diff --git a/docs/README-wayland.md b/docs/README-wayland.md index 93f830422c..557a813918 100644 --- a/docs/README-wayland.md +++ b/docs/README-wayland.md @@ -212,7 +212,7 @@ int main(int argc, char *argv[]) SDL_SetWindowSize(sdlWindow, SDL_lround(640. * scale), SDL_lround(480. * scale)); if (qtWindow.isVisible()) { - SDL_SetRenderDrawColor(sdlRenderer, 0, 0, 255, 255); + SDL_SetRenderDrawColor(sdlRenderer, 0, 0, 255, SDL_ALPHA_OPAQUE); SDL_RenderClear(sdlRenderer); SDL_RenderPresent(sdlRenderer); } else { diff --git a/examples/camera/01-read-and-draw/read-and-draw.c b/examples/camera/01-read-and-draw/read-and-draw.c index 3f834d372a..989fd54383 100644 --- a/examples/camera/01-read-and-draw/read-and-draw.c +++ b/examples/camera/01-read-and-draw/read-and-draw.c @@ -93,7 +93,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) SDL_ReleaseCameraFrame(camera, frame); } - SDL_SetRenderDrawColor(renderer, 0x99, 0x99, 0x99, 255); + SDL_SetRenderDrawColor(renderer, 0x99, 0x99, 0x99, SDL_ALPHA_OPAQUE); SDL_RenderClear(renderer); if (texture) { /* draw the latest camera frame, if available. */ SDL_RenderTexture(renderer, texture, NULL, NULL); diff --git a/examples/game/01-snake/snake.c b/examples/game/01-snake/snake.c index f1be83c4a3..95aeeffca6 100644 --- a/examples/game/01-snake/snake.c +++ b/examples/game/01-snake/snake.c @@ -257,7 +257,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) } r.w = r.h = SNAKE_BLOCK_SIZE_IN_PIXELS; - SDL_SetRenderDrawColor(as->renderer, 0, 0, 0, 255); + SDL_SetRenderDrawColor(as->renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); SDL_RenderClear(as->renderer); for (i = 0; i < SNAKE_GAME_WIDTH; i++) { for (j = 0; j < SNAKE_GAME_HEIGHT; j++) { @@ -266,13 +266,13 @@ SDL_AppResult SDL_AppIterate(void *appstate) continue; set_rect_xy_(&r, i, j); if (ct == SNAKE_CELL_FOOD) - SDL_SetRenderDrawColor(as->renderer, 80, 80, 255, 255); + SDL_SetRenderDrawColor(as->renderer, 80, 80, 255, SDL_ALPHA_OPAQUE); else /* body */ - SDL_SetRenderDrawColor(as->renderer, 0, 128, 0, 255); + SDL_SetRenderDrawColor(as->renderer, 0, 128, 0, SDL_ALPHA_OPAQUE); SDL_RenderFillRect(as->renderer, &r); } } - SDL_SetRenderDrawColor(as->renderer, 255, 255, 0, 255); /*head*/ + SDL_SetRenderDrawColor(as->renderer, 255, 255, 0, SDL_ALPHA_OPAQUE); /*head*/ set_rect_xy_(&r, ctx->head_xpos, ctx->head_ypos); SDL_RenderFillRect(as->renderer, &r); SDL_RenderPresent(as->renderer); diff --git a/examples/pen/01-drawing-lines/drawing-lines.c b/examples/pen/01-drawing-lines/drawing-lines.c index a6fab870fe..6d2430acd0 100644 --- a/examples/pen/01-drawing-lines/drawing-lines.c +++ b/examples/pen/01-drawing-lines/drawing-lines.c @@ -45,7 +45,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) /* just blank the render target to gray to start. */ SDL_SetRenderTarget(renderer, render_target); - SDL_SetRenderDrawColor(renderer, 100, 100, 100, 255); + SDL_SetRenderDrawColor(renderer, 100, 100, 100, SDL_ALPHA_OPAQUE); SDL_RenderClear(renderer); SDL_SetRenderTarget(renderer, NULL); SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); @@ -90,7 +90,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) { /* make sure we're drawing to the window and not the render target */ SDL_SetRenderTarget(renderer, NULL); - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); + SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); SDL_RenderClear(renderer); /* just in case. */ SDL_RenderTexture(renderer, render_target, NULL, NULL); SDL_RenderPresent(renderer); diff --git a/examples/renderer/01-clear/clear.c b/examples/renderer/01-clear/clear.c index 6c0a35ebb7..5b2b7dc87e 100644 --- a/examples/renderer/01-clear/clear.c +++ b/examples/renderer/01-clear/clear.c @@ -49,7 +49,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) const float red = (float) (0.5 + 0.5 * SDL_sin(now)); const float green = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 2 / 3)); const float blue = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 4 / 3)); - SDL_SetRenderDrawColorFloat(renderer, red, green, blue, 1.0f); /* new color, full alpha. */ + SDL_SetRenderDrawColorFloat(renderer, red, green, blue, SDL_ALPHA_OPAQUE_FLOAT); /* new color, full alpha. */ /* clear the window to the draw color. */ SDL_RenderClear(renderer); diff --git a/examples/renderer/02-primitives/primitives.c b/examples/renderer/02-primitives/primitives.c index 5e748c57df..5cfd731889 100644 --- a/examples/renderer/02-primitives/primitives.c +++ b/examples/renderer/02-primitives/primitives.c @@ -55,22 +55,22 @@ SDL_AppResult SDL_AppIterate(void *appstate) SDL_FRect rect; /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 33, 33, 33, 255); /* dark gray, full alpha */ + SDL_SetRenderDrawColor(renderer, 33, 33, 33, SDL_ALPHA_OPAQUE); /* dark gray, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ /* draw a filled rectangle in the middle of the canvas. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255); /* blue, full alpha */ + SDL_SetRenderDrawColor(renderer, 0, 0, 255, SDL_ALPHA_OPAQUE); /* blue, full alpha */ rect.x = rect.y = 100; rect.w = 440; rect.h = 280; SDL_RenderFillRect(renderer, &rect); /* draw some points across the canvas. */ - SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); /* red, full alpha */ + SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE); /* red, full alpha */ SDL_RenderPoints(renderer, points, SDL_arraysize(points)); /* draw a unfilled rectangle in-set a little bit. */ - SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); /* green, full alpha */ + SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE); /* green, full alpha */ rect.x += 30; rect.y += 30; rect.w -= 60; @@ -78,7 +78,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) SDL_RenderRect(renderer, &rect); /* draw two lines in an X across the whole canvas. */ - SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255); /* yellow, full alpha */ + SDL_SetRenderDrawColor(renderer, 255, 255, 0, SDL_ALPHA_OPAQUE); /* yellow, full alpha */ SDL_RenderLine(renderer, 0, 0, 640, 480); SDL_RenderLine(renderer, 0, 480, 640, 0); diff --git a/examples/renderer/03-lines/lines.c b/examples/renderer/03-lines/lines.c index 76d584b54f..54f7eb1f0c 100644 --- a/examples/renderer/03-lines/lines.c +++ b/examples/renderer/03-lines/lines.c @@ -56,18 +56,18 @@ SDL_AppResult SDL_AppIterate(void *appstate) }; /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 100, 100, 100, 255); /* grey, full alpha */ + SDL_SetRenderDrawColor(renderer, 100, 100, 100, SDL_ALPHA_OPAQUE); /* grey, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ /* You can draw lines, one at a time, like these brown ones... */ - SDL_SetRenderDrawColor(renderer, 127, 49, 32, 255); + SDL_SetRenderDrawColor(renderer, 127, 49, 32, SDL_ALPHA_OPAQUE); SDL_RenderLine(renderer, 240, 450, 400, 450); SDL_RenderLine(renderer, 240, 356, 400, 356); SDL_RenderLine(renderer, 240, 356, 240, 450); SDL_RenderLine(renderer, 400, 356, 400, 450); /* You can also draw a series of connected lines in a single batch... */ - SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); + SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE); SDL_RenderLines(renderer, line_points, SDL_arraysize(line_points)); /* here's a bunch of lines drawn out from a center point in a circle. */ @@ -76,7 +76,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) const float size = 30.0f; const float x = 320.0f; const float y = 95.0f - (size / 2.0f); - SDL_SetRenderDrawColor(renderer, SDL_rand(256), SDL_rand(256), SDL_rand(256), 255); + SDL_SetRenderDrawColor(renderer, SDL_rand(256), SDL_rand(256), SDL_rand(256), SDL_ALPHA_OPAQUE); SDL_RenderLine(renderer, x, y, x + SDL_sinf((float) i) * size, y + SDL_cosf((float) i) * size); } diff --git a/examples/renderer/04-points/points.c b/examples/renderer/04-points/points.c index bff4cf0f54..b7b5c21db7 100644 --- a/examples/renderer/04-points/points.c +++ b/examples/renderer/04-points/points.c @@ -97,9 +97,9 @@ SDL_AppResult SDL_AppIterate(void *appstate) last_time = now; /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */ + SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ - SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); /* white, full alpha */ + SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */ SDL_RenderPoints(renderer, points, SDL_arraysize(points)); /* draw all the points! */ /* You can also draw single points with SDL_RenderPoint(), but it's diff --git a/examples/renderer/05-rectangles/rectangles.c b/examples/renderer/05-rectangles/rectangles.c index 6c31e6f356..3aa7242ab3 100644 --- a/examples/renderer/05-rectangles/rectangles.c +++ b/examples/renderer/05-rectangles/rectangles.c @@ -55,7 +55,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction; /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */ + SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ /* Rectangles are comprised of set of X and Y coordinates, plus width and @@ -66,7 +66,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) /* Let's draw a single rectangle (square, really). */ rects[0].x = rects[0].y = 100; rects[0].w = rects[0].h = 100 + (100 * scale); - SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); /* red, full alpha */ + SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE); /* red, full alpha */ SDL_RenderRect(renderer, &rects[0]); /* Now let's draw several rectangles with one function call. */ @@ -76,7 +76,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) rects[i].x = (WINDOW_WIDTH - rects[i].w) / 2; /* center it. */ rects[i].y = (WINDOW_HEIGHT - rects[i].h) / 2; /* center it. */ } - SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); /* green, full alpha */ + SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE); /* green, full alpha */ SDL_RenderRects(renderer, rects, 3); /* draw three rectangles at once */ /* those were rectangle _outlines_, really. You can also draw _filled_ rectangles! */ @@ -84,7 +84,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) rects[0].y = 50; rects[0].w = 100 + (100 * scale); rects[0].h = 50 + (50 * scale); - SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255); /* blue, full alpha */ + SDL_SetRenderDrawColor(renderer, 0, 0, 255, SDL_ALPHA_OPAQUE); /* blue, full alpha */ SDL_RenderFillRect(renderer, &rects[0]); /* ...and also fill a bunch of rectangles at once... */ @@ -96,7 +96,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) rects[i].w = w; rects[i].h = h; } - SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); /* white, full alpha */ + SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */ SDL_RenderFillRects(renderer, rects, SDL_arraysize(rects)); SDL_RenderPresent(renderer); /* put it all on the screen! */ diff --git a/examples/renderer/06-textures/textures.c b/examples/renderer/06-textures/textures.c index f47e611fe1..f4ad707327 100644 --- a/examples/renderer/06-textures/textures.c +++ b/examples/renderer/06-textures/textures.c @@ -86,7 +86,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction; /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */ + SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ /* Just draw the static texture a few times. You can think of it like a diff --git a/examples/renderer/07-streaming-textures/streaming-textures.c b/examples/renderer/07-streaming-textures/streaming-textures.c index 6c86c637b6..bf309bcfcb 100644 --- a/examples/renderer/07-streaming-textures/streaming-textures.c +++ b/examples/renderer/07-streaming-textures/streaming-textures.c @@ -83,7 +83,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) } /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 66, 66, 66, 255); /* grey, full alpha */ + SDL_SetRenderDrawColor(renderer, 66, 66, 66, SDL_ALPHA_OPAQUE); /* grey, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ /* Just draw the static texture a few times. You can think of it like a diff --git a/examples/renderer/08-rotating-textures/rotating-textures.c b/examples/renderer/08-rotating-textures/rotating-textures.c index b273d67573..bf318efd30 100644 --- a/examples/renderer/08-rotating-textures/rotating-textures.c +++ b/examples/renderer/08-rotating-textures/rotating-textures.c @@ -86,7 +86,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) const float rotation = (((float) ((int) (now % 2000))) / 2000.0f) * 360.0f; /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */ + SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ /* Center this one, and draw it with some rotation so it spins! */ diff --git a/examples/renderer/09-scaling-textures/scaling-textures.c b/examples/renderer/09-scaling-textures/scaling-textures.c index 57a718021b..71a94c65a7 100644 --- a/examples/renderer/09-scaling-textures/scaling-textures.c +++ b/examples/renderer/09-scaling-textures/scaling-textures.c @@ -86,7 +86,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction; /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */ + SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ /* center this one and make it grow and shrink. */ diff --git a/examples/renderer/10-geometry/geometry.c b/examples/renderer/10-geometry/geometry.c index f846509ded..ffe71115a3 100644 --- a/examples/renderer/10-geometry/geometry.c +++ b/examples/renderer/10-geometry/geometry.c @@ -89,7 +89,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) int i; /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */ + SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ /* Draw a single triangle with a different color at each vertex. Center this one and make it grow and shrink. */ diff --git a/examples/renderer/11-color-mods/color-mods.c b/examples/renderer/11-color-mods/color-mods.c index 449a95100c..8877232b8a 100644 --- a/examples/renderer/11-color-mods/color-mods.c +++ b/examples/renderer/11-color-mods/color-mods.c @@ -86,7 +86,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) const float blue = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 4 / 3)); /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */ + SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ /* Just draw the static texture a few times. You can think of it like a diff --git a/examples/renderer/14-viewport/viewport.c b/examples/renderer/14-viewport/viewport.c index efef94a578..0a6c015151 100644 --- a/examples/renderer/14-viewport/viewport.c +++ b/examples/renderer/14-viewport/viewport.c @@ -86,7 +86,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) window. It does _not_ scale rendering to fit the viewport. */ /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */ + SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ /* Draw once with the whole window as the viewport. */ diff --git a/examples/renderer/15-cliprect/cliprect.c b/examples/renderer/15-cliprect/cliprect.c index 7717da65e2..058072c3c2 100644 --- a/examples/renderer/15-cliprect/cliprect.c +++ b/examples/renderer/15-cliprect/cliprect.c @@ -116,7 +116,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) /* okay, now draw! */ /* Note that SDL_RenderClear is _not_ affected by the clipping rectangle! */ - SDL_SetRenderDrawColor(renderer, 33, 33, 33, 255); /* grey, full alpha */ + SDL_SetRenderDrawColor(renderer, 33, 33, 33, SDL_ALPHA_OPAQUE); /* grey, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ /* stretch the texture across the entire window. Only the piece in the diff --git a/examples/renderer/17-read-pixels/read-pixels.c b/examples/renderer/17-read-pixels/read-pixels.c index 65e60b6a09..556b490380 100644 --- a/examples/renderer/17-read-pixels/read-pixels.c +++ b/examples/renderer/17-read-pixels/read-pixels.c @@ -96,7 +96,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) const float rotation = (((float) ((int) (now % 2000))) / 2000.0f) * 360.0f; /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */ + SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ /* Center this one, and draw it with some rotation so it spins! */ diff --git a/examples/renderer/18-debug-text/debug-text.c b/examples/renderer/18-debug-text/debug-text.c index 280c0b345c..85bc66ca8d 100644 --- a/examples/renderer/18-debug-text/debug-text.c +++ b/examples/renderer/18-debug-text/debug-text.c @@ -47,16 +47,16 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) SDL_AppResult SDL_AppIterate(void *appstate) { /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */ + SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ - SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); /* white, full alpha */ + SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */ SDL_RenderDebugText(renderer, 272, 100, "Hello world!"); SDL_RenderDebugText(renderer, 224, 150, "This is some debug text."); - SDL_SetRenderDrawColor(renderer, 51, 102, 255, 255); /* light blue, full alpha */ + SDL_SetRenderDrawColor(renderer, 51, 102, 255, SDL_ALPHA_OPAQUE); /* light blue, full alpha */ SDL_RenderDebugText(renderer, 184, 200, "You can do it in different colors."); - SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); /* white, full alpha */ + SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */ SDL_SetRenderScale(renderer, 4.0f, 4.0f); SDL_RenderDebugText(renderer, 14, 65, "It can be scaled.");