kopia lustrzana https://github.com/OpenRTX/OpenRTX
Make the SDL window resizable
rodzic
58cb6857a5
commit
9f9b76e9b5
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@ -28,9 +28,10 @@
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#include <stdio.h>
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#include <string.h>
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#include <SDL2/SDL.h>
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#undef main /* necessary to avoid conflicts with SDL_main */
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/*
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/*
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* Screen dimensions, adjust basing on the size of the screen you need to
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* emulate
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*/
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@ -46,22 +47,22 @@
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#warning No pixel format defined, defaulting to RGB565
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#define PIX_FMT_RGB565
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#endif
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SDL_Window *window; /* SDL window */
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SDL_Surface *renderSurface; /* SDL rendering surface */
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void *frameBuffer; /* Pointer to framebuffer */
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bool inProgress; /* Flag to signal when rendering is in progress */
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SDL_Renderer *renderer; /* SDL renderer */
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SDL_Window *window; /* SDL window */
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SDL_Texture *displayTexture; /* SDL rendering surface */
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void *frameBuffer; /* Pointer to framebuffer */
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bool inProgress; /* Flag to signal when rendering is in progress */
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/**
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* @internal
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* Internal helper function which fetches pixel at position (x, y) from framebuffer
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* and returns it in SDL-compatible format, which is ARGB8888.
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*/
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uint32_t fetchPixelFromFb(unsigned int x, unsigned int y)
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{
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uint32_t fetchPixelFromFb(unsigned int x, unsigned int y) {
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uint32_t pixel = 0;
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#ifdef PIX_FMT_BW
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#ifdef PIX_FMT_BW
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/*
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* Black and white 1bpp format: framebuffer is an array of uint8_t, where
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* each cell contains the values of eight pixels, one per bit.
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@ -70,30 +71,30 @@ uint32_t fetchPixelFromFb(unsigned int x, unsigned int y)
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unsigned int cell = (x + y*SCREEN_WIDTH) / 8;
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unsigned int elem = (x + y*SCREEN_WIDTH) % 8;
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if(fb[cell] & (1 << elem)) pixel = 0xFFFFFFFF;
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#endif
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#endif
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#ifdef PIX_FMT_GRAYSC
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#ifdef PIX_FMT_GRAYSC
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/*
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* Convert from 8bpp grayscale to ARGB8888, we have to do nothing more that
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* Convert from 8bpp grayscale to ARGB8888, we have to do nothing more that
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* replicating the pixel value for the three components
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*/
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uint8_t *fb = (uint8_t *)(frameBuffer);
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uint8_t px = fb[x + y*SCREEN_WIDTH];
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pixel = 0xFF000000 | (px << 16) | (px << 8) | px;
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#endif
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#endif
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#ifdef PIX_FMT_RGB565
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#ifdef PIX_FMT_RGB565
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/*
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* SDL pixel format is ARGB8888, while ours is RGB565, thus we need
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* to do some conversions when writing framebuffer content to the
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* window. We also set alpha value to its maximum.
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*/
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uint16_t *fb = (uint16_t *)(frameBuffer);
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uint16_t *fb = (uint16_t *) (frameBuffer);
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uint32_t r = (fb[x + y*SCREEN_WIDTH] & 0xF800) >> 11;
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uint32_t g = (fb[x + y*SCREEN_WIDTH] & 0x07E0) >> 5;
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uint32_t b = (fb[x + y*SCREEN_WIDTH] & 0x001F) & 0x1F;
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uint32_t r = (fb[x + y * SCREEN_WIDTH] & 0xF800) >> 11;
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uint32_t g = (fb[x + y * SCREEN_WIDTH] & 0x07E0) >> 5;
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uint32_t b = (fb[x + y * SCREEN_WIDTH] & 0x001F) & 0x1F;
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/*
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* Here we do conversions by multiplying by some scaling factors,
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@ -103,62 +104,63 @@ uint32_t fetchPixelFromFb(unsigned int x, unsigned int y)
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* - five bit to eight bit: 8.226
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* - six bit to eight bit: 4.0476
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*/
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r = (r * 8) + (r * 226)/1000;
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g = (g * 4) + (g * 476)/10000;
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b = (b * 8) + (b * 226)/1000;
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r = (r * 8) + (r * 226) / 1000;
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g = (g * 4) + (g * 476) / 10000;
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b = (b * 8) + (b * 226) / 1000;
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pixel = 0xFF000000 | (r << 16) | (g << 8) | b;
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#endif
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#endif
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return pixel;
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}
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void display_init()
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{
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if(SDL_Init(SDL_INIT_VIDEO) < 0)
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{
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void display_init() {
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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printf("SDL video init error!!\n");
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}
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else
