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SDL API renaming: SDL_render.h
Fixes https://github.com/libsdl-org/SDL/issues/6883
This commit is contained in:
parent
083e436a1a
commit
0d54115235
41 changed files with 588 additions and 454 deletions
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@ -69,7 +69,7 @@ DrawComposite(DrawState *s)
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SDL_SetRenderTarget(s->renderer, B);
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SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
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SDL_RenderFillRect(s->renderer, NULL);
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SDL_RenderCopy(s->renderer, A, NULL, NULL);
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SDL_RenderTexture(s->renderer, A, NULL, NULL);
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SDL_RenderReadPixels(s->renderer, NULL, SDL_PIXELFORMAT_ARGB8888, &P, sizeof(P));
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SDL_Log("Blended pixel: 0x%8.8" SDL_PRIX32 "\n", P);
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@ -79,7 +79,7 @@ DrawComposite(DrawState *s)
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blend_tested = SDL_TRUE;
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}
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SDL_RenderGetViewport(s->renderer, &viewport);
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SDL_GetRenderViewport(s->renderer, &viewport);
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target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
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@ -106,10 +106,10 @@ DrawComposite(DrawState *s)
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s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
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s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
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SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
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SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
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SDL_SetRenderTarget(s->renderer, NULL);
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SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
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SDL_RenderTexture(s->renderer, s->background, NULL, NULL);
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SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80);
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@ -120,7 +120,7 @@ DrawComposite(DrawState *s)
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SDL_RenderFillRect(s->renderer, &R);
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SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE);
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SDL_RenderCopy(s->renderer, target, NULL, NULL);
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SDL_RenderTexture(s->renderer, target, NULL, NULL);
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SDL_DestroyTexture(target);
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/* Update the screen! */
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@ -134,7 +134,7 @@ Draw(DrawState *s)
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SDL_Rect viewport;
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SDL_Texture *target;
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SDL_RenderGetViewport(s->renderer, &viewport);
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SDL_GetRenderViewport(s->renderer, &viewport);
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target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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if (target == NULL) {
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@ -144,7 +144,7 @@ Draw(DrawState *s)
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SDL_SetRenderTarget(s->renderer, target);
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/* Draw the background */
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SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
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SDL_RenderTexture(s->renderer, s->background, NULL, NULL);
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/* Scale and draw the sprite */
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s->sprite_rect.w += s->scale_direction;
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@ -161,10 +161,10 @@ Draw(DrawState *s)
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s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
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s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
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SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
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SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
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SDL_SetRenderTarget(s->renderer, NULL);
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SDL_RenderCopy(s->renderer, target, NULL, NULL);
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SDL_RenderTexture(s->renderer, target, NULL, NULL);
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SDL_DestroyTexture(target);
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/* Update the screen! */
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