view docs/man3/SDL_UpdateRects.3 @ 2884:9dde605c7540

Date: Fri, 19 Dec 2008 20:17:35 +0100 From: Couriersud Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions > For consistency you'd probably want: > SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a); > SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode); > SDL_RenderLine(int x1, int y1, int x2, int y2); > SDL_RenderFill(SDL_Rect *rect); > > You probably also want to add API functions query the current state. > I have implemented the above api for the opengl, x11, directfb and software renderers. I have also renamed *TEXTUREBLENDMODE* constants to BLENDMODE*. The unix build compiles. The windows renderer still needs to be updated, but I have no windows development machine at hand. Have a look at the x11 renderer for a sample. Vector games now run at 90% both on opengl and directfb in comparison to sdlmame's own opengl renderer. The same applies to raster games. The diff also includes a) Changed XDrawRect to XFillRect in x11 renderer b) A number of changes to fix blending and modulation issues in the directfb renderer.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 20 Dec 2008 12:00:00 +0000
parents 546f7c1eb755
children 1238da4a7112
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.TH "SDL_UpdateRects" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_UpdateRects \- Makes sure the given list of rectangles is updated on the given screen\&.
.SH "SYNOPSIS"
.PP
\fB#include "SDL\&.h"
.sp
\fBvoid \fBSDL_UpdateRects\fP\fR(\fBSDL_Surface *screen, int numrects, SDL_Rect *rects\fR);
.SH "DESCRIPTION"
.PP
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)\&.
.PP
This function should not be called while \fBscreen\fR is \fIlocked\fR\&.
.PP
.RS
\fBNote:  
.PP
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\&.
.PP
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\&.
.RE
.SH "SEE ALSO"
.PP
\fI\fBSDL_UpdateRect\fP\fR, \fI\fBSDL_Rect\fR\fR, \fI\fBSDL_Surface\fR\fR, \fI\fBSDL_LockSurface\fP\fR
...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01