Mercurial > sdl-ios-xcode
comparison src/video/SDL_sysvideo.h @ 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> |
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date | Sat, 20 Dec 2008 12:00:00 +0000 |
parents | 99210400e8b9 |
children | 133601e3b255 |
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2883:11626a53e7bc | 2884:9dde605c7540 |
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86 const SDL_Rect * rect, int markDirty, void **pixels, | 86 const SDL_Rect * rect, int markDirty, void **pixels, |
87 int *pitch); | 87 int *pitch); |
88 void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture); | 88 void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture); |
89 void (*DirtyTexture) (SDL_Renderer * renderer, SDL_Texture * texture, | 89 void (*DirtyTexture) (SDL_Renderer * renderer, SDL_Texture * texture, |
90 int numrects, const SDL_Rect * rects); | 90 int numrects, const SDL_Rect * rects); |
91 int (*RenderFill) (SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, | 91 int (*SetDrawColor) (SDL_Renderer * renderer); |
92 Uint8 a, const SDL_Rect * rect); | 92 int (*SetDrawBlendMode) (SDL_Renderer * renderer); |
93 int (*RenderLine) (SDL_Renderer * renderer, int x1, int y1, int x2, | |
94 int y2); | |
95 int (*RenderFill) (SDL_Renderer * renderer, const SDL_Rect * rect); | |
93 int (*RenderCopy) (SDL_Renderer * renderer, SDL_Texture * texture, | 96 int (*RenderCopy) (SDL_Renderer * renderer, SDL_Texture * texture, |
94 const SDL_Rect * srcrect, const SDL_Rect * dstrect); | 97 const SDL_Rect * srcrect, const SDL_Rect * dstrect); |
95 void (*RenderPresent) (SDL_Renderer * renderer); | 98 void (*RenderPresent) (SDL_Renderer * renderer); |
96 void (*DestroyTexture) (SDL_Renderer * renderer, SDL_Texture * texture); | 99 void (*DestroyTexture) (SDL_Renderer * renderer, SDL_Texture * texture); |
97 | 100 |
100 /* The current renderer info */ | 103 /* The current renderer info */ |
101 SDL_RendererInfo info; | 104 SDL_RendererInfo info; |
102 | 105 |
103 /* The window associated with the renderer */ | 106 /* The window associated with the renderer */ |
104 SDL_WindowID window; | 107 SDL_WindowID window; |
108 | |
109 Uint8 r, g, b, a; /**< Color for drawing operations values */ | |
110 int blendMode; /**< The drawing blend mode */ | |
105 | 111 |
106 void *driverdata; | 112 void *driverdata; |
107 }; | 113 }; |
108 | 114 |
109 /* Define the SDL render driver structure */ | 115 /* Define the SDL render driver structure */ |