A drawing lasted exactly one frame. The verbs are immediate, they went to the back buffer, SDL double-buffers and the frontend never clears -- so the only way to keep a picture was to capture it with `SSHAPE` and install it as a sprite, which is what `examples/breakout/sprites/breakout.bas` spends two of its eight sprites doing. That was TODO.md section 9 item 9. The drawing verbs now render into a layer texture the frame composites under the text and the sprites. Draw once; it is there on every frame after. **Bracketed around the step phase, not around each verb.** One pair of `SDL_SetRenderTarget` calls a frame instead of one per `DRAW`, and it is also what makes `SSHAPE` read back what the program has just drawn rather than whatever the last frame left. **The layer is transparent where nothing was drawn.** It covers the whole window and composites underneath, so an opaque one would black out the frame the moment a program issued a single `DRAW`. And a fresh SDL target texture's contents are undefined, so it is cleared on creation -- skipping that puts uninitialised memory under the first frame's text and looks like a driver bug rather than a missing memset. **The line editor forced a wrinkle worth naming.** `akbasic_frontend_akgl_pump()` is called from two places with different answers to "is a render target current": the frame loop calls it between steps, and the sink's editor calls it from *inside* a step, borrowing a frame while it waits for a typed line. SDL refuses to present while a target is current, so the pump ends the layer, presents, and puts it back only if it was the one that ended it. `akgl_frontend` caught this -- it drives a REPL session, and it failed with "You can't present on a render target" the first time the brackets went in. This does not make a drawing *visible* on its own. The text layer still repaints every row it owns, opaque, every frame, and by default it owns the whole window; `WINDOW` shrinks it and that half was already fixed. The two together are what a picture needed, and the tests assert both -- a pixel still there a frame later with nothing redrawn, and a pixel below a shrunk text area surviving the text repaint. The second assertion wipes to a non-black colour first, because against black it could not tell a transparent layer from an opaque one. The tests found two of their own bugs on the way: `stop_runtime()` was not tearing the graphics backend down, so re-initialising it dropped a live texture on the floor; and a first draft called `begin()` before `start_runtime()`, which re-inits the backend, so the assertion read back off an orphaned render target and passed while proving nothing. Chapters 6 and 13 stop saying a drawing has to be redrawn every frame, because it does not. The batch-boundary tear stays documented -- it bites an `SSHAPE` capture, which matters much less now that capturing is not the only way to keep a picture. Both games still run clean. 111 with akgl, 110 without. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
405 lines
14 KiB
C
405 lines
14 KiB
C
/**
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* @file graphics_akgl.c
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* @brief Wires the graphics backend record to libakgl's immediate-mode drawing.
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*
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* A thin adaptor and deliberately so: the interesting decisions about what a
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* BASIC graphics verb means live in src/runtime_graphics.c, and everything here
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* is coordinate and colour conversion plus the shape pool that SSHAPE hands out
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* handles into.
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*
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* The akgl_draw_* family is new in libakgl 42b60f7. Every one of its entry
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* points takes the akgl_RenderBackend the host already initialized rather than
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* reaching for a global, which is exactly what goal 3 needs.
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*/
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#include <string.h>
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#include <akerror.h>
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#include <akgl/draw.h>
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#include <akgl/error.h>
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#include <akbasic/akgl.h>
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#include <akbasic/error.h>
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/** @brief The colour conversion, which is the whole impedance mismatch. */
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static SDL_Color to_sdl(akbasic_Color color)
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{
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SDL_Color out;
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out.r = color.r;
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out.g = color.g;
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out.b = color.b;
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out.a = color.a;
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return out;
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}
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/** @brief Recover the backend's own state, or say that it has none. */
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static akerr_ErrorContext *state_of(akbasic_GraphicsBackend *self, akbasic_AkglGraphics **dest)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, (self != NULL && dest != NULL), AKERR_NULLPOINTER,
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"NULL argument in akgl graphics backend");
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*dest = (akbasic_AkglGraphics *)self->self;
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FAIL_ZERO_RETURN(errctx, (*dest != NULL), AKERR_NULLPOINTER,
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"akgl graphics backend has no state");
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief How big the renderer's output is, which is the space BASIC draws into.
