parent
dc64134a74
commit
1d1e111214
2 changed files with 306 additions and 67 deletions
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@ -34,11 +34,7 @@ int glGetColorTable(int, int, int, void *) { return 0; }
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class OSystem_SDL_OpenGL : public OSystem_SDL_Common {
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public:
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OSystem_SDL_OpenGL() {
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_glScreenStart = 0;
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_glBilinearFilter = true;
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_glBottomOfTexture = 256; // height is always 256
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}
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OSystem_SDL_OpenGL();
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// Set colors of the palette
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void set_palette(const byte *colors, uint start, uint num);
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@ -49,14 +45,24 @@ public:
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// Set a parameter
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uint32 property(int param, Property *value);
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// Get the next event.
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// Returns true if an event was retrieved.
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// bool poll_event(Event *event);
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protected:
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FB2GL fb2gl;
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int _glFlags;
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int _glScreenStart;
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bool _glBilinearFilter;
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bool _usingOpenGL;
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SDL_Surface *tmpSurface; // Used for black rectangles blitting
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SDL_Rect tmpBlackRect; // Black rectangle at end of the GL screen
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SDL_Rect tmpBlackRect; // Black rectangle at end of the GL screen
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SDL_Rect _glWindow; // Only uses w and h (for window resizing)
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int _glBottomOfTexture;
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SDL_Surface *_hwscreen; // hardware screen (=> _usingOpenGL == false)
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ScalerProc *_scaler_proc;
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virtual void load_gfx_mode();
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virtual void unload_gfx_mode();
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@ -67,6 +73,18 @@ OSystem_SDL_Common *OSystem_SDL_Common::create() {
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return new OSystem_SDL_OpenGL();
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}
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OSystem_SDL_OpenGL::OSystem_SDL_OpenGL()
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: _hwscreen(0), _scaler_proc(0)
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{
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_glScreenStart = 0;
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_glBilinearFilter = true;
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_usingOpenGL = true; // false => Switch to filters used in the sdl.cpp version
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_glBottomOfTexture = 256; // height is always 256
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// 640x480 resolution
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_glWindow.w = 640;
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_glWindow.h = 480;
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}
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void OSystem_SDL_OpenGL::set_palette(const byte *colors, uint start, uint num) {
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const byte *b = colors;
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uint i;
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@ -93,13 +111,51 @@ void OSystem_SDL_OpenGL::load_gfx_mode() {
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Gmask = 0x07E0; // 6
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Bmask = 0x001F; // 5
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Amask = 0;
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_forceFull = true;
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_mode_flags = DF_UPDATE_EXPAND_1_PIXEL;
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_scaleFactor = 2;
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_tmpscreen = NULL;
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_tmpScreenWidth = (_screenWidth + 3);
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switch(_mode) {
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case GFX_2XSAI:
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_scaleFactor = 2;
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_scaler_proc = _2xSaI;
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break;
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case GFX_SUPER2XSAI:
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_scaleFactor = 2;
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_scaler_proc = Super2xSaI;
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break;
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case GFX_SUPEREAGLE:
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_scaleFactor = 2;
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_scaler_proc = SuperEagle;
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break;
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case GFX_ADVMAME2X:
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_scaleFactor = 2;
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_scaler_proc = AdvMame2x;
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break;
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case GFX_TV2X:
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_scaleFactor = 2;
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_scaler_proc = TV2x;
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break;
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case GFX_DOTMATRIX:
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_scaleFactor = 2;
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_scaler_proc = DotMatrix;
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break;
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case GFX_NORMAL:
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_scaleFactor = 1;
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_scaler_proc = Normal1x;
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break;
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default:
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// error("unknown gfx mode");
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_mode = GFX_NORMAL;
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_scaleFactor = 1;
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_scaler_proc = Normal1x;
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}
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if (_mode != GFX_NORMAL)
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_usingOpenGL = false;
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//
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// Create the surface that contains the 8 bit game data
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@ -108,21 +164,37 @@ void OSystem_SDL_OpenGL::load_gfx_mode() {
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if (_screen == NULL)
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error("_screen failed");
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//
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// Create the surface that contains the scaled graphics in 16 bit mode
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//
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_glFlags = FB2GL_320 | FB2GL_RGBA | FB2GL_16BIT;
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if (_full_screen) {
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_glFlags |= (FB2GL_FS);
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_glScreenStart = 0;
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if (_usingOpenGL) {
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_glFlags = FB2GL_320 | FB2GL_RGBA | FB2GL_16BIT;
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if (_full_screen) {
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_glFlags |= (FB2GL_FS);
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_glScreenStart = 0;
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}
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// _glWindow defines the resolution
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fb2gl.init(_glWindow.w, _glWindow.h, 0, _glScreenStart? 15: 70,
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_glFlags);
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}
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else { // SDL backend
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_hwscreen = SDL_SetVideoMode(_screenWidth * _scaleFactor, _screenHeight * _scaleFactor, 16,
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_full_screen ? (SDL_FULLSCREEN|SDL_SWSURFACE) : SDL_SWSURFACE
