Making the API simpler, removed support for palettized video modes and textures.

This commit is contained in:
Sam Lantinga 2011-02-01 21:23:43 -08:00
parent b4fff42fc6
commit 09a8558897
23 changed files with 19 additions and 783 deletions

View file

@ -94,13 +94,6 @@ static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_QueryTexturePixels(SDL_Renderer * renderer,
SDL_Texture * texture, void **pixels,
int *pitch);
static int D3D_SetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
int ncolors);
static int D3D_GetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture, SDL_Color * colors,
int firstcolor, int ncolors);
static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
@ -362,7 +355,6 @@ D3D_AddRenderDriver(_THIS)
if (data->d3d) {
int i, j;
int formats[] = {
SDL_PIXELFORMAT_INDEX8,
SDL_PIXELFORMAT_RGB332,
SDL_PIXELFORMAT_RGB444,
SDL_PIXELFORMAT_RGB555,
@ -436,8 +428,6 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->DisplayModeChanged = D3D_DisplayModeChanged;
renderer->CreateTexture = D3D_CreateTexture;
renderer->QueryTexturePixels = D3D_QueryTexturePixels;
renderer->SetTexturePalette = D3D_SetTexturePalette;
renderer->GetTexturePalette = D3D_GetTexturePalette;
renderer->UpdateTexture = D3D_UpdateTexture;
renderer->LockTexture = D3D_LockTexture;
renderer->UnlockTexture = D3D_UnlockTexture;
@ -663,25 +653,6 @@ D3D_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
}
}
static int
D3D_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Color * colors, int firstcolor, int ncolors)
{
D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
return 0;
}
static int
D3D_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
SDL_Color * colors, int firstcolor, int ncolors)
{
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
return 0;
}
static int
D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)

View file

@ -501,25 +501,6 @@ WIN_WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
}
break;
/* We are about to get palette focus! */
case WM_QUERYNEWPALETTE:
{
/*
WIN_RealizePalette(current_video);
returnCode = TRUE;
*/
}
break;
/* Another application changed the palette */
case WM_PALETTECHANGED:
{
/*
WIN_PaletteChanged(current_video, (HWND) wParam);
*/
}
break;
/* We were occluded, refresh our display */
case WM_PAINT:
{

View file

@ -131,6 +131,10 @@ WIN_GetDisplayMode(LPCTSTR deviceName, DWORD index, SDL_DisplayMode * mode)
}
}
}
if (SDL_ISPIXELFORMAT_INDEXED(mode->format)) {
/* We don't support palettized modes now */
return SDL_FALSE;
}
return SDL_TRUE;
}