Added SDL_RenderClear() as a fast method of clearing the screen to the drawing color.

Renamed SDL_RenderPoint() and SDL_RenderLine() to SDL_RenderDrawPoint() and SDL_RenderDrawLine().
Added API for rectangle drawing (as opposed to filling)
Added placeholder API functions for circles and ellipses ... I'm not sure whether these will stay.
Optimized software line drawing quite a bit.
Added support for Wu's anti-aliased line drawing, currently disabled by default.

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404346
This commit is contained in:
Sam Lantinga 2009-12-23 01:55:00 +00:00
parent d45158ea85
commit 6da163ab81
24 changed files with 1685 additions and 549 deletions

View file

@ -139,21 +139,21 @@ MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
/* Draw a gray background */
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderRect(NULL);
SDL_RenderClear();
/* Test points */
SDL_SetRenderDrawColor(0xFF, 0x00, 0x00, 0xFF);
SDL_RenderPoint(0, 0);
SDL_RenderPoint(window_w-1, 0);
SDL_RenderPoint(0, window_h-1);
SDL_RenderPoint(window_w-1, window_h-1);
SDL_RenderDrawPoint(0, 0);
SDL_RenderDrawPoint(window_w-1, 0);
SDL_RenderDrawPoint(0, window_h-1);
SDL_RenderDrawPoint(window_w-1, window_h-1);
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF);
SDL_RenderLine(1, 0, window_w-2, 0);
SDL_RenderLine(1, window_h-1, window_w-2, window_h-1);
SDL_RenderLine(0, 1, 0, window_h-2);
SDL_RenderLine(window_w-1, 1, window_w-1, window_h-2);
SDL_RenderDrawLine(1, 0, window_w-2, 0);
SDL_RenderDrawLine(1, window_h-1, window_w-2, window_h-1);
SDL_RenderDrawLine(0, 1, 0, window_h-2);
SDL_RenderDrawLine(window_w-1, 1, window_w-1, window_h-2);
/* Test fill and copy */
SDL_SetRenderDrawColor(0xFF, 0xFF, 0xFF, 0xFF);
@ -161,33 +161,33 @@ MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderRect(&temp);
SDL_RenderFillRect(&temp);
SDL_RenderCopy(sprite, NULL, &temp);
temp.x = window_w-sprite_w-1;
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderRect(&temp);
SDL_RenderFillRect(&temp);
SDL_RenderCopy(sprite, NULL, &temp);
temp.x = 1;
temp.y = window_h-sprite_h-1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderRect(&temp);
SDL_RenderFillRect(&temp);
SDL_RenderCopy(sprite, NULL, &temp);
temp.x = window_w-sprite_w-1;
temp.y = window_h-sprite_h-1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderRect(&temp);
SDL_RenderFillRect(&temp);
SDL_RenderCopy(sprite, NULL, &temp);
/* Test diagonal lines */
SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF);
SDL_RenderLine(sprite_w, sprite_h,
window_w-sprite_w-2, window_h-sprite_h-2);
SDL_RenderLine(window_w-sprite_w-2, sprite_h,
sprite_w, window_h-sprite_h-2);
SDL_RenderDrawLine(sprite_w, sprite_h,
window_w-sprite_w-2, window_h-sprite_h-2);
SDL_RenderDrawLine(window_w-sprite_w-2, sprite_h,
sprite_w, window_h-sprite_h-2);
/* Move the sprite, bounce at the wall, and draw */
n = 0;
@ -302,7 +302,7 @@ main(int argc, char *argv[])
for (i = 0; i < state->num_windows; ++i) {
SDL_SelectRenderer(state->windows[i]);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderRect(NULL);
SDL_RenderClear();
}
if (LoadSprite("icon.bmp") < 0) {
quit(2);
@ -348,7 +348,7 @@ main(int argc, char *argv[])
case SDL_WINDOWEVENT_EXPOSED:
SDL_SelectRenderer(event.window.windowID);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderRect(NULL);
SDL_RenderClear();
break;
}
break;