Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.

This commit is contained in:
Sam Lantinga
2010-01-21 06:21:52 +00:00
parent b4fc8d890d
commit e0a31b4dbb
73 changed files with 854 additions and 1068 deletions

View File

@@ -11,7 +11,7 @@
static CommonState *state;
static int num_sprites;
static SDL_TextureID *sprites;
static SDL_Texture **sprites;
static SDL_bool cycle_color;
static SDL_bool cycle_alpha;
static int cycle_direction = 1;
@@ -98,7 +98,7 @@ LoadSprite(char *file)
}
void
MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
MoveSprites(SDL_Window * window, SDL_Texture * sprite)
{
int i, n;
int window_w, window_h;
@@ -294,7 +294,7 @@ main(int argc, char *argv[])
/* Create the windows, initialize the renderers, and load the textures */
sprites =
(SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites));
(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
if (!sprites) {
fprintf(stderr, "Out of memory!\n");
quit(2);
@@ -346,7 +346,7 @@ main(int argc, char *argv[])
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_EXPOSED:
SDL_SelectRenderer(event.window.windowID);
SDL_SelectRenderer(SDL_GetWindowFromID(event.window.windowID));
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
break;