105 lines
2.6 KiB
C
105 lines
2.6 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2007 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "lib/ivis_common/rendmode.h"
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#include "lib/ivis_common/pieclip.h"
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#include "lib/ivis_common/textdraw.h"
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#include "lib/ivis_common/piepalette.h"
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#include "lib/ivis_common/piestate.h"
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#include "lib/ivis_common/ivispatch.h"
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//*************************************************************************
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iSurface rendSurface;
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iSurface *psRendSurface;
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//*************************************************************************
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//***
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//*
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//*
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//******
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iSurface *iV_SurfaceCreate(Uint32 flags, int width, int height, int xp, int yp, UBYTE *buffer)
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{
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iSurface *s = malloc(sizeof(iSurface));
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int i;
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assert(buffer!=NULL); // on playstation this MUST be null
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if (!s)
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{
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debug(LOG_ERROR, "iV_SurfaceCreate: out of memory");
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return NULL;
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}
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s->flags = flags;
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s->xcentre = width>>1;
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s->ycentre = height>>1;
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s->xpshift = xp;
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s->ypshift = yp;
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s->width = width;
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s->height = height;
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s->size = width * height;
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s->buffer = buffer;
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for (i=0; i<iV_SCANTABLE_MAX; i++)
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{
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s->scantable[i] = i * width;
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}
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s->clip.left = 0;
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s->clip.right = width-1;
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s->clip.top = 0;
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s->clip.bottom = height-1;
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return s;
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}
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// user must free s->buffer before calling
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void iV_SurfaceDestroy(iSurface *s)
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{
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// if renderer assigned to surface
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if (psRendSurface == s)
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{
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psRendSurface = NULL;
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}
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if (s)
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{
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free(s);
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}
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}
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//*************************************************************************
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//
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// function pointers for render assign
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//
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//*************************************************************************
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void iV_RenderAssign(iSurface *s)
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{
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/* Need to look into this - won't the unwanted called still set render surface? */
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psRendSurface = s;
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debug(LOG_3D, "iV_RenderAssign: flags %x; xcentre %d; ycentre %d; buffer %p",
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s->flags, s->xcentre, s->ycentre, s->buffer);
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}
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