comparison XCodeiPhoneOS/Demos/src/touch.c @ 2884:9dde605c7540

Date: Fri, 19 Dec 2008 20:17:35 +0100 From: Couriersud Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions > For consistency you'd probably want: > SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a); > SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode); > SDL_RenderLine(int x1, int y1, int x2, int y2); > SDL_RenderFill(SDL_Rect *rect); > > You probably also want to add API functions query the current state. > I have implemented the above api for the opengl, x11, directfb and software renderers. I have also renamed *TEXTUREBLENDMODE* constants to BLENDMODE*. The unix build compiles. The windows renderer still needs to be updated, but I have no windows development machine at hand. Have a look at the x11 renderer for a sample. Vector games now run at 90% both on opengl and directfb in comparison to sdlmame's own opengl renderer. The same applies to raster games. The diff also includes a) Changed XDrawRect to XFillRect in x11 renderer b) A number of changes to fix blending and modulation issues in the directfb renderer.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 20 Dec 2008 12:00:00 +0000
parents f55c87ae336b
children 375ee92745e8
comparison
equal deleted inserted replaced
2883:11626a53e7bc 2884:9dde605c7540
63 SDL_FreeSurface(bmp_surface); 63 SDL_FreeSurface(bmp_surface);
64 if (brushID == 0) { 64 if (brushID == 0) {
65 fatalError("could not create brush texture"); 65 fatalError("could not create brush texture");
66 } 66 }
67 /* additive blending -- laying strokes on top of eachother makes them brighter */ 67 /* additive blending -- laying strokes on top of eachother makes them brighter */
68 SDL_SetTextureBlendMode(brushID, SDL_TEXTUREBLENDMODE_ADD); 68 SDL_SetTextureBlendMode(brushID, SDL_BLENDMODE_ADD);
69 /* set brush color (red) */ 69 /* set brush color (red) */
70 SDL_SetTextureColorMod(brushID, 255, 100, 100); 70 SDL_SetTextureColorMod(brushID, 255, 100, 100);
71 } 71 }
72 72
73 int 73 int