Added interfaces for batch drawing of points, lines and rects:
SDL_DrawPoints() SDL_BlendPoints() SDL_BlendLines() SDL_DrawLines() SDL_FillRects() SDL_BlendRects() SDL_RenderPoints() SDL_RenderLines() SDL_RenderRects() Renamed SDL_RenderFill() to SDL_RenderRect() --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404279
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@ -1147,6 +1147,17 @@ extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(int *blendMode);
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*/
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extern DECLSPEC int SDLCALL SDL_RenderPoint(int x, int y);
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/**
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* \brief Draw some number of points on the current rendering target.
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*
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* \param points The points to draw
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* \param count The number of points to draw
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*
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* \return 0 on success, or -1 if there is no rendering context current.
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*/
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extern DECLSPEC int SDLCALL SDL_RenderPoints(const SDL_Point * points,
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int count);
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/**
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* \brief Draw a line on the current rendering target.
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*
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@ -1159,6 +1170,17 @@ extern DECLSPEC int SDLCALL SDL_RenderPoint(int x, int y);
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*/
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extern DECLSPEC int SDLCALL SDL_RenderLine(int x1, int y1, int x2, int y2);
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/**
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* \brief Draw a series of connected lines on the current rendering target.
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*
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* \param points The points along the lines
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* \param count The number of points, drawing count-1 lines
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*
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* \return 0 on success, or -1 if there is no rendering context current.
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*/
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extern DECLSPEC int SDLCALL SDL_RenderLines(const SDL_Point * points,
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int count);
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/**
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* \brief Fill the current rendering target with the drawing color.
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*
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@ -1167,7 +1189,17 @@ extern DECLSPEC int SDLCALL SDL_RenderLine(int x1, int y1, int x2, int y2);
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*
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* \return 0 on success, or -1 if there is no rendering context current.
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*/
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extern DECLSPEC int SDLCALL SDL_RenderFill(const SDL_Rect * rect);
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extern DECLSPEC int SDLCALL SDL_RenderRect(const SDL_Rect * rect);
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/**
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* \brief Fill some number of rectangles in the current rendering target with the drawing color.
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*
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* \param rects A pointer to an array of destination rectangles.
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* \param count The number of rectangles.
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*
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* \return 0 on success, or -1 if there is no rendering context current.
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*/
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extern DECLSPEC int SDLCALL SDL_RenderRects(const SDL_Rect ** rect, int count);
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/**
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* \brief Copy a portion of the texture to the current rendering target.
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