Files
libakgl/src/draw.c
Andrew Kesterson 19530f6a97 Fix the type, macro and state-table defects, and the leftover debris
Closes internal-consistency items 19 through 36, 38 and 41. Item 37, the ~180
redundant casts, is deliberately left open with its reasoning in TODO.md: the
benefit only arrives once the build turns on the warnings those casts suppress,
and doing it before that is churn across the two files with the most
outstanding functional defects.

The two that were real bugs are in the actor state table.
AKGL_ACTOR_STATE_STRING_NAMES was declared [AKGL_ACTOR_MAX_STATES+1] and
defined [32], so a consumer trusting the declared bound read past the object;
and indices 11 and 12 were named UNDEFINED_11 and UNDEFINED_12 where actor.h
has MOVING_IN and MOVING_OUT, so no character JSON could bind a sprite to
either state. tests/registry.c now walks the whole table -- every entry
non-NULL, every entry resolving to its own bit, no two entries sharing a name.

The bitmask macros are parenthesized and AKGL_BITMASK_CLEAR has lost the
semicolon inside its body. Writing tests/bitmasks.c for that turned up
something worth knowing: the obvious test does not catch it. For a bit that is
set, the misparse `!(mask & bit) == bit` gives the same answer as the correct
one. It only diverges for an unset bit whose value is not 1, and that is the
shape the suite uses now.

akgl_draw_background was the last public function outside the error protocol.
It takes a backend like everything else in draw.h, restores the draw colour it
found, and is tested -- TODO.md had it filed under "needs the offscreen
renderer harness", which was never true; what it needed was to stop reading the
global.

All eight registry initializers go through one helper, so the seven that leaked
an SDL_PropertiesID on every call after the first no longer do. Fixed in the
same place because it is the same function: akgl_registry_init never called
akgl_registry_init_properties, which made akgl_set_property a silent no-op for
anyone not going through akgl_game_init -- Defects, Known and still open item 3.

Also: AKGL_COLLIDE_RECTANGLES (three open parens, two closes) and akgl_Frame
deleted, float32_t/float64_t used consistently, the developer-specific debug
logging removed from the controller inner loop, the abandoned SDL_GetBasePath
comments removed, nine unused locals removed, and dst renamed to dest.

akgl_game_update's default flags no longer OR the same bit twice. That changes
nothing today, and the reason is Performance item 32: the loop never reads
either bit, which is why every actor is updated sixteen times a frame. Still
open.

25/25 pass, memcheck clean, reindent --check clean.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 07:33:36 -04:00

