Mercurial > sdl-ios-xcode
view src/render/SDL_sysrender.h @ 5172:ededa1ccf91c
Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 03 Feb 2011 21:13:55 -0800 |
parents | 657543cc92f9 |
children | 164f20ba08eb |
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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" #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); 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_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_ES extern SDL_RenderDriver GL_ES_RenderDriver; #endif extern SDL_RenderDriver SW_RenderDriver; #endif /* _SDL_sysrender_h */ /* vi: set ts=4 sw=4 expandtab: */