GCC cannot see that it is only read on a path where flood_region() wrote it, and warns under -Wmaybe-uninitialized. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
552 lines
17 KiB
C
552 lines
17 KiB
C
/**
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* @file draw.c
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* @brief Implements the draw subsystem.
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*/
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_mixer/SDL_mixer.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 <akgl/game.h>
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/** @brief One horizontal run of pixels the flood fill has still to examine. */
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typedef struct {
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int x1;
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int x2;
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int y;
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} FloodSpan;
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/*
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* The flood fill's working stack. File scope and fixed size rather than a local
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* array because AKGL_DRAW_MAX_FLOOD_SPANS spans is 48 KB, which does not belong
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* on the stack of a function a game may call every frame. The consequence is
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* that akgl_draw_flood_fill is not reentrant -- it is a single-threaded
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* immediate-mode operation on a single render target, and so is everything else
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* that touches an SDL_Renderer.
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*/
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static FloodSpan floodspans[AKGL_DRAW_MAX_FLOOD_SPANS];
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/* Draw a Gimpish background pattern to show transparency in the image */
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void akgl_draw_background(int w, int h)
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{
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SDL_Color col[2] = {
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{ 0x66, 0x66, 0x66, 0xff },
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{ 0x99, 0x99, 0x99, 0xff },
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};
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int i, x, y;
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SDL_FRect rect;
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const int dx = 8, dy = 8;
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rect.w = (float)dx;
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rect.h = (float)dy;
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for (y = 0; y < h; y += dy) {
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for (x = 0; x < w; x += dx) {
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/* use an 8x8 checkerboard pattern */
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i = (((x ^ y) >> 3) & 1);
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SDL_SetRenderDrawColor(renderer->sdl_renderer, col[i].r, col[i].g, col[i].b, col[i].a);
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rect.x = (float)x;
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rect.y = (float)y;
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SDL_RenderFillRect(renderer->sdl_renderer, &rect);
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}
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}
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}
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/**
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* @brief Remember the renderer's draw color and replace it with @p color.
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*
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* @p previous is written before anything that can fail, so a caller may restore
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* it unconditionally from a CLEANUP block.
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*/
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static akerr_ErrorContext *push_draw_color(akgl_RenderBackend *self, SDL_Color color, SDL_Color *previous)
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{
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PREPARE_ERROR(errctx);
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previous->r = 0x00;
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previous->g = 0x00;
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previous->b = 0x00;
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previous->a = SDL_ALPHA_OPAQUE;
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FAIL_ZERO_RETURN(
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errctx,
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SDL_GetRenderDrawColor(self->sdl_renderer, &previous->r, &previous->g, &previous->b, &previous->a),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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FAIL_ZERO_RETURN(
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errctx,
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SDL_SetRenderDrawColor(self->sdl_renderer, color.r, color.g, color.b, color.a),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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SUCCEED_RETURN(errctx);
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}
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/** @brief Put back the draw color push_draw_color() recorded. */
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static akerr_ErrorContext *pop_draw_color(akgl_RenderBackend *self, SDL_Color *previous)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(
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errctx,
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SDL_SetRenderDrawColor(self->sdl_renderer, previous->r, previous->g, previous->b, previous->a),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Fill the four-connected region of @p oldpixel around a seed pixel.
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*
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* A scanline fill: each entry on the stack is a run of pixels on one row that
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* still has to be examined. Finding a matching pixel expands it to the whole
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* run it belongs to, fills that run, and pushes the rows above and below.
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* Filled pixels no longer match @p oldpixel, which is what terminates it.
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*
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* @p surface must be SDL_PIXELFORMAT_RGBA32; the fill compares and writes whole
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* 32-bit words rather than going through SDL_ReadSurfacePixel per pixel.
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*
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* @p dirty is set to the bounding box of everything written, so the caller can
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* put back only the pixels that changed.
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*
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* Running out of stack leaves the region partially filled and reports
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* AKERR_OUTOFBOUNDS. There is no way to unwind a partial fill short of keeping
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* a copy of the whole surface, and the caller asked for a bounded operation.
