Mercurial > sdl-ios-xcode
view src/video/win32/SDL_win32video.h @ 3474:1edb86163d62
Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later.
If we have to, we can use vertical line and horizontal line textures for vertical and horizontal lines, and then create custom textures for diagonal lines and software render those. It's terrible, but at least it would be pixel perfect.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 21 Nov 2009 07:22:59 +0000 |
parents | 413672b09bb3 |
children | f7b03b6838cb |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #ifndef _SDL_win32video_h #define _SDL_win32video_h #include "../SDL_sysvideo.h" #define WIN32_LEAN_AND_MEAN #define UNICODE #define WINVER 0x500 /* Need 0x410 for AlphaBlend() and 0x500 for EnumDisplayDevices() */ #include <windows.h> #if SDL_VIDEO_RENDER_D3D //#include <d3d9.h> #define D3D_DEBUG_INFO #include "d3d9.h" #endif #if SDL_VIDEO_RENDER_DDRAW /* WIN32_LEAN_AND_MEAN was defined, so we have to include this by hand */ #include <objbase.h> #include "ddraw.h" #endif #include "wactab/wintab.h" #define PACKETDATA ( PK_X | PK_Y | PK_BUTTONS | PK_NORMAL_PRESSURE | PK_CURSOR) #define PACKETMODE 0 #include "wactab/pktdef.h" #include "SDL_win32events.h" #include "SDL_win32gamma.h" #include "SDL_win32keyboard.h" #include "SDL_win32modes.h" #include "SDL_win32mouse.h" #include "SDL_win32opengl.h" #include "SDL_win32window.h" #ifdef UNICODE #define WIN_StringToUTF8(S) SDL_iconv_string("UTF-8", "UCS-2", (char *)S, (SDL_wcslen(S)+1)*sizeof(WCHAR)) #define WIN_UTF8ToString(S) (WCHAR *)SDL_iconv_string("UCS-2", "UTF-8", (char *)S, SDL_strlen(S)+1) #else #define WIN_StringToUTF8(S) SDL_iconv_string("UTF-8", "ASCII", (char *)S, (SDL_strlen(S)+1)) #define WIN_UTF8ToString(S) SDL_iconv_string("ASCII", "UTF-8", (char *)S, SDL_strlen(S)+1) #endif /* Private display data */ typedef struct SDL_VideoData { #if SDL_VIDEO_RENDER_D3D HANDLE d3dDLL; IDirect3D9 *d3d; #endif #if SDL_VIDEO_RENDER_DDRAW HANDLE ddrawDLL; IDirectDraw *ddraw; #endif /* *INDENT-OFF* */ /* Function pointers for the Wacom API */ HANDLE wintabDLL; UINT (*WTInfoA) (UINT, UINT, LPVOID); HCTX (*WTOpenA) (HWND, LPLOGCONTEXTA, BOOL); int (*WTPacket) (HCTX, UINT, LPVOID); BOOL (*WTClose) (HCTX); /* *INDENT-ON* */ int keyboard; const SDL_scancode *key_layout; } SDL_VideoData; #endif /* _SDL_win32video_h */ /* vi: set ts=4 sw=4 expandtab: */