Mercurial > sdl-ios-xcode
annotate src/video/SDL_rect.c @ 3100:7dc982143c06
Date: Sun, 22 Mar 2009 12:52:29 +0000
From: Luke Benstead
Subject: OpenGL 3.0 Context Creation
I've attached a patch which implements OpenGL 3.x context creation on
the latest SVN. I've added two options to SDL_GL_SetAttribute, these
are SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION.
These default to 2 and 1 respectively. If the major version is less
than 3 then the current context creation method is used, otherwise the
appropriate new context creation function is called (depending on the
platform).
Sample code:
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
printf("Unable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); //Without these 2 lines, SDL will create a GL 2.x context
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_Surface* screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL | SDL_FULLSCREEN );
I've implemented context creation on both Win32 and X and run basic
tests on both. This patch doesn't provide access to all the options
allowed by the new context creation (e.g. shared contexts, forward
compatible contexts) but they can be added pretty easily.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 24 Mar 2009 10:43:53 +0000 |
parents | 47965eacde88 |
children | 0267b8b1595c |
rev | line source |
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1895
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1 /* |
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2 SDL - Simple DirectMedia Layer |
2859 | 3 Copyright (C) 1997-2009 Sam Lantinga |
1895
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 #include "SDL_config.h" |
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23 |
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24 #include "SDL_video.h" |
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25 #include "SDL_rect_c.h" |
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26 |
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27 SDL_bool |
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28 SDL_HasIntersection(const SDL_Rect * A, const SDL_Rect * B) |
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29 { |
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30 int Amin, Amax, Bmin, Bmax; |
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31 |
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32 /* Horizontal intersection */ |
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33 Amin = A->x; |
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34 Amax = Amin + A->w; |
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35 Bmin = B->x; |
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36 Bmax = Bmin + B->w; |
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37 if (Bmin > Amin) |
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38 Amin = Bmin; |
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39 if (Bmax < Amax) |
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40 Amax = Bmax; |
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41 if (Amax <= Amin) |
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42 return SDL_FALSE; |
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43 |
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44 /* Vertical intersection */ |
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45 Amin = A->y; |
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46 Amax = Amin + A->h; |
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47 Bmin = B->y; |
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48 Bmax = Bmin + B->h; |
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49 if (Bmin > Amin) |
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50 Amin = Bmin; |
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51 if (Bmax < Amax) |
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52 Amax = Bmax; |
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53 if (Amax <= Amin) |
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54 return SDL_FALSE; |
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55 |
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56 return SDL_TRUE; |
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57 } |
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58 |
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59 SDL_bool |
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60 SDL_IntersectRect(const SDL_Rect * A, const SDL_Rect * B, SDL_Rect * result) |
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61 { |
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62 int Amin, Amax, Bmin, Bmax; |
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63 |
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64 /* Horizontal intersection */ |
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65 Amin = A->x; |
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66 Amax = Amin + A->w; |
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67 Bmin = B->x; |
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68 Bmax = Bmin + B->w; |
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69 if (Bmin > Amin) |
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70 Amin = Bmin; |
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71 result->x = Amin; |
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72 if (Bmax < Amax) |
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73 Amax = Bmax; |
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74 result->w = Amax - Amin; |
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75 |
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76 /* Vertical intersection */ |
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77 Amin = A->y; |
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78 Amax = Amin + A->h; |
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79 Bmin = B->y; |
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80 Bmax = Bmin + B->h; |
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81 if (Bmin > Amin) |
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82 Amin = Bmin; |
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83 result->y = Amin; |
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84 if (Bmax < Amax) |
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85 Amax = Bmax; |
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86 result->h = Amax - Amin; |
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87 |
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88 return !SDL_RectEmpty(result); |
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89 } |
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90 |
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91 void |
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92 SDL_UnionRect(const SDL_Rect * A, const SDL_Rect * B, SDL_Rect * result) |
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93 { |
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94 int Amin, Amax, Bmin, Bmax; |
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95 |
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96 /* Horizontal union */ |
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97 Amin = A->x; |
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98 Amax = Amin + A->w; |
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99 Bmin = B->x; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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100 Bmax = Bmin + B->w; |
