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VVVVVV/desktop_version/src/Screen.h
AllyTally 19b2a317f1 Move from surfaces to the SDL render system
Ever since VVVVVV was initially ported to C++ in 2.0, it has used surfaces from SDL. The downside is, that's all software rendering. This commit moves most things off of surfaces, and all into GPU, by using textures and SDL_Renderer.

Pixel-perfect collision has been kept by keeping a copy of sprites as surfaces. There's plans for pixel-perfect collision to use masks instead of reading pixel data directly, but that's out of scope for this commit.

- `graphics.reloadresources()` is now called later in `main`, because textures cannot be created without a renderer.

- This commit also removes a bunch of surface functions which are no longer needed.

- This also recaches target textures in certain places for d3d9.

- graphics.images was converted to a fixed-size array.

- fillbox and fillboxabs use SDL_RenderDrawRect instead of drawing an outline using four filled rectangles

- Update my name in the credits
2023-01-28 14:36:28 -08:00

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#ifndef SCREEN_H
#define SCREEN_H
#include <SDL.h>
#include "ScreenSettings.h"
class Screen
{
public:
void init(const struct ScreenSettings* settings);
void destroy(void);
void GetSettings(struct ScreenSettings* settings);
void LoadIcon(void);
void ResizeScreen(int x, int y);
void ResizeToNearestMultiple(void);
void GetWindowSize(int* x, int* y);
void RenderPresent();
void toggleFullScreen(void);
void toggleScalingMode(void);
void toggleLinearFilter(void);
void toggleVSync(void);
void recacheTextures(void);
bool isForcedFullscreen(void);
bool isWindowed;
bool isFiltered;
bool badSignalEffect;
int scalingMode;
bool vsync;
SDL_Window *m_window;
SDL_Renderer *m_renderer;
};
#ifndef GAMESCREEN_DEFINITION
extern Screen gameScreen;
#endif
#endif /* SCREEN_H */