Files
aee-arcade/source/core/rendering/screen.cpp
T

109 lines
3.7 KiB
C++

#include "core/rendering/screen.hpp"
#include <SDL3/SDL.h>
#include <cstdio>
#include <cstdlib>
#include "utils/defaults.hpp"
#include "utils/defines.hpp"
namespace {
auto toSdlPresentation(Defaults::ScalingMode mode) -> SDL_RendererLogicalPresentation {
switch (mode) {
case Defaults::ScalingMode::DISABLED:
return SDL_LOGICAL_PRESENTATION_DISABLED;
case Defaults::ScalingMode::STRETCH:
return SDL_LOGICAL_PRESENTATION_STRETCH;
case Defaults::ScalingMode::LETTERBOX:
return SDL_LOGICAL_PRESENTATION_LETTERBOX;
case Defaults::ScalingMode::OVERSCAN:
return SDL_LOGICAL_PRESENTATION_OVERSCAN;
case Defaults::ScalingMode::INTEGER:
return SDL_LOGICAL_PRESENTATION_INTEGER_SCALE;
}
return SDL_LOGICAL_PRESENTATION_LETTERBOX;
}
auto toSdlScaleMode(Defaults::TextureFilter filter) -> SDL_ScaleMode {
return filter == Defaults::TextureFilter::LINEAR ? SDL_SCALEMODE_LINEAR : SDL_SCALEMODE_NEAREST;
}
} // namespace
Screen* Screen::instance = nullptr;
void Screen::init() {
if (instance == nullptr) {
instance = new Screen();
}
}
void Screen::destroy() {
delete instance;
instance = nullptr;
}
auto Screen::get() -> Screen* {
return instance;
}
Screen::Screen() {
if (!SDL_InitSubSystem(SDL_INIT_VIDEO)) {
std::fprintf(stderr, "SDL_InitSubSystem(VIDEO) failed: %s\n", SDL_GetError());
std::exit(EXIT_FAILURE);
}
const int WIN_W = GameCanvas::WIDTH * Defaults::Window::ZOOM;
const int WIN_H = GameCanvas::HEIGHT * Defaults::Window::ZOOM;
Uint32 win_flags = SDL_WINDOW_RESIZABLE;
if (Defaults::Window::FULLSCREEN) { win_flags |= SDL_WINDOW_FULLSCREEN; }
window_ = SDL_CreateWindow(Texts::WINDOW_TITLE, WIN_W, WIN_H, win_flags);
if (window_ == nullptr) {
std::fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError());
std::exit(EXIT_FAILURE);
}
renderer_ = SDL_CreateRenderer(window_, nullptr);
if (renderer_ == nullptr) {
std::fprintf(stderr, "SDL_CreateRenderer failed: %s\n", SDL_GetError());
std::exit(EXIT_FAILURE);
}
SDL_SetRenderVSync(renderer_, Defaults::Video::VSYNC ? 1 : 0);
SDL_SetRenderLogicalPresentation(renderer_, GameCanvas::WIDTH, GameCanvas::HEIGHT, toSdlPresentation(Defaults::Video::SCALING_MODE));
// Destination ARGB texture: paletted surfaces will be blitted onto this
// (each surface contributes its own palette, so the final image is full ARGB).
game_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, GameCanvas::WIDTH, GameCanvas::HEIGHT);
if (game_texture_ == nullptr) {
std::fprintf(stderr, "SDL_CreateTexture failed: %s\n", SDL_GetError());
std::exit(EXIT_FAILURE);
}
SDL_SetTextureScaleMode(game_texture_, toSdlScaleMode(Defaults::Video::TEXTURE_FILTER));
}
Screen::~Screen() {
if (game_texture_ != nullptr) { SDL_DestroyTexture(game_texture_); }
if (renderer_ != nullptr) { SDL_DestroyRenderer(renderer_); }
if (window_ != nullptr) { SDL_DestroyWindow(window_); }
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}
void Screen::clear(std::uint8_t r, std::uint8_t g, std::uint8_t b) {
SDL_SetRenderTarget(renderer_, game_texture_);
SDL_SetRenderDrawColor(renderer_, r, g, b, 0xFF);
SDL_RenderClear(renderer_);
SDL_SetRenderTarget(renderer_, nullptr);
}
void Screen::present() {
SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
SDL_RenderClear(renderer_);
SDL_RenderTexture(renderer_, game_texture_, nullptr, nullptr);
SDL_RenderPresent(renderer_);
}