Mercurial > sdl-ios-xcode
diff test/testsprite2.c @ 5141:da10636e5eca
Making the API simpler, scaling is always defined as linear interpolation and should be supported as much as possible on all renderers.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 31 Jan 2011 22:44:43 -0800 |
parents | aa8888658021 |
children | e743b9c3f6d6 |
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--- a/test/testsprite2.c Mon Jan 31 22:21:29 2011 -0800 +++ b/test/testsprite2.c Mon Jan 31 22:44:43 2011 -0800 @@ -21,7 +21,6 @@ static SDL_Rect *velocities; static int sprite_w, sprite_h; static SDL_BlendMode blendMode = SDL_BLENDMODE_MASK; -static SDL_ScaleMode scaleMode = SDL_SCALEMODE_NONE; /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void @@ -89,7 +88,6 @@ return (-1); } SDL_SetTextureBlendMode(sprites[i], blendMode); - SDL_SetTextureScaleMode(sprites[i], scaleMode); } SDL_FreeSurface(temp); @@ -253,22 +251,6 @@ consumed = 2; } } - } else if (SDL_strcasecmp(argv[i], "--scale") == 0) { - if (argv[i + 1]) { - if (SDL_strcasecmp(argv[i + 1], "none") == 0) { - scaleMode = SDL_SCALEMODE_NONE; - consumed = 2; - } else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) { - scaleMode = SDL_SCALEMODE_FAST; - consumed = 2; - } else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) { - scaleMode = SDL_SCALEMODE_SLOW; - consumed = 2; - } else if (SDL_strcasecmp(argv[i + 1], "best") == 0) { - scaleMode = SDL_SCALEMODE_BEST; - consumed = 2; - } - } } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) { cycle_color = SDL_TRUE; consumed = 1; @@ -282,7 +264,7 @@ } if (consumed < 0) { fprintf(stderr, - "Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best] [--cyclecolor] [--cyclealpha]\n", + "Usage: %s %s [--blend none|mask|blend|add|mod] [--cyclecolor] [--cyclealpha]\n", argv[0], CommonUsage(state)); quit(1); } @@ -316,10 +298,6 @@ quit(2); } srand((unsigned int)time(NULL)); - if (scaleMode != SDL_SCALEMODE_NONE) { - sprite_w += sprite_w / 2; - sprite_h += sprite_h / 2; - } for (i = 0; i < num_sprites; ++i) { positions[i].x = rand() % (state->window_w - sprite_w); positions[i].y = rand() % (state->window_h - sprite_h);