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https://github.com/yawut/SDL.git
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Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions > For consistency you'd probably want: > SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a); > SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode); > SDL_RenderLine(int x1, int y1, int x2, int y2); > SDL_RenderFill(SDL_Rect *rect); > > You probably also want to add API functions query the current state. > I have implemented the above api for the opengl, x11, directfb and software renderers. I have also renamed *TEXTUREBLENDMODE* constants to BLENDMODE*. The unix build compiles. The windows renderer still needs to be updated, but I have no windows development machine at hand. Have a look at the x11 renderer for a sample. Vector games now run at 90% both on opengl and directfb in comparison to sdlmame's own opengl renderer. The same applies to raster games. The diff also includes a) Changed XDrawRect to XFillRect in x11 renderer b) A number of changes to fix blending and modulation issues in the directfb renderer.
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@@ -145,7 +145,7 @@ initializeTextures()
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if (shipID == 0) {
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fatalError("could not create ship texture");
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}
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SDL_SetTextureBlendMode(shipID, SDL_TEXTUREBLENDMODE_BLEND);
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SDL_SetTextureBlendMode(shipID, SDL_BLENDMODE_BLEND);
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/* set the width and height of the ship from the surface dimensions */
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ship.rect.w = bmp_surface->w;
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@@ -127,7 +127,7 @@ initializeTexture()
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if (texture_id == 0) {
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fatalError("could not create texture");
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}
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SDL_SetTextureBlendMode(texture_id, SDL_TEXTUREBLENDMODE_BLEND);
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SDL_SetTextureBlendMode(texture_id, SDL_BLENDMODE_BLEND);
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/* free up allocated memory */
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SDL_FreeSurface(bmp_surface_rgba);
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@@ -223,7 +223,7 @@ loadFont(void)
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printf("texture creation failed: %s\n", SDL_GetError());
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} else {
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/* set blend mode for our texture */
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SDL_SetTextureBlendMode(textureID, SDL_TEXTUREBLENDMODE_BLEND);
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SDL_SetTextureBlendMode(textureID, SDL_BLENDMODE_BLEND);
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}
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SDL_FreeSurface(surface);
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SDL_FreeSurface(converted);
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@@ -65,7 +65,7 @@ initializeTexture()
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fatalError("could not create brush texture");
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}
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/* additive blending -- laying strokes on top of eachother makes them brighter */
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SDL_SetTextureBlendMode(brushID, SDL_TEXTUREBLENDMODE_ADD);
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SDL_SetTextureBlendMode(brushID, SDL_BLENDMODE_ADD);
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/* set brush color (red) */
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SDL_SetTextureColorMod(brushID, 255, 100, 100);
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}
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