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);
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if (_hwscreen == NULL)
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error("_hwscreen failed");
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// Distinguish 555 and 565 mode
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if (_hwscreen->format->Rmask == 0x7C00)
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Init_2xSaI(555);
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else
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Init_2xSaI(565);
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}
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// 640x480 screen resolution
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fb2gl.init(640, 480, 0,_glScreenStart? 15: 70,_glFlags);
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SDL_SetGamma(1.25, 1.25, 1.25);
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//
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// Create the surface used for the graphics in 16 bit before scaling, and also the overlay
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@ -130,12 +202,29 @@ void OSystem_SDL_OpenGL::load_gfx_mode() {
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// Need some extra bytes around when using 2xSaI
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uint16 *tmp_screen = (uint16 *)calloc(_tmpScreenWidth * (_screenHeight + 3),sizeof(uint16));
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_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen,
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_tmpScreenWidth, _screenHeight + 3, 16, _tmpScreenWidth * 2,
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if (_usingOpenGL) {
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_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen,
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_tmpScreenWidth,
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_screenHeight + 3,
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16,
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_tmpScreenWidth * 2,
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Rmask,
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Gmask,
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Bmask,
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Amask);
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}
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else { // SDL backend
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_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen,
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_tmpScreenWidth,
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_screenHeight + 3,
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16,
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_tmpScreenWidth * 2,
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_hwscreen->format->Rmask,
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_hwscreen->format->Gmask,
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_hwscreen->format->Bmask,
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_hwscreen->format->Amask);
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}
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tmpSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth,
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// 320x256 texture (black end)
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@ -162,12 +251,17 @@ void OSystem_SDL_OpenGL::load_gfx_mode() {
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}
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void OSystem_SDL_OpenGL::unload_gfx_mode() {
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SDL_SetGamma(1.0, 1.0, 1.0);
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if (_screen) {
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SDL_FreeSurface(_screen);
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_screen = NULL;
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}
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if (_hwscreen) {
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SDL_FreeSurface(_hwscreen);
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_hwscreen = NULL;
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}
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if (_tmpscreen) {
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free((uint16 *)_tmpscreen->pixels);
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SDL_FreeSurface(_tmpscreen);
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@ -185,8 +279,14 @@ void OSystem_SDL_OpenGL::hotswap_gfx_mode() {
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SDL_Surface *old_tmpscreen = _tmpscreen;
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// Release the HW screen surface
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SDL_FreeSurface(fb2gl.getScreen());
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fb2gl.setScreen(NULL);
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if (fb2gl.getScreen()) { // _usingOpenGL was true
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SDL_FreeSurface(fb2gl.getScreen());
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fb2gl.setScreen(NULL);
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}
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if (_hwscreen) {
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SDL_FreeSurface(_hwscreen);
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_hwscreen = NULL;
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}
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// Setup the new GFX mode
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load_gfx_mode();
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@ -210,10 +310,21 @@ void OSystem_SDL_OpenGL::hotswap_gfx_mode() {
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void OSystem_SDL_OpenGL::update_screen() {
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// If the shake position changed, fill the dirty area with blackness
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if (_currentShakePos != _newShakePos) {
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SDL_Rect blackrect = {0, _glScreenStart, _screenWidth, _newShakePos+_glScreenStart};
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if (_usingOpenGL) {
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SDL_Rect blackrect = {
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0,
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_glScreenStart,
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_screenWidth,
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_newShakePos + _glScreenStart
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};
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SDL_FillRect(tmpSurface, &blackrect, 0);
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fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0);
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SDL_FillRect(tmpSurface, &blackrect, 0);
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fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0);
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}
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else { // SDL backend
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SDL_Rect blackrect = {0, 0, _screenWidth * _scaleFactor, _newShakePos * _scaleFactor};
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SDL_FillRect(_hwscreen, &blackrect, 0);
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}
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_currentShakePos = _newShakePos;
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@ -249,45 +360,141 @@ void OSystem_SDL_OpenGL::update_screen() {
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if (_num_dirty_rects > 0) {
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SDL_Rect *r;
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uint32 srcPitch, dstPitch;
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SDL_Rect *last_rect = _dirty_rect_list + _num_dirty_rects;
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// Convert appropriate parts of the 8bpp image into 16bpp
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SDL_Rect dst;
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if (!_overlayVisible) {
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SDL_Rect dst;
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for(r = _dirty_rect_list; r != last_rect; ++r) {
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dst = *r;
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// dst.x++; // Shift rect by one since 2xSai needs to acces the data around
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// dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
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if (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0)
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dst.x++; // Shift rect by one since 2xSai needs to acces the data around
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dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
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if (_scaler_proc == Normal1x) {
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if (_usingOpenGL) {
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if (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0)
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error("SDL_BlitSurface failed: %s", SDL_GetError());
