mirror of
https://github.com/yawut/SDL.git
synced 2026-09-13 11:36:32 -05:00
Fixed compiling Windows renderers. Lines and points will be implemented later.
This commit is contained in:
@@ -62,8 +62,7 @@ static int D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
|
||||
static void D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
int numrects, const SDL_Rect * rects);
|
||||
static int D3D_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
|
||||
Uint8 a, const SDL_Rect * rect);
|
||||
static int D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect);
|
||||
static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
|
||||
static void D3D_RenderPresent(SDL_Renderer * renderer);
|
||||
@@ -708,8 +707,7 @@ D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
|
||||
}
|
||||
|
||||
static int
|
||||
D3D_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
|
||||
const SDL_Rect * rect)
|
||||
D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
|
||||
{
|
||||
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
||||
D3DRECT d3drect;
|
||||
@@ -727,7 +725,10 @@ D3D_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
|
||||
|
||||
result =
|
||||
IDirect3DDevice9_Clear(data->device, 1, &d3drect, D3DCLEAR_TARGET,
|
||||
D3DCOLOR_ARGB(a, r, g, b), 1.0f, 0);
|
||||
D3DCOLOR_ARGB(renderer->a,
|
||||
renderer->r,
|
||||
renderer->g,
|
||||
renderer->b), 1.0f, 0);
|
||||
if (FAILED(result)) {
|
||||
D3D_SetError("Clear()", result);
|
||||
return -1;
|
||||
|
||||
@@ -55,8 +55,7 @@ static int GDI_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
const SDL_Rect * rect, int markDirty,
|
||||
void **pixels, int *pitch);
|
||||
static void GDI_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
|
||||
static int GDI_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
|
||||
Uint8 a, const SDL_Rect * rect);
|
||||
static int GDI_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect);
|
||||
static int GDI_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
|
||||
static void GDI_RenderPresent(SDL_Renderer * renderer);
|
||||
@@ -570,8 +569,7 @@ GDI_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
||||
}
|
||||
|
||||
static int
|
||||
GDI_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
|
||||
const SDL_Rect * rect)
|
||||
GDI_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
|
||||
{
|
||||
GDI_RenderData *data = (GDI_RenderData *) renderer->driverdata;
|
||||
RECT rc;
|
||||
@@ -588,7 +586,7 @@ GDI_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
|
||||
rc.bottom = rect->y + rect->h + 1;
|
||||
|
||||
/* Should we cache the brushes? .. it looks like GDI does for us. :) */
|
||||
brush = CreateSolidBrush(RGB(r, g, b));
|
||||
brush = CreateSolidBrush(RGB(renderer->r, renderer->g, renderer->b));
|
||||
SelectObject(data->current_hdc, brush);
|
||||
status = FillRect(data->current_hdc, &rc, brush);
|
||||
DeleteObject(brush);
|
||||
|
||||
Reference in New Issue
Block a user