Added SDL_GetRenderTarget() API function
Also fixed a bug with setting logical size for a render target.
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2 changed files with 20 additions and 1 deletions
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@ -413,10 +413,21 @@ extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *rendere
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* \param texture The targeted texture, which must be created with the SDL_TEXTUREACCESS_TARGET flag, or NULL for the default render target
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*
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* \return 0 on success, or -1 on error
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*
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* \sa SDL_GetRenderTarget()
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*/
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extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer,
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SDL_Texture *texture);
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/**
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* \brief Get the current render target or NULL for the default render target.
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*
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* \return The current render target
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*
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* \sa SDL_SetRenderTarget()
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*/
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extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
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/**
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* \brief Set device independent resolution for rendering
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*
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@ -952,6 +952,12 @@ SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
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return 0;
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}
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SDL_Texture *
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SDL_GetRenderTarget(SDL_Renderer *renderer)
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{
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return renderer->target;
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}
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static int
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UpdateLogicalSize(SDL_Renderer *renderer)
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{
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@ -961,7 +967,9 @@ UpdateLogicalSize(SDL_Renderer *renderer)
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float scale;
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SDL_Rect viewport;
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if (renderer->window) {
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if (renderer->target) {
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SDL_QueryTexture(renderer->target, NULL, NULL, &w, &h);
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} else if (renderer->window) {
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SDL_GetWindowSize(renderer->window, &w, &h);
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} else {
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/* FIXME */
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