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*/
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static akerr_ErrorContext *flood_region(SDL_Surface *surface, int x, int y, uint32_t oldpixel, uint32_t newpixel, SDL_Rect *dirty)
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{
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uint32_t *pixels = (uint32_t *)surface->pixels;
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int pitch = surface->pitch / (int)sizeof(uint32_t);
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int count = 0;
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int col = 0;
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int left = 0;
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int right = 0;
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int i = 0;
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int minx = surface->w;
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int miny = surface->h;
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int maxx = -1;
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int maxy = -1;
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FloodSpan span;
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PREPARE_ERROR(errctx);
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floodspans[0].x1 = x;
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floodspans[0].x2 = x;
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floodspans[0].y = y;
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count = 1;
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while ( count > 0 ) {
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count -= 1;
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span = floodspans[count];
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col = span.x1;
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while ( col <= span.x2 ) {
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if ( pixels[(span.y * pitch) + col] != oldpixel ) {
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col += 1;
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continue;
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}
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left = col;
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while ( left > 0 && pixels[(span.y * pitch) + (left - 1)] == oldpixel ) {
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left -= 1;
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}
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right = col;
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while ( right < (surface->w - 1) && pixels[(span.y * pitch) + (right + 1)] == oldpixel ) {
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right += 1;
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}
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for ( i = left; i <= right; i++ ) {
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pixels[(span.y * pitch) + i] = newpixel;
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}
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if ( left < minx ) {
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minx = left;
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}
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if ( right > maxx ) {
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maxx = right;
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}
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if ( span.y < miny ) {
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miny = span.y;
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}
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if ( span.y > maxy ) {
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maxy = span.y;
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}
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// Two pushes per run, so the check is for room for both.
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FAIL_NONZERO_RETURN(
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errctx,
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((count + 2) > AKGL_DRAW_MAX_FLOOD_SPANS),
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AKERR_OUTOFBOUNDS,
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"Region needs more than %d pending spans; it is partially filled",
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AKGL_DRAW_MAX_FLOOD_SPANS);
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if ( span.y > 0 ) {
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floodspans[count].x1 = left;
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floodspans[count].x2 = right;
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floodspans[count].y = span.y - 1;
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count += 1;
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}
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if ( span.y < (surface->h - 1) ) {
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floodspans[count].x1 = left;
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floodspans[count].x2 = right;
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floodspans[count].y = span.y + 1;
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count += 1;
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}
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col = right + 1;
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}
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}
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dirty->x = minx;
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dirty->y = miny;
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dirty->w = (maxx - minx) + 1;
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dirty->h = (maxy - miny) + 1;
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_point(akgl_RenderBackend *self, float32_t x, float32_t y, SDL_Color color)
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{
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SDL_Color previous;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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ATTEMPT {
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CATCH(errctx, push_draw_color(self, color, &previous));
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FAIL_ZERO_BREAK(
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errctx,
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SDL_RenderPoint(self->sdl_renderer, x, y),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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} CLEANUP {
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IGNORE(pop_draw_color(self, &previous));
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_line(akgl_RenderBackend *self, float32_t x1, float32_t y1, float32_t x2, float32_t y2, SDL_Color color)
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{
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SDL_Color previous;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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ATTEMPT {
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CATCH(errctx, push_draw_color(self, color, &previous));
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FAIL_ZERO_BREAK(
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errctx,
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SDL_RenderLine(self->sdl_renderer, x1, y1, x2, y2),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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} CLEANUP {
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IGNORE(pop_draw_color(self, &previous));
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_rect(akgl_RenderBackend *self, SDL_FRect *rect, SDL_Color color)
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{
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SDL_Color previous;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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FAIL_ZERO_RETURN(errctx, rect, AKERR_NULLPOINTER, "rect");
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ATTEMPT {
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CATCH(errctx, push_draw_color(self, color, &previous));
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FAIL_ZERO_BREAK(
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errctx,
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SDL_RenderRect(self->sdl_renderer, rect),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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} CLEANUP {
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IGNORE(pop_draw_color(self, &previous));
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_filled_rect(akgl_RenderBackend *self, SDL_FRect *rect, SDL_Color color)
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{
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SDL_Color previous;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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FAIL_ZERO_RETURN(errctx, rect, AKERR_NULLPOINTER, "rect");
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ATTEMPT {
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CATCH(errctx, push_draw_color(self, color, &previous));
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FAIL_ZERO_BREAK(
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errctx,
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SDL_RenderFillRect(self->sdl_renderer, rect),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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} CLEANUP {
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IGNORE(pop_draw_color(self, &previous));
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_circle(akgl_RenderBackend *self, float32_t x, float32_t y, float32_t radius, SDL_Color color)
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{
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SDL_Color previous;
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SDL_FPoint octants[8];
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int centerx = 0;
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int centery = 0;
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int r = 0;
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int offsetx = 0;
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int offsety = 0;
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int decision = 0;
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bool plotted = true;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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FAIL_NONZERO_RETURN(errctx, (radius < 0), AKERR_OUTOFBOUNDS, "Negative radius %f", radius);
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centerx = (int)SDL_lroundf(x);
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centery = (int)SDL_lroundf(y);
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r = (int)SDL_lroundf(radius);
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offsety = r;
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// The midpoint decision variable, started so the first step chooses between
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// (0, r) and (1, r-1) correctly.
