/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/dcgf.h" #include "engines/wintermute/Base/BRenderSDL.h" #include "engines/wintermute/Base/BRegistry.h" #include "engines/wintermute/Base/BSurfaceSDL.h" #include "engines/wintermute/Base/BSurfaceStorage.h" #include "engines/wintermute/Base/BImage.h" #include "engines/wintermute/math/MathUtil.h" #include "engines/wintermute/Base/BGame.h" #include "engines/wintermute/Base/BSprite.h" #include "common/system.h" #include "engines/wintermute/graphics/transparentSurface.h" #include "common/queue.h" namespace WinterMute { RenderTicket::RenderTicket(CBSurfaceSDL *owner, const Graphics::Surface *surf, Common::Rect *srcRect, Common::Rect *dstRect, bool mirrorX, bool mirrorY) : _owner(owner), _srcRect(*srcRect), _dstRect(*dstRect), _drawNum(0), _isValid(true), _wantsDraw(true), _hasAlpha(true) { _colorMod = 0; _mirror = TransparentSurface::FLIP_NONE; if (mirrorX) _mirror |= TransparentSurface::FLIP_V; if (mirrorY) _mirror |= TransparentSurface::FLIP_H; if (surf) { _surface = new Graphics::Surface(); _surface->create((uint16)srcRect->width(), (uint16)srcRect->height(), surf->format); assert(_surface->format.bytesPerPixel == 4); // Get a clipped copy of the surface for (int i = 0; i < _surface->h; i++) { memcpy(_surface->getBasePtr(0, i), surf->getBasePtr(srcRect->left, srcRect->top + i), srcRect->width() * _surface->format.bytesPerPixel); } // Then scale it if necessary if (dstRect->width() != srcRect->width() || dstRect->height() != srcRect->height()) { TransparentSurface src(*_surface, false); Graphics::Surface *temp = src.scale(dstRect->width(), dstRect->height()); _surface->free(); delete _surface; _surface = temp; } } else { _surface = NULL; } } RenderTicket::~RenderTicket() { if (_surface) { _surface->free(); delete _surface; } } bool RenderTicket::operator==(RenderTicket &t) { if ((t._srcRect != _srcRect) || (t._dstRect != _dstRect) || (t._mirror != _mirror) || (t._owner != _owner) || (t._hasAlpha != _hasAlpha) || (t._colorMod != _colorMod)) { return false; } return true; } CBRenderer *makeSDLRenderer(CBGame *inGame) { return new CBRenderSDL(inGame); } // TODO: Redo everything here. ////////////////////////////////////////////////////////////////////////// CBRenderSDL::CBRenderSDL(CBGame *inGame) : CBRenderer(inGame) { _renderSurface = new Graphics::Surface(); _drawNum = 1; _needsFlip = true; _borderLeft = _borderRight = _borderTop = _borderBottom = 0; _ratioX = _ratioY = 1.0f; setAlphaMod(255); setColorMod(255, 255, 255); _dirtyRect = NULL; _disableDirtyRects = false; } ////////////////////////////////////////////////////////////////////////// CBRenderSDL::~CBRenderSDL() { _renderSurface->free(); delete _renderSurface; #if 0 if (_renderer) SDL_DestroyRenderer(_renderer); if (_win) SDL_DestroyWindow(_win); SDL_Quit(); #endif } ////////////////////////////////////////////////////////////////////////// ERRORCODE CBRenderSDL::initRenderer(int width, int height, bool windowed) { //if (SDL_Init(SDL_INIT_VIDEO) < 0) return STATUS_FAILED; #if 0 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 1); #endif _width = width; _height = height; _renderRect.setWidth(_width); _renderRect.setHeight(_height); _realWidth = width; _realHeight = height; // find suitable resolution /*#ifdef __IPHONEOS__ _realWidth = 480; _realHeight = 320; int numModes = SDL_GetNumDisplayModes(0); for (int i = 