Renamed SetTargetTexture() to SetRenderTarget()

This commit is contained in:
Sam Lantinga 2012-01-22 01:26:28 -05:00
parent da686e5bd4
commit 0458fa488a
9 changed files with 40 additions and 45 deletions

View file

@ -372,6 +372,25 @@ extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
*/
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
/**
* \brief Determines whether a window supports the use of render targets
*
* \param renderer The renderer that will be checked
*
* \return SDL_TRUE if supported, SDL_FALSE if not.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer);
/**
* \brief Set a texture as the current rendering target.
*
* \param texture The targeted texture, or NULL for the default render target
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer,
SDL_Texture *texture);
/**
* \brief Set the drawing area for rendering on the current target.
*
@ -565,30 +584,6 @@ extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
const SDL_Rect * dstrect);
/**
* \fn SDL_bool SDL_RenderTargetSupported(SDL_Renderer *renderer)
*
* \brief Determines whether a window supports the use of render targets
*
* \param renderer The renderer that will be checked
*
* \return SDL_TRUE if supported, SDL_FALSE if not.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer);
/**
* \fn int SDL_SetTargetTexture(SDL_Renderer *renderer, SDL_Texture *texture)
*
* \brief Set a texture as the current rendering target.
*
* \param renderer The renderer that will be checked
*
* \param texture The targeted texture, or NULL for the default render target
*
* \return 0 on success, or -1 if there is no rendering context current, or the driver doesn't support the requested operation.
*/
extern DECLSPEC int SDLCALL SDL_SetTargetTexture(SDL_Renderer *renderer, SDL_Texture *texture);
/**
* \brief Read pixels from the current rendering target.
*

View file

@ -804,14 +804,14 @@ SDL_UnlockTexture(SDL_Texture * texture)
SDL_bool
SDL_RenderTargetSupported(SDL_Renderer *renderer)
{
if (!renderer || !renderer->SetTargetTexture) {
if (!renderer || !renderer->SetRenderTarget) {
return SDL_FALSE;
}
return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
}
int
SDL_SetTargetTexture(SDL_Renderer *renderer, SDL_Texture *texture)
SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
SDL_Rect viewport;
@ -847,7 +847,7 @@ SDL_SetTargetTexture(SDL_Renderer *renderer, SDL_Texture *texture)
}
renderer->target = texture;
if (renderer->SetTargetTexture(renderer, texture) < 0) {
if (renderer->SetRenderTarget(renderer, texture) < 0) {
return -1;
}

View file

@ -77,7 +77,7 @@ struct SDL_Renderer
int (*LockTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
int (*SetTargetTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
int (*SetRenderTarget) (SDL_Renderer * renderer, SDL_Texture * texture);
int (*UpdateViewport) (SDL_Renderer * renderer);
int (*RenderClear) (SDL_Renderer * renderer);
int (*RenderDrawPoints) (SDL_Renderer * renderer, const SDL_Point * points,

View file

@ -99,7 +99,7 @@ static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
static int D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_UpdateViewport(SDL_Renderer * renderer);
static int D3D_RenderClear(SDL_Renderer * renderer);
static int D3D_RenderDrawPoints(SDL_Renderer * renderer,
@ -388,7 +388,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->UpdateTexture = D3D_UpdateTexture;
renderer->LockTexture = D3D_LockTexture;
renderer->UnlockTexture = D3D_UnlockTexture;
renderer->SetTargetTexture = D3D_SetTargetTexture;
renderer->SetRenderTarget = D3D_SetRenderTarget;
renderer->UpdateViewport = D3D_UpdateViewport;
renderer->RenderClear = D3D_RenderClear;
renderer->RenderDrawPoints = D3D_RenderDrawPoints;
@ -734,7 +734,7 @@ D3D_UpdateViewport(SDL_Renderer * renderer)
}
static int
D3D_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture)
D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
D3D_TextureData *texturedata;

