blues/sys_sdl2.c

691 lines
17 KiB
C
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#include <SDL.h>
#include "sys.h"
#include "util.h"
#define COPPER_BARS_H 80
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#define MAX_SPRITES 256
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static const int FADE_STEPS = 16;
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struct spritesheet_t {
int count;
SDL_Rect *r;
SDL_Texture *texture;
};
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static struct spritesheet_t _spritesheets[3];
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struct sprite_t {
int sheet;
int num;
int x, y;
bool xflip;
};
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static struct sprite_t _sprites[MAX_SPRITES];
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static int _sprites_count;
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static SDL_Rect _sprites_cliprect;
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static int _screen_w;
static int _screen_h;
static SDL_Window *_window;
static SDL_Renderer *_renderer;
static SDL_Texture *_texture;
static SDL_PixelFormat *_fmt;
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static uint32_t _screen_palette[256];
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static uint32_t *_screen_buffer;
static struct input_t *_input = &g_sys.input;
static int _copper_color;
static uint32_t _copper_palette[COPPER_BARS_H];
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static SDL_GameController *_controller;
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static SDL_Joystick *_joystick;
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static int sdl2_init() {
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
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SDL_ShowCursor(SDL_DISABLE);
_screen_w = _screen_h = 0;
_window = 0;
_renderer = 0;
_texture = 0;
_fmt = 0;
memset(_screen_palette, 0, sizeof(_screen_palette));
_screen_buffer = 0;
_copper_color = -1;
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SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
_controller = 0;
const int count = SDL_NumJoysticks();
if (count > 0) {
for (int i = 0; i < count; ++i) {
if (SDL_IsGameController(i)) {
_controller = SDL_GameControllerOpen(i);
if (_controller) {
fprintf(stdout, "Using controller '%s'\n", SDL_GameControllerName(_controller));
break;
}
}
}
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if (!_controller) {
_joystick = SDL_JoystickOpen(0);
if (_joystick) {
fprintf(stdout, "Using joystick '%s'\n", SDL_JoystickName(_joystick));
}
}
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}
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return 0;
}
static void sdl2_fini() {
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if (_fmt) {
SDL_FreeFormat(_fmt);
_fmt = 0;
}
if (_texture) {
SDL_DestroyTexture(_texture);
_texture = 0;
}
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if (_renderer) {
SDL_DestroyRenderer(_renderer);
_renderer = 0;
}
if (_window) {
SDL_DestroyWindow(_window);
_window = 0;
}
free(_screen_buffer);
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if (_controller) {
SDL_GameControllerClose(_controller);
_controller = 0;
}
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if (_joystick) {
SDL_JoystickClose(_joystick);
_joystick = 0;
}
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SDL_Quit();
}
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static void sdl2_set_screen_size(int w, int h, const char *caption, int scale, const char *filter, bool fullscreen) {
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assert(_screen_w == 0 && _screen_h == 0); // abort if called more than once
_screen_w = w;
_screen_h = h;
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if (!filter || strcmp(filter, "nearest") == 0) {
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0");
} else if (strcmp(filter, "linear") == 0) {
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1");
} else {
print_warning("Unhandled filter '%s'", filter);
}
const int window_w = w * scale;
const int window_h = h * scale;
const int flags = fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE;
_window = SDL_CreateWindow(caption, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_w, window_h, flags);
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_renderer = SDL_CreateRenderer(_window, -1, 0);
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SDL_RenderSetLogicalSize(_renderer, w, h);
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print_debug(DBG_SYSTEM, "set_screen_size %d,%d", _screen_w, _screen_h);
_screen_buffer = (uint32_t *)calloc(_screen_w * _screen_h, sizeof(uint32_t));
if (!_screen_buffer) {
print_error("Failed to allocate screen buffer");
}
static const uint32_t pfmt = SDL_PIXELFORMAT_RGB888;
_texture = SDL_CreateTexture(_renderer, pfmt, SDL_TEXTUREACCESS_STREAMING, _screen_w, _screen_h);
_fmt = SDL_AllocFormat(pfmt);
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_sprites_cliprect.x = 0;
_sprites_cliprect.y = 0;
_sprites_cliprect.w = w;
_sprites_cliprect.h = h;
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}
static uint32_t convert_amiga_color(uint16_t color) {
uint8_t r = (color >> 8) & 15;
r |= r << 4;
uint8_t g = (color >> 4) & 15;
g |= g << 4;
uint8_t b = color & 15;
b |= b << 4;
return SDL_MapRGB(_fmt, r, g, b);
}
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static void sdl2_set_palette_amiga(const uint16_t *colors, int offset) {
for (int i = 0; i < 16; ++i) {
_screen_palette[offset + i] = convert_amiga_color(colors[i]);
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}
}
static void sdl2_set_copper_bars(const uint16_t *data) {
if (!data) {
_copper_color = -1;
} else {
_copper_color = (data[0] - 0x180) / 2;
const uint16_t *src = data + 1;
uint32_t *dst = _copper_palette;
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for (int i = 0; i < COPPER_BARS_H / 5; ++i) {
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const int j = i + 1;
*dst++ = convert_amiga_color(src[j]);
*dst++ = convert_amiga_color(src[i]);
*dst++ = convert_amiga_color(src[j]);
*dst++ = convert_amiga_color(src[i]);
*dst++ = convert_amiga_color(src[j]);
}
}
}
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static void sdl2_set_screen_palette(const uint8_t *colors, int offset, int count, int depth) {
const int shift = 8 - depth;
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for (int i = 0; i < count; ++i) {
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int r = colors[0];
int g = colors[1];
int b = colors[2];
if (depth != 8) {
r = (r << shift) | (r >> (depth - shift));
g = (g << shift) | (g >> (depth - shift));
b = (b << shift) | (b >> (depth - shift));
}
_screen_palette[offset + i] = SDL_MapRGB(_fmt, r, g, b);
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colors += 3;
}
}
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static void sdl2_set_palette_color(int i, const uint8_t *colors) {
int r = colors[0];
r = (r << 2) | (r >> 4);
int g = colors[1];
g = (g << 2) | (g >> 4);
int b = colors[2];
b = (b << 2) | (b >> 4);
_screen_palette[i] = SDL_MapRGB(_fmt, r, g, b);
}
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static void fade_palette_helper(int in) {
SDL_SetRenderDrawBlendMode(_renderer, SDL_BLENDMODE_BLEND);
SDL_Rect r;
r.x = r.y = 0;
SDL_GetRendererOutputSize(_renderer, &r.w, &r.h);
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for (int i = 0; i <= FADE_STEPS; ++i) {
int alpha = 255 * i / FADE_STEPS;
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if (in) {
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alpha = 255 - alpha;
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}
SDL_SetRenderDrawColor(_renderer, 0, 0, 0, alpha);
SDL_RenderClear(_renderer);
SDL_RenderCopy(_renderer, _texture, 0, 0);
SDL_RenderFillRect(_renderer, &r);
SDL_RenderPresent(_renderer);
SDL_Delay(30);
}
}
static void sdl2_fade_in_palette() {
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if (!g_sys.input.quit) {
fade_palette_helper(1);
}
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}
static void sdl2_fade_out_palette() {
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if (!g_sys.input.quit) {
fade_palette_helper(0);
}
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}
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static void sdl2_transition_screen(enum sys_transition_e type, bool open) {
const int step_w = _screen_w / FADE_STEPS;
const int step_h = _screen_h / FADE_STEPS;
SDL_Rect r;
r.x = 0;
r.w = 0;
r.y = 0;
r.h = (type == TRANSITION_CURTAIN) ? _screen_h : 0;
do {
r.x = (_screen_w - r.w) / 2;
if (r.x < 0) {
r.x = 0;
}
r.w += step_w;
if (r.x + r.w > _screen_w) {
r.w = _screen_w - r.x;
}
if (type == TRANSITION_SQUARE) {
r.y = (_screen_h - r.h) / 2;
if (r.y < 0) {
r.y = 0;
}
r.h += step_h;
if (r.y + r.h > _screen_h) {
r.h = _screen_h - r.y;
}
}
SDL_RenderClear(_renderer);
SDL_RenderCopy(_renderer, _texture, &r, &r);
SDL_RenderPresent(_renderer);
SDL_Delay(30);
} while (r.x > 0 && (type == TRANSITION_CURTAIN || r.y > 0));
}
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static void sdl2_update_screen(const uint8_t *p, int present) {
if (_copper_color != -1) {
for (int j = 0; j < _screen_h; ++j) {
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if (j / 2 < COPPER_BARS_H) {
const uint32_t line_color = _copper_palette[j / 2];
for (int i = 0; i < _screen_w; ++i) {
_screen_buffer[j * _screen_w + i] = (p[i] == _copper_color) ? line_color : _screen_palette[p[i]];
}
} else {
for (int i = 0; i < _screen_w; ++i) {
_screen_buffer[j * _screen_w + i] = _screen_palette[p[i]];
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}
}
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p += _screen_w;
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}
} else {
for (int i = 0; i < _screen_w * _screen_h; ++i) {
_screen_buffer[i] = _screen_palette[p[i]];
}
}
SDL_UpdateTexture(_texture, 0, _screen_buffer, _screen_w * sizeof(uint32_t));
if (present) {
SDL_RenderClear(_renderer);
SDL_RenderCopy(_renderer, _texture, 0, 0);
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// sprites
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SDL_RenderSetClipRect(_renderer, &_sprites_cliprect);
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for (int i = 0; i < _sprites_count; ++i) {
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const struct sprite_t *spr = &_sprites[i];
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struct spritesheet_t *sheet = &_spritesheets[spr->sheet];
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if (spr->num >= sheet->count) {
continue;
}
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SDL_Rect r;
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r.x = spr->x;
r.y = spr->y;
r.w = sheet->r[spr->num].w;
r.h = sheet->r[spr->num].h;
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if (!spr->xflip) {
SDL_RenderCopy(_renderer, sheet->texture, &sheet->r[spr->num], &r);
} else {
SDL_RenderCopyEx(_renderer, sheet->texture, &sheet->r[spr->num], &r, 0., 0, SDL_FLIP_HORIZONTAL);
}
}
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SDL_RenderSetClipRect(_renderer, 0);
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SDL_RenderPresent(_renderer);
}
}
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static void handle_keyevent(int keysym, bool keydown) {
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switch (keysym) {
case SDLK_LEFT:
if (keydown) {
_input->direction |= INPUT_DIRECTION_LEFT;
} else {
_input->direction &= ~INPUT_DIRECTION_LEFT;
}
break;
case SDLK_RIGHT:
if (keydown) {
_input->direction |= INPUT_DIRECTION_RIGHT;
} else {
_input->direction &= ~INPUT_DIRECTION_RIGHT;
}
break;
case SDLK_UP:
if (keydown) {
_input->direction |= INPUT_DIRECTION_UP;
} else {
_input->direction &= ~INPUT_DIRECTION_UP;
}
break;
case SDLK_DOWN:
if (keydown) {
_input->direction |= INPUT_DIRECTION_DOWN;
} else {
_input->direction &= ~INPUT_DIRECTION_DOWN;
}
break;
case SDLK_RETURN:
case SDLK_SPACE:
_input->space = keydown;
break;
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case SDLK_ESCAPE:
_input->escape = keydown;
break;
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case SDLK_1:
_input->digit1 = keydown;
break;
case SDLK_2:
_input->digit2 = keydown;
break;
case SDLK_3:
_input->digit3 = keydown;
break;
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}
}
static void handle_controlleraxis(int axis, int value) {
static const int THRESHOLD = 3200;
switch (axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
case SDL_CONTROLLER_AXIS_RIGHTX:
if (value < -THRESHOLD) {
_input->direction |= INPUT_DIRECTION_LEFT;
} else {
_input->direction &= ~INPUT_DIRECTION_LEFT;
}
if (value > THRESHOLD) {
_input->direction |= INPUT_DIRECTION_RIGHT;
} else {
_input->direction &= ~INPUT_DIRECTION_RIGHT;
}
break;
case SDL_CONTROLLER_AXIS_LEFTY:
case SDL_CONTROLLER_AXIS_RIGHTY:
if (value < -THRESHOLD) {
_input->direction |= INPUT_DIRECTION_UP;
} else {
_input->direction &= ~INPUT_DIRECTION_UP;
}
if (value > THRESHOLD) {
_input->direction |= INPUT_DIRECTION_DOWN;
} else {