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*
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* SDL_GetCurrentRenderOutputSize rather than the window size: the two differ on
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* a high-DPI display and on a renderer with a logical presentation set, and it
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* is the output that a coordinate handed to akgl_draw_point actually indexes.
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*/
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static akerr_ErrorContext *gfx_size(akbasic_GraphicsBackend *self, int *width, int *height)
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{
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PREPARE_ERROR(errctx);
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akbasic_AkglGraphics *state = NULL;
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PASS(errctx, state_of(self, &state));
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FAIL_ZERO_RETURN(errctx, (width != NULL && height != NULL), AKERR_NULLPOINTER,
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"NULL destination in gfx_size");
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FAIL_ZERO_RETURN(errctx,
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SDL_GetCurrentRenderOutputSize(state->renderer->sdl_renderer, width, height),
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AKGL_ERR_SDL, "%s", SDL_GetError());
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SUCCEED_RETURN(errctx);
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}
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static akerr_ErrorContext *gfx_point(akbasic_GraphicsBackend *self, double x, double y, akbasic_Color color)
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{
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PREPARE_ERROR(errctx);
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akbasic_AkglGraphics *state = NULL;
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PASS(errctx, state_of(self, &state));
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PASS(errctx, akgl_draw_point(state->renderer, (float32_t)x, (float32_t)y, to_sdl(color)));
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SUCCEED_RETURN(errctx);
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}
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static akerr_ErrorContext *gfx_line(akbasic_GraphicsBackend *self, double x1, double y1, double x2, double y2, akbasic_Color color)
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{
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PREPARE_ERROR(errctx);
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akbasic_AkglGraphics *state = NULL;
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PASS(errctx, state_of(self, &state));
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PASS(errctx, akgl_draw_line(state->renderer, (float32_t)x1, (float32_t)y1,
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(float32_t)x2, (float32_t)y2, to_sdl(color)));
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Turn two opposite corners into the rect SDL wants.
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*
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* BASIC gives two corners in whatever order the program felt like; SDL_FRect is
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* an origin and a size and does nothing useful with a negative one.
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*/
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static SDL_FRect corners_to_rect(double x1, double y1, double x2, double y2)
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{
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SDL_FRect rect;
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rect.x = (float32_t)((x1 < x2) ? x1 : x2);
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rect.y = (float32_t)((y1 < y2) ? y1 : y2);
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rect.w = (float32_t)((x1 < x2) ? (x2 - x1) : (x1 - x2));
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rect.h = (float32_t)((y1 < y2) ? (y2 - y1) : (y1 - y2));
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return rect;
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}
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static akerr_ErrorContext *gfx_rect(akbasic_GraphicsBackend *self, double x1, double y1, double x2, double y2, akbasic_Color color)
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{
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PREPARE_ERROR(errctx);
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akbasic_AkglGraphics *state = NULL;
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SDL_FRect rect;
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PASS(errctx, state_of(self, &state));
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rect = corners_to_rect(x1, y1, x2, y2);
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PASS(errctx, akgl_draw_rect(state->renderer, &rect, to_sdl(color)));
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SUCCEED_RETURN(errctx);
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}
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static akerr_ErrorContext *gfx_filled_rect(akbasic_GraphicsBackend *self, double x1, double y1, double x2, double y2, akbasic_Color color)
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{
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PREPARE_ERROR(errctx);
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akbasic_AkglGraphics *state = NULL;
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SDL_FRect rect;
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PASS(errctx, state_of(self, &state));
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rect = corners_to_rect(x1, y1, x2, y2);
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PASS(errctx, akgl_draw_filled_rect(state->renderer, &rect, to_sdl(color)));
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SUCCEED_RETURN(errctx);
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}
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static akerr_ErrorContext *gfx_paint(akbasic_GraphicsBackend *self, int x, int y, akbasic_Color color)
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{
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PREPARE_ERROR(errctx);
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akbasic_AkglGraphics *state = NULL;
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PASS(errctx, state_of(self, &state));
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/*
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* AKERR_OUTOFBOUNDS out of here means the fill exhausted its span stack and
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* left the region partly filled. It is passed straight through: PAINT is
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* where that is turned into something a BASIC program can see, because PAINT
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* is the only thing that knows a program is watching.
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*/
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PASS(errctx, akgl_draw_flood_fill(state->renderer, x, y, to_sdl(color)));
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SUCCEED_RETURN(errctx);
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}
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static akerr_ErrorContext *gfx_clear(akbasic_GraphicsBackend *self, akbasic_Color color)
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{
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PREPARE_ERROR(errctx);
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akbasic_AkglGraphics *state = NULL;
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SDL_FRect rect;
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int w = 0;
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int h = 0;
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PASS(errctx, state_of(self, &state));
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PASS(errctx, gfx_size(self, &w, &h));
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/*
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* A filled rectangle over the output rather than SDL_RenderClear, because
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* clearing is the host's prerogative: a game that draws a background and
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* then hands the renderer to a script does not expect GRAPHIC to wipe it to
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* a colour of the script's choosing outside the area the script owns. This
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* covers exactly the render output and nothing beyond it.
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*/
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rect.x = 0.0f;
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rect.y = 0.0f;
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rect.w = (float32_t)w;
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rect.h = (float32_t)h;
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PASS(errctx, akgl_draw_filled_rect(state->renderer, &rect, to_sdl(color)));
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SUCCEED_RETURN(errctx);
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}
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static akerr_ErrorContext *gfx_save_shape(akbasic_GraphicsBackend *self, int x1, int y1, int x2, int y2, int *handle)
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{
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PREPARE_ERROR(errctx);
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akbasic_AkglGraphics *state = NULL;
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SDL_Rect region;
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PASS(errctx, state_of(self, &state));
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FAIL_ZERO_RETURN(errctx, (handle != NULL), AKERR_NULLPOINTER,
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"NULL handle in save_shape");
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FAIL_ZERO_RETURN(errctx, (state->shapecount < AKBASIC_AKGL_MAX_SHAPES),
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AKBASIC_ERR_DEVICE,
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"SSHAPE pool is full at %d saved regions; GRAPHIC CLR releases them",
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AKBASIC_AKGL_MAX_SHAPES);
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region.x = (x1 < x2) ? x1 : x2;
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region.y = (y1 < y2) ? y1 : y2;
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region.w = (x1 < x2) ? (x2 - x1) : (x1 - x2);
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region.h = (y1 < y2) ? (y2 - y1) : (y1 - y2);
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/*
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* NULL through dest asks akgl_draw_copy_region to allocate the surface. That
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* is the one allocation in this file and it belongs to the pool below, which
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* is bounded -- so it is a fixed ceiling on memory, not an open one.
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*/
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state->shapes[state->shapecount] = NULL;
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PASS(errctx, akgl_draw_copy_region(state->renderer, ®ion,
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&state->shapes[state->shapecount]));
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*handle = state->shapecount;
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state->shapecount += 1;
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SUCCEED_RETURN(errctx);
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}
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static akerr_ErrorContext *gfx_paste_shape(akbasic_GraphicsBackend *self, int handle, double x, double y)
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{
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PREPARE_ERROR(errctx);
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akbasic_AkglGraphics *state = NULL;
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PASS(errctx, state_of(self, &state));
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FAIL_ZERO_RETURN(errctx, (handle >= 0 && handle < state->shapecount),
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AKBASIC_ERR_BOUNDS, "No saved shape %d", handle);
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FAIL_ZERO_RETURN(errctx, (state->shapes[handle] != NULL), AKBASIC_ERR_STATE,
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"Saved shape %d has been released", handle);
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PASS(errctx, akgl_draw_paste_region(state->renderer, state->shapes[handle],
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(float32_t)x, (float32_t)y));
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SUCCEED_RETURN(errctx);
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}
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static akerr_ErrorContext *gfx_free_shapes(akbasic_GraphicsBackend *self)
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{
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PREPARE_ERROR(errctx);
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akbasic_AkglGraphics *state = NULL;
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int i = 0;
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PASS(errctx, state_of(self, &state));
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for ( i = 0; i < state->shapecount; i++ ) {
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if ( state->shapes[i] != NULL ) {
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SDL_DestroySurface(state->shapes[i]);
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state->shapes[i] = NULL;
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}
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}
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state->shapecount = 0;
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akbasic_graphics_init_akgl(akbasic_GraphicsBackend *obj, akbasic_AkglGraphics *state, akgl_RenderBackend *renderer)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, (obj != NULL && state != NULL), AKERR_NULLPOINTER,
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"NULL argument in graphics_init_akgl");
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FAIL_ZERO_RETURN(errctx, (renderer != NULL), AKERR_NULLPOINTER,
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"NULL renderer in graphics_init_akgl: the host creates it, not this");
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PASS(errctx, akgl_error_init());
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memset(state, 0, sizeof(*state));
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state->renderer = renderer;
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obj->self = state;
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obj->size = gfx_size;
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obj->point = gfx_point;
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obj->line = gfx_line;
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obj->rect = gfx_rect;
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obj->filled_rect = gfx_filled_rect;
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obj->paint = gfx_paint;
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obj->clear = gfx_clear;
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obj->save_shape = gfx_save_shape;
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obj->paste_shape = gfx_paste_shape;
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obj->free_shapes = gfx_free_shapes;
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SUCCEED_RETURN(errctx);
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}
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/* ----------------------------------------------------------- the layer -- */
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/**
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* @brief Make sure the layer texture exists and is the size of the output.
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*
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* Created on demand rather than at init, because it is the size of the window
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* and a program that never draws should not pay for one. Recreated if the
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* output has since changed size, which is what a resized window looks like from
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* here.
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*/
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static akerr_ErrorContext AKERR_NOIGNORE *ensure_layer(akbasic_AkglGraphics *state)
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{
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PREPARE_ERROR(errctx);
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SDL_Texture *previous = NULL;
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int w = 0;
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int h = 0;
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float texw = 0.0f;
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float texh = 0.0f;
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FAIL_ZERO_RETURN(errctx, SDL_GetCurrentRenderOutputSize(state->renderer->sdl_renderer, &w, &h),
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AKGL_ERR_SDL, "Couldn't measure the render output: %s", SDL_GetError());
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if ( state->layer != NULL ) {
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if ( SDL_GetTextureSize(state->layer, &texw, &texh)
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&& (int)texw == w && (int)texh == h ) {
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SUCCEED_RETURN(errctx);
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}
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SDL_DestroyTexture(state->layer);
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state->layer = NULL;
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}
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state->layer = SDL_CreateTexture(state->renderer->sdl_renderer,
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SDL_PIXELFORMAT_RGBA8888,
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SDL_TEXTUREACCESS_TARGET, w, h);
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FAIL_ZERO_RETURN(errctx, (state->layer != NULL), AKGL_ERR_SDL,
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"Couldn't create the drawing layer: %s", SDL_GetError());
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/*
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* Blended, and cleared to fully transparent. The layer covers the whole
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* window and is composited *under* the text and the sprites, so anywhere the
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* program has not drawn has to let what is behind it through -- otherwise a
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* single DRAW would black out the entire frame.
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*/
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FAIL_ZERO_RETURN(errctx, SDL_SetTextureBlendMode(state->layer, SDL_BLENDMODE_BLEND),
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AKGL_ERR_SDL, "%s", SDL_GetError());
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/*
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* **And clear it, because a fresh target texture's contents are undefined.**
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* Skipping this puts whatever was in that memory on the screen under the
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* first frame's text, which is the kind of defect that looks like a driver
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* bug and is not.
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*/
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previous = SDL_GetRenderTarget(state->renderer->sdl_renderer);
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FAIL_ZERO_RETURN(errctx, SDL_SetRenderTarget(state->renderer->sdl_renderer, state->layer),
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AKGL_ERR_SDL, "%s", SDL_GetError());
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if ( !SDL_SetRenderDrawColor(state->renderer->sdl_renderer, 0, 0, 0, 0)
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|| !SDL_RenderClear(state->renderer->sdl_renderer) ) {
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/* Best effort: we are already failing, and leaving the target on the
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layer would make the next unrelated draw land in the wrong place. */
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(void)SDL_SetRenderTarget(state->renderer->sdl_renderer, previous);
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FAIL_RETURN(errctx, AKGL_ERR_SDL, "Couldn't clear the drawing layer: %s", SDL_GetError());
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}
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FAIL_ZERO_RETURN(errctx, SDL_SetRenderTarget(state->renderer->sdl_renderer, previous),
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AKGL_ERR_SDL, "%s", SDL_GetError());
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akbasic_graphics_akgl_begin(akbasic_GraphicsBackend *obj)
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{
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PREPARE_ERROR(errctx);
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akbasic_AkglGraphics *state = NULL;
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if ( obj == NULL || obj->self == NULL ) {
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SUCCEED_RETURN(errctx);
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}
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state = (akbasic_AkglGraphics *)obj->self;
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PASS(errctx, ensure_layer(state));
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state->savedtarget = SDL_GetRenderTarget(state->renderer->sdl_renderer);
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FAIL_ZERO_RETURN(errctx, SDL_SetRenderTarget(state->renderer->sdl_renderer, state->layer),
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AKGL_ERR_SDL, "Couldn't make the drawing layer current: %s", SDL_GetError());
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state->layeractive = true;
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SUCCEED_RETURN(errctx);
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}
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bool akbasic_graphics_akgl_layer_active(akbasic_GraphicsBackend *obj)
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{
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if ( obj == NULL || obj->self == NULL ) {
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return false;
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}
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return ((akbasic_AkglGraphics *)obj->self)->layeractive;
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}
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akerr_ErrorContext *akbasic_graphics_akgl_end(akbasic_GraphicsBackend *obj)
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{
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PREPARE_ERROR(errctx);
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akbasic_AkglGraphics *state = NULL;
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if ( obj == NULL || obj->self == NULL ) {
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SUCCEED_RETURN(errctx);
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}
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state = (akbasic_AkglGraphics *)obj->self;
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if ( !state->layeractive ) {
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SUCCEED_RETURN(errctx);
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}
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state->layeractive = false;
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FAIL_ZERO_RETURN(errctx,
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SDL_SetRenderTarget(state->renderer->sdl_renderer, state->savedtarget),
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AKGL_ERR_SDL, "Couldn't restore the render target: %s", SDL_GetError());
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akbasic_graphics_akgl_render(akbasic_GraphicsBackend *obj)
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{
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PREPARE_ERROR(errctx);
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akbasic_AkglGraphics *state = NULL;
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if ( obj == NULL || obj->self == NULL ) {
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SUCCEED_RETURN(errctx);
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}
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state = (akbasic_AkglGraphics *)obj->self;
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/* Nothing drawn, nothing to composite: a text-only program pays nothing. */
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if ( state->layer == NULL ) {
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SUCCEED_RETURN(errctx);
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}
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FAIL_ZERO_RETURN(errctx,
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SDL_RenderTexture(state->renderer->sdl_renderer, state->layer, NULL, NULL),
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AKGL_ERR_SDL, "Couldn't draw the drawing layer: %s", SDL_GetError());
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SUCCEED_RETURN(errctx);
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}
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void akbasic_graphics_akgl_shutdown(akbasic_GraphicsBackend *obj)
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{
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akbasic_AkglGraphics *state = NULL;
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if ( obj == NULL || obj->self == NULL ) {
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return;
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|
}
|
|
state = (akbasic_AkglGraphics *)obj->self;
|
|
if ( state->layer != NULL ) {
|
|
SDL_DestroyTexture(state->layer);
|
|
state->layer = NULL;
|
|
}
|
|
}
|