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window.nelua
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global Window = @record {
window: *SDL_Window,
renderer: *SDL_Renderer,
texture: *SDL_Texture,
width: integer,
height: integer,
pitch: cint
}
function Window.create(width: integer, height: integer, scale: integer): Window
-- SDL_SetHint('SDL_FRAMEBUFFER_ACCELERATION', '0')
-- SDL_SetHint('SDL_HINT_RENDER_SCALE_QUALITY', 'linear')
-- SDL_SetHint('SDL_HINT_RENDER_DRIVER', "opengl");
SDL_Init(SDL_INIT_VIDEO)
local window = SDL_CreateWindow("An SDL2 Window",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
width * scale, height * scale, SDL_WINDOW_OPENGL)
assert(window, "Could not create window")
local renderer = SDL_CreateRenderer(window, -1, 0)
assert(renderer, "Could not create renderer")
-- SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE)
local texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_XBGR8888, SDL_TEXTUREACCESS_STREAMING, width, height)
-- SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_NONE)
return Window{window, renderer, texture, width, height, width*4}
end
function Window.destroy(self: *Window)
SDL_DestroyTexture(self.texture)
SDL_DestroyRenderer(self.renderer)
SDL_DestroyWindow(self.window)
SDL_Quit()
end
function Window.uploadpixels(self: *Window, pixels: *argbcolor)
SDL_UpdateTexture(self.texture, nilptr, pixels, self.pitch)
SDL_RenderCopy(self.renderer, self.texture, nilptr, nilptr)
SDL_RenderPresent(self.renderer)
end