/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2009 Warzone Resurrection Project Warzone 2100 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. Warzone 2100 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 Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #include "lib/ivis_common/rendmode.h" #include "lib/ivis_common/pieclip.h" #include "lib/ivis_common/textdraw.h" #include "lib/ivis_common/piepalette.h" #include "lib/ivis_common/piestate.h" #include "lib/ivis_common/ivispatch.h" //************************************************************************* iSurface rendSurface; iSurface *psRendSurface; //************************************************************************* //*** //* //* //****** iSurface *iV_SurfaceCreate(uint32_t flags, int width, int height, int xp, int yp, UBYTE *buffer) { iSurface *s = malloc(sizeof(iSurface)); assert(buffer!=NULL); // on playstation this MUST be null if (!s) { debug(LOG_ERROR, "iV_SurfaceCreate: out of memory"); return NULL; } s->flags = flags; s->xcentre = width>>1; s->ycentre = height>>1; s->xpshift = xp; s->ypshift = yp; s->width = width; s->height = height; s->size = width * height; s->buffer = buffer; s->clip.left = 0; s->clip.right = width-1; s->clip.top = 0; s->clip.bottom = height-1; return s; } // user must free s->buffer before calling void iV_SurfaceDestroy(iSurface *s) { // if renderer assigned to surface if (psRendSurface == s) { psRendSurface = NULL; } if (s) { free(s); } } //************************************************************************* // // function pointers for render assign // //************************************************************************* void iV_RenderAssign(iSurface *s) { /* Need to look into this - won't the unwanted called still set render surface? */ psRendSurface = s; debug(LOG_3D, "iV_RenderAssign: flags %x; xcentre %d; ycentre %d; buffer %p", s->flags, s->xcentre, s->ycentre, s->buffer); }