indent
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403452
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ff8b5276a7
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1b9b40835c
10 changed files with 83 additions and 58 deletions
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@ -597,7 +597,8 @@ extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_WindowID windowID);
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*
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* \param icon The icon for the window
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*/
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extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_WindowID windowID, SDL_Surface * icon);
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extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_WindowID windowID,
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SDL_Surface * icon);
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/**
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* \fn void SDL_SetWindowData(SDL_WindowID windowID, void *userdata)
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@ -412,7 +412,8 @@ SDL_SaveBMP_RW(SDL_Surface * saveme, SDL_RWops * dst, int freedst)
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32-bit BMP with alpha channel, otherwise save a 24-bit BMP. */
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if (save32bit) {
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SDL_InitFormat(&format, 32,
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0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
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0x00FF0000, 0x0000FF00, 0x000000FF,
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0xFF000000);
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} else {
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SDL_InitFormat(&format, 24,
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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@ -424,7 +425,8 @@ SDL_SaveBMP_RW(SDL_Surface * saveme, SDL_RWops * dst, int freedst)
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}
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surface = SDL_ConvertSurface(saveme, &format, 0);
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if (!surface) {
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SDL_SetError("Couldn't convert image to %d bpp", format.BitsPerPixel);
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SDL_SetError("Couldn't convert image to %d bpp",
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format.BitsPerPixel);
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}
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}
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}
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@ -360,7 +360,8 @@ SDL_AllocFormat(int bpp,
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}
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SDL_PixelFormat *
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SDL_InitFormat(SDL_PixelFormat *format, int bpp, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask)
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SDL_InitFormat(SDL_PixelFormat * format, int bpp, Uint32 Rmask, Uint32 Gmask,
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Uint32 Bmask, Uint32 Amask)
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{
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Uint32 mask;
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@ -39,7 +39,9 @@
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static SDL_Renderer *D3D_CreateRenderer(SDL_Window * window, Uint32 flags);
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static int D3D_DisplayModeChanged(SDL_Renderer * renderer);
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static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, void **pixels, int *pitch);
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static int D3D_QueryTexturePixels(SDL_Renderer * renderer,
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SDL_Texture * texture, void **pixels,
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int *pitch);
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static int D3D_SetTexturePalette(SDL_Renderer * renderer,
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SDL_Texture * texture,
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const SDL_Color * colors, int firstcolor,
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@ -232,17 +234,18 @@ PixelFormatToD3DFMT(Uint32 format)
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}
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static SDL_bool
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D3D_IsTextureFormatAvailable(IDirect3D9 *d3d, Uint32 display_format, Uint32 texture_format)
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D3D_IsTextureFormatAvailable(IDirect3D9 * d3d, Uint32 display_format,
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Uint32 texture_format)
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{
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HRESULT result;
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result = IDirect3D9_CheckDeviceFormat(d3d,
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D3DADAPTER_DEFAULT, /* FIXME */
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result = IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, /* FIXME */
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D3DDEVTYPE_HAL,
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PixelFormatToD3DFMT(display_format),
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0,
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D3DRTYPE_TEXTURE,
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PixelFormatToD3DFMT(texture_format));
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PixelFormatToD3DFMT
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(texture_format));
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return FAILED(result) ? SDL_FALSE : SDL_TRUE;
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}
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@ -260,7 +263,8 @@ UpdateYUVTextureData(SDL_Texture * texture)
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d3drect.top = 0;
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d3drect.bottom = texture->h;
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result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
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result =
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IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
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if (FAILED(result)) {
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return;
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}
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@ -298,15 +302,22 @@ D3D_AddRenderDriver(_THIS)
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};
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for (i = 0; i < SDL_arraysize(formats); ++i) {
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if (D3D_IsTextureFormatAvailable(data->d3d, mode->format, formats[i])) {
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info->texture_formats[info->num_texture_formats++] = formats[i];
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if (D3D_IsTextureFormatAvailable
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(data->d3d, mode->format, formats[i])) {
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info->texture_formats[info->num_texture_formats++] =
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formats[i];
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}
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}
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info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_YV12;
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info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
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info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_YUY2;
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info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
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info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_YVYU;
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info->texture_formats[info->num_texture_formats++] =
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SDL_PIXELFORMAT_YV12;
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info->texture_formats[info->num_texture_formats++] =
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SDL_PIXELFORMAT_IYUV;
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info->texture_formats[info->num_texture_formats++] =
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SDL_PIXELFORMAT_YUY2;
