/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "RmlUi_Renderer_SDL.h"
#include
#include
#include
#include
#include
RenderInterface_SDL::RenderInterface_SDL(SDL_Renderer* renderer) : renderer(renderer) {}
void RenderInterface_SDL::BeginFrame()
{
SDL_RenderSetViewport(renderer, nullptr);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
}
void RenderInterface_SDL::EndFrame() {}
void RenderInterface_SDL::RenderGeometry(Rml::Vertex* vertices, int num_vertices, int* indices, int num_indices, const Rml::TextureHandle texture,
const Rml::Vector2f& translation)
{
SDL_FPoint* positions = new SDL_FPoint[num_vertices];
for (int i = 0; i < num_vertices; i++)
{
positions[i].x = vertices[i].position.x + translation.x;
positions[i].y = vertices[i].position.y + translation.y;
}
SDL_Texture* sdl_texture = (SDL_Texture*)texture;
SDL_RenderGeometryRaw(renderer, sdl_texture, &positions[0].x, sizeof(SDL_FPoint), (const SDL_Color*)&vertices->colour, sizeof(Rml::Vertex),
&vertices->tex_coord.x, sizeof(Rml::Vertex), num_vertices, indices, num_indices, 4);
delete[] positions;
}
void RenderInterface_SDL::EnableScissorRegion(bool enable)
{
if (enable)
SDL_RenderSetClipRect(renderer, &rect_scissor);
else
SDL_RenderSetClipRect(renderer, nullptr);
scissor_region_enabled = enable;
}
void RenderInterface_SDL::SetScissorRegion(int x, int y, int width, int height)
{
rect_scissor.x = x;
rect_scissor.y = y;
rect_scissor.w = width;
rect_scissor.h = height;
if (scissor_region_enabled)
SDL_RenderSetClipRect(renderer, &rect_scissor);
}
bool RenderInterface_SDL::LoadTexture(Rml::TextureHandle& texture_handle, Rml::Vector2i& texture_dimensions, const Rml::String& source)
{
Rml::FileInterface* file_interface = Rml::GetFileInterface();
Rml::FileHandle file_handle = file_interface->Open(source);
if (!file_handle)
return false;
file_interface->Seek(file_handle, 0, SEEK_END);
size_t buffer_size = file_interface->Tell(file_handle);
file_interface->Seek(file_handle, 0, SEEK_SET);
char* buffer = new char[buffer_size];
file_interface->Read(buffer, buffer_size, file_handle);
file_interface->Close(file_handle);
const size_t i = source.rfind('.');
Rml::String extension = (i == Rml::String::npos ? Rml::String() : source.substr(i + 1));
SDL_Surface* surface = IMG_LoadTyped_RW(SDL_RWFromMem(buffer, int(buffer_size)), 1, extension.c_str());
bool success = false;
if (surface)
{
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
if (texture)
{
texture_handle = (Rml::TextureHandle)texture;
texture_dimensions = Rml::Vector2i(surface->w, surface->h);
success = true;
}
SDL_FreeSurface(surface);
}
delete[] buffer;
return success;
}
bool RenderInterface_SDL::GenerateTexture(Rml::TextureHandle& texture_handle, const Rml::byte* source, const Rml::Vector2i& source_dimensions)
{
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
Uint32 rmask = 0xff000000;
Uint32 gmask = 0x00ff0000;
Uint32 bmask = 0x0000ff00;
Uint32 amask = 0x000000ff;
#else
Uint32 rmask = 0x000000ff;
Uint32 gmask = 0x0000ff00;
Uint32 bmask = 0x00ff0000;
Uint32 amask = 0xff000000;
#endif
SDL_Surface* surface =
SDL_CreateRGBSurfaceFrom((void*)source, source_dimensions.x, source_dimensions.y, 32, source_dimensions.x * 4, rmask, gmask, bmask, amask);
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
SDL_FreeSurface(surface);
texture_handle = (Rml::TextureHandle)texture;
return true;
}
void RenderInterface_SDL::ReleaseTexture(Rml::TextureHandle texture_handle)
{
SDL_DestroyTexture((SDL_Texture*)texture_handle);
}