622 lines
20 KiB
C

/**
* @file draw.c
* @brief Implements the draw subsystem.
*/
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#include <SDL3_mixer/SDL_mixer.h>
#include <akerror.h>
#include <akgl/draw.h>
#include <akgl/error.h>
#include <akgl/game.h>
/** @brief One horizontal run of pixels the flood fill has still to examine. */
typedef struct {
int x1; /**< Leftmost column of the run, inclusive. */
int x2; /**< Rightmost column of the run, inclusive. */
int y; /**< The row the run is on. */
} FloodSpan;
/*
* The flood fill's working stack. File scope and fixed size rather than a local
* array because AKGL_DRAW_MAX_FLOOD_SPANS spans is 48 KB, which does not belong
* on the stack of a function a game may call every frame. The consequence is
* that akgl_draw_flood_fill is not reentrant -- it is a single-threaded
* immediate-mode operation on a single render target, and so is everything else
* that touches an SDL_Renderer.
*/
static FloodSpan floodspans[AKGL_DRAW_MAX_FLOOD_SPANS];
/**
* @brief Remember the renderer's draw color and replace it with @p color.
*
* @p previous is written before anything that can fail, so a caller may restore
* it unconditionally from a CLEANUP block.
*
* @param self The backend. Assumed non-`NULL` with a live `sdl_renderer`;
* every caller has already checked both.
* @param color The colour to install.
* @param previous Receives the colour that was in place. Assumed non-`NULL`.
* Pre-filled with opaque black, so it is safe to restore from
* even if the query below fails.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_SDL If the current draw colour cannot be read or the new one
* cannot be set. The message carries `SDL_GetError()`.
*/
static akerr_ErrorContext *push_draw_color(akgl_RenderBackend *self, SDL_Color color, SDL_Color *previous)
{
PREPARE_ERROR(errctx);
previous->r = 0x00;
previous->g = 0x00;
previous->b = 0x00;
previous->a = SDL_ALPHA_OPAQUE;
FAIL_ZERO_RETURN(
errctx,
SDL_GetRenderDrawColor(self->sdl_renderer, &previous->r, &previous->g, &previous->b, &previous->a),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
FAIL_ZERO_RETURN(
errctx,
SDL_SetRenderDrawColor(self->sdl_renderer, color.r, color.g, color.b, color.a),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
SUCCEED_RETURN(errctx);
}
/**
* @brief Put back the draw color push_draw_color() recorded.
*
* Called from `CLEANUP` blocks under `IGNORE()`, so its error is logged rather
* than propagated -- failing to restore a colour must not mask the failure the
* cleanup is unwinding from.
*
* @param self The backend. Assumed non-`NULL` with a live `sdl_renderer`.
* @param previous The colour push_draw_color() recorded. Assumed non-`NULL`.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_SDL If the draw colour cannot be set.
*/
static akerr_ErrorContext *pop_draw_color(akgl_RenderBackend *self, SDL_Color *previous)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(
errctx,
SDL_SetRenderDrawColor(self->sdl_renderer, previous->r, previous->g, previous->b, previous->a),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
SUCCEED_RETURN(errctx);
}
/* Draw a Gimpish background pattern to show transparency in the image */
akerr_ErrorContext *akgl_draw_background(akgl_RenderBackend *self, int w, int h)
{
PREPARE_ERROR(errctx);
SDL_Color col[2] = {
{ 0x66, 0x66, 0x66, 0xff },
{ 0x99, 0x99, 0x99, 0xff },
};
SDL_Color previous;
SDL_FRect rect;
const int dx = 8, dy = 8;
bool pushed = false;
bool drawfailed = false;
int i = 0;
int x = 0;
int y = 0;
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
rect.w = (float)dx;
rect.h = (float)dy;
ATTEMPT {
CATCH(errctx, push_draw_color(self, col[0], &previous));
pushed = true;
// The two SDL calls are checked through a flag rather than with
// FAIL_ZERO_BREAK. Inside these loops a `break` would leave the loop,
// not the ATTEMPT block, and the fill would carry on with the failure
// unnoticed -- the hazard AGENTS.md describes for CATCH inside a loop.
for ( y = 0; (y < h) && (drawfailed == false); y += dy ) {
for ( x = 0; x < w; x += dx ) {
/* use an 8x8 checkerboard pattern */
i = (((x ^ y) >> 3) & 1);
if ( SDL_SetRenderDrawColor(self->sdl_renderer, col[i].r, col[i].g, col[i].b, col[i].a) == false ) {
drawfailed = true;
break;
}
rect.x = (float)x;
rect.y = (float)y;
if ( SDL_RenderFillRect(self->sdl_renderer, &rect) == false ) {
drawfailed = true;
break;
}
}
}
FAIL_NONZERO_BREAK(errctx, drawfailed, AKGL_ERR_SDL, "%s", SDL_GetError());
} CLEANUP {
if ( pushed == true ) {
IGNORE(pop_draw_color(self, &previous));
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
/**
* @brief Fill the four-connected region of @p oldpixel around a seed pixel.
*
* A scanline fill: each entry on the stack is a run of pixels on one row that
* still has to be examined. Finding a matching pixel expands it to the whole
* run it belongs to, fills that run, and pushes the rows above and below.
* Filled pixels no longer match @p oldpixel, which is what terminates it.
*
