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https://github.com/yawut/SDL.git
synced 2026-09-07 16:45:57 -05:00
Making the API simpler, moved the surface drawing functions to the software renderer.
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@@ -363,85 +363,6 @@ extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height,
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Uint32 dst_format,
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void * dst, int dst_pitch);
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/**
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* Draws a point with \c color.
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*
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* The color should be a pixel of the format used by the surface, and
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* can be generated by the SDL_MapRGB() function.
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*
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* \return 0 on success, or -1 on error.
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*/
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extern DECLSPEC int SDLCALL SDL_DrawPoint
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(SDL_Surface * dst, int x, int y, Uint32 color);
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extern DECLSPEC int SDLCALL SDL_DrawPoints
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(SDL_Surface * dst, const SDL_Point * points, int count, Uint32 color);
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/**
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* Blends a point with an RGBA value.
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*
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* \return 0 on success, or -1 on error.
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*/
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extern DECLSPEC int SDLCALL SDL_BlendPoint
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(SDL_Surface * dst, int x, int y,
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SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
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extern DECLSPEC int SDLCALL SDL_BlendPoints
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(SDL_Surface * dst, const SDL_Point * points, int count,
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SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
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/**
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* Draws a line with \c color.
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*
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* The color should be a pixel of the format used by the surface, and
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* can be generated by the SDL_MapRGB() function.
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*
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* \return 0 on success, or -1 on error.
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*/
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extern DECLSPEC int SDLCALL SDL_DrawLine
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(SDL_Surface * dst, int x1, int y1, int x2, int y2, Uint32 color);
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extern DECLSPEC int SDLCALL SDL_DrawLines
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(SDL_Surface * dst, const SDL_Point * points, int count, Uint32 color);
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/**
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* Blends an RGBA value along a line.
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*
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* \return 0 on success, or -1 on error.
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*/
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extern DECLSPEC int SDLCALL SDL_BlendLine
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(SDL_Surface * dst, int x1, int y1, int x2, int y2,
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SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
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extern DECLSPEC int SDLCALL SDL_BlendLines
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(SDL_Surface * dst, const SDL_Point * points, int count,
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SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
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/**
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* Draws the given rectangle with \c color.
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*
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* If \c rect is NULL, the whole surface will be outlined with \c color.
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*
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* The color should be a pixel of the format used by the surface, and
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* can be generated by the SDL_MapRGB() function.
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*
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* \return 0 on success, or -1 on error.
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*/
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extern DECLSPEC int SDLCALL SDL_DrawRect
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(SDL_Surface * dst, const SDL_Rect * rect, Uint32 color);
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extern DECLSPEC int SDLCALL SDL_DrawRects
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(SDL_Surface * dst, const SDL_Rect ** rects, int count, Uint32 color);
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/**
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* Blends an RGBA value into the outline of the given rectangle.
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*
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* If \c rect is NULL, the whole surface will have a blended outline.
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*
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* \return 0 on success, or -1 on error.
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*/
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extern DECLSPEC int SDLCALL SDL_BlendRect
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(SDL_Surface * dst, const SDL_Rect * rect,
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SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
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extern DECLSPEC int SDLCALL SDL_BlendRects
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(SDL_Surface * dst, const SDL_Rect ** rects, int count,
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SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
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/**
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* Performs a fast fill of the given rectangle with \c color.
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*
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@@ -457,20 +378,6 @@ extern DECLSPEC int SDLCALL SDL_FillRect
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extern DECLSPEC int SDLCALL SDL_FillRects
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(SDL_Surface * dst, const SDL_Rect ** rects, int count, Uint32 color);
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/**
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* Blends an RGBA value into the given rectangle.
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*
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* If \c rect is NULL, the whole surface will be blended with the color.
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*
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* \return This function returns 0 on success, or -1 on error.
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*/
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extern DECLSPEC int SDLCALL SDL_BlendFillRect
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(SDL_Surface * dst, const SDL_Rect * rect,
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SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
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extern DECLSPEC int SDLCALL SDL_BlendFillRects
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(SDL_Surface * dst, const SDL_Rect ** rects, int count,
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SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
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/**
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* Performs a fast blit from the source surface to the destination surface.
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*
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