Mercurial > sdl-ios-xcode
diff test/automated/surface/surface.c @ 3596:f638ded38b8a
Added SDL_RenderClear() as a fast method of clearing the screen to the drawing color.
Renamed SDL_RenderPoint() and SDL_RenderLine() to SDL_RenderDrawPoint() and SDL_RenderDrawLine().
Added API for rectangle drawing (as opposed to filling)
Added placeholder API functions for circles and ellipses ... I'm not sure whether these will stay.
Optimized software line drawing quite a bit.
Added support for Wu's anti-aliased line drawing, currently disabled by default.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 23 Dec 2009 01:55:00 +0000 |
parents | c32c53fca10d |
children | 947201caa46e |
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--- a/test/automated/surface/surface.c Fri Dec 18 08:19:18 2009 +0000 +++ b/test/automated/surface/surface.c Wed Dec 23 01:55:00 2009 +0000 @@ -56,8 +56,7 @@ /* Set transparent pixel as the pixel at (0,0) */ if (face->format->palette) { - ret = SDL_SetColorKey(face, (SDL_SRCCOLORKEY | SDL_RLEACCEL), - *(Uint8 *) face->pixels); + ret = SDL_SetColorKey(face, SDL_RLEACCEL, *(Uint8 *) face->pixels); if (SDL_ATassert( "SDL_SetColorKey", ret == 0)) return; } @@ -184,29 +183,29 @@ return; /* Create some rectangles for each blend mode. */ - ret = SDL_BlendRect( testsur, NULL, SDL_BLENDMODE_NONE, 255, 255, 255, 0 ); - if (SDL_ATassert( "SDL_BlendRect", ret == 0)) + ret = SDL_BlendFillRect( testsur, NULL, SDL_BLENDMODE_NONE, 255, 255, 255, 0 ); + if (SDL_ATassert( "SDL_BlendFillRect", ret == 0)) return; rect.x = 10; rect.y = 25; rect.w = 40; rect.h = 25; - ret = SDL_BlendRect( testsur, &rect, SDL_BLENDMODE_ADD, 240, 10, 10, 75 ); - if (SDL_ATassert( "SDL_BlendRect", ret == 0)) + ret = SDL_BlendFillRect( testsur, &rect, SDL_BLENDMODE_ADD, 240, 10, 10, 75 ); + if (SDL_ATassert( "SDL_BlendFillRect", ret == 0)) return; rect.x = 30; rect.y = 40; rect.w = 45; rect.h = 15; - ret = SDL_BlendRect( testsur, &rect, SDL_BLENDMODE_BLEND, 10, 240, 10, 100 ); - if (SDL_ATassert( "SDL_BlendRect", ret == 0)) + ret = SDL_BlendFillRect( testsur, &rect, SDL_BLENDMODE_BLEND, 10, 240, 10, 100 ); + if (SDL_ATassert( "SDL_BlendFillRect", ret == 0)) return; rect.x = 25; rect.y = 25; rect.w = 25; rect.h = 25; - ret = SDL_BlendRect( testsur, &rect, SDL_BLENDMODE_MOD, 10, 10, 240, 125 ); - if (SDL_ATassert( "SDL_BlendRect", ret == 0)) + ret = SDL_BlendFillRect( testsur, &rect, SDL_BLENDMODE_MOD, 10, 10, 240, 125 ); + if (SDL_ATassert( "SDL_BlendFillRect", ret == 0)) return; /* Draw blended lines, lines for everyone. */