Implementation of render targets, by Mason Wheeler and Gabriel Jacobo
Thanks guys!
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11 changed files with 879 additions and 45 deletions
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@ -1014,9 +1014,9 @@ int
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SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect)
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{
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SDL_Rect full_rect;
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CHECK_RENDERER_MAGIC(renderer, -1);
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/* If 'rect' == NULL, then outline the whole surface */
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if (!rect) {
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full_rect.x = 0;
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@ -1150,6 +1150,35 @@ SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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format, pixels, pitch);
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}
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SDL_bool
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SDL_RenderTargetSupported(SDL_Renderer *renderer)
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{
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if ((!renderer) || (!renderer->SetTargetTexture)) {
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return SDL_FALSE;
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}
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return SDL_TRUE;
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}
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int
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SDL_SetTargetTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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if(!renderer) {
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return -1;
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}
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if (!renderer->SetTargetTexture) {
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SDL_Unsupported();
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return -1;
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}
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// Warning: texture==NULL is a valid parameter
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if( texture ) {
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CHECK_TEXTURE_MAGIC(texture, -1);
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if(renderer != texture->renderer) return -1;
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}
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return renderer->SetTargetTexture(renderer, texture);
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}
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void
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SDL_RenderPresent(SDL_Renderer * renderer)
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{
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