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This implements initial support for rendering to a texture
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@ -12,11 +12,21 @@
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#include <sys/time.h>
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#include "log.h"
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#include "vm_di.h"
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#include "vm_event.h"
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#include "vm_screen.h"
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struct timeval refresh_time;
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SDL_Texture *texture = NULL;
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int *pixels;
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int pitch;
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int width, height;
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uint32_t color;
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/*
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* Initialize the video of the vm_screen abstraction. This ends up being
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* something that depends on our third-party graphics library; in other
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@ -105,8 +115,11 @@ vm_screen_set_logical_coords(vm_screen *screen, int xcoords, int ycoords)
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* graphics library.
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*/
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int
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vm_screen_add_window(vm_screen *screen, int width, int height)
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vm_screen_add_window(vm_screen *screen, int _width, int _height)
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{
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width = _width;
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height = _height;
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// If HEADLESS is defined, we will assume we _don't_ want an actual
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// drawing surface, but want to pretend we've added one.
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#ifndef HEADLESS
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@ -117,6 +130,23 @@ vm_screen_add_window(vm_screen *screen, int width, int height)
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log_crit("Could not create window: %s", SDL_GetError());
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return ERR_GFXINIT;
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}
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texture = SDL_CreateTexture(screen->render, SDL_PIXELFORMAT_RGBA8888,
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SDL_TEXTUREACCESS_STREAMING, width, height);
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if (texture == NULL) {
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log_crit("Could not create texture: %s", SDL_GetError());
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return ERR_GFXINIT;
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}
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pixels = malloc(sizeof(int) * width * height);
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if (pixels == NULL) {
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log_crit("Could not malloc pixel bytes");
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return ERR_GFXINIT;
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}
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memset(pixels, 0, sizeof(int) * width * height);
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pitch = 1;
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#endif
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// We plan to draw onto a surface that is xcoords x ycoords in area,
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@ -205,6 +235,21 @@ vm_screen_prepare(vm_screen *scr)
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void
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vm_screen_refresh(vm_screen *screen)
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{
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SDL_Rect rect;
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rect.w = width;
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rect.h = height;
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rect.x = 0;
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rect.y = 0;
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if (SDL_LockTexture(texture, &rect, (void **)&pixels, &pitch)) {
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log_crit("Failed to lock texture for rendering: %s", SDL_GetError());
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exit(1);
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}
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SDL_UnlockTexture(texture);
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SDL_RenderCopy(screen->render, texture, NULL, NULL);
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SDL_RenderPresent(screen->render);
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screen->dirty = false;
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}
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@ -216,8 +261,9 @@ void
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vm_screen_set_color(vm_screen *scr, vm_color clr)
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{
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if (scr->render) {
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SDL_SetRenderDrawColor(scr->render, clr.r, clr.g, clr.b,
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SDL_ALPHA_OPAQUE);
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color = ((uint32_t)clr.r << 24) | ((uint32_t)clr.g << 16) | ((uint32_t)clr.b << 8) | 0xff;
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//SDL_SetRenderDrawColor(scr->render, clr.r, clr.g, clr.b,
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// SDL_ALPHA_OPAQUE);
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}
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}
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@ -228,11 +274,20 @@ vm_screen_set_color(vm_screen *scr, vm_color clr)
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void
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vm_screen_draw_rect(vm_screen *screen, vm_area *area)
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{
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// The renderer will take care of translating the positions and
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// sizes into whatever the window is really at.
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MAKE_SDL_RECT(rect, *area);
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size_t addr;
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size_t base;
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base = (width * area->yoff) + area->xoff;
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for (int h = 0; h < area->height; h++) {
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for (int w = 0; w < area->width; w++) {
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addr = base + (h * width) + w;
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pixels[addr] = color;
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log_info("set pixel: w:%d h:%d addr:%04x color:%x",
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w, h, addr, color);
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}
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}
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SDL_RenderFillRect(screen->render, &rect);
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screen->dirty = true;
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}
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