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}
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else { // SDL backend
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if (SDL_BlitSurface(_screen, r, _hwscreen, &dst) != 0)
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error("SDL_BlitSurface failed: %s", SDL_GetError());
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}
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} else { // _scaler_proc != Normal1x
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if (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0)
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error("SDL_BlitSurface failed: %s", SDL_GetError());
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}
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}
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} else {
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if (!_usingOpenGL) {
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for(r = _dirty_rect_list; r != last_rect; ++r) {
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dst = *r;
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if (SDL_BlitSurface(_tmpscreen, r, _hwscreen, &dst) != 0)
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error("SDL_BlitSurface failed: %s", SDL_GetError());
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}
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}
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}
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// Almost the same thing as SDL_UpdateRects
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fb2gl.blit16(_tmpscreen, _num_dirty_rects, _dirty_rect_list, 0,
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_currentShakePos+_glScreenStart);
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int _glBottomOfGameScreen = _screenHeight + _glScreenStart + _currentShakePos;
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// Bottom black border height
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tmpBlackRect.h = _glBottomOfTexture - _glBottomOfGameScreen;
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if (!(_full_screen) && (tmpBlackRect.h > 0)) {
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SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
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fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0,
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_glBottomOfGameScreen);
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}
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if (_usingOpenGL) {
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// Almost the same thing as SDL_UpdateRects
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fb2gl.blit16(
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_tmpscreen,
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_num_dirty_rects,
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_dirty_rect_list,
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0,
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_currentShakePos + _glScreenStart
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);
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fb2gl.display();
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}
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int _glBottomOfGameScreen = _screenHeight +
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_glScreenStart + _currentShakePos;
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// Bottom black border height
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tmpBlackRect.h = _glBottomOfTexture - _glBottomOfGameScreen;
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if (!(_full_screen) && (tmpBlackRect.h > 0)) {
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SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
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fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0,
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_glBottomOfGameScreen);
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}
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fb2gl.display();
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}
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else { // SDL backend
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if (_scaler_proc != Normal1x) {
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SDL_LockSurface(_tmpscreen);
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SDL_LockSurface(_hwscreen);
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srcPitch = _tmpscreen->pitch;
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dstPitch = _hwscreen->pitch;
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for(r = _dirty_rect_list; r != last_rect; ++r) {
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register int dst_y = r->y + _currentShakePos;
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register int dst_h = 0;
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if (dst_y < _screenHeight) {
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dst_h = r->h;
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if (dst_h > _screenHeight - dst_y)
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dst_h = _screenHeight - dst_y;
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dst_y *= _scaleFactor;
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_scaler_proc((byte *)_tmpscreen->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch, NULL,
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(byte *)_hwscreen->pixels + r->x * 2 * _scaleFactor + dst_y * dstPitch, dstPitch, r->w, dst_h);
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}
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r->x *= _scaleFactor;
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r->y = dst_y;
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r->w *= _scaleFactor;
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r->h = dst_h * _scaleFactor;
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}
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SDL_UnlockSurface(_tmpscreen);
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SDL_UnlockSurface(_hwscreen);
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}
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// Readjust the dirty rect list in case we are doing a full update.
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// This is necessary if shaking is active.
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if (_forceFull) {
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_dirty_rect_list[0].y = 0;
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_dirty_rect_list[0].h = _screenHeight * _scaleFactor;
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}
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// Finally, blit all our changes to the screen
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SDL_UpdateRects(_hwscreen, _num_dirty_rects, _dirty_rect_list);
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} // END OF "SDL backend"
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} // if (num_dirty_rects > 0) ...
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_num_dirty_rects = 0;
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_forceFull = false;
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}
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/*
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bool OSystem_SDL_OpenGL::poll_event(Event *event) {
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SDL_Event ev;
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ev.type = 0;
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SDL_PeepEvents(&ev, 1, SDL_GETEVENT, SDL_VIDEORESIZEMASK);
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if (ev.type == SDL_VIDEORESIZE) {
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int w = ev.resize.w;
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int h = ev.resize.h;
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glViewport(0, 0, (GLsizei)w, (GLsizei)h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-1.0,1.0,-1.0,1.0,-1.0,1.0);
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_glWindow.w = w;
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_glWindow.h = h;
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}
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return OSystem_SDL_Common::poll_event(event);
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}
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*/
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uint32 OSystem_SDL_OpenGL::property(int param, Property *value) {
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int i;
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if (param == PROP_TOGGLE_FULLSCREEN) {
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if (!_usingOpenGL)
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assert(_hwscreen != 0);
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_full_screen ^= true;
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#ifdef MACOSX
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// On OS X, SDL_WM_ToggleFullScreen is currently not implemented. Worse,
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@ -295,7 +502,15 @@ uint32 OSystem_SDL_OpenGL::property(int param, Property *value) {
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// use hotswap_gfx_mode() directly to switch to fullscreen mode.
