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Codechange: Realign SDL driver with SDL2 driver to ease maintenance and emphasise differences.

pull/8185/head
TechGeekNZ 2020-06-04 18:23:57 +12:00 committed by Charles Pigott
parent 1507902d00
commit cdd2892c49
2 changed files with 17 additions and 16 deletions

View File

@ -170,9 +170,7 @@ static void DrawSurfaceToScreen()
} else {
if (_sdl_surface != _sdl_realscreen) {
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_realscreen, &_dirty_rects[i]);
}
}

View File

@ -31,7 +31,7 @@
static FVideoDriver_SDL iFVideoDriver_SDL;
static SDL_Surface *_sdl_screen;
static SDL_Surface *_sdl_surface;
static SDL_Surface *_sdl_realscreen;
static bool _all_modes;
@ -73,11 +73,11 @@ static void UpdatePalette(bool init = false)
pal[i].unused = 0;
}
SDL_SetColors(_sdl_screen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
SDL_SetColors(_sdl_surface, pal, _local_palette.first_dirty, _local_palette.count_dirty);
if (_sdl_screen != _sdl_realscreen && init) {
if (_sdl_surface != _sdl_realscreen && init) {
/* When using a shadow surface, also set our palette on the real screen. This lets SDL
* allocate as much colors (or approximations) as
* allocate as many colors (or approximations) as
* possible, instead of using only the default SDL
* palette. This allows us to get more colors exactly
* right and might allow using better approximations for
@ -99,7 +99,7 @@ static void UpdatePalette(bool init = false)
SDL_SetColors(_sdl_realscreen, pal, _local_palette.first_dirty, _local_palette.count_dirty);
}
if (_sdl_screen != _sdl_realscreen && !init) {
if (_sdl_surface != _sdl_realscreen && !init) {
/* We're not using real hardware palette, but are letting SDL
* approximate the palette during shadow -> screen copy. To
* change the palette, we need to recopy the entire screen.
@ -110,7 +110,7 @@ static void UpdatePalette(bool init = false)
* best mapping of shadow palette colors to real palette
* colors from scratch.
*/
SDL_BlitSurface(_sdl_screen, nullptr, _sdl_realscreen, nullptr);
SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr);
SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
}
}
@ -155,17 +155,20 @@ static void DrawSurfaceToScreen()
if (n == 0) return;
_num_dirty_rects = 0;
if (n > MAX_DIRTY_RECTS) {
if (_sdl_screen != _sdl_realscreen) {
SDL_BlitSurface(_sdl_screen, nullptr, _sdl_realscreen, nullptr);
if (_sdl_surface != _sdl_realscreen) {
SDL_BlitSurface(_sdl_surface, nullptr, _sdl_realscreen, nullptr);
}
SDL_UpdateRect(_sdl_realscreen, 0, 0, 0, 0);
} else {
if (_sdl_screen != _sdl_realscreen) {
if (_sdl_surface != _sdl_realscreen) {
for (int i = 0; i < n; i++) {
SDL_BlitSurface(_sdl_screen, &_dirty_rects[i], _sdl_realscreen, &_dirty_rects[i]);
SDL_BlitSurface(_sdl_surface, &_dirty_rects[i], _sdl_realscreen, &_dirty_rects[i]);
}
}
SDL_UpdateRects(_sdl_realscreen, n, _dirty_rects);
}
}
@ -308,7 +311,7 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h)
if (want_hwpalette) DEBUG(driver, 1, "SDL: requesting hardware palette");
/* Free any previously allocated shadow surface */
if (_sdl_screen != nullptr && _sdl_screen != _sdl_realscreen) SDL_FreeSurface(_sdl_screen);
if (_sdl_surface != nullptr && _sdl_surface != _sdl_realscreen) SDL_FreeSurface(_sdl_surface);
if (_sdl_realscreen != nullptr) {
if (_requested_hwpalette != want_hwpalette) {
@ -375,7 +378,7 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h)
_screen.height = newscreen->h;
_screen.pitch = newscreen->pitch / (bpp / 8);
_screen.dst_ptr = newscreen->pixels;
_sdl_screen = newscreen;
_sdl_surface = newscreen;
/* When in full screen, we will always have the mouse cursor
* within the window, even though SDL does not give us the
@ -610,7 +613,7 @@ const char *VideoDriver_SDL::Start(const StringList &parm)
} else if (SDL_WasInit(SDL_INIT_VIDEO) == 0) {
ret_code = SDL_InitSubSystem(SDL_INIT_VIDEO);
}
if (ret_code == -1) return SDL_GetError();
if (ret_code < 0) return SDL_GetError();
GetVideoModes();
if (!CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {