Mercurial > sdl-ios-xcode
view src/video/SDL_blendrect.c @ 4569:e1664f94f026
Andrey A.
I made a video driver GAPI/RAW for WinCE (SDL-1.3).
RAW mode has a priority, and also, GAPI mode works with environment
"SDL_VIDEO_RENDERER=gapi" and for RAW mode "SDL_VIDEO_RENDERER=raw".
I checked the work on the screens of VGA, WVGA, QVGA, WQVGA, HVGA,
+ tested all modes with WindowsMobile Emulator.
Also, correctly draws the pointer position and the scale of the pointer
for VGA/WVGA modes,
correctly draws top left position for DM orientation screen, and
portrait/landscape/square geometry the screen also correct.
Also, I added a small fix for GDI fullscreen mode.
Patch for latest revision SDL-1.3 in an attachment.
Also added small path for mingw32ce build.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 27 Jul 2010 21:31:28 -0700 |
parents | f7b03b6838cb |
children | aa8888658021 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 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" #include "SDL_video.h" int SDL_BlendRect(SDL_Surface * dst, const SDL_Rect * rect, int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a) { SDL_Rect full_rect; SDL_Point points[5]; if (!dst) { SDL_SetError("Passed NULL destination surface"); return -1; } /* If 'rect' == NULL, then outline the whole surface */ if (!rect) { full_rect.x = 0; full_rect.y = 0; full_rect.w = dst->w; full_rect.h = dst->h; rect = &full_rect; } points[0].x = rect->x; points[0].y = rect->y; points[1].x = rect->x+rect->w-1; points[1].y = rect->y; points[2].x = rect->x+rect->w-1; points[2].y = rect->y+rect->h-1; points[3].x = rect->x; points[3].y = rect->y+rect->h-1; points[4].x = rect->x; points[4].y = rect->y; return SDL_BlendLines(dst, points, 5, blendMode, r, g, b, a); } int SDL_BlendRects(SDL_Surface * dst, const SDL_Rect ** rects, int count, int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a) { int i; for (i = 0; i < count; ++i) { if (SDL_BlendRect(dst, rects[i], blendMode, r, g, b, a) < 0) { return -1; } } return 0; } /* vi: set ts=4 sw=4 expandtab: */