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hotswap_gfx_mode();
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#else
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if (!SDL_WM_ToggleFullScreen(fb2gl.getScreen())) {
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SDL_Surface *_tmpScreen;
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if (_usingOpenGL) {
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_tmpScreen = fb2gl.getScreen();
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}
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else { // SDL backend
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_tmpScreen = _hwscreen;
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}
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if (!SDL_WM_ToggleFullScreen(_tmpScreen)) {
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// if ToggleFullScreen fails, achieve the same effect with hotswap gfx mode
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hotswap_gfx_mode();
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}
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@ -305,23 +520,46 @@ uint32 OSystem_SDL_OpenGL::property(int param, Property *value) {
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}
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else if (param == PROP_SET_GFX_MODE) {
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SDL_Rect full = {0, 0, _screenWidth, _screenHeight};
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glPopMatrix();
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if (value->gfx_mode < 3) { // OpenGL modes
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if (!_usingOpenGL) {
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_usingOpenGL = true;
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_mode = GFX_NORMAL;
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hotswap_gfx_mode();
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}
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}
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switch(value->gfx_mode) {
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case 0: // Bilinear Filtering (on/off)
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_glBilinearFilter ^= true;
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for (i = 0; i < 2; i++) {
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glBindTexture(GL_TEXTURE_2D, i);
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if (_glBilinearFilter) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(
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GL_TEXTURE_2D,
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GL_TEXTURE_MAG_FILTER,
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GL_LINEAR
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);
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glTexParameteri(
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GL_TEXTURE_2D,
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GL_TEXTURE_MIN_FILTER,
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GL_LINEAR
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);
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} else {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(
|
||||
GL_TEXTURE_2D,
|
||||
GL_TEXTURE_MAG_FILTER,
|
||||
GL_NEAREST
|
||||
);
|
||||
glTexParameteri(
|
||||
GL_TEXTURE_2D,
|
||||
GL_TEXTURE_MIN_FILTER,
|
||||
GL_NEAREST
|
||||
);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 1: // Don't use the whole screen
|
||||
case 1: // Don't use the whole screen (black borders)
|
||||
fb2gl.init(0, 0, 0, 15, _glFlags);
|
||||
_glScreenStart = 20;
|
||||
SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
|
||||
|
@ -331,25 +569,26 @@ uint32 OSystem_SDL_OpenGL::property(int param, Property *value) {
|
|||
fb2gl.init(0, 0, 0, 70, _glFlags);
|
||||
_glScreenStart = 0;
|
||||
break;
|
||||
default: // Zooming
|
||||
glPushMatrix();
|
||||
/* SDL_FillRect(tmpSurface, &full, 0);
|
||||
fb2gl.blit16(tmpSurface, 1, &full,0, _glScreenStart);
|
||||
fb2gl.display();
|
||||
double x = (double)((_mouseCurState.x)
|
||||
- (_screenWidth / 2)) / (_screenWidth / 2);
|
||||
double y = (double)((_mouseCurState.y)
|
||||
- (_screenHeight / 2)) / (_screenHeight / 2);
|
||||
glTranslatef(-x, y, 0);
|
||||
*/
|
||||
glScalef(1.0 + (double)(value->gfx_mode - 1) / 10,
|
||||
1.0 + (double)(value->gfx_mode - 1) / 10, 0);
|
||||
default: // SDL backend
|
||||
if (value->gfx_mode >= 9)
|
||||
return 0;
|
||||
|
||||
_mode = value->gfx_mode;
|
||||
|
||||
if (_usingOpenGL)
|
||||
_usingOpenGL = false;
|
||||
|
||||
hotswap_gfx_mode();
|
||||
};
|
||||
fb2gl.blit16(_tmpscreen, 1, &full, 0, _glScreenStart);
|
||||
fb2gl.display();
|
||||
|
||||
if (_usingOpenGL) {
|
||||
fb2gl.blit16(_tmpscreen, 1, &full, 0, _glScreenStart);
|
||||
fb2gl.display();
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
return OSystem_SDL_Common::property(param, value);
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue