Mercurial > sdl-ios-xcode
view src/video/SDL_rect_c.h @ 2847:7d020441fa81
Don't hardcode RECT for fragment program texture targets.
Now we can generate what a given system needs when compiling the shader.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Sun, 07 Dec 2008 07:06:34 +0000 |
parents | 12ea0fdc0df2 |
children | 99210400e8b9 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 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" typedef struct SDL_DirtyRect { SDL_Rect rect; struct SDL_DirtyRect *next; } SDL_DirtyRect; typedef struct SDL_DirtyRectList { SDL_DirtyRect *list; SDL_DirtyRect *free; } SDL_DirtyRectList; extern void SDL_AddDirtyRect(SDL_DirtyRectList * list, const SDL_Rect * rect); extern void SDL_ClearDirtyRects(SDL_DirtyRectList * list); extern void SDL_FreeDirtyRects(SDL_DirtyRectList * list); /* vi: set ts=4 sw=4 expandtab: */