0; i < numModes; i++) { SDL_DisplayMode mode; SDL_GetDisplayMode(0, i, &mode); if (mode.w > mode.h) { _realWidth = mode.w; _realHeight = mode.h; break; } } #else*/ _realWidth = Game->_registry->readInt("Debug", "ForceResWidth", _width); _realHeight = Game->_registry->readInt("Debug", "ForceResHeight", _height); //#endif /* _realWidth = 480; _realHeight = 320; */ float origAspect = (float)_width / (float)_height; float realAspect = (float)_realWidth / (float)_realHeight; float ratio; if (origAspect < realAspect) { // normal to wide ratio = (float)_realHeight / (float)_height; } else { // wide to normal ratio = (float)_realWidth / (float)_width; } _borderLeft = (int)((_realWidth - (_width * ratio)) / 2); _borderRight = (int)(_realWidth - (_width * ratio) - _borderLeft); _borderTop = (int)((_realHeight - (_height * ratio)) / 2); _borderBottom = (int)(_realHeight - (_height * ratio) - _borderTop); _ratioX = (float)(_realWidth - _borderLeft - _borderRight) / (float)_width; _ratioY = (float)(_realHeight - _borderTop - _borderBottom) / (float)_height; #if 0 Uint32 flags = SDL_WINDOW_SHOWN; #endif #ifdef __IPHONEOS__ //flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS; #endif //_windowed = Game->_registry->readBool("Video", "Windowed", true); // if (!windowed) flags |= SDL_WINDOW_FULLSCREEN; Graphics::PixelFormat format(4, 8, 8, 8, 8, 24, 16, 8, 0); g_system->beginGFXTransaction(); g_system->initSize(_width, _height, &format); OSystem::TransactionError gfxError = g_system->endGFXTransaction(); if (gfxError != OSystem::kTransactionSuccess) { warning("Couldn't setup GFX-backend for %dx%dx%d", _width, _height, format.bytesPerPixel * 8); return STATUS_FAILED; } #if 0 _win = SDL_CreateWindow("WME Lite", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, _realWidth, _realHeight, flags); if (!_win) return STATUS_FAILED; #endif g_system->showMouse(false); #ifdef __IPHONEOS__ // SDL defaults to OGL ES2, which doesn't work on old devices //SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengles"); #else //SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl"); #endif #if 0 _renderer = SDL_CreateRenderer(_win, -1, 0); if (!_renderer) return STATUS_FAILED; #endif _renderSurface->create(g_system->getWidth(), g_system->getHeight(), g_system->getScreenFormat()); _active = true; _clearColor = _renderSurface->format.ARGBToColor(255, 0, 0, 0); return STATUS_OK; } void CBRenderSDL::setAlphaMod(byte alpha) { byte r = RGBCOLGetR(_colorMod); byte g = RGBCOLGetB(_colorMod); byte b = RGBCOLGetB(_colorMod); _colorMod = BS_ARGB(alpha, r, g, b); } void CBRenderSDL::setColorMod(byte r, byte g, byte b) { byte alpha = RGBCOLGetA(_colorMod); _colorMod = BS_ARGB(alpha, r, g, b); } ////////////////////////////////////////////////////////////////////////// ERRORCODE CBRenderSDL::flip() { if (!_disableDirtyRects) { drawTickets(); } if (_needsFlip || _disableDirtyRects) { if (_disableDirtyRects) { g_system->copyRectToScreen((byte *)_renderSurface->pixels, _renderSurface->pitch, 0, 0, _renderSurface->w, _renderSurface->h); } // g_system->copyRectToScreen((byte *)_renderSurface->pixels, _renderSurface->pitch, _dirtyRect->left, _dirtyRect->top, _dirtyRect->width(), _dirtyRect->height()); delete _dirtyRect; _dirtyRect = NULL; g_system->updateScreen(); _needsFlip = false; } _drawNum = 1; return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// ERRORCODE CBRenderSDL::fill(byte r, byte g, byte b, Common::Rect *rect) { //SDL_SetRenderDrawColor(_renderer, r, g, b, 0xFF); //SDL_RenderClear(_renderer); _clearColor = _renderSurface->format.ARGBToColor(0xFF, r, g, b); if (!