Mercurial > sdl-ios-xcode
annotate src/video/SDL_rect.c @ 2960:91708bc14aab
It's probably not worth pushing palettized textures. The memory optimization
isn't worth the effort on modern hardware with the sorts of games that would
be using the SDL 1.3 texture API.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 02 Jan 2009 09:27:36 +0000 |
parents | cdb01906cb7e |
children | 7563b99e9a49 |
rev | line source |
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1895
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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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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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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104 if (Bmax > Amax) |
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105 Amax = Bmax; |
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106 result->w = Amax - Amin; |
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107 |
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108 /* Vertical intersection */ |
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109 Amin = A->y; |
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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) { | |
133 SDL_FALSE; | |
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 | |
151 /* Check to see if entire line is outside rect */ | |
152 if ((x1 < rectx1 && x2 < rectx1) || (x1 > rectx2 && x2 > rectx2) || | |
153 (y1 < recty1 && y2 < recty2) || (y1 > recty2 && y2 > recty2)) { | |
154 return SDL_FALSE; | |
155 } | |
156 | |
157 if (y1 = y2) { | |
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 | |
187 /* FIXME: need code to clip diagonal line to rect */ | |
188 return SDL_FALSE; | |
189 } | |
190 | |
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191 void |
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192 SDL_AddDirtyRect(SDL_DirtyRectList * list, const SDL_Rect * rect) |
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193 { |
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194 SDL_DirtyRect *dirty; |
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195 |
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196 /* FIXME: At what point is this optimization too expensive? */ |
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197 for (dirty = list->list; dirty; dirty = dirty->next) { |
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198 if (SDL_HasIntersection(&dirty->rect, rect)) { |
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199 SDL_UnionRect(&dirty->rect, rect, &dirty->rect); |
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200 return; |
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201 } |
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202 } |
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203 |
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204 if (list->free) { |
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205 dirty = list->free; |
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206 list->free = dirty->next; |
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207 } else { |
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208 dirty = (SDL_DirtyRect *) SDL_malloc(sizeof(*dirty)); |
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209 if (!dirty) { |
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210 return; |
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211 } |
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212 } |
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213 dirty->rect = *rect; |
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214 dirty->next = list->list; |
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215 list->list = dirty; |
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216 } |
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217 |
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218 void |
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219 SDL_ClearDirtyRects(SDL_DirtyRectList * list) |
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220 { |
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221 SDL_DirtyRect *prev, *curr; |
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222 |
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223 /* Skip to the end of the free list */ |
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224 prev = NULL; |
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225 for (curr = list->free; curr; curr = curr->next) { |
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226 prev = curr; |
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227 } |
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228 |
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229 /* Add the list entries to the end */ |
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230 if (prev) { |
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231 prev->next = list->list; |
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232 } else { |
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233 list->free = list->list; |
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234 } |
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235 list->list = NULL; |
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236 } |
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237 |
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238 void |
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239 SDL_FreeDirtyRects(SDL_DirtyRectList * list) |
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240 { |
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241 while (list->list) { |
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242 SDL_DirtyRect *elem = list->list; |
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243 list->list = elem->next; |
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244 SDL_free(elem); |
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245 } |
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246 while (list->free) { |
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247 SDL_DirtyRect *elem = list->free; |
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248 list->free = elem->next; |
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249 SDL_free(elem); |
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250 } |
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251 } |
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252 |
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253 /* vi: set ts=4 sw=4 expandtab: */ |