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101 if (Bmin < Amin) |
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102 Amin = Bmin; |
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103 result->x = Amin; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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104 if (Bmax > Amax) |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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105 Amax = Bmax; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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106 result->w = Amax - Amin; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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107 |
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108 /* Vertical intersection */ |
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109 Amin = A->y; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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110 Amax = Amin + A->h; |
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111 Bmin = B->y; |
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112 Bmax = Bmin + B->h; |
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113 if (Bmin < Amin) |
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114 Amin = Bmin; |
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115 result->y = Amin; |
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116 if (Bmax > Amax) |
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117 Amax = Bmax; |
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118 result->h = Amax - Amin; |
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119 } |
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120 |
2909 | 121 SDL_bool |
2920 | 122 SDL_IntersectRectAndLine(const SDL_Rect * rect, int *X1, int *Y1, int *X2, |
123 int *Y2) | |
2909 | 124 { |
125 int x1, y1; | |
126 int x2, y2; | |
127 int rectx1; | |
128 int recty1; | |
129 int rectx2; | |
130 int recty2; | |
131 | |
132 if (!rect || !X1 || !Y1 || !X2 || !Y2) { | |
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133 return SDL_FALSE; |
2909 | 134 } |
135 | |
136 x1 = *X1; | |
137 y1 = *Y1; | |
138 x2 = *X2; | |
139 y2 = *Y2; | |
140 rectx1 = rect->x; | |
141 recty1 = rect->y; | |
142 rectx2 = rect->x + rect->w - 1; | |
143 recty2 = rect->y + rect->h - 1; | |
144 | |
145 /* Check to see if entire line is inside rect */ | |
146 if (x1 >= rectx1 && x1 <= rectx2 && x2 >= rectx1 && x2 <= rectx2 && | |
147 y1 >= recty1 && y1 <= recty2 && y2 >= recty1 && y2 <= recty2) { | |
148 return SDL_TRUE; | |
149 } | |
150 | |
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151 /* Check to see if entire line is to one side of rect */ |
2909 | 152 if ((x1 < rectx1 && x2 < rectx1) || (x1 > rectx2 && x2 > rectx2) || |
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153 (y1 < recty1 && y2 < recty1) || (y1 > recty2 && y2 > recty2)) { |
2909 | 154 return SDL_FALSE; |
155 } | |
156 | |
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157 if (y1 == y2) { |
2909 | 158 /* Horizontal line, easy to clip */ |
159 if (x1 < rectx1) { | |
160 *X1 = rectx1; | |
161 } else if (x1 > rectx2) { | |
162 *X1 = rectx2; | |
163 } | |
164 if (x2 < rectx1) { | |
165 *X2 = rectx1; | |
166 } else if (x2 > rectx2) { | |
167 *X2 = rectx2; | |
168 } | |
169 return SDL_TRUE; | |
170 } | |
171 | |
172 if (x1 == x2) { | |
173 /* Vertical line, easy to clip */ | |
174 if (y1 < recty1) { | |
175 *Y1 = recty1; | |
176 } else if (y1 > recty2) { | |
177 *Y1 = recty2; | |
178 } | |
179 if (y2 < recty1) { | |
180 *Y2 = recty1; | |
181 } else if (y2 > recty2) { | |
182 *Y2 = recty2; | |
183 } | |
184 return SDL_TRUE; | |
185 } | |
186 | |
2997 | 187 else { |
188 /* The task of clipping a line with finite slope ratios in a fixed- | |
189 * precision coordinate space is not as immediately simple as it is | |
190 * with coordinates of arbitrary precision. If the ratio of slopes | |
191 * between the input line segment and the result line segment is not | |
192 * a whole number, you have in fact *moved* the line segment a bit, | |
193 * and there can be no avoiding it without more precision | |
194 */ | |
195 int *x_result_[] = { X1, X2, NULL }, **x_result = x_result_; | |
196 int *y_result_[] = { Y1, Y2, NULL }, **y_result = y_result_; | |
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197 SDL_bool intersection = SDL_FALSE; |
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198 double b, m, left, right, bottom, top; |
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199 int xl, xh, yl, yh; |
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200 |
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201 /* solve mx+b line formula */ |
2997 | 202 m = (double) (y1 - y2) / (double) (x1 - x2); |
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203 b = y2 - m * (double) x2; |
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204 |
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205 /* find some linear intersections */ |
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206 left = (m * (double) rectx1) + b; |
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207 right = (m * (double) rectx2) + b; |
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208 top = (recty1 - b) / m; |
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209 bottom = (recty2 - b) / m; |
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210 |
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211 /* sort end-points' x and y components individually */ |
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212 if (x1 < x2) { |
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213 xl = x1; |
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214 xh = x2; |
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215 } else { |
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216 xl = x2; |
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217 xh = x1; |
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218 } |
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219 if (y1 < y2) { |
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220 yl = y1; |
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221 yh = y2; |
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222 } else { |
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223 yl = y2; |
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224 yh = y1; |
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225 } |
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226 |
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227 #define RISING(a, b, c) (((a)<=(b))&&((b)<=(c))) |
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228 |
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229 /* check for a point that's entirely inside the rect */ |
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230 if (RISING(rectx1, x1, rectx2) && RISING(recty1, y1, recty2)) { |
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231 x_result++; |
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232 y_result++; |
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233 intersection = SDL_TRUE; |
2997 | 234 } else |
235 /* it was determined earlier that *both* end-points are not contained */ | |
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236 if (RISING(rectx1, x2, rectx2) && RISING(recty1, y2, recty2)) { |
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237 **(x_result++) = x2; |
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238 **(y_result++) = y2; |
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239 intersection = SDL_TRUE; |
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240 } |
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241 |
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242 if (RISING(recty1, left, recty2) && RISING(xl, rectx1, xh)) { |
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243 **(x_result++) = rectx1; |
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244 **(y_result++) = (int) left; |
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245 intersection = SDL_TRUE; |
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246 } |
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247 |
2997 | 248 if (*x_result == NULL) |
249 return intersection; | |
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250 if (RISING(recty1, right, recty2) && RISING(xl, rectx2, xh)) { |
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251 **(x_result++) = rectx2; |
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252 **(y_result++) = (int) right; |
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253 intersection = SDL_TRUE; |
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254 } |
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255 |
2997 | 256 if (*x_result == NULL) |
257 return intersection; | |
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258 if (RISING(rectx1, top, rectx2) && RISING(yl, recty1, yh)) { |
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259 **(x_result++) = (int) top; |
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260 **(y_result++) = recty1; |
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261 intersection = SDL_TRUE; |
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262 } |
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263 |
2997 | 264 if (*x_result == NULL) |
265 return intersection; | |
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266 if (RISING(rectx1, bottom, rectx2) && RISING(yl, recty2, yh)) { |
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267 **(x_result++) = (int) bottom; |
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268 **(y_result++) = recty2; |
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269 intersection = SDL_TRUE; |
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270 } |
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271 |
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272 return intersection; |
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273 } |
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274 |
2909 | 275 return SDL_FALSE; |
276 } | |
277 | |
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278 void |
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279 SDL_AddDirtyRect(SDL_DirtyRectList * list, const SDL_Rect * rect) |
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280 { |
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281 SDL_DirtyRect *dirty; |
2223
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282 |
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283 /* FIXME: At what point is this optimization too expensive? */ |
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284 for (dirty = list->list; dirty; dirty = dirty->next) { |
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285 if (SDL_HasIntersection(&dirty->rect, rect)) { |
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286 SDL_UnionRect(&dirty->rect, rect, &dirty->rect); |
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287 return; |
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288 } |
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289 } |
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290 |
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291 if (list->free) { |
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292 dirty = list->free; |
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293 list->free = dirty->next; |
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294 } else { |
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295 dirty = (SDL_DirtyRect *) SDL_malloc(sizeof(*dirty)); |
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296 if (!dirty) { |
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297 return; |
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298 } |
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299 } |
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300 dirty->rect = *rect; |
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301 dirty->next = list->list; |
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302 list->list = dirty; |
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303 } |
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304 |
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305 void |
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306 SDL_ClearDirtyRects(SDL_DirtyRectList * list) |
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307 { |
2224
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308 SDL_DirtyRect *prev, *curr; |
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309 |
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310 /* Skip to the end of the free list */ |
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311 prev = NULL; |
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312 for (curr = list->free; curr; curr = curr->next) { |
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313 prev = curr; |
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314 } |
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315 |
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316 /* Add the list entries to the end */ |
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317 if (prev) { |
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318 prev->next = list->list; |
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319 } else { |
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320 list->free = list->list; |
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321 } |
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322 list->list = NULL; |
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323 } |
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324 |
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325 void |
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326 SDL_FreeDirtyRects(SDL_DirtyRectList * list) |
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327 { |
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328 while (list->list) { |
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329 SDL_DirtyRect *elem = list->list; |
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330 list->list = elem->next; |
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331 SDL_free(elem); |
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332 } |
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333 while (list->free) { |
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334 SDL_DirtyRect *elem = list->free; |
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335 list->free = elem->next; |
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336 SDL_free(elem); |
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337 } |
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338 } |
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339 |
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340 /* vi: set ts=4 sw=4 expandtab: */ |