Moved the rendering code out to a separate directory in the hope that it can someday be completely decoupled from the rest of the library and be expanded to an awesome 2D on 3D library.
--HG-- rename : src/video/windows/SDL_d3drender.c => src/render/direct3d/SDL_d3drender.c rename : src/video/SDL_renderer_gl.c => src/render/opengl/SDL_renderer_gl.c rename : src/video/SDL_renderer_gles.c => src/render/opengles/SDL_renderer_gles.c rename : src/video/SDL_renderer_sw.c => src/render/software/SDL_renderer_sw.c
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35 changed files with 1620 additions and 2183 deletions
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@ -69,6 +69,25 @@ typedef struct SDL_Rect
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int w, h;
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} SDL_Rect;
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/**
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* \brief A structure used to track dirty rectangles
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*
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* \sa SDL_AddDirtyRect
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* \sa SDL_ClearDirtyRects
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* \sa SDL_FreeDirtyRects
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*/
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typedef struct SDL_DirtyRect
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{
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SDL_Rect rect;
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struct SDL_DirtyRect *next;
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} SDL_DirtyRect;
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typedef struct SDL_DirtyRectList
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{
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SDL_DirtyRect *list;
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SDL_DirtyRect *free;
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} SDL_DirtyRectList;
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/**
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* \brief Returns true if the rectangle has no area.
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*/
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@ -124,6 +143,22 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect *
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int *Y1, int *X2,
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int *Y2);
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/**
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* \brief Add a rectangle to a dirty rectangle list
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*/
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extern DECLSPEC void SDLCALL SDL_AddDirtyRect(SDL_DirtyRectList * list, const SDL_Rect * rect);
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/**
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* \brief Remove all rectangles associated with a dirty rectangle list
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*/
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extern DECLSPEC void SDLCALL SDL_ClearDirtyRects(SDL_DirtyRectList * list);
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/**
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* \brief Free memory associated with a dirty rectangle list
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*/
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extern DECLSPEC void SDLCALL SDL_FreeDirtyRects(SDL_DirtyRectList * list);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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@ -355,6 +355,11 @@ extern DECLSPEC int SDLCALL SDL_SetWindowDisplayMode(SDL_Window * window,
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extern DECLSPEC int SDLCALL SDL_GetWindowDisplayMode(SDL_Window * window,
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SDL_DisplayMode * mode);
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/**
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* \brief Get the pixel format associated with the window.
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
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/**
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* \brief Set the gamma correction for each of the color channels on the
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* currently selected display.
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