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replaced SDL/SDL2 specific alpha blending by newly introduced abstractions
[rocksndiamonds.git]
/
src
/
libgame
/
sdl.c
diff --git
a/src/libgame/sdl.c
b/src/libgame/sdl.c
index 893f765351bf8c45a9a58e0cf3ddde11d61de68e..1e479577eb106c0ddddc36bc4a20f790da2b273a 100644
(file)
--- a/
src/libgame/sdl.c
+++ b/
src/libgame/sdl.c
@@
-1044,11
+1044,8
@@
void SDLFadeRectangle(int x, int y, int width, int height,
int i;
SDL_BlitSurface(surface_source, &src_rect, surface_screen, &dst_rect);
int i;
SDL_BlitSurface(surface_source, &src_rect, surface_screen, &dst_rect);
-#if defined(TARGET_SDL2)
- SDL_SetSurfaceBlendMode(surface_target, SDL_BLENDMODE_NONE);
-#else
- SDL_SetAlpha(surface_target, 0, 0); /* disable alpha blending */
-#endif
+
+ SDLSetAlpha(surface_target, FALSE, 0); /* disable alpha blending */
ypos[0] = -GetSimpleRandom(16);
ypos[0] = -GetSimpleRandom(16);
@@
-1161,11
+1158,8
@@
void SDLFadeRectangle(int x, int y, int width, int height,
int xx_size = width / 2;
SDL_BlitSurface(surface_target, &src_rect, surface_screen, &dst_rect);
int xx_size = width / 2;
SDL_BlitSurface(surface_target, &src_rect, surface_screen, &dst_rect);
-#if defined(TARGET_SDL2)
- SDL_SetSurfaceBlendMode(surface_source, SDL_BLENDMODE_NONE);
-#else
- SDL_SetAlpha(surface_source, 0, 0); /* disable alpha blending */
-#endif
+
+ SDLSetAlpha(surface_source, FALSE, 0); /* disable alpha blending */
for (xx = 0; xx < xx_size;)
{
for (xx = 0; xx < xx_size;)
{
@@
-1228,12
+1222,7
@@
void SDLFadeRectangle(int x, int y, int width, int height,
SDL_BlitSurface(surface_source, &src_rect, surface_screen, &dst_rect);
/* draw new (target) image to screen buffer using alpha blending */
SDL_BlitSurface(surface_source, &src_rect, surface_screen, &dst_rect);
/* draw new (target) image to screen buffer using alpha blending */
-#if defined(TARGET_SDL2)
- SDL_SetSurfaceAlphaMod(surface_target, alpha_final);
- SