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synced 2025-05-16 17:58:27 +00:00
Added constant definitions for SDL properties
Fixes https://github.com/libsdl-org/SDL/issues/8622
This commit is contained in:
parent
3deefa6b43
commit
1a13dae219
30 changed files with 322 additions and 390 deletions
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@ -805,9 +805,9 @@ static void SDL_CalculateSimulatedVSyncInterval(SDL_Renderer *renderer, SDL_Wind
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SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
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{
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#ifndef SDL_RENDER_DISABLED
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SDL_Window *window = SDL_GetProperty(props, "window", NULL);
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SDL_Surface *surface = SDL_GetProperty(props, "surface", NULL);
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const char *name = SDL_GetStringProperty(props, "name", NULL);
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SDL_Window *window = SDL_GetProperty(props, SDL_PROPERTY_RENDERER_CREATE_WINDOW_POINTER, NULL);
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SDL_Surface *surface = SDL_GetProperty(props, SDL_PROPERTY_RENDERER_CREATE_SURFACE_POINTER, NULL);
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const char *name = SDL_GetStringProperty(props, SDL_PROPERTY_RENDERER_CREATE_NAME_STRING, NULL);
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SDL_Renderer *renderer = NULL;
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const int n = SDL_GetNumRenderDrivers();
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const char *hint;
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@ -838,7 +838,7 @@ SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
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hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
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if (hint && *hint) {
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SDL_SetBooleanProperty(props, "present_vsync", SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, SDL_TRUE));
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SDL_SetBooleanProperty(props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, SDL_TRUE));
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}
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if (!name) {
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@ -871,7 +871,7 @@ SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
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goto error;
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}
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if (SDL_GetBooleanProperty(props, "present_vsync", SDL_FALSE)) {
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if (SDL_GetBooleanProperty(props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
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renderer->wanted_vsync = SDL_TRUE;
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if (!(renderer->info.flags & SDL_RENDERER_PRESENTVSYNC)) {
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@ -947,14 +947,14 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 fl
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{
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SDL_Renderer *renderer;
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_SetProperty(props, "window", window);
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SDL_SetProperty(props, SDL_PROPERTY_RENDERER_CREATE_WINDOW_POINTER, window);
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if (flags & SDL_RENDERER_SOFTWARE) {
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SDL_SetStringProperty(props, "name", "software");
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SDL_SetStringProperty(props, SDL_PROPERTY_RENDERER_CREATE_NAME_STRING, "software");
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} else {
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SDL_SetStringProperty(props, "name", name);
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SDL_SetStringProperty(props, SDL_PROPERTY_RENDERER_CREATE_NAME_STRING, name);
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}
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if (flags & SDL_RENDERER_PRESENTVSYNC) {
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SDL_SetBooleanProperty(props, "present_vsync", SDL_TRUE);
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SDL_SetBooleanProperty(props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_TRUE);
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}
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renderer = SDL_CreateRendererWithProperties(props);
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SDL_DestroyProperties(props);
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@ -1124,10 +1124,10 @@ static SDL_ScaleMode SDL_GetScaleMode(void)
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SDL_Texture *SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props)
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{
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SDL_Texture *texture;
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Uint32 format = (Uint32)SDL_GetNumberProperty(props, "format", SDL_PIXELFORMAT_UNKNOWN);
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int access = (int)SDL_GetNumberProperty(props, "access", SDL_TEXTUREACCESS_STATIC);
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int w = (int)SDL_GetNumberProperty(props, "width", 0);
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int h = (int)SDL_GetNumberProperty(props, "height", 0);
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Uint32 format = (Uint32)SDL_GetNumberProperty(props, SDL_PROPERTY_TEXTURE_CREATE_FORMAT_NUMBER, SDL_PIXELFORMAT_UNKNOWN);
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int access = (int)SDL_GetNumberProperty(props, SDL_PROPERTY_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STATIC);
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int w = (int)SDL_GetNumberProperty(props, SDL_PROPERTY_TEXTURE_CREATE_WIDTH_NUMBER, 0);
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int h = (int)SDL_GetNumberProperty(props, SDL_PROPERTY_TEXTURE_CREATE_HEIGHT_NUMBER, 0);
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SDL_bool texture_is_fourcc_and_target;
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CHECK_RENDERER_MAGIC(renderer, NULL);
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@ -1244,10 +1244,10 @@ SDL_Texture *SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access
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{
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SDL_Texture *texture;
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_SetNumberProperty(props, "format", format);
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SDL_SetNumberProperty(props, "access", access);
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SDL_SetNumberProperty(props, "width", w);
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SDL_SetNumberProperty(props, "height", h);
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SDL_SetNumberProperty(props, SDL_PROPERTY_TEXTURE_CREATE_FORMAT_NUMBER, format);
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SDL_SetNumberProperty(props, SDL_PROPERTY_TEXTURE_CREATE_ACCESS_NUMBER, access);
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SDL_SetNumberProperty(props, SDL_PROPERTY_TEXTURE_CREATE_WIDTH_NUMBER, w);
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SDL_SetNumberProperty(props, SDL_PROPERTY_TEXTURE_CREATE_HEIGHT_NUMBER, h);
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texture = SDL_CreateTextureWithProperties(renderer, props);
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SDL_DestroyProperties(props);
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return texture;
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