Mercurial > sdl-ios-xcode
diff test/testsprite2.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 | 5543db4239e6 |
children | 64ce267332c6 |
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--- a/test/testsprite2.c Fri Dec 18 08:19:18 2009 +0000 +++ b/test/testsprite2.c Wed Dec 23 01:55:00 2009 +0000 @@ -139,21 +139,21 @@ /* Draw a gray background */ SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); - SDL_RenderRect(NULL); + SDL_RenderClear(); /* Test points */ SDL_SetRenderDrawColor(0xFF, 0x00, 0x00, 0xFF); - SDL_RenderPoint(0, 0); - SDL_RenderPoint(window_w-1, 0); - SDL_RenderPoint(0, window_h-1); - SDL_RenderPoint(window_w-1, window_h-1); + SDL_RenderDrawPoint(0, 0); + SDL_RenderDrawPoint(window_w-1, 0); + SDL_RenderDrawPoint(0, window_h-1); + SDL_RenderDrawPoint(window_w-1, window_h-1); /* Test horizontal and vertical lines */ SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF); - SDL_RenderLine(1, 0, window_w-2, 0); - SDL_RenderLine(1, window_h-1, window_w-2, window_h-1); - SDL_RenderLine(0, 1, 0, window_h-2); - SDL_RenderLine(window_w-1, 1, window_w-1, window_h-2); + SDL_RenderDrawLine(1, 0, window_w-2, 0); + SDL_RenderDrawLine(1, window_h-1, window_w-2, window_h-1); + SDL_RenderDrawLine(0, 1, 0, window_h-2); + SDL_RenderDrawLine(window_w-1, 1, window_w-1, window_h-2); /* Test fill and copy */ SDL_SetRenderDrawColor(0xFF, 0xFF, 0xFF, 0xFF); @@ -161,33 +161,33 @@ temp.y = 1; temp.w = sprite_w; temp.h = sprite_h; - SDL_RenderRect(&temp); + SDL_RenderFillRect(&temp); SDL_RenderCopy(sprite, NULL, &temp); temp.x = window_w-sprite_w-1; temp.y = 1; temp.w = sprite_w; temp.h = sprite_h; - SDL_RenderRect(&temp); + SDL_RenderFillRect(&temp); SDL_RenderCopy(sprite, NULL, &temp); temp.x = 1; temp.y = window_h-sprite_h-1; temp.w = sprite_w; temp.h = sprite_h; - SDL_RenderRect(&temp); + SDL_RenderFillRect(&temp); SDL_RenderCopy(sprite, NULL, &temp); temp.x = window_w-sprite_w-1; temp.y = window_h-sprite_h-1; temp.w = sprite_w; temp.h = sprite_h; - SDL_RenderRect(&temp); + SDL_RenderFillRect(&temp); SDL_RenderCopy(sprite, NULL, &temp); /* Test diagonal lines */ SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF); - SDL_RenderLine(sprite_w, sprite_h, - window_w-sprite_w-2, window_h-sprite_h-2); - SDL_RenderLine(window_w-sprite_w-2, sprite_h, - sprite_w, window_h-sprite_h-2); + SDL_RenderDrawLine(sprite_w, sprite_h, + window_w-sprite_w-2, window_h-sprite_h-2); + SDL_RenderDrawLine(window_w-sprite_w-2, sprite_h, + sprite_w, window_h-sprite_h-2); /* Move the sprite, bounce at the wall, and draw */ n = 0; @@ -302,7 +302,7 @@ for (i = 0; i < state->num_windows; ++i) { SDL_SelectRenderer(state->windows[i]); SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); - SDL_RenderRect(NULL); + SDL_RenderClear(); } if (LoadSprite("icon.bmp") < 0) { quit(2); @@ -348,7 +348,7 @@ case SDL_WINDOWEVENT_EXPOSED: SDL_SelectRenderer(event.window.windowID); SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); - SDL_RenderRect(NULL); + SDL_RenderClear(); break; } break;