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removed support for non-renderer graphics for SDL2 target
author
Holger Schemel
<info@artsoft.org>
Thu, 31 Mar 2016 17:55:16 +0000
(19:55 +0200)
committer
Holger Schemel
<info@artsoft.org>
Thu, 31 Mar 2016 17:55:16 +0000
(19:55 +0200)
src/libgame/sdl.c
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diff --git
a/src/libgame/sdl.c
b/src/libgame/sdl.c
index 786368d28d1f0264e30d6577a51ee0eb66fefb1e..39920c8350fc739fb2a6a473348512ffce4209ff 100644
(file)
--- a/
src/libgame/sdl.c
+++ b/
src/libgame/sdl.c
@@
-36,8
+36,6
@@
static SDL_Texture *sdl_texture_target = NULL;
static SDL_Texture *sdl_texture = NULL;
#endif
static boolean fullscreen_enabled = FALSE;
static SDL_Texture *sdl_texture = NULL;
#endif
static boolean fullscreen_enabled = FALSE;
-
-#define USE_RENDERER TRUE
#endif
/* stuff needed to work around SDL/Windows fullscreen drawing bug */
#endif
/* stuff needed to work around SDL/Windows fullscreen drawing bug */
@@
-125,7
+123,6
@@
static void UpdateScreen(SDL_Rect *rect)
#endif
#if defined(TARGET_SDL2)
#endif
#if defined(TARGET_SDL2)
-#if USE_RENDERER
if (rect)
{
int bytes_x = screen->pitch / video.width;
if (rect)
{
int bytes_x = screen->pitch / video.width;
@@
-179,14
+176,6
@@
static void UpdateScreen(SDL_Rect *rect)
// show render target buffer on screen
SDL_RenderPresent(sdl_renderer);
// show render target buffer on screen
SDL_RenderPresent(sdl_renderer);
-#else
-
- if (rect)
- SDL_UpdateWindowSurfaceRects(sdl_window, rect, 1);
- else
- SDL_UpdateWindowSurface(sdl_window);
-#endif
-
#else // TARGET_SDL
if (rect)
SDL_UpdateRects(screen, 1, rect);
#else // TARGET_SDL
if (rect)
SDL_UpdateRects(screen, 1, rect);
@@
-662,7
+651,6
@@
static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer,
// store if initial screen mode is fullscreen mode when changing screen size
video.fullscreen_initial = fullscreen;
// store if initial screen mode is fullscreen mode when changing screen size
video.fullscreen_initial = fullscreen;
-#if USE_RENDERER
float window_scaling_factor = (float)setup.window_scaling_percent / 100;
#if !USE_DESKTOP_FULLSCREEN
float screen_scaling_factor = (fullscreen ? 1 : window_scaling_factor);
float window_scaling_factor = (float)setup.window_scaling_percent / 100;
#if !USE_DESKTOP_FULLSCREEN
float screen_scaling_factor = (fullscreen ? 1 : window_scaling_factor);
@@
-791,21
+779,6
@@
static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer,
Error(ERR_WARN, "SDL_CreateWindow() failed: %s", SDL_GetError());
}
Error(ERR_WARN, "SDL_CreateWindow() failed: %s", SDL_GetError());
}
-#else
-
- if (sdl_window)
- SDL_DestroyWindow(sdl_window);
-
- sdl_window = SDL_CreateWindow(program.window_title,
- SDL_WINDOWPOS_CENTERED,
- SDL_WINDOWPOS_CENTERED,
- width, height,
- surface_flags);
-
- if (sdl_window != NULL)
- new_surface = SDL_GetWindowSurface(sdl_window);
-#endif
-
#else
new_surface = SDL_SetVideoMode(width, height, video.depth, surface_flags);
#endif
#else
new_surface = SDL_SetVideoMode(width, height, video.depth, surface_flags);
#endif
@@
-1142,7
+1115,6
@@
void SDLBlitTexture(Bitmap *bitmap,
int dst_x, int dst_y, int mask_mode)
{
#if defined(TARGET_SDL2)
int dst_x, int dst_y, int mask_mode)
{
#if defined(TARGET_SDL2)
-#if USE_RENDERER
SDL_Texture *texture;
SDL_Rect src_rect;
SDL_Rect dst_rect;
SDL_Texture *texture;
SDL_Rect src_rect;
SDL_Rect dst_rect;
@@
-1165,7
+1137,6
@@
void SDLBlitTexture(Bitmap *bitmap,
SDL_RenderCopy(sdl_renderer, texture, &src_rect, &dst_rect);
#endif
SDL_RenderCopy(sdl_renderer, texture, &src_rect, &dst_rect);
#endif
-#endif
}
void SDLFillRectangle(Bitmap *dst_bitmap, int x, int y, int width, int height,
}
void SDLFillRectangle(Bitmap *dst_bitmap, int x, int y, int width, int height,