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{
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} else {
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window = SDL_CreateWindow(" ",
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window = SDL_CreateWindow("OpenRTX",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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SCREEN_WIDTH,SCREEN_HEIGHT,
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SDL_WINDOW_SHOWN);
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SCREEN_WIDTH * 3, SCREEN_HEIGHT * 3,
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SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
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renderSurface = SDL_GetWindowSurface(window);
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SDL_FillRect(renderSurface,NULL,0xFFFFFF);
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renderer = SDL_CreateRenderer(window, -1, 0);
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SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
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displayTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING,
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SCREEN_WIDTH, SCREEN_HEIGHT);
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, displayTexture, NULL, NULL);
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SDL_RenderPresent(renderer);
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/*
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* Black and white pixel format: framebuffer type is uint8_t where each
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* bit represents a pixel. We have to allocate
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* (SCREEN_HEIGHT * SCREEN_WIDTH)/8 elements
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*/
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#ifdef PIX_FMT_BW
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#ifdef PIX_FMT_BW
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unsigned int fbSize = (SCREEN_HEIGHT * SCREEN_WIDTH)/8;
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if((fbSize * 8) < (SCREEN_HEIGHT * SCREEN_WIDTH)) fbSize += 1; /* Compensate for eventual truncation error in division */
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fbSize *= sizeof(uint8_t);
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#endif
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#endif
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/*
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* Grayscale pixel format: framebuffer type is uint8_t where each element
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* controls one pixel
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*/
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#ifdef PIX_FMT_GRAYSC
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#ifdef PIX_FMT_GRAYSC
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unsigned int fbSize = SCREEN_HEIGHT * SCREEN_WIDTH * sizeof(uint8_t);
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#endif
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#endif
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/*
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* RGB565 pixel format: framebuffer type is uint16_t where each element
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* controls one pixel
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*/
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#ifdef PIX_FMT_RGB565
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#ifdef PIX_FMT_RGB565
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unsigned int fbSize = SCREEN_HEIGHT * SCREEN_WIDTH * sizeof(uint16_t);
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#endif
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#endif
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frameBuffer = malloc(fbSize);
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memset(frameBuffer, 0xFFFF, fbSize);
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@ -166,43 +168,40 @@ void display_init()
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}
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}
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void display_terminate()
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{
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while(inProgress) { } /* Wait until current render finishes */
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void display_terminate() {
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while (inProgress) {} /* Wait until current render finishes */
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printf("Terminating SDL display emulator, goodbye!\n");
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free(frameBuffer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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void display_renderRows(uint8_t startRow, uint8_t endRow)
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{
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Uint32 *pixels = (Uint32*)renderSurface->pixels;
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void display_renderRows(uint8_t startRow, uint8_t endRow) {
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Uint32 *pixels;
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int pitch = 0;
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if (SDL_LockTexture(displayTexture, NULL, (void **) &pixels, &pitch) < 0) {
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printf("SDL_lock failed: %s\n", SDL_GetError());
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}
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inProgress = true;
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for(unsigned int x = 0; x < SCREEN_WIDTH; x++)
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{
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for(unsigned int y = startRow; y < endRow; y++)
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{
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pixels[x + y*SCREEN_WIDTH] = fetchPixelFromFb(x, y);
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for (unsigned int x = 0; x < SCREEN_WIDTH; x++) {
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for (unsigned int y = startRow; y < endRow; y++) {
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pixels[x + y * SCREEN_WIDTH] = fetchPixelFromFb(x, y);
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}
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}
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SDL_UnlockTexture(displayTexture);
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SDL_RenderCopy(renderer, displayTexture, NULL, NULL);
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SDL_RenderPresent(renderer);
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inProgress = false;
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SDL_UpdateWindowSurface(window);
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}
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void display_render()
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{
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void display_render() {
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display_renderRows(0, SCREEN_HEIGHT);
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}
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bool display_renderingInProgress()
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{
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bool display_renderingInProgress() {
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return inProgress;
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}
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void *display_getFrameBuffer()
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{
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return (void *)(frameBuffer);
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void *display_getFrameBuffer() {
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return (void *) (frameBuffer);
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}
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