SDL API renaming: SDL_rect.h

Fixes https://github.com/libsdl-org/SDL/issues/6887
This commit is contained in:
Sam Lantinga 2022-12-27 11:01:11 -08:00
parent a28d1d59be
commit 58aecf0a54
32 changed files with 379 additions and 323 deletions

View file

@ -1729,7 +1729,7 @@ int SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect,
real_rect.w = texture->w;
real_rect.h = texture->h;
if (rect) {
if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
if (!SDL_GetRectIntersection(rect, &real_rect, &real_rect)) {
return 0;
}
}
@ -1895,7 +1895,7 @@ int SDL_UpdateYUVTexture(SDL_Texture *texture, const SDL_Rect *rect,
real_rect.w = texture->w;
real_rect.h = texture->h;
if (rect) {
SDL_IntersectRect(rect, &real_rect, &real_rect);
SDL_GetRectIntersection(rect, &real_rect, &real_rect);
}
if (real_rect.w == 0 || real_rect.h == 0) {
@ -1955,7 +1955,7 @@ int SDL_UpdateNVTexture(SDL_Texture *texture, const SDL_Rect *rect,
real_rect.w = texture->w;
real_rect.h = texture->h;
if (rect) {
SDL_IntersectRect(rect, &real_rect, &real_rect);
SDL_GetRectIntersection(rect, &real_rect, &real_rect);
}
if (real_rect.w == 0 || real_rect.h == 0) {
@ -2057,7 +2057,7 @@ int SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect,
real_rect.w = texture->w;
real_rect.h = texture->h;
if (rect) {
SDL_IntersectRect(rect, &real_rect, &real_rect);
SDL_GetRectIntersection(rect, &real_rect, &real_rect);
}
ret = SDL_LockTexture(texture, &real_rect, &pixels, &pitch);
@ -3382,14 +3382,14 @@ int SDL_RenderTextureF(SDL_Renderer *renderer, SDL_Texture *texture,
real_srcrect.w = texture->w;
real_srcrect.h = texture->h;
if (srcrect) {
if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
if (!SDL_GetRectIntersection(srcrect, &real_srcrect, &real_srcrect)) {
return 0;
}
}
RenderGetViewportSize(renderer, &real_dstrect);
if (dstrect) {
if (!SDL_HasIntersectionF(dstrect, &real_dstrect)) {
if (!SDL_HasRectIntersectionF(dstrect, &real_dstrect)) {
return 0;
}
real_dstrect = *dstrect;
@ -3522,7 +3522,7 @@ int SDL_RenderTextureRotatedF(SDL_Renderer *renderer, SDL_Texture *texture,
real_srcrect.w = texture->w;
real_srcrect.h = texture->h;
if (srcrect) {
if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
if (!SDL_GetRectIntersection(srcrect, &real_srcrect, &real_srcrect)) {
return 0;
}
}
@ -4158,7 +4158,7 @@ int SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect,
real_rect.w = (int)SDL_floor(renderer->viewport.w);
real_rect.h = (int)SDL_floor(renderer->viewport.h);
if (rect) {
if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
if (!SDL_GetRectIntersection(rect, &real_rect, &real_rect)) {
return 0;
}
if (real_rect.y > rect->y) {