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sdl: add blitting to avoid event handling issues
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We encountered some problems related to updating screens and handling events.
To solve these problems we started with a generic implementation, now, we 
always design on a virtual surface and use `SDL_BlitSurface` to overlay the 
previous one.

Author: @acmlira and @flsobral
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acmlira committed Oct 29, 2020
1 parent 9f4ab7b commit 8ffa00c
Showing 1 changed file with 15 additions and 10 deletions.
25 changes: 15 additions & 10 deletions TotalCrossVM/src/init/tcsdl.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -139,8 +139,6 @@ bool TCSDL_Init(ScreenSurface screen, const char* title, bool fullScreen) {
std::cerr << "SDL_CreateTexturet(): " << SDL_GetError() << '\n';
return false;
}
} else {
surface = SDL_GetWindowSurface(window);
}

// Get pixel format struct
Expand All @@ -161,14 +159,9 @@ bool TCSDL_Init(ScreenSurface screen, const char* title, bool fullScreen) {
// pixel order
screen->pixelformat = windowPixelFormat;

if (usesTexture) {
// Adjusts screen's pixel surface
if (IS_NULL(screen->pixels = (uint8*) malloc(screen->pitch * screen->screenH))) {
std::cerr << "Failed to alloc " << (screen->pitch * screen->screenH) << " bytes for pixel surface" << '\n';
return false;
}
}else {
screen->pixels = (uint8*) surface->pixels;
if (IS_NULL(screen->pixels = (uint8*) malloc(screen->pitch * screen->screenH))) {
std::cerr << "Failed to alloc " << (screen->pitch * screen->screenH) << " bytes for pixel surface" << '\n';
return false;
}

if (IS_NULL(screen->extension = (ScreenSurfaceEx) malloc(sizeof(TScreenSurfaceEx)))) {
Expand All @@ -178,6 +171,15 @@ bool TCSDL_Init(ScreenSurface screen, const char* title, bool fullScreen) {
std::cerr << "Failed to alloc TScreenSurfaceEx of " << sizeof(TScreenSurfaceEx) << " bytes" << '\n';
return false;
}

surface = SDL_CreateRGBSurfaceWithFormatFrom(
screen->pixels,
screen->screenW,
screen->screenH,
screen->bpp,
screen->pitch,
windowPixelFormat);

SCREEN_EX(screen)->window = window;
SCREEN_EX(screen)->renderer = renderer;
SCREEN_EX(screen)->texture = texture;
Expand All @@ -200,6 +202,9 @@ void TCSDL_UpdateTexture(int w, int h, int pitch, void* pixels) {
if(usesTexture) {
// Update the given texture rectangle with new pixel data.
SDL_UpdateTexture(texture, NULL, pixels, pitch);
} else {
// Copy virtual surface to window surface
SDL_BlitSurface(surface, NULL, SDL_GetWindowSurface(window), NULL);
}
// Call SDL render present
TCSDL_Present();
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