Mercurial > sdl-ios-xcode
view src/render/SDL_sysrender.h @ 5280:bad04e4710f6
Fixed bug #1116
Don't allocate the window's texture data until after creating the renderer, in case the renderer recreates the window.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 12 Feb 2011 17:51:47 -0800 |
parents | 7aba0406c273 |
children |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2011 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_sysrender_h #define _SDL_sysrender_h #include "SDL_render.h" #include "SDL_events.h" #include "SDL_yuv_sw_c.h" /* The SDL 2D rendering system */ typedef struct SDL_RenderDriver SDL_RenderDriver; /* Define the SDL texture structure */ struct SDL_Texture { const void *magic; Uint32 format; /**< The pixel format of the texture */ int access; /**< SDL_TextureAccess */ int w; /**< The width of the texture */ int h; /**< The height of the texture */ int modMode; /**< The texture modulation mode */ SDL_BlendMode blendMode; /**< The texture blend mode */ Uint8 r, g, b, a; /**< Texture modulation values */ SDL_Renderer *renderer; /* Support for formats not supported directly by the renderer */ SDL_Texture *native; SDL_SW_YUVTexture *yuv; void *pixels; int pitch; SDL_Rect locked_rect; void *driverdata; /**< Driver specific texture representation */ SDL_Texture *prev; SDL_Texture *next; }; /* Define the SDL renderer structure */ struct SDL_Renderer { const void *magic; void (*WindowEvent) (SDL_Renderer * renderer, const SDL_WindowEvent *event); int (*CreateTexture) (SDL_Renderer * renderer, SDL_Texture * texture); int (*SetTextureColorMod) (SDL_Renderer * renderer, SDL_Texture * texture); int (*SetTextureAlphaMod) (SDL_Renderer * renderer, SDL_Texture * texture); int (*SetTextureBlendMode) (SDL_Renderer * renderer, SDL_Texture * texture); int (*UpdateTexture) (SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch); int (*LockTexture) (SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, void **pixels, int *pitch); void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture); void (*SetClipRect) (SDL_Renderer * renderer, const SDL_Rect *rect); int (*RenderClear) (SDL_Renderer * renderer); int (*RenderDrawPoints) (SDL_Renderer * renderer, const SDL_Point * points, int count); int (*RenderDrawLines) (SDL_Renderer * renderer, const SDL_Point * points, int count); int (*RenderFillRects) (SDL_Renderer * renderer, const SDL_Rect ** rects, int count); int (*RenderCopy) (SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); int (*RenderReadPixels) (SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 format, void * pixels, int pitch); void (*RenderPresent) (SDL_Renderer * renderer); void (*DestroyTexture) (SDL_Renderer * renderer, SDL_Texture * texture); void (*DestroyRenderer) (SDL_Renderer * renderer); /* The current renderer info */ SDL_RendererInfo info; /* The window associated with the renderer */ SDL_Window *window; /* The list of textures */ SDL_Texture *textures; Uint8 r, g, b, a; /**< Color for drawing operations values */ SDL_BlendMode blendMode; /**< The drawing blend mode */ void *driverdata; }; /* Define the SDL render driver structure */ struct SDL_RenderDriver { SDL_Renderer *(*CreateRenderer) (SDL_Window * window, Uint32 flags); /* Info about the renderer capabilities */ SDL_RendererInfo info; }; #if !SDL_RENDER_DISABLED #if SDL_VIDEO_RENDER_D3D extern SDL_RenderDriver D3D_RenderDriver; #endif #if SDL_VIDEO_RENDER_OGL extern SDL_RenderDriver GL_RenderDriver; #endif #if SDL_VIDEO_RENDER_OGL_ES2 extern SDL_RenderDriver GLES2_RenderDriver; #endif #if SDL_VIDEO_RENDER_OGL_ES extern SDL_RenderDriver GLES_RenderDriver; #endif #if SDL_VIDEO_RENDER_DIRECTFB extern SDL_RenderDriver DirectFB_RenderDriver; #endif #ifdef SDL_VIDEO_RENDER_NDS extern SDL_RenderDriver NDS_RenderDriver; #endif extern SDL_RenderDriver SW_RenderDriver; #endif /* !SDL_RENDER_DISABLED */ #endif /* _SDL_sysrender_h */ /* vi: set ts=4 sw=4 expandtab: */