_disableDirtyRects) return STATUS_OK; if (!rect) { rect = &_renderRect; } _renderSurface->fillRect(*rect, _clearColor); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// ERRORCODE CBRenderSDL::fade(uint16 Alpha) { uint32 dwAlpha = 255 - Alpha; return fadeToColor(dwAlpha << 24); } ////////////////////////////////////////////////////////////////////////// ERRORCODE CBRenderSDL::fadeToColor(uint32 Color, Common::Rect *rect) { // This particular warning is rather messy, as this function is called a ton, // thus we avoid printing it more than once. static bool hasWarned = false; if (!hasWarned) { warning("CBRenderSDL::FadeToColor - Breaks when using dirty rects"); warning("Implement CBRenderSDL::FadeToColor"); // TODO. hasWarned = true; } Common::Rect fillRect; if (rect) { fillRect.left = rect->left; fillRect.top = rect->top; fillRect.setWidth(rect->width()); fillRect.setHeight(rect->height()); } else { Rect32 rc; Game->getCurrentViewportRect(&rc); fillRect.left = (int16)rc.left; fillRect.top = (int16)rc.top; fillRect.setWidth((int16)(rc.right - rc.left)); fillRect.setHeight((int16)(rc.bottom - rc.top)); } modTargetRect(&fillRect); byte r = RGBCOLGetR(Color); byte g = RGBCOLGetG(Color); byte b = RGBCOLGetB(Color); byte a = RGBCOLGetA(Color); //TODO: This is only here until I'm sure about the final pixelformat uint32 col = _renderSurface->format.ARGBToColor(a, r, g, b); if (_disableDirtyRects) _renderSurface->fillRect(fillRect, col); else { setAlphaMod(a); setColorMod(r, g, b); Graphics::Surface surf; surf.create((uint16)fillRect.width(), (uint16)fillRect.height(), _renderSurface->format); Common::Rect sizeRect(fillRect); sizeRect.translate(-fillRect.top, -fillRect.left); surf.fillRect(fillRect, col); drawSurface(NULL, &surf, &sizeRect, &fillRect, false, false); surf.free(); _clearColor = col; } //SDL_SetRenderDrawColor(_renderer, r, g, b, a); //SDL_SetRenderDrawBlendMode(_renderer, SDL_BLENDMODE_BLEND); //SDL_RenderFillRect(_renderer, &fillRect); return STATUS_OK; } void CBRenderSDL::drawSurface(CBSurfaceSDL *owner, const Graphics::Surface *surf, Common::Rect *srcRect, Common::Rect *dstRect, bool mirrorX, bool mirrorY) { if (_disableDirtyRects) { RenderTicket renderTicket(owner, surf, srcRect, dstRect, mirrorX, mirrorY); // HINT: The surface-data contains other info than it should. // drawFromSurface(renderTicket._surface, srcRect, dstRect, NULL, mirrorX, mirrorY); drawFromSurface(renderTicket._surface, &renderTicket._srcRect, &renderTicket._dstRect, NULL, renderTicket._mirror); return; } // Skip rects that are completely outside the screen: if ((dstRect->left < 0 && dstRect->right < 0) || (dstRect->top < 0 && dstRect->bottom < 0)) { return; } RenderTicket compare(owner, NULL, srcRect, dstRect, mirrorX, mirrorY); compare._colorMod = _colorMod; RenderQueueIterator it; for (it = _renderQueue.begin(); it != _renderQueue.end(); it++) { if ((*it)->_owner == owner && *(*it) == compare && (*it)->_isValid) { (*it)->_colorMod = _colorMod; drawFromTicket(*it); return; } } RenderTicket *ticket = new RenderTicket(owner, surf, srcRect, dstRect, mirrorX, mirrorY); ticket->_colorMod = _colorMod; drawFromTicket(ticket); } void