Mercurial > sdl-ios-xcode
changeset 2919:2f91a3847ae8
Fixed compiling Windows renderers. Lines and points will be implemented later.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 25 Dec 2008 05:16:18 +0000 |
parents | bd518fc76f28 |
children | cdb01906cb7e |
files | src/video/win32/SDL_d3drender.c src/video/win32/SDL_gdirender.c |
diffstat | 2 files changed, 9 insertions(+), 10 deletions(-) [+] |
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line diff
--- a/src/video/win32/SDL_d3drender.c Thu Dec 25 05:11:29 2008 +0000 +++ b/src/video/win32/SDL_d3drender.c Thu Dec 25 05:16:18 2008 +0000 @@ -62,8 +62,7 @@ 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_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, - Uint8 a, const SDL_Rect * rect); +static int D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect); static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); static void D3D_RenderPresent(SDL_Renderer * renderer); @@ -708,8 +707,7 @@ } static int -D3D_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a, - const SDL_Rect * rect) +D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect) { D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; D3DRECT d3drect; @@ -727,7 +725,10 @@ result = IDirect3DDevice9_Clear(data->device, 1, &d3drect, D3DCLEAR_TARGET, - D3DCOLOR_ARGB(a, r, g, b), 1.0f, 0); + D3DCOLOR_ARGB(renderer->a, + renderer->r, + renderer->g, + renderer->b), 1.0f, 0); if (FAILED(result)) { D3D_SetError("Clear()", result); return -1;
--- a/src/video/win32/SDL_gdirender.c Thu Dec 25 05:11:29 2008 +0000 +++ b/src/video/win32/SDL_gdirender.c Thu Dec 25 05:16:18 2008 +0000 @@ -55,8 +55,7 @@ const SDL_Rect * rect, int markDirty, void **pixels, int *pitch); static void GDI_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); -static int GDI_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, - Uint8 a, const SDL_Rect * rect); +static int GDI_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect); static int GDI_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); static void GDI_RenderPresent(SDL_Renderer * renderer); @@ -570,8 +569,7 @@ } static int -GDI_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a, - const SDL_Rect * rect) +GDI_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect) { GDI_RenderData *data = (GDI_RenderData *) renderer->driverdata; RECT rc; @@ -588,7 +586,7 @@ rc.bottom = rect->y + rect->h + 1; /* Should we cache the brushes? .. it looks like GDI does for us. :) */ - brush = CreateSolidBrush(RGB(r, g, b)); + brush = CreateSolidBrush(RGB(renderer->r, renderer->g, renderer->b)); SelectObject(data->current_hdc, brush); status = FillRect(data->current_hdc, &rc, brush); DeleteObject(brush);