* @p surface must be SDL_PIXELFORMAT_RGBA32; the fill compares and writes whole
* 32-bit words rather than going through SDL_ReadSurfacePixel per pixel.
*
* @p dirty is set to the bounding box of everything written, so the caller can
* put back only the pixels that changed.
*
* Running out of stack leaves the region partially filled and reports
* AKERR_OUTOFBOUNDS. There is no way to unwind a partial fill short of keeping
* a copy of the whole surface, and the caller asked for a bounded operation.
*
* @param surface The pixels to fill, in SDL_PIXELFORMAT_RGBA32. Assumed
* non-`NULL` and locked-or-lockless; the caller converts.
* @param x Seed column. Assumed inside the surface -- akgl_draw_flood_fill
* has already range-checked it.
* @param y Seed row, likewise.
* @param oldpixel The packed pixel value the region is made of. Everything else
* is a boundary.
* @param newpixel The packed pixel value to write. Must differ from @p oldpixel:
* if they are equal the fill never terminates making progress,
* which is why the caller checks that case first.
* @param dirty Receives the bounding box of everything written, so the caller
* can put back only the pixels that changed. Assumed non-`NULL`.
* Left describing an empty box if nothing matched.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_OUTOFBOUNDS If the region needs more than
* #AKGL_DRAW_MAX_FLOOD_SPANS pending spans. @p dirty is then not written
* and the surface is partially filled.
*/
static akerr_ErrorContext *flood_region(SDL_Surface *surface, int x, int y, uint32_t oldpixel, uint32_t newpixel, SDL_Rect *dirty)
{
uint32_t *pixels = (uint32_t *)surface->pixels;
int pitch = surface->pitch / (int)sizeof(uint32_t);
int count = 0;
int col = 0;
int left = 0;
int right = 0;
int i = 0;
int minx = surface->w;
int miny = surface->h;
int maxx = -1;
int maxy = -1;
FloodSpan span;
PREPARE_ERROR(errctx);
floodspans[0].x1 = x;
floodspans[0].x2 = x;
floodspans[0].y = y;
count = 1;
while ( count > 0 ) {
count -= 1;
span = floodspans[count];
col = span.x1;
while ( col <= span.x2 ) {
if ( pixels[(span.y * pitch) + col] != oldpixel ) {
col += 1;
continue;
}
left = col;
while ( left > 0 && pixels[(span.y * pitch) + (left - 1)] == oldpixel ) {
left -= 1;
}
right = col;
while ( right < (surface->w - 1) && pixels[(span.y * pitch) + (right + 1)] == oldpixel ) {
right += 1;
}
for ( i = left; i <= right; i++ ) {
pixels[(span.y * pitch) + i] = newpixel;
}
if ( left < minx ) {
minx = left;
}
if ( right > maxx ) {
maxx = right;
}
if ( span.y < miny ) {
miny = span.y;
}
if ( span.y > maxy ) {
maxy = span.y;
}
// Two pushes per run, so the check is for room for both.
FAIL_NONZERO_RETURN(
errctx,
((count + 2) > AKGL_DRAW_MAX_FLOOD_SPANS),
AKERR_OUTOFBOUNDS,
"Region needs more than %d pending spans; it is partially filled",
AKGL_DRAW_MAX_FLOOD_SPANS);
if ( span.y > 0 ) {
floodspans[count].x1 = left;
floodspans[count].x2 = right;
floodspans[count].y = span.y - 1;
count += 1;
}
if ( span.y < (surface->h - 1) ) {
floodspans[count].x1 = left;
floodspans[count].x2 = right;
floodspans[count].y = span.y + 1;
count += 1;
}
col = right + 1;
}
}
dirty->x = minx;
dirty->y = miny;
dirty->w = (maxx - minx) + 1;
dirty->h = (maxy - miny) + 1;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_point(akgl_RenderBackend *self, float32_t x, float32_t y, SDL_Color color)
{
SDL_Color previous;
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");
ATTEMPT {
CATCH(errctx, push_draw_color(self, color, &previous));
FAIL_ZERO_BREAK(
errctx,
SDL_RenderPoint(self->sdl_renderer, x, y),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
IGNORE(pop_draw_color(self, &previous));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_line(akgl_RenderBackend *self, float32_t x1, float32_t y1, float32_t x2, float32_t y2, SDL_Color color)
{
SDL_Color previous;
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");
ATTEMPT {
CATCH(errctx, push_draw_color(self, color, &previous));
FAIL_ZERO_BREAK(
errctx,
SDL_RenderLine(self->sdl_renderer, x1, y1, x2, y2),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
IGNORE(pop_draw_color(self, &previous));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_rect(akgl_RenderBackend *self, SDL_FRect *rect, SDL_Color color)
{
SDL_Color previous;
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, rect, AKERR_NULLPOINTER, "rect");
ATTEMPT {
CATCH(errctx, push_draw_color(self, color, &previous));
FAIL_ZERO_BREAK(
errctx,
SDL_RenderRect(self->sdl_renderer, rect),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
IGNORE(pop_draw_color(self, &previous));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_filled_rect(akgl_RenderBackend *self, SDL_FRect *rect, SDL_Color color)
{
SDL_Color previous;
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, rect, AKERR_NULLPOINTER, "rect");
ATTEMPT {
CATCH(errctx, push_draw_color(self, color, &previous));
FAIL_ZERO_BREAK(
errctx,
SDL_RenderFillRect(self->sdl_renderer, rect),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
