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VVVVVV/desktop_version/src/Screen.cpp

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#include "Screen.h"
#include "FileSystemUtils.h"
#include "GraphicsUtil.h"
#include <stdlib.h>
// Used to create the window icon
extern "C"
{
extern unsigned lodepng_decode24(
unsigned char** out,
unsigned* w,
unsigned* h,
const unsigned char* in,
size_t insize
);
}
void Screen::init()
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{
m_window = NULL;
m_renderer = NULL;
m_screenTexture = NULL;
m_screen = NULL;
isWindowed = true;
stretchMode = 0;
isFiltered = false;
filterSubrect.x = 1;
filterSubrect.y = 1;
filterSubrect.w = 318;
filterSubrect.h = 238;
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
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// Uncomment this next line when you need to debug -flibit
// SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, "software", SDL_HINT_OVERRIDE);
SDL_CreateWindowAndRenderer(
640,
480,
SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE,
&m_window,
&m_renderer
);
SDL_SetWindowTitle(m_window, "VVVVVV");
unsigned char *fileIn = NULL;
size_t length = 0;
unsigned char *data;
unsigned int width, height;
FILESYSTEM_loadFileToMemory("VVVVVV.png", &fileIn, &length);
lodepng_decode24(&data, &width, &height, fileIn, length);
FILESYSTEM_freeMemory(&fileIn);
SDL_Surface *icon = SDL_CreateRGBSurfaceFrom(
data,
width,
height,
24,
width * 3,
0x000000FF,
0x0000FF00,
0x00FF0000,
0x00000000
);
SDL_SetWindowIcon(m_window, icon);
SDL_FreeSurface(icon);
free(data);
// FIXME: This surface should be the actual backbuffer! -flibit
m_screen = SDL_CreateRGBSurface(
0,
320,
240,
32,
0x00FF0000,
0x0000FF00,
0x000000FF,
0xFF000000
);
m_screenTexture = SDL_CreateTexture(
m_renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
320,
240
);
badSignalEffect = false;
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}
void Screen::ResizeScreen(int x, int y)
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{
static int resX = 320;
static int resY = 240;
if (x != -1 && y != -1)
{
// This is a user resize!
resX = x;
resY = y;
}
if(!isWindowed)
{
int result = SDL_SetWindowFullscreen(m_window, SDL_WINDOW_FULLSCREEN_DESKTOP);
if (result != 0)
{
printf("Error: could not set the game to fullscreen mode: %s\n", SDL_GetError());
return;
}
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}
else
{
int result = SDL_SetWindowFullscreen(m_window, 0);
if (result != 0)
{
printf("Error: could not set the game to windowed mode: %s\n", SDL_GetError());
return;
}
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if (x != -1 && y != -1)
{
SDL_SetWindowSize(m_window, resX, resY);
SDL_SetWindowPosition(m_window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
}
}
if (stretchMode == 1)
{
int winX, winY;
SDL_GetWindowSize(m_window, &winX, &winY);
int result = SDL_RenderSetLogicalSize(m_renderer, winX, winY);
if (result != 0)
{
printf("Error: could not set logical size: %s\n", SDL_GetError());
return;
}
result = SDL_RenderSetIntegerScale(m_renderer, SDL_FALSE);
if (result != 0)
{
printf("Error: could not set scale: %s\n", SDL_GetError());
return;
}
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}
else
{
SDL_RenderSetLogicalSize(m_renderer, 320, 240);
int result = SDL_RenderSetIntegerScale(m_renderer, (SDL_bool) (stretchMode == 2));
if (result != 0)
{
printf("Error: could not set scale: %s\n", SDL_GetError());
return;
}
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}
SDL_ShowWindow(m_window);
}
void Screen::GetWindowSize(int* x, int* y)
{
SDL_GetWindowSize(m_window, x, y);
}
void Screen::UpdateScreen(SDL_Surface* buffer, SDL_Rect* rect )
{
if((buffer == NULL) && (m_screen == NULL) )
{
return;
}
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if(badSignalEffect)
{
buffer = ApplyFilter(buffer);
}
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FillRect(m_screen, 0x000);
BlitSurfaceStandard(buffer,NULL,m_screen,rect);
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if(badSignalEffect)
{
SDL_FreeSurface(buffer);
}
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}
const SDL_PixelFormat* Screen::GetFormat()
{
return m_screen->format;
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}
void Screen::FlipScreen()
{
SDL_UpdateTexture(
m_screenTexture,
NULL,
m_screen->pixels,
m_screen->pitch
);
SDL_RenderCopy(
m_renderer,
m_screenTexture,
isFiltered ? &filterSubrect : NULL,
NULL
);
SDL_RenderPresent(m_renderer);
SDL_RenderClear(m_renderer);
SDL_FillRect(m_screen, NULL, 0x00000000);
}
void Screen::toggleFullScreen()
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{
isWindowed = !isWindowed;
ResizeScreen(-1, -1);
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}
void Screen::toggleStretchMode()
{
stretchMode = (stretchMode + 1) % 3;
ResizeScreen(-1, -1);
}
void Screen::toggleLinearFilter()
{
isFiltered = !isFiltered;
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, isFiltered ? "linear" : "nearest");
SDL_DestroyTexture(m_screenTexture);
m_screenTexture = SDL_CreateTexture(
m_renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
320,
240
);
}