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/*
** ClanLib SDK
** Copyright (c) 1997-2005 The ClanLib Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
** Note: Some of the libraries ClanLib may link to may have additional
** requirements or restrictions.
**
** File Author(s):
**
** Magnus Norddahl
** (if your name is missing here, please add it)
*/
#include "Display/display_precomp.h"
#include "pixel_buffer_sdl_frame.h"
#include "Display/graphic_context_generic.h"
#include "API/Core/System/error.h"
#include <SDL/SDL.h>
/////////////////////////////////////////////////////////////////////////////
// CL_PixelBuffer_SDL_Frame construction:
CL_PixelBuffer_SDL_Frame::CL_PixelBuffer_SDL_Frame(int frame, CL_GraphicContext &gc)
: frame(frame), gc(gc)
{
SDL_Surface *screen = SDL_GetVideoSurface();
format.set_depth(screen->format->BitsPerPixel);
format.set_red_mask (screen->format->Rmask);
format.set_green_mask(screen->format->Gmask);
format.set_blue_mask (screen->format->Bmask);
format.set_alpha_mask(screen->format->Amask);
format.enable_colorkey(false);
width = screen->w;
height = screen->h;
pitch = screen->pitch;
}
CL_PixelBuffer_SDL_Frame::~CL_PixelBuffer_SDL_Frame()
{
}
/////////////////////////////////////////////////////////////////////////////
// CL_PixelBuffer_SDL_Frame operations:
void *CL_PixelBuffer_SDL_Frame::get_data()
{
return SDL_GetVideoSurface();
}
void CL_PixelBuffer_SDL_Frame::perform_lock()
{
if(SDL_MUSTLOCK(SDL_GetVideoSurface()))
if(SDL_LockSurface(SDL_GetVideoSurface()) < 0)
throw CL_Error(SDL_GetError());
}
void CL_PixelBuffer_SDL_Frame::perform_unlock()
{
if(SDL_MUSTLOCK(SDL_GetVideoSurface())){
SDL_UnlockSurface(SDL_GetVideoSurface());
}
}
/////////////////////////////////////////////////////////////////////////////
// CL_PixelBuffer_SDL_Frame implementation:
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