Mercurial > sdl-ios-xcode
changeset 3599:0f958e527e5e
Updated to compile on Windows
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 24 Dec 2009 19:18:05 +0000 |
parents | 427ff6d745df |
children | e36bead37acb |
files | src/video/SDL_renderer_gl.c src/video/SDL_renderer_sw.c src/video/SDL_video.c src/video/win32/SDL_d3drender.c src/video/win32/SDL_gdirender.c |
diffstat | 5 files changed, 160 insertions(+), 25 deletions(-) [+] |
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--- a/src/video/SDL_renderer_gl.c Thu Dec 24 19:16:08 2009 +0000 +++ b/src/video/SDL_renderer_gl.c Thu Dec 24 19:18:05 2009 +0000 @@ -1225,7 +1225,6 @@ { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; int i, x, y; - SDL_Point points[4]; GL_SetBlendMode(data, renderer->blendMode, 1);
--- a/src/video/SDL_renderer_sw.c Thu Dec 24 19:16:08 2009 +0000 +++ b/src/video/SDL_renderer_sw.c Thu Dec 24 19:18:05 2009 +0000 @@ -698,6 +698,7 @@ } for (i = 0; i < count; ++i) { + /* FIXME: We don't want to draw clipped edges */ if (!SDL_IntersectRect(rects[i], &clip, &rect)) { /* Nothing to draw */ continue;
--- a/src/video/SDL_video.c Thu Dec 24 19:16:08 2009 +0000 +++ b/src/video/SDL_video.c Thu Dec 24 19:18:05 2009 +0000 @@ -2673,6 +2673,7 @@ return renderer->RenderFillRects(renderer, rects, count); } +#if 0 int SDL_RenderDrawCircle(int x, int y, int radius) { @@ -2714,6 +2715,7 @@ } return renderer->RenderFillEllipse(renderer, x, y, w, h); } +#endif // 0 int SDL_RenderCopy(SDL_TextureID textureID, const SDL_Rect * srcrect,
--- a/src/video/win32/SDL_d3drender.c Thu Dec 24 19:16:08 2009 +0000 +++ b/src/video/win32/SDL_d3drender.c Thu Dec 24 19:18:05 2009 +0000 @@ -118,12 +118,14 @@ static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); static void D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects, const SDL_Rect * rects); -static int D3D_RenderPoints(SDL_Renderer * renderer, const SDL_Point * points, - int count); -static int D3D_RenderLines(SDL_Renderer * renderer, const SDL_Point * points, - int count); -static int D3D_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects, - int count); +static int D3D_RenderDrawPoints(SDL_Renderer * renderer, + const SDL_Point * points, int count); +static int D3D_RenderDrawLines(SDL_Renderer * renderer, + const SDL_Point * points, int count); +static int D3D_RenderDrawRects(SDL_Renderer * renderer, + const SDL_Rect ** rects, int count); +static int D3D_RenderFillRects(SDL_Renderer * renderer, + const SDL_Rect ** rects, int count); static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); static int D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, @@ -462,9 +464,9 @@ renderer->LockTexture = D3D_LockTexture; renderer->UnlockTexture = D3D_UnlockTexture; renderer->DirtyTexture = D3D_DirtyTexture; - renderer->RenderPoints = D3D_RenderPoints; - renderer->RenderLines = D3D_RenderLines; - renderer->RenderRects = D3D_RenderRects; + renderer->RenderDrawPoints = D3D_RenderDrawPoints; + renderer->RenderDrawLines = D3D_RenderDrawLines; + renderer->RenderDrawRects = D3D_RenderDrawRects; renderer->RenderCopy = D3D_RenderCopy; renderer->RenderReadPixels = D3D_RenderReadPixels; renderer->RenderWritePixels = D3D_RenderWritePixels; @@ -1021,7 +1023,8 @@ } static int -D3D_RenderPoints(SDL_Renderer * renderer, const SDL_Point * points, int count) +D3D_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, + int count) { D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; DWORD color; @@ -1068,7 +1071,8 @@ } static int -D3D_RenderLines(SDL_Renderer * renderer, const SDL_Point * points, int count) +D3D_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, + int count) { D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; DWORD color; @@ -1124,7 +1128,73 @@ } static int -D3D_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count) +D3D_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect ** rects, + int count) +{ + D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; + DWORD color; + int i; + Vertex vertices[5]; + HRESULT result; + + if (data->beginScene) { + IDirect3DDevice9_BeginScene(data->device); + data->beginScene = SDL_FALSE; + } + + D3D_SetBlendMode(data, renderer->blendMode); + + result = + IDirect3DDevice9_SetTexture(data->device, 0, + (IDirect3DBaseTexture9 *) 0); + if (FAILED(result)) { + D3D_SetError("SetTexture()", result); + return -1; + } + + color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b); + + for (i = 0; i < SDL_arraysize(vertices); ++i) { + vertices[i].z = 0.0f; + vertices[i].rhw = 1.0f; + vertices[i].color = color; + vertices[i].u = 0.0f; + vertices[i].v = 0.0f; + } + + for (i = 0; i < count; ++i) { + const SDL_Rect *rect = rects[i]; + + vertices[0].x = (float) rect->x; + vertices[0].y = (float) rect->y; + + vertices[1].x = (float) rect->x+rect->w-1; + vertices[1].y = (float) rect->y; + + vertices[2].x = (float) rect->x+rect->w-1; + vertices[2].y = (float) rect->y+rect->h-1; + + vertices[3].x = (float) rect->x; + vertices[3].y = (float) rect->y+rect->h-1; + + vertices[4].x = (float) rect->x; + vertices[4].y = (float) rect->y; + + result = + IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, 4, + vertices, sizeof(*vertices)); + + if (FAILED(result)) { + D3D_SetError("DrawPrimitiveUP()", result); + return -1; + } + } + return 0; +} + +static int +D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, + int count) { D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; DWORD color;
--- a/src/video/win32/SDL_gdirender.c Thu Dec 24 19:16:08 2009 +0000 +++ b/src/video/win32/SDL_gdirender.c Thu Dec 24 19:18:05 2009 +0000 @@ -61,12 +61,14 @@ void **pixels, int *pitch); static void GDI_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); static int GDI_SetDrawBlendMode(SDL_Renderer * renderer); -static int GDI_RenderPoints(SDL_Renderer * renderer, const SDL_Point * points, - int count); -static int GDI_RenderLines(SDL_Renderer * renderer, const SDL_Point * points, - int count); -static int GDI_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects, - int count); +static int GDI_RenderDrawPoints(SDL_Renderer * renderer, + const SDL_Point * points, int count); +static int GDI_RenderDrawLines(SDL_Renderer * renderer, + const SDL_Point * points, int count); +static int GDI_RenderDrawRects(SDL_Renderer * renderer, + const SDL_Rect ** rects, int count); +static int GDI_RenderFillRects(SDL_Renderer * renderer, + const SDL_Rect ** rects, int count); static int GDI_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); static int GDI_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, @@ -194,9 +196,10 @@ renderer->LockTexture = GDI_LockTexture; renderer->UnlockTexture = GDI_UnlockTexture; renderer->SetDrawBlendMode = GDI_SetDrawBlendMode; - renderer->RenderPoints = GDI_RenderPoints; - renderer->RenderLines = GDI_RenderLines; - renderer->RenderRects = GDI_RenderRects; + renderer->RenderDrawPoints = GDI_RenderDrawPoints; + renderer->RenderDrawLines = GDI_RenderDrawLines; + renderer->RenderDrawRects = GDI_RenderDrawRects; + renderer->RenderFillRects = GDI_RenderFillRects; renderer->RenderCopy = GDI_RenderCopy; renderer->RenderReadPixels = GDI_RenderReadPixels; renderer->RenderWritePixels = GDI_RenderWritePixels; @@ -687,7 +690,8 @@ } static int -GDI_RenderPoints(SDL_Renderer * renderer, const SDL_Point * points, int count) +GDI_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, + int count) { GDI_RenderData *data = (GDI_RenderData *) renderer->driverdata; int i; @@ -719,7 +723,8 @@ } static int -GDI_RenderLines(SDL_Renderer * renderer, const SDL_Point * points, int count) +GDI_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, + int count) { GDI_RenderData *data = (GDI_RenderData *) renderer->driverdata; HPEN pen; @@ -773,7 +778,65 @@ } static int -GDI_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count) +GDI_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect ** rects, + int count) +{ + GDI_RenderData *data = (GDI_RenderData *) renderer->driverdata; + HPEN pen; + POINT vertices[5]; + int i, status = 1; + + if (data->makedirty) { + SDL_Window *window = SDL_GetWindowFromID(renderer->window); + SDL_Rect clip, rect; + + clip.x = 0; + clip.y = 0; + clip.w = window->w; + clip.h = window->h; + + for (i = 0; i < count; ++i) { + if (SDL_IntersectRect(rects[i], &clip, &rect)) { + SDL_AddDirtyRect(&data->dirty, &rect); + } + } + } + + /* Should we cache the pen? .. it looks like GDI does for us. :) */ + pen = CreatePen(PS_SOLID, 1, RGB(renderer->r, renderer->g, renderer->b)); + SelectObject(data->current_hdc, pen); + for (i = 0; i < count; ++i) { + const SDL_Rect *rect = rects[i]; + + vertices[0].x = rect->x; + vertices[0].y = rect->y; + + vertices[1].x = rect->x+rect->w-1; + vertices[1].y = rect->y; + + vertices[2].x = rect->x+rect->w-1; + vertices[2].y = rect->y+rect->h-1; + + vertices[3].x = rect->x; + vertices[3].y = rect->y+rect->h-1; + + vertices[4].x = rect->x; + vertices[4].y = rect->y; + + status &= Polyline(data->current_hdc, vertices, 5); + } + DeleteObject(pen); + + if (!status) { + WIN_SetError("Polyline()"); + return -1; + } + return 0; +} + +static int +GDI_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, + int count) { GDI_RenderData *data = (GDI_RenderData *) renderer->driverdata; RECT rc;