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decision = 1 - r;
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ATTEMPT {
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CATCH(errctx, push_draw_color(self, color, &previous));
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while ( offsety >= offsetx ) {
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// Eight-way symmetry: one computed point in the second octant gives
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// the seven others by reflection.
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octants[0].x = (float)(centerx + offsetx);
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octants[0].y = (float)(centery + offsety);
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octants[1].x = (float)(centerx - offsetx);
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octants[1].y = (float)(centery + offsety);
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octants[2].x = (float)(centerx + offsetx);
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octants[2].y = (float)(centery - offsety);
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octants[3].x = (float)(centerx - offsetx);
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octants[3].y = (float)(centery - offsety);
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octants[4].x = (float)(centerx + offsety);
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octants[4].y = (float)(centery + offsetx);
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octants[5].x = (float)(centerx - offsety);
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octants[5].y = (float)(centery + offsetx);
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octants[6].x = (float)(centerx + offsety);
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octants[6].y = (float)(centery - offsetx);
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octants[7].x = (float)(centerx - offsety);
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octants[7].y = (float)(centery - offsetx);
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// A CATCH here would break this loop rather than leave the function,
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// so failure is recorded and reported once the loop is done.
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if ( !SDL_RenderPoints(self->sdl_renderer, octants, 8) ) {
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plotted = false;
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}
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offsetx += 1;
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if ( decision < 0 ) {
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decision += (2 * offsetx) + 1;
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} else {
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offsety -= 1;
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decision += 2 * (offsetx - offsety) + 1;
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}
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}
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FAIL_ZERO_BREAK(errctx, plotted, AKGL_ERR_SDL, "%s", SDL_GetError());
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} CLEANUP {
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IGNORE(pop_draw_color(self, &previous));
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_flood_fill(akgl_RenderBackend *self, int x, int y, SDL_Color color)
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{
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SDL_Surface *target = NULL;
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SDL_Surface *rgba = NULL;
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SDL_Texture *patch = NULL;
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// Only written by a successful flood_region(), and only read after one, but
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// the paths in between are far enough apart that the compiler cannot see it.
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SDL_Rect dirty = { 0, 0, 0, 0 };
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SDL_FRect src;
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SDL_FRect dest;
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uint32_t *pixels = NULL;
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uint32_t oldpixel = 0;
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uint32_t newpixel = 0;
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int width = 0;
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int height = 0;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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ATTEMPT {
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FAIL_ZERO_BREAK(
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errctx,
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SDL_GetCurrentRenderOutputSize(self->sdl_renderer, &width, &height),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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FAIL_NONZERO_BREAK(
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errctx,
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((x < 0) || (y < 0) || (x >= width) || (y >= height)),
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AKERR_OUTOFBOUNDS,
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"Seed pixel %d,%d is outside the %dx%d render target",
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x, y, width, height);
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target = SDL_RenderReadPixels(self->sdl_renderer, NULL);
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FAIL_ZERO_BREAK(errctx, target, AKGL_ERR_SDL, "%s", SDL_GetError());
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// The fill works on 32-bit words, so the layout has to be known rather
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// than whatever the render target happens to use.
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rgba = SDL_ConvertSurface(target, SDL_PIXELFORMAT_RGBA32);
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FAIL_ZERO_BREAK(errctx, rgba, AKGL_ERR_SDL, "%s", SDL_GetError());
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pixels = (uint32_t *)rgba->pixels;
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oldpixel = pixels[(y * (rgba->pitch / (int)sizeof(uint32_t))) + x];
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newpixel = SDL_MapSurfaceRGBA(rgba, color.r, color.g, color.b, color.a);
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if ( oldpixel == newpixel ) {
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// Already the requested color. Walking it would compare filled
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// pixels against themselves and find nothing, so say so up front.
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SUCCEED_BREAK(errctx);
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}
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CATCH(errctx, flood_region(rgba, x, y, oldpixel, newpixel, &dirty));
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patch = SDL_CreateTextureFromSurface(self->sdl_renderer, rgba);
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FAIL_ZERO_BREAK(errctx, patch, AKGL_ERR_SDL, "%s", SDL_GetError());
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// Replace rather than blend: this is a framebuffer operation, and the
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// pixels being put back are the ones that were just read out of it.
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FAIL_ZERO_BREAK(
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errctx,
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SDL_SetTextureBlendMode(patch, SDL_BLENDMODE_NONE),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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// Only the bounding box of what changed goes back to the target.
