diff test/testsprite2.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 feb6ccdb888f
children d1436442215f
line wrap: on
line diff
--- a/test/testsprite2.c	Sat Dec 20 08:41:05 2008 +0000
+++ b/test/testsprite2.c	Sat Dec 20 12:00:00 2008 +0000
@@ -20,7 +20,7 @@
 static SDL_Rect *positions;
 static SDL_Rect *velocities;
 static int sprite_w, sprite_h;
-static SDL_TextureBlendMode blendMode = SDL_TEXTUREBLENDMODE_MASK;
+static SDL_BlendMode blendMode = SDL_BLENDMODE_MASK;
 static SDL_TextureScaleMode scaleMode = SDL_TEXTURESCALEMODE_NONE;
 
 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
@@ -119,7 +119,8 @@
 
     /* Move the sprite, bounce at the wall, and draw */
     n = 0;
-    SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL);
+    SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
+    SDL_RenderFill(NULL);
     for (i = 0; i < num_sprites; ++i) {
         position = &positions[i];
         velocity = &velocities[i];
@@ -166,19 +167,19 @@
             if (SDL_strcasecmp(argv[i], "--blend") == 0) {
                 if (argv[i + 1]) {
                     if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
-                        blendMode = SDL_TEXTUREBLENDMODE_NONE;
+                        blendMode = SDL_BLENDMODE_NONE;
                         consumed = 2;
                     } else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) {
-                        blendMode = SDL_TEXTUREBLENDMODE_MASK;
+                        blendMode = SDL_BLENDMODE_MASK;
                         consumed = 2;
                     } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
-                        blendMode = SDL_TEXTUREBLENDMODE_BLEND;
+                        blendMode = SDL_BLENDMODE_BLEND;
                         consumed = 2;
                     } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
-                        blendMode = SDL_TEXTUREBLENDMODE_ADD;
+                        blendMode = SDL_BLENDMODE_ADD;
                         consumed = 2;
                     } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
-                        blendMode = SDL_TEXTUREBLENDMODE_MOD;
+                        blendMode = SDL_BLENDMODE_MOD;
                         consumed = 2;
                     }
                 }
@@ -230,7 +231,8 @@
     }
     for (i = 0; i < state->num_windows; ++i) {
         SDL_SelectRenderer(state->windows[i]);
-        SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL);
+        SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
+        SDL_RenderFill(NULL);
     }
     if (LoadSprite("icon.bmp") < 0) {
         quit(2);
@@ -275,7 +277,8 @@
                 switch (event.window.event) {
                 case SDL_WINDOWEVENT_EXPOSED:
                     SDL_SelectRenderer(event.window.windowID);
-                    SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL);
+                    SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
+                    SDL_RenderFill(NULL);
                     break;
                 }
                 break;