view docs/html/sdlupdaterects.html @ 4390:725e506f6243 SDL-1.2

Fixed bug #895 Markus Rothe 2009-12-07 09:32:46 PST Check if libspe2 is available Building on PowerPC64 results in: [...] In file included from ./src/video/ps3/SDL_ps3events_c.h:33, from ./src/video/ps3/SDL_ps3video.c:32: ./src/video/ps3/SDL_ps3video.h:34:21: error: libspe2.h: No such file or directory In file included from ./src/video/ps3/SDL_ps3events_c.h:33, from ./src/video/ps3/SDL_ps3video.c:32: ./src/video/ps3/SDL_ps3video.h:75: error: expected specifier-qualifier-list before 'spe_context_ptr_t' ./src/video/ps3/SDL_ps3video.c:78: error: expected '=', ',', ';', 'asm' or '__attribute__' before 'fb_writer_spu' ./src/video/ps3/SDL_ps3video.c: In function 'PS3_VideoInit': ./src/video/ps3/SDL_ps3video.c:167: error: 'spu_data_t' has no member named 'program' ./src/video/ps3/SDL_ps3video.c:167: error: 'fb_writer_spu' undeclared (first use in this function) [...] The problem is that the ps3 video driver is being build regardless if libspe2 is installed or not. The attached patch fixes this problem. [ Note: The other headers that are being checked for are coming from the linux headers package on powerpc64. As a result these are also available if you're on a generic powerpc64 machine and not a PS3 only. ]
author Sam Lantinga <slouken@libsdl.org>
date Fri, 11 Dec 2009 15:14:13 +0000
parents 355632dca928
children
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>SDL_UpdateRects</H1
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>Name</H2
>SDL_UpdateRects&nbsp;--&nbsp;Makes sure the given list of rectangles is updated on the given screen.</DIV
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><PRE
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>#include "SDL.h"</PRE
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><CODE
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>void <B
CLASS="FSFUNC"
>SDL_UpdateRects</B
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>(SDL_Surface *screen, int numrects, SDL_Rect *rects);</CODE
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>Description</H2
><P
>Makes sure the given list of rectangles is updated on the given screen.
The rectangles must all be confined within the screen boundaries (no
clipping is done).</P
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>This function should not be called while <TT
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>screen</I
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> is
<A
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>Note: </B
>It is adviced to call this function only once per frame, since each
call has some processing overhead. This is no restriction since you
can pass any number of rectangles each time.</P
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>The rectangles are not automatically merged or checked for overlap. In
general, the programmer can use his knowledge about his particular
rectangles to merge them in an efficient way, to avoid overdraw.</P
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>SDL_UpdateRect</TT
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