CBRenderSDL::invalidateTicket(RenderTicket *renderTicket) { addDirtyRect(renderTicket->_dstRect); renderTicket->_isValid = false; // renderTicket->_canDelete = true; // TODO: Maybe readd this, to avoid even more duplicates. } void CBRenderSDL::invalidateTicketsFromSurface(CBSurfaceSDL *surf) { RenderQueueIterator it; for (it = _renderQueue.begin(); it != _renderQueue.end(); it++) { if ((*it)->_owner == surf) { invalidateTicket(*it); } } } void CBRenderSDL::drawFromTicket(RenderTicket *renderTicket) { renderTicket->_wantsDraw = true; // A new item always has _drawNum == 0 if (renderTicket->_drawNum == 0) { // In-order if (_renderQueue.empty() || _drawNum > (_renderQueue.back())->_drawNum) { renderTicket->_drawNum = _drawNum++; _renderQueue.push_back(renderTicket); addDirtyRect(renderTicket->_dstRect); } else { // Before something Common::List::iterator pos; for (pos = _renderQueue.begin(); pos != _renderQueue.end(); pos++) { if ((*pos)->_drawNum >= _drawNum) { break; } } _renderQueue.insert(pos, renderTicket); Common::List::iterator it; renderTicket->_drawNum = _drawNum++; // Increment the following tickets, so they still are in line for (it = pos; it != _renderQueue.end(); it++) { (*it)->_drawNum++; (*it)->_wantsDraw = false; } addDirtyRect(renderTicket->_dstRect); } } else { // Was drawn last round, still in the same order if (_drawNum == renderTicket->_drawNum) { _drawNum++; } else { // Remove the ticket from the list RenderQueueIterator it = _renderQueue.begin(); while (it != _renderQueue.end()) { if ((*it) == renderTicket) { it = _renderQueue.erase(it); break; } else { it++; } } // Is not in order, so readd it as if it was a new ticket renderTicket->_drawNum = 0; drawFromTicket(renderTicket); } } } void CBRenderSDL::addDirtyRect(const Common::Rect &rect) { if (!_dirtyRect) { _dirtyRect = new Common::Rect(rect); } else { _dirtyRect->extend(rect); } _dirtyRect->clip(_renderRect); // warning("AddDirtyRect: %d %d %d %d", rect.left, rect.top, rect.right, rect.bottom); } void CBRenderSDL::drawTickets() { RenderQueueIterator it = _renderQueue.begin(); // Clean out the old tickets while (it != _renderQueue.end()) { if ((*it)->_wantsDraw == false || (*it)->_isValid == false) { RenderTicket* ticket = *it; addDirtyRect((*it)->_dstRect); //warning("Discarding Rect: %d %d %d %d Width: %d Height: %d", (*it)->_dstRect.left, (*it)->_dstRect.top, (*it)->_dstRect.right, (*it)->_dstRect.bottom, (*it)->_dstRect.width() , (*it)->_dstRect.height()); it = _renderQueue.erase(it); delete ticket; } else { it++; } } if (!_dirtyRect || _dirtyRect->width() == 0 || _dirtyRect->height() == 0) return; // The color-mods are stored in the RenderTickets on add, since we set that state again during // draw, we need to keep track of what it was prior to draw. uint32 oldColorMod = _colorMod; // warning("DirtyRect: %d %d %d %d Width: %d Height: %d", _dirtyRect->left, _dirtyRect->top, _dirtyRect->right, _dirtyRect->bottom, _dirtyRect->width(), _dirtyRect->height()); // Apply the clear-color to the dirty rect. _renderSurface->fillRect(*_dirtyRect, _clearColor); for (it = _renderQueue.begin(); it != _renderQueue.end(); it++) { RenderTicket *ticket = *it; if (ticket->_isValid && ticket->_dstRect.intersects(*_dirtyRect)) { // dstClip is the area we want redrawn. Common::Rect dstClip(ticket->_dstRect); // reduce it to the dirty rect dstClip.clip(*_dirtyRect); // we