SDL API renaming: SDL_render.h

Fixes https://github.com/libsdl-org/SDL/issues/6883
This commit is contained in:
Sam Lantinga 2022-12-27 06:21:13 -08:00
parent 083e436a1a
commit 0d54115235
41 changed files with 588 additions and 454 deletions

View file

@ -69,7 +69,7 @@ DrawComposite(DrawState *s)
SDL_SetRenderTarget(s->renderer, B);
SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderFillRect(s->renderer, NULL);
SDL_RenderCopy(s->renderer, A, NULL, NULL);
SDL_RenderTexture(s->renderer, A, NULL, NULL);
SDL_RenderReadPixels(s->renderer, NULL, SDL_PIXELFORMAT_ARGB8888, &P, sizeof(P));
SDL_Log("Blended pixel: 0x%8.8" SDL_PRIX32 "\n", P);
@ -79,7 +79,7 @@ DrawComposite(DrawState *s)
blend_tested = SDL_TRUE;
}
SDL_RenderGetViewport(s->renderer, &viewport);
SDL_GetRenderViewport(s->renderer, &viewport);
target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
@ -106,10 +106,10 @@ DrawComposite(DrawState *s)
s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
SDL_SetRenderTarget(s->renderer, NULL);
SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
SDL_RenderTexture(s->renderer, s->background, NULL, NULL);
SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80);
@ -120,7 +120,7 @@ DrawComposite(DrawState *s)
SDL_RenderFillRect(s->renderer, &R);
SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE);
SDL_RenderCopy(s->renderer, target, NULL, NULL);
SDL_RenderTexture(s->renderer, target, NULL, NULL);
SDL_DestroyTexture(target);
/* Update the screen! */
@ -134,7 +134,7 @@ Draw(DrawState *s)
SDL_Rect viewport;
SDL_Texture *target;
SDL_RenderGetViewport(s->renderer, &viewport);
SDL_GetRenderViewport(s->renderer, &viewport);
target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
if (target == NULL) {
@ -144,7 +144,7 @@ Draw(DrawState *s)
SDL_SetRenderTarget(s->renderer, target);
/* Draw the background */
SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
SDL_RenderTexture(s->renderer, s->background, NULL, NULL);
/* Scale and draw the sprite */
s->sprite_rect.w += s->scale_direction;
@ -161,10 +161,10 @@ Draw(DrawState *s)
s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
SDL_SetRenderTarget(s->renderer, NULL);
SDL_RenderCopy(s->renderer, target, NULL, NULL);
SDL_RenderTexture(s->renderer, target, NULL, NULL);
SDL_DestroyTexture(target);
/* Update the screen! */