_input->direction &= ~INPUT_DIRECTION_DOWN;
}
break;
}
}
static void handle_controllerbutton(int button, bool pressed) {
switch (button) {
case SDL_CONTROLLER_BUTTON_A:
case SDL_CONTROLLER_BUTTON_B:
case SDL_CONTROLLER_BUTTON_X:
case SDL_CONTROLLER_BUTTON_Y:
_input->space = pressed;
break;
case SDL_CONTROLLER_BUTTON_BACK:
_input->escape = pressed;
break;
case SDL_CONTROLLER_BUTTON_START:
break;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
if (pressed) {
_input->direction |= INPUT_DIRECTION_UP;
} else {
_input->direction &= ~INPUT_DIRECTION_UP;
}
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
if (pressed) {
_input->direction |= INPUT_DIRECTION_DOWN;
} else {
_input->direction &= ~INPUT_DIRECTION_DOWN;
}
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
if (pressed) {
_input->direction |= INPUT_DIRECTION_LEFT;
} else {
_input->direction &= ~INPUT_DIRECTION_LEFT;
}
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
if (pressed) {
_input->direction |= INPUT_DIRECTION_RIGHT;
} else {
_input->direction &= ~INPUT_DIRECTION_RIGHT;
}
break;
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}
}
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static void handle_joystickhatmotion(int value) {
_input->direction = 0;
if (value & SDL_HAT_UP) {
_input->direction |= INPUT_DIRECTION_UP;
}
if (value & SDL_HAT_DOWN) {
_input->direction |= INPUT_DIRECTION_DOWN;
}
if (value & SDL_HAT_LEFT) {
_input->direction |= INPUT_DIRECTION_LEFT;
}
if (value & SDL_HAT_RIGHT) {
_input->direction |= INPUT_DIRECTION_RIGHT;
}
}
static void handle_joystickaxismotion(int axis, int value) {
static const int THRESHOLD = 3200;
switch (axis) {
case 0:
_input->direction &= ~(INPUT_DIRECTION_RIGHT | INPUT_DIRECTION_LEFT);
if (value > THRESHOLD) {
_input->direction |= INPUT_DIRECTION_RIGHT;
} else if (value < -THRESHOLD) {
_input->direction |= INPUT_DIRECTION_LEFT;
}
break;
case 1:
_input->direction &= ~(INPUT_DIRECTION_UP | INPUT_DIRECTION_DOWN);
if (value > THRESHOLD) {
_input->direction |= INPUT_DIRECTION_DOWN;
} else if (value < -THRESHOLD) {
_input->direction |= INPUT_DIRECTION_UP;
}
break;
}
}
static void handle_joystickbutton(int button, int pressed) {
if (button == 0) {
_input->space = pressed;
}
}
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static int handle_event(const SDL_Event *ev, bool *paused) {
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switch (ev->type) {
case SDL_QUIT:
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_input->quit = true;
break;
case SDL_WINDOWEVENT:
switch (ev->window.event) {
case SDL_WINDOWEVENT_FOCUS_GAINED:
case SDL_WINDOWEVENT_FOCUS_LOST:
*paused = (ev->window.event == SDL_WINDOWEVENT_FOCUS_LOST);
SDL_PauseAudio(*paused);
break;
}
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break;
case SDL_KEYUP:
handle_keyevent(ev->key.keysym.sym, 0);
break;
case SDL_KEYDOWN:
handle_keyevent(ev->key.keysym.sym, 1);
break;
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case SDL_CONTROLLERDEVICEADDED:
if (!_controller) {
_controller = SDL_GameControllerOpen(ev->cdevice.which);
if (_controller) {
fprintf(stdout, "Using controller '%s'\n", SDL_GameControllerName(_controller));
}
}
break;
case SDL_CONTROLLERDEVICEREMOVED:
if (_controller == SDL_GameControllerFromInstanceID(ev->cdevice.which)) {
fprintf(stdout, "Removed controller '%s'\n", SDL_GameControllerName(_controller));
SDL_GameControllerClose(_controller);
_controller = 0;
}
break;
case SDL_CONTROLLERBUTTONUP:
if (_controller) {
handle_controllerbutton(ev->cbutton.button, 0);
}
break;
case SDL_CONTROLLERBUTTONDOWN:
if (_controller) {
handle_controllerbutton(ev->cbutton.button, 1);
}
break;
case SDL_CONTROLLERAXISMOTION:
if (_controller) {
handle_controlleraxis(ev->caxis.axis, ev->caxis.value);
}
break;
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case SDL_JOYHATMOTION:
if (_joystick) {
handle_joystickhatmotion(ev->jhat.value);
}
break;
case SDL_JOYAXISMOTION:
if (_joystick) {
handle_joystickaxismotion(ev->jaxis.axis, ev->jaxis.value);
}
break;
case SDL_JOYBUTTONUP:
if (_joystick) {
handle_joystickbutton(ev->jbutton.button, 0);
}
break;
case SDL_JOYBUTTONDOWN:
if (_joystick) {
handle_joystickbutton(ev->jbutton.button, 1);
}
break;
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default:
return -1;
}
return 0;
}
static void sdl2_process_events() {
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bool paused = false;