need to keep track of the position to redraw the dirty rect Common::Rect pos(dstClip); int16 offsetX = ticket->_dstRect.left; int16 offsetY = ticket->_dstRect.top; // convert from screen-coords to surface-coords. dstClip.translate(-offsetX, -offsetY); _colorMod = ticket->_colorMod; drawFromSurface(ticket->_surface, &ticket->_srcRect, &pos, &dstClip, ticket->_mirror); _needsFlip = true; } // Some tickets want redraw but don't actually clip the dirty area (typically the ones that shouldnt become clear-color) ticket->_wantsDraw = false; } g_system->copyRectToScreen((byte *)_renderSurface->getBasePtr(_dirtyRect->left, _dirtyRect->top), _renderSurface->pitch, _dirtyRect->left, _dirtyRect->top, _dirtyRect->width(), _dirtyRect->height()); // Revert the colorMod-state. _colorMod = oldColorMod; } // Replacement for SDL2's SDL_RenderCopy void CBRenderSDL::drawFromSurface(const Graphics::Surface *surf, Common::Rect *srcRect, Common::Rect *dstRect, Common::Rect *clipRect, uint32 mirror) { TransparentSurface src(*surf, false); bool doDelete = false; if (!clipRect) { doDelete = true; clipRect = new Common::Rect(); clipRect->setWidth(surf->w); clipRect->setHeight(surf->h); } src.blit(*_renderSurface, dstRect->left, dstRect->top, mirror, clipRect, _colorMod, clipRect->width(), clipRect->height()); if (doDelete) delete clipRect; } ////////////////////////////////////////////////////////////////////////// ERRORCODE CBRenderSDL::drawLine(int x1, int y1, int x2, int y2, uint32 color) { static bool hasWarned = false; if (!hasWarned) { warning("CBRenderSDL::DrawLine - not fully ported yet"); hasWarned = true; } byte r = RGBCOLGetR(color); byte g = RGBCOLGetG(color); byte b = RGBCOLGetB(color); byte a = RGBCOLGetA(color); //SDL_SetRenderDrawColor(_renderer, r, g, b, a); //SDL_SetRenderDrawBlendMode(_renderer, SDL_BLENDMODE_BLEND); Point32 point1, point2; point1.x = x1; point1.y = y1; pointToScreen(&point1); point2.x = x2; point2.y = y2; pointToScreen(&point2); // TODO: This thing is mostly here until I'm sure about the final color-format. uint32 colorVal = _renderSurface->format.ARGBToColor(a, r, g, b); _renderSurface->drawLine(point1.x, point1.y, point2.x, point2.y, colorVal); //SDL_RenderDrawLine(_renderer, point1.x, point1.y, point2.x, point2.y); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// CBImage *CBRenderSDL::takeScreenshot() { // TODO: Fix this warning("CBRenderSDL::TakeScreenshot() - not ported yet"); CBImage *screenshot = new CBImage(Game); screenshot->copyFrom(_renderSurface); return screenshot; #if 0 SDL_Rect viewport; SDL_RenderGetViewport(_renderer, &viewport); SDL_Surface *surface = SDL_CreateRGBSurface(0, viewport.w, viewport.h, 24, FI_RGBA_RED_MASK, FI_RGBA_GREEN_MASK, FI_RGBA_BLUE_MASK, 0x00000000); if (!surface) return NULL; if (SDL_RenderReadPixels(_renderer, NULL, surface->format->format, surface->pixels, surface->pitch) < 0) return NULL; FIBITMAP *dib = FreeImage_Allocate(viewport.w, viewport.h, 24, FI_RGBA_RED_MASK, FI_RGBA_GREEN_MASK, FI_RGBA_BLUE_MASK); int bytespp = FreeImage_GetLine(dib) / FreeImage_GetWidth(dib); for (unsigned y = 0; y < FreeImage_GetHeight(dib); y++) { byte *bits = FreeImage_GetScanLine(dib, y); byte *src = (byte *)surface->pixels + (viewport.h - y - 1) * surface->pitch; memcpy(bits, src, bytespp * viewport.w); } return new CBImage(Game, dib); #endif return NULL; } ////////////////////////////////////////////////////////////////////////// ERRORCODE CBRenderSDL::switchFullscreen() { /*if (_windowed) SDL_SetWindowFullscreen(_win, SDL_TRUE); else SDL_SetWindowFullscreen(_win, SDL_FALSE); _windowed = !