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|
/* 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 = true;
}
//////////////////////////////////////////////////////////////////////////
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<RenderTicket*>::iterator pos;
for (pos = _renderQueue.begin(); pos != _renderQueue.end(); pos++) {
if ((*pos)->_drawNum >= _drawNum) {
break;
}
}
_renderQueue.insert(pos, renderTicket);
Common::List<RenderTicket*>::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
int decrement = 0;
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;
decrement++;
} else {
(*it)->_drawNum -= decrement;
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
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