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info->texture_formats[info->num_texture_formats++] =
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SDL_PIXELFORMAT_UYVY;
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info->texture_formats[info->num_texture_formats++] =
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SDL_PIXELFORMAT_YVYU;
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SDL_AddRenderDriver(0, &D3D_RenderDriver);
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}
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@ -549,9 +560,11 @@ D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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if (SDL_ISPIXELFORMAT_FOURCC(texture->format) &&
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(texture->format != SDL_PIXELFORMAT_YUY2 ||
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!D3D_IsTextureFormatAvailable(renderdata->d3d, display_format, texture->format)) &&
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(texture->format != SDL_PIXELFORMAT_YVYU ||
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!D3D_IsTextureFormatAvailable(renderdata->d3d, display_format, texture->format))) {
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!D3D_IsTextureFormatAvailable(renderdata->d3d, display_format,
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texture->format))
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&& (texture->format != SDL_PIXELFORMAT_YVYU
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|| !D3D_IsTextureFormatAvailable(renderdata->d3d, display_format,
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texture->format))) {
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data->yuv =
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SDL_SW_CreateYUVTexture(texture->format, texture->w, texture->h);
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if (!data->yuv) {
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@ -680,7 +693,8 @@ D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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result =
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IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
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texture->h, 1, 0,
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PixelFormatToD3DFMT(texture->format),
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PixelFormatToD3DFMT(texture->
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format),
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D3DPOOL_SYSTEMMEM, &temp, NULL);
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if (FAILED(result)) {
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D3D_SetError("CreateTexture()", result);
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@ -733,7 +747,8 @@ D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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d3drect.bottom = rect->y + rect->h;
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result =
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IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
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IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect,
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0);
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if (FAILED(result)) {
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D3D_SetError("LockRect()", result);
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return -1;
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@ -776,7 +791,8 @@ D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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result =
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IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect,
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markDirty ? 0 : D3DLOCK_NO_DIRTY_UPDATE);
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markDirty ? 0 :
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D3DLOCK_NO_DIRTY_UPDATE);
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if (FAILED(result)) {
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D3D_SetError("LockRect()", result);
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return -1;
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@ -85,7 +85,8 @@ WIN_InitMouse(_THIS)
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continue;
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}
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buffer = SDL_malloc((tmp + 1) * sizeof(char));
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key_name = SDL_malloc((tmp + SDL_strlen(reg_key_root) + 1) * sizeof(char));
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key_name =
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SDL_malloc((tmp + SDL_strlen(reg_key_root) + 1) * sizeof(char));
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/* we're getting the device registry path and polishing it to get it's name,
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surely there must be an easier way, but we haven't found it yet */
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@ -178,7 +179,8 @@ WIN_InitMouse(_THIS)
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int cursors;
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data->WTInfoA(WTI_DEVICES, DVC_NPRESSURE, &pressure);
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data->WTInfoA(WTI_DEVICES, DVC_NCSRTYPES, &cursors);
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SDL_AddMouse(&mouse, device_name, pressure.axMax, pressure.axMin, cursors);
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SDL_AddMouse(&mouse, device_name, pressure.axMax, pressure.axMin,
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cursors);
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} else {
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SDL_AddMouse(&mouse, device_name, 0, 0, 1);
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}
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@ -360,7 +360,8 @@ WIN_SetWindowIcon(_THIS, SDL_Window * window, SDL_Surface * icon)
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}
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SDL_FreeSurface(surface);
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hicon = CreateIconFromResource(icon_bmp, icon_len, TRUE, 0x00030000);
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hicon =
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CreateIconFromResource(icon_bmp, icon_len, TRUE, 0x00030000);
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}
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SDL_RWclose(dst);
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SDL_stack_free(icon_bmp);
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@ -659,7 +659,8 @@ X11_SetWindowIcon(_THIS, SDL_Window * window, SDL_Surface * icon)
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Uint32 *propdata;
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/* Convert the icon to ARGB for modern window managers */
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SDL_InitFormat(&format, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
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SDL_InitFormat(&format, 32, 0x00FF0000, 0x0000FF00, 0x000000FF,
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0xFF000000);
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surface = SDL_ConvertSurface(icon, &format, 0);
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if (!surface) {
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return;
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if (propdata) {
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propdata[0] = icon->w;
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propdata[1] = icon->h;
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SDL_memcpy(&propdata[2], surface->pixels, surface->h*surface->pitch);
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XChangeProperty(display, data->window, _NET_WM_ICON,
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XA_CARDINAL, 32, PropModeReplace,
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(unsigned char *) propdata, propsize);
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SDL_memcpy(&propdata[2], surface->pixels,
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surface->h * surface->pitch);
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XChangeProperty(display, data->window, _NET_WM_ICON, XA_CARDINAL,
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32, PropModeReplace, (unsigned char *) propdata,
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propsize);
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}
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SDL_FreeSurface(surface);
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} else {
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