warzone2100/lib/ivis_opengl/rendmode.c

98 lines
2.5 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 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 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);
}