_windowed; */ Game->_registry->writeBool("Video", "Windowed", _windowed); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// const char *CBRenderSDL::getName() { if (_name.empty()) { #if 0 if (_renderer) { SDL_RendererInfo info; SDL_GetRendererInfo(_renderer, &info); _name = AnsiString(info.name); } #endif } return _name.c_str(); } ////////////////////////////////////////////////////////////////////////// ERRORCODE CBRenderSDL::setViewport(int left, int top, int right, int bottom) { Common::Rect rect; // TODO: Hopefully this is the same logic that ScummVM uses. rect.left = (int16)(left + _borderLeft); rect.top = (int16)(top + _borderTop); rect.right = (int16)((right - left) * _ratioX); rect.bottom = (int16)((bottom - top) * _ratioY); // TODO fix this once viewports work correctly in SDL/landscape #ifndef __IPHONEOS__ //SDL_RenderSetViewport(GetSdlRenderer(), &rect); #endif return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// void CBRenderSDL::modTargetRect(Common::Rect *rect) { #if 0 SDL_Rect viewportRect; SDL_RenderGetViewport(GetSdlRenderer(), &viewportRect); rect->x = MathUtil::Round(rect->x * _ratioX + _borderLeft - viewportRect.x); rect->y = MathUtil::Round(rect->y * _ratioY + _borderTop - viewportRect.y); rect->w = MathUtil::RoundUp(rect->w * _ratioX); rect->h = MathUtil::RoundUp(rect->h * _ratioY); #endif } ////////////////////////////////////////////////////////////////////////// void CBRenderSDL::pointFromScreen(Point32 *point) { #if 0 SDL_Rect viewportRect; SDL_RenderGetViewport(GetSdlRenderer(), &viewportRect); point->x = point->x / _ratioX - _borderLeft / _ratioX + viewportRect.x; point->y = point->y / _ratioY - _borderTop / _ratioY + viewportRect.y; #endif } ////////////////////////////////////////////////////////////////////////// void CBRenderSDL::pointToScreen(Point32 *point) { #if 0 SDL_Rect viewportRect; SDL_RenderGetViewport(GetSdlRenderer(), &viewportRect); point->x = MathUtil::RoundUp(point->x * _ratioX) + _borderLeft - viewportRect.x; point->y = MathUtil::RoundUp(point->y * _ratioY) + _borderTop - viewportRect.y; #endif } ////////////////////////////////////////////////////////////////////////// void CBRenderSDL::dumpData(const char *filename) { warning("CBRenderSDL::DumpData(%s) - not reimplemented yet", filename); // TODO #if 0 FILE *f = fopen(filename, "wt"); if (!f) return; CBSurfaceStorage *Mgr = Game->_surfaceStorage; int TotalKB = 0; int TotalLoss = 0; fprintf(f, "Filename;Usage;Size;KBytes\n"); for (int i = 0; i < Mgr->_surfaces.getSize(); i++) { CBSurfaceSDL *Surf = (CBSurfaceSDL *)Mgr->_surfaces[i]; if (!Surf->_filename) continue; if (!Surf->_valid) continue; fprintf(f, "%s;%d;", Surf->_filename, Surf->_referenceCount); fprintf(f, "%dx%d;", Surf->getWidth(), Surf->getHeight()); int kb = Surf->getWidth() * Surf->getHeight() * 4 / 1024; TotalKB += kb; fprintf(f, "%d;", kb); fprintf(f, "\n"); } fprintf(f, "Total %d;;;%d\n", Mgr->_surfaces.getSize(), TotalKB); fclose(f); Game->LOG(0, "Texture Stats Dump completed."); Game->QuickMessage("Texture Stats Dump completed."); #endif } CBSurface *CBRenderSDL::createSurface() { return new CBSurfaceSDL(Game); } } // end of namespace WinterMute