IGNORE(pop_draw_color(self, &previous));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_circle(akgl_RenderBackend *self, float32_t x, float32_t y, float32_t radius, SDL_Color color)
{
SDL_Color previous;
SDL_FPoint octants[8];
int centerx = 0;
int centery = 0;
int r = 0;
int offsetx = 0;
int offsety = 0;
int decision = 0;
bool plotted = true;
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_NONZERO_RETURN(errctx, (radius < 0), AKERR_OUTOFBOUNDS, "Negative radius %f", radius);
centerx = (int)SDL_lroundf(x);
centery = (int)SDL_lroundf(y);
r = (int)SDL_lroundf(radius);
offsety = r;
// The midpoint decision variable, started so the first step chooses between
// (0, r) and (1, r-1) correctly.
decision = 1 - r;
ATTEMPT {
CATCH(errctx, push_draw_color(self, color, &previous));
while ( offsety >= offsetx ) {
// Eight-way symmetry: one computed point in the second octant gives
// the seven others by reflection.
octants[0].x = (float)(centerx + offsetx);
octants[0].y = (float)(centery + offsety);
octants[1].x = (float)(centerx - offsetx);
octants[1].y = (float)(centery + offsety);
octants[2].x = (float)(centerx + offsetx);
octants[2].y = (float)(centery - offsety);
octants[3].x = (float)(centerx - offsetx);
octants[3].y = (float)(centery - offsety);
octants[4].x = (float)(centerx + offsety);
octants[4].y = (float)(centery + offsetx);
octants[5].x = (float)(centerx - offsety);
octants[5].y = (float)(centery + offsetx);
octants[6].x = (float)(centerx + offsety);
octants[6].y = (float)(centery - offsetx);
octants[7].x = (float)(centerx - offsety);
octants[7].y = (float)(centery - offsetx);
// A CATCH here would break this loop rather than leave the function,
// so failure is recorded and reported once the loop is done.
if ( !SDL_RenderPoints(self->sdl_renderer, octants, 8) ) {
plotted = false;
}
offsetx += 1;
if ( decision < 0 ) {
decision += (2 * offsetx) + 1;
} else {
offsety -= 1;
decision += 2 * (offsetx - offsety) + 1;
}
}
FAIL_ZERO_BREAK(errctx, plotted, AKGL_ERR_SDL, "%s", SDL_GetError());
} CLEANUP {
IGNORE(pop_draw_color(self, &previous));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_flood_fill(akgl_RenderBackend *self, int x, int y, SDL_Color color)
{
SDL_Surface *target = NULL;
SDL_Surface *rgba = NULL;
SDL_Texture *patch = NULL;
// Only written by a successful flood_region(), and only read after one, but
// the paths in between are far enough apart that the compiler cannot see it.
SDL_Rect dirty = { 0, 0, 0, 0 };
SDL_FRect src;
SDL_FRect dest;
uint32_t *pixels = NULL;
uint32_t oldpixel = 0;
uint32_t newpixel = 0;
int width = 0;
int height = 0;
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");
ATTEMPT {
FAIL_ZERO_BREAK(
errctx,
SDL_GetCurrentRenderOutputSize(self->sdl_renderer, &width, &height),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
FAIL_NONZERO_BREAK(
errctx,
((x < 0) || (y < 0) || (x >= width) || (y >= height)),
AKERR_OUTOFBOUNDS,
"Seed pixel %d,%d is outside the %dx%d render target",
x, y, width, height);
target = SDL_RenderReadPixels(self->sdl_renderer, NULL);
FAIL_ZERO_BREAK(errctx, target, AKGL_ERR_SDL, "%s", SDL_GetError());
// The fill works on 32-bit words, so the layout has to be known rather
// than whatever the render target happens to use.
rgba = SDL_ConvertSurface(target, SDL_PIXELFORMAT_RGBA32);
FAIL_ZERO_BREAK(errctx, rgba, AKGL_ERR_SDL, "%s", SDL_GetError());
pixels = (uint32_t *)rgba->pixels;
oldpixel = pixels[(y * (rgba->pitch / (int)sizeof(uint32_t))) + x];
newpixel = SDL_MapSurfaceRGBA(rgba, color.r, color.g, color.b, color.a);
if ( oldpixel == newpixel ) {
// Already the requested color. Walking it would compare filled
// pixels against themselves and find nothing, so say so up front.
SUCCEED_BREAK(errctx);
}
CATCH(errctx, flood_region(rgba, x, y, oldpixel, newpixel, &dirty));
patch = SDL_CreateTextureFromSurface(self->sdl_renderer, rgba);
FAIL_ZERO_BREAK(errctx, patch, AKGL_ERR_SDL, "%s", SDL_GetError());
// Replace rather than blend: this is a framebuffer operation, and the
// pixels being put back are the ones that were just read out of it.
FAIL_ZERO_BREAK(
errctx,
SDL_SetTextureBlendMode(patch, SDL_BLENDMODE_NONE),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
// Only the bounding box of what changed goes back to the target.
src.x = (float)dirty.x;
src.y = (float)dirty.y;
src.w = (float)dirty.w;
src.h = (float)dirty.h;
dest = src;
FAIL_ZERO_BREAK(
errctx,
SDL_RenderTexture(self->sdl_renderer, patch, &src, &dest),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
if ( patch != NULL ) {
SDL_DestroyTexture(patch);
}
if ( rgba != NULL ) {
SDL_DestroySurface(rgba);
}
if ( target != NULL ) {
SDL_DestroySurface(target);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_copy_region(akgl_RenderBackend *self, SDL_Rect *src, SDL_Surface **dest)
{
SDL_Surface *saved = NULL;
int width = 0;
int height = 0;
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");
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 *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);
}