while (1) {
SDL_Event ev;
while (SDL_PollEvent(&ev)) {
handle_event(&ev, &paused);
if (_input->quit) {
break;
}
}
if (!paused) {
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break;
}
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SDL_Delay(100);
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}
}
static void sdl2_sleep(int duration) {
SDL_Delay(duration);
}
static uint32_t sdl2_get_timestamp() {
return SDL_GetTicks();
}
static void sdl2_start_audio(sys_audio_cb callback, void *param) {
SDL_AudioSpec desired;
memset(&desired, 0, sizeof(desired));
desired.freq = SYS_AUDIO_FREQ;
desired.format = AUDIO_S16;
desired.channels = 1;
desired.samples = 2048;
desired.callback = callback;
desired.userdata = param;
if (SDL_OpenAudio(&desired, 0) == 0) {
SDL_PauseAudio(0);
}
}
static void sdl2_stop_audio() {
SDL_CloseAudio();
}
static void sdl2_lock_audio() {
SDL_LockAudio();
}
static void sdl2_unlock_audio() {
SDL_UnlockAudio();
}
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static void render_load_sprites(int spr_type, int count, const struct sys_rect_t *r, const uint8_t *data, int w, int h, int palette_offset, uint8_t color_key) {
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assert(spr_type < ARRAYSIZE(_spritesheets));
struct spritesheet_t *spr_sheet = &_spritesheets[spr_type];
spr_sheet->count = count;
spr_sheet->r = (SDL_Rect *)malloc(count * sizeof(SDL_Rect));
for (int i = 0; i < count; ++i) {
SDL_Rect *rect = &spr_sheet->r[i];
rect->x = r[i].x;
rect->y = r[i].y;
rect->w = r[i].w;
rect->h = r[i].h;
}
uint32_t *argb = (uint32_t *)malloc(w * h * sizeof(uint32_t));
if (!argb) {
print_warning("Failed to allocate RGB buffer for sprites type %d", spr_type);
} else {
spr_sheet->texture = SDL_CreateTexture(_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STATIC, w, h);
SDL_SetTextureBlendMode(spr_sheet->texture, SDL_BLENDMODE_BLEND);
for (int i = 0; i < w * h; ++i) {
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argb[i] = (data[i] == color_key) ? 0 : (0xFF000000 | _screen_palette[palette_offset + data[i]]);
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}
SDL_UpdateTexture(spr_sheet->texture, 0, argb, w * sizeof(uint32_t));
free(argb);
}
}
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static void render_unload_sprites(int spr_type) {
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struct spritesheet_t *spr_sheet = &_spritesheets[spr_type];
free(spr_sheet->r);
if (spr_sheet->texture) {
SDL_DestroyTexture(spr_sheet->texture);
}
memset(spr_sheet, 0, sizeof(struct spritesheet_t));
}
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static void render_add_sprite(int spr_type, int frame, int x, int y, int xflip) {
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assert(_sprites_count < ARRAYSIZE(_sprites));
struct sprite_t *spr = &_sprites[_sprites_count];
spr->sheet = spr_type;
spr->num = frame;
spr->x = x;
spr->y = y;
spr->xflip = xflip;
++_sprites_count;
}
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static void render_clear_sprites() {
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_sprites_count = 0;
}
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static void render_set_sprites_clipping_rect(int x, int y, int w, int h) {
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_sprites_cliprect.x = x;
_sprites_cliprect.y = y;
_sprites_cliprect.w = w;
_sprites_cliprect.h = h;
}
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struct sys_t g_sys = {
.init = sdl2_init,
.fini = sdl2_fini,
.set_screen_size = sdl2_set_screen_size,
.set_screen_palette = sdl2_set_screen_palette,
.set_palette_amiga = sdl2_set_palette_amiga,
.set_copper_bars = sdl2_set_copper_bars,
.set_palette_color = sdl2_set_palette_color,
.fade_in_palette = sdl2_fade_in_palette,
.fade_out_palette = sdl2_fade_out_palette,
.update_screen = sdl2_update_screen,
.transition_screen = sdl2_transition_screen,
.process_events = sdl2_process_events,
.sleep = sdl2_sleep,
.get_timestamp = sdl2_get_timestamp,
.start_audio = sdl2_start_audio,
.stop_audio = sdl2_stop_audio,
.lock_audio = sdl2_lock_audio,
.unlock_audio = sdl2_unlock_audio,
.render_load_sprites = render_load_sprites,
.render_unload_sprites = render_unload_sprites,
.render_add_sprite = render_add_sprite,
.render_clear_sprites = render_clear_sprites,
.render_set_sprites_clipping_rect = render_set_sprites_clipping_rect
};