View file

@ -54,7 +54,7 @@ static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_UpdateViewport(SDL_Renderer * renderer);
static int GL_RenderClear(SDL_Renderer * renderer);
static int GL_RenderDrawPoints(SDL_Renderer * renderer,
@ -307,7 +307,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->UpdateTexture = GL_UpdateTexture;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->SetTargetTexture = GL_SetTargetTexture;
renderer->SetRenderTarget = GL_SetRenderTarget;
renderer->UpdateViewport = GL_UpdateViewport;
renderer->RenderClear = GL_RenderClear;
renderer->RenderDrawPoints = GL_RenderDrawPoints;
@ -707,7 +707,7 @@ GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
static int
GL_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_TextureData *texturedata;

View file

@ -56,7 +56,7 @@ static int GLES_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
static void GLES_UnlockTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static int GLES_SetTargetTexture(SDL_Renderer * renderer,
static int GLES_SetRenderTarget(SDL_Renderer * renderer,
SDL_Texture * texture);
static int GLES_UpdateViewport(SDL_Renderer * renderer);
static int GLES_RenderClear(SDL_Renderer * renderer);
@ -295,7 +295,7 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->UpdateTexture = GLES_UpdateTexture;
renderer->LockTexture = GLES_LockTexture;
renderer->UnlockTexture = GLES_UnlockTexture;
renderer->SetTargetTexture = GLES_SetTargetTexture;
renderer->SetRenderTarget = GLES_SetRenderTarget;
renderer->UpdateViewport = GLES_UpdateViewport;
renderer->RenderClear = GLES_RenderClear;
renderer->RenderDrawPoints = GLES_RenderDrawPoints;
@ -575,7 +575,7 @@ GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
static int
GLES_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GLES_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = NULL;

View file

@ -327,7 +327,7 @@ static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const
static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture);
static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
const void *pixels, int pitch);
static int GLES2_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
static GLenum
GetScaleQuality(void)
@ -533,7 +533,7 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
}
static int
GLES2_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
GLES2_TextureData *texturedata = NULL;
@ -1489,7 +1489,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->UpdateTexture = &GLES2_UpdateTexture;
renderer->LockTexture = &GLES2_LockTexture;
renderer->UnlockTexture = &GLES2_UnlockTexture;
renderer->SetTargetTexture = &GLES2_SetTargetTexture;
renderer->SetRenderTarget = &GLES2_SetRenderTarget;
renderer->UpdateViewport = &GLES2_UpdateViewport;
renderer->RenderClear = &GLES2_RenderClear;
renderer->RenderDrawPoints = &GLES2_RenderDrawPoints;

View file

@ -51,7 +51,7 @@ static int SW_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
static int SW_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
static void SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int SW_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int SW_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
static int SW_UpdateViewport(SDL_Renderer * renderer);
static int SW_RenderClear(SDL_Renderer * renderer);
static int SW_RenderDrawPoints(SDL_Renderer * renderer,
@ -145,7 +145,7 @@ SW_CreateRendererForSurface(SDL_Surface * surface)
renderer->UpdateTexture = SW_UpdateTexture;
renderer->LockTexture = SW_LockTexture;
renderer->UnlockTexture = SW_UnlockTexture;
renderer->SetTargetTexture = SW_SetTargetTexture;
renderer->SetRenderTarget = SW_SetRenderTarget;
renderer->UpdateViewport = SW_UpdateViewport;
renderer->RenderClear = SW_RenderClear;
renderer->RenderDrawPoints = SW_RenderDrawPoints;
@ -283,7 +283,7 @@ SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
static int
SW_SetTargetTexture(SDL_Renderer * renderer, SDL_Texture * texture)
SW_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;

View file

@ -99,7 +99,7 @@ Draw(DrawState *s)
SDL_RenderGetViewport(s->renderer, &viewport);
target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
SDL_SetTargetTexture(s->renderer, target);
SDL_SetRenderTarget(s->renderer, target);
/* Draw the background */
SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
@ -121,7 +121,7 @@ Draw(DrawState *s)
SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
SDL_SetTargetTexture(s->renderer, NULL);
SDL_SetRenderTarget(s->renderer, NULL);
SDL_RenderCopy(s->renderer, target, NULL, NULL);
SDL_DestroyTexture(target);