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https://github.com/libsdl-org/SDL.git
synced 2025-05-18 10:48:28 +00:00
Spell out "Float" in function names
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parent
d7d3c22dbf
commit
1b90107fdb
10 changed files with 178 additions and 172 deletions
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@ -2611,15 +2611,15 @@ int SDL_RenderPoint(SDL_Renderer *renderer, int x, int y)
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SDL_FPoint fpoint;
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fpoint.x = (float)x;
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fpoint.y = (float)y;
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return SDL_RenderPointsF(renderer, &fpoint, 1);
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return SDL_RenderPointsFloat(renderer, &fpoint, 1);
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}
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int SDL_RenderPointF(SDL_Renderer *renderer, float x, float y)
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int SDL_RenderPointFloat(SDL_Renderer *renderer, float x, float y)
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{
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SDL_FPoint fpoint;
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fpoint.x = x;
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fpoint.y = y;
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return SDL_RenderPointsF(renderer, &fpoint, 1);
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return SDL_RenderPointsFloat(renderer, &fpoint, 1);
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}
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static int RenderPointsWithRects(SDL_Renderer *renderer,
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@ -2727,7 +2727,7 @@ static int RenderPointsWithRectsF(SDL_Renderer *renderer,
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return retval;
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}
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int SDL_RenderPointsF(SDL_Renderer *renderer,
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int SDL_RenderPointsFloat(SDL_Renderer *renderer,
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const SDL_FPoint *points, int count)
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{
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int retval;
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@ -2735,7 +2735,7 @@ int SDL_RenderPointsF(SDL_Renderer *renderer,
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CHECK_RENDERER_MAGIC(renderer, -1);
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if (points == NULL) {
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return SDL_InvalidParamError("SDL_RenderPointsF(): points");
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return SDL_InvalidParamError("SDL_RenderPointsFloat(): points");
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}
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if (count < 1) {
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return 0;
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@ -2763,17 +2763,17 @@ int SDL_RenderLine(SDL_Renderer *renderer, int x1, int y1, int x2, int y2)
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points[0].y = (float)y1;
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points[1].x = (float)x2;
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points[1].y = (float)y2;
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return SDL_RenderLinesF(renderer, points, 2);
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return SDL_RenderLinesFloat(renderer, points, 2);
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}
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int SDL_RenderLineF(SDL_Renderer *renderer, float x1, float y1, float x2, float y2)
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int SDL_RenderLineFloat(SDL_Renderer *renderer, float x1, float y1, float x2, float y2)
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{
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SDL_FPoint points[2];
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points[0].x = x1;
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points[0].y = y1;
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points[1].x = x2;
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points[1].y = y2;
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return SDL_RenderLinesF(renderer, points, 2);
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return SDL_RenderLinesFloat(renderer, points, 2);
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}
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static int RenderLineBresenham(SDL_Renderer *renderer, int x1, int y1, int x2, int y2, SDL_bool draw_last)
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@ -2963,14 +2963,14 @@ int SDL_RenderLines(SDL_Renderer *renderer,
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fpoints[i].y = (float)points[i].y;
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}
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retval = SDL_RenderLinesF(renderer, fpoints, count);
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retval = SDL_RenderLinesFloat(renderer, fpoints, count);
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SDL_small_free(fpoints, isstack);
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return retval;
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}
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int SDL_RenderLinesF(SDL_Renderer *renderer,
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int SDL_RenderLinesFloat(SDL_Renderer *renderer,
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const SDL_FPoint *points, int count)
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{
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int retval = 0;
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@ -2978,7 +2978,7 @@ int SDL_RenderLinesF(SDL_Renderer *renderer,
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CHECK_RENDERER_MAGIC(renderer, -1);
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if (points == NULL) {
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return SDL_InvalidParamError("SDL_RenderLinesF(): points");
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return SDL_InvalidParamError("SDL_RenderLinesFloat(): points");
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}
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if (count < 2) {
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return 0;
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@ -3135,10 +3135,10 @@ int SDL_RenderRect(SDL_Renderer *renderer, const SDL_Rect *rect)
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prect = &frect;
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}
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return SDL_RenderRectF(renderer, prect);
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return SDL_RenderRectFloat(renderer, prect);
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}
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int SDL_RenderRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
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int SDL_RenderRectFloat(SDL_Renderer *renderer, const SDL_FRect *rect)
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{
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SDL_FRect frect;
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SDL_FPoint points[5];
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@ -3161,7 +3161,7 @@ int SDL_RenderRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
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points[3].y = rect->y + rect->h - 1;
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points[4].x = rect->x;
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points[4].y = rect->y;
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return SDL_RenderLinesF(renderer, points, 5);
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return SDL_RenderLinesFloat(renderer, points, 5);
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}
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int SDL_RenderRects(SDL_Renderer *renderer,
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@ -3193,7 +3193,7 @@ int SDL_RenderRects(SDL_Renderer *renderer,
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return 0;
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}
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int SDL_RenderRectsF(SDL_Renderer *renderer,
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int SDL_RenderRectsFloat(SDL_Renderer *renderer,
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const SDL_FRect *rects, int count)
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{
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int i;
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@ -3201,7 +3201,7 @@ int SDL_RenderRectsF(SDL_Renderer *renderer,
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CHECK_RENDERER_MAGIC(renderer, -1);
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if (rects == NULL) {
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return SDL_InvalidParamError("SDL_RenderRectsF(): rects");
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return SDL_InvalidParamError("SDL_RenderRectsFloat(): rects");
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}
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if (count < 1) {
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return 0;
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@ -3215,7 +3215,7 @@ int SDL_RenderRectsF(SDL_Renderer *renderer,
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#endif
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for (i = 0; i < count; ++i) {
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if (SDL_RenderRectF(renderer, &rects[i]) < 0) {
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if (SDL_RenderRectFloat(renderer, &rects[i]) < 0) {
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return -1;
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}
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}
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@ -3237,10 +3237,10 @@ int SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_Rect *rect)
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} else {
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GetRenderViewportSize(renderer, &frect);
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}
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return SDL_RenderFillRectsF(renderer, &frect, 1);
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return SDL_RenderFillRectsFloat(renderer, &frect, 1);
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}
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int SDL_RenderFillRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
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int SDL_RenderFillRectFloat(SDL_Renderer *renderer, const SDL_FRect *rect)
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{
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SDL_FRect frect;
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@ -3251,7 +3251,7 @@ int SDL_RenderFillRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
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GetRenderViewportSize(renderer, &frect);
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rect = &frect;
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}
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return SDL_RenderFillRectsF(renderer, rect, 1);
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return SDL_RenderFillRectsFloat(renderer, rect, 1);
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}
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int SDL_RenderFillRects(SDL_Renderer *renderer,
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@ -3296,7 +3296,7 @@ int SDL_RenderFillRects(SDL_Renderer *renderer,
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return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
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}
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int SDL_RenderFillRectsF(SDL_Renderer *renderer,
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int SDL_RenderFillRectsFloat(SDL_Renderer *renderer,
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const SDL_FRect *rects, int count)
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{
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SDL_FRect *frects;
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@ -3307,7 +3307,7 @@ int SDL_RenderFillRectsF(SDL_Renderer *renderer,
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CHECK_RENDERER_MAGIC(renderer, -1);
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if (rects == NULL) {
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return SDL_InvalidParamError("SDL_RenderFillRectsF(): rects");
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return SDL_InvalidParamError("SDL_RenderFillRectsFloat(): rects");
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}
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if (count < 1) {
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return 0;
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@ -3350,10 +3350,10 @@ int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture,
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dstfrect.h = (float)dstrect->h;
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pdstfrect = &dstfrect;
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}
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return SDL_RenderTextureF(renderer, texture, srcrect, pdstfrect);
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return SDL_RenderTextureFloat(renderer, texture, srcrect, pdstfrect);
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}
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int SDL_RenderTextureF(SDL_Renderer *renderer, SDL_Texture *texture,
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int SDL_RenderTextureFloat(SDL_Renderer *renderer, SDL_Texture *texture,
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const SDL_Rect *srcrect, const SDL_FRect *dstrect)
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{
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SDL_Rect real_srcrect;
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@ -3389,7 +3389,7 @@ int SDL_RenderTextureF(SDL_Renderer *renderer, SDL_Texture *texture,
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GetRenderViewportSize(renderer, &real_dstrect);
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if (dstrect) {
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if (!SDL_HasRectIntersectionF(dstrect, &real_dstrect)) {
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if (!SDL_HasRectIntersectionFloat(dstrect, &real_dstrect)) {
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return 0;
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}
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real_dstrect = *dstrect;
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@ -3481,10 +3481,10 @@ int SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
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pfcenter = &fcenter;
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}
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return SDL_RenderTextureRotatedF(renderer, texture, srcrect, pdstfrect, angle, pfcenter, flip);
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return SDL_RenderTextureRotatedFloat(renderer, texture, srcrect, pdstfrect, angle, pfcenter, flip);
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}
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int SDL_RenderTextureRotatedF(SDL_Renderer *renderer, SDL_Texture *texture,
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int SDL_RenderTextureRotatedFloat(SDL_Renderer *renderer, SDL_Texture *texture,
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const SDL_Rect *srcrect, const SDL_FRect *dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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{
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@ -3495,7 +3495,7 @@ int SDL_RenderTextureRotatedF(SDL_Renderer *renderer, SDL_Texture *texture,
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int use_rendergeometry;
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if (flip == SDL_FLIP_NONE && (int)(angle / 360) == angle / 360) { /* fast path when we don't need rotation or flipping */
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return SDL_RenderTextureF(renderer, texture, srcrect, dstrect);
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return SDL_RenderTextureFloat(renderer, texture, srcrect, dstrect);
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}
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CHECK_RENDERER_MAGIC(renderer, -1);
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@ -3941,7 +3941,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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SDL_SetTextureAlphaMod(texture, col0_.a);
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SDL_SetTextureColorMod(texture, col0_.r, col0_.g, col0_.b);
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if (s.w > 0 && s.h > 0) {
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SDL_RenderTextureF(renderer, texture, &s, &d);
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SDL_RenderTextureFloat(renderer, texture, &s, &d);
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} else {
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int flags = 0;
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if (s.w < 0) {
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@ -3954,7 +3954,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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s.h *= -1;
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s.y -= s.h;
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}
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SDL_RenderTextureRotatedF(renderer, texture, &s, &d, 0, NULL, flags);
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SDL_RenderTextureRotatedFloat(renderer, texture, &s, &d, 0, NULL, flags);
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}
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#if DEBUG_SW_RENDER_GEOMETRY
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@ -3964,7 +3964,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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} else if (d.w != 0.0f && d.h != 0.0f) { /* Rect, no texture */
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(renderer, col0_.r, col0_.g, col0_.b, col0_.a);
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SDL_RenderFillRectF(renderer, &d);
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SDL_RenderFillRectFloat(renderer, &d);
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#if DEBUG_SW_RENDER_GEOMETRY
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SDL_Log("Rect-FILL: RGB %d %d %d - Alpha:%d - texture=%p: dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
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(void *)texture, d.x, d.y, d.w, d.h);
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