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src.x = (float)dirty.x;
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src.y = (float)dirty.y;
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src.w = (float)dirty.w;
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src.h = (float)dirty.h;
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dest = src;
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FAIL_ZERO_BREAK(
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errctx,
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SDL_RenderTexture(self->sdl_renderer, patch, &src, &dest),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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} CLEANUP {
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if ( patch != NULL ) {
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SDL_DestroyTexture(patch);
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}
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if ( rgba != NULL ) {
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SDL_DestroySurface(rgba);
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}
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if ( target != NULL ) {
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SDL_DestroySurface(target);
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}
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_copy_region(akgl_RenderBackend *self, SDL_Rect *src, SDL_Surface **dest)
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{
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SDL_Surface *saved = NULL;
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int width = 0;
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int height = 0;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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|
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
|
|
FAIL_ZERO_RETURN(errctx, src, AKERR_NULLPOINTER, "src");
|
|
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "dest");
|
|
ATTEMPT {
|
|
FAIL_NONZERO_BREAK(
|
|
errctx,
|
|
((src->w <= 0) || (src->h <= 0)),
|
|
AKERR_OUTOFBOUNDS,
|
|
"Region %dx%d has no area",
|
|
src->w, src->h);
|
|
FAIL_ZERO_BREAK(
|
|
errctx,
|
|
SDL_GetCurrentRenderOutputSize(self->sdl_renderer, &width, &height),
|
|
AKGL_ERR_SDL,
|
|
"%s",
|
|
SDL_GetError());
|
|
// SDL clips a read to the target and hands back a smaller surface than
|
|
// was asked for, which a caller pasting it back would not notice.
|
|
FAIL_NONZERO_BREAK(
|
|
errctx,
|
|
((src->x < 0) || (src->y < 0) ||
|
|
((src->x + src->w) > width) || ((src->y + src->h) > height)),
|
|
AKERR_OUTOFBOUNDS,
|
|
"Region %d,%d %dx%d does not fit inside the %dx%d render target",
|
|
src->x, src->y, src->w, src->h, width, height);
|
|
|
|
saved = SDL_RenderReadPixels(self->sdl_renderer, src);
|
|
FAIL_ZERO_BREAK(errctx, saved, AKGL_ERR_SDL, "%s", SDL_GetError());
|
|
|
|
if ( *dest == NULL ) {
|
|
*dest = saved;
|
|
// Ownership has moved to the caller; CLEANUP must not free it.
|
|
saved = NULL;
|
|
} else {
|
|
FAIL_NONZERO_BREAK(
|
|
errctx,
|
|
(((*dest)->w != src->w) || ((*dest)->h != src->h)),
|
|
AKERR_OUTOFBOUNDS,
|
|
"Destination surface is %dx%d, region is %dx%d",
|
|
(*dest)->w, (*dest)->h, src->w, src->h);
|
|
FAIL_ZERO_BREAK(
|
|
errctx,
|
|
SDL_SetSurfaceBlendMode(saved, SDL_BLENDMODE_NONE),
|
|
AKGL_ERR_SDL,
|
|
"%s",
|
|
SDL_GetError());
|
|
FAIL_ZERO_BREAK(
|
|
errctx,
|
|
SDL_BlitSurface(saved, NULL, *dest, NULL),
|
|
AKGL_ERR_SDL,
|
|
"%s",
|
|
SDL_GetError());
|
|
}
|
|
} CLEANUP {
|
|
if ( saved != NULL ) {
|
|
SDL_DestroySurface(saved);
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_paste_region(akgl_RenderBackend *self, SDL_Surface *src, float32_t x, float32_t y)
|
|
{
|
|
SDL_Texture *patch = NULL;
|
|
SDL_FRect dest;
|
|
|
|
PREPARE_ERROR(errctx);
|
|
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
|
|
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
|
|
FAIL_ZERO_RETURN(errctx, src, AKERR_NULLPOINTER, "src");
|
|
ATTEMPT {
|
|
patch = SDL_CreateTextureFromSurface(self->sdl_renderer, src);
|
|
FAIL_ZERO_BREAK(errctx, patch, AKGL_ERR_SDL, "%s", SDL_GetError());
|
|
// Replace what is on the target, the way GSHAPE does by default.
|
|
FAIL_ZERO_BREAK(
|
|
errctx,
|
|
SDL_SetTextureBlendMode(patch, SDL_BLENDMODE_NONE),
|
|
AKGL_ERR_SDL,
|
|
"%s",
|
|
SDL_GetError());
|
|
dest.x = x;
|
|
dest.y = y;
|
|
dest.w = (float)src->w;
|
|
dest.h = (float)src->h;
|
|
FAIL_ZERO_BREAK(
|
|
errctx,
|
|
SDL_RenderTexture(self->sdl_renderer, patch, NULL, &dest),
|
|
AKGL_ERR_SDL,
|
|
"%s",
|
|
SDL_GetError());
|
|
} CLEANUP {
|
|
if ( patch != NULL ) {
|
|
SDL_DestroyTexture(patch);
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|