting below, so we only set * palette change and the blitting below, so we only set
* the real palette during initialisation. * the real palette during initialisation.
*/ */
SDL_SetSurfacePalette(_sdl_realscreen, _sdl_palette); SDL_SetSurfacePalette(_sdl_real_surface, _sdl_palette);
} }
if (_sdl_surface != _sdl_realscreen && !init) { if (_sdl_surface != _sdl_real_surface && !init) {
/* We're not using real hardware palette, but are letting SDL /* We're not using real hardware palette, but are letting SDL
* approximate the palette during shadow -> screen copy. To * approximate the palette during shadow -> screen copy. To
* change the palette, we need to recopy the entire screen. * change the palette, we need to recopy the entire screen.
@ -121,7 +122,7 @@ static void UpdatePalette(bool init = false)
* best mapping of shadow palette colors to real palette * best mapping of shadow palette colors to real palette
* colors from scratch. * colors from scratch.
*/ */
SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr); SDL_BlitSurface(_sdl_surface, nullptr, _sdl_real_surface, nullptr);
SDL_UpdateWindowSurface(_sdl_window); SDL_UpdateWindowSurface(_sdl_window);
} }
} }
@ -168,15 +169,15 @@ static void DrawSurfaceToScreen()
_num_dirty_rects = 0; _num_dirty_rects = 0;
if (n > MAX_DIRTY_RECTS) { if (n > MAX_DIRTY_RECTS) {
if (_sdl_surface != _sdl_realscreen) { if (_sdl_surface != _sdl_real_surface) {
SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr); SDL_BlitSurface(_sdl_surface, nullptr, _sdl_real_surface, nullptr);
} }
SDL_UpdateWindowSurface(_sdl_window); SDL_UpdateWindowSurface(_sdl_window);
} else { } else {
if (_sdl_surface != _sdl_realscreen) { if (_sdl_surface != _sdl_real_surface) {
for (int i = 0; i < n; i++) { for (int i = 0; i < n; i++) {
SDL_BlitSurface(_sdl_surface, &_dirty_rects[i], _sdl_realscreen, &_dirty_rects[i]); SDL_BlitSurface(_sdl_surface, &_dirty_rects[i], _sdl_real_surface, &_dirty_rects[i]);
} }
} }
@ -281,16 +282,12 @@ static uint FindStartupDisplay(uint startup_display)
bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize) bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
{ {
SDL_Surface *newscreen;
int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth(); int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
GetAvailableVideoMode(&w, &h); GetAvailableVideoMode(&w, &h);
DEBUG(driver, 1, "SDL2: using mode %ux%ux%d", w, h, bpp); DEBUG(driver, 1, "SDL2: using mode %ux%ux%d", w, h, bpp);
/* Free any previously allocated shadow surface */
if (_sdl_surface != nullptr && _sdl_surface != _sdl_realscreen) SDL_FreeSurface(_sdl_surface);
if (_sdl_window == nullptr) { if (_sdl_window == nullptr) {
Uint32 flags = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE; Uint32 flags = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
@ -335,40 +332,46 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
if (resize) SDL_SetWindowSize(_sdl_window, w, h); if (resize) SDL_SetWindowSize(_sdl_window, w, h);
newscreen = SDL_GetWindowSurface(_sdl_window); _sdl_real_surface = SDL_GetWindowSurface(_sdl_window);
if (newscreen == NULL) { if (_sdl_real_surface == nullptr) {
DEBUG(driver, 0, "SDL2: Couldn't get window surface: %s", SDL_GetError()); DEBUG(driver, 0, "SDL2: Couldn't get window surface: %s", SDL_GetError());
return false; return false;
} }
_sdl_realscreen = newscreen; /* Free any previously allocated rgb surface. */
if (_sdl_rgb_surface != nullptr) {
SDL_FreeSurface(_sdl_rgb_surface);
_sdl_rgb_surface = nullptr;
}
if (bpp == 8) { if (bpp == 8) {
newscreen = SDL_CreateRGBSurface(0, w, h, 8, 0, 0, 0, 0); _sdl_rgb_surface = SDL_CreateRGBSurface(0, w, h, 8, 0, 0, 0, 0);
if (newscreen == nullptr) { if (_sdl_rgb_surface == nullptr) {
DEBUG(driver, 0, "SDL2: Couldn't allocate shadow surface: %s", SDL_GetError()); DEBUG(driver, 0, "SDL2: Couldn't allocate shadow surface: %s", SDL_GetError());
return false; return false;
} }
_sdl_surface = _sdl_rgb_surface;
} else {
_sdl_surface = _sdl_real_surface;
} }
if (_sdl_palette == nullptr) { if (_sdl_palette == nullptr) {
_sdl_palette = SDL_AllocPalette(256); _sdl_palette = SDL_AllocPalette(256);
} if (_sdl_palette == nullptr) {
DEBUG(driver, 0, "SDL_AllocPalette() failed: %s", SDL_GetError());
if (_sdl_palette == nullptr) { return false;
DEBUG(driver, 0, "SDL_AllocPalette() failed: %s", SDL_GetError()); }
return false;
} }
/* Delay drawing for this cycle; the next cycle will redraw the whole screen */ /* Delay drawing for this cycle; the next cycle will redraw the whole screen */
_num_dirty_rects = 0; _num_dirty_rects = 0;
_screen.width = newscreen->w; _screen.width = _sdl_surface->w;
_screen.height = newscreen->h; _screen.height = _sdl_surface->h;
_screen.pitch = newscreen->pitch / (bpp / 8); _screen.pitch = _sdl_surface->pitch / (bpp / 8);
_screen.dst_ptr = newscreen->pixels; _screen.dst_ptr = _sdl_surface->pixels;
_sdl_surface = newscreen;
/* When in full screen, we will always have the mouse cursor /* When in full screen, we will always have the mouse cursor
* within the window, even though SDL does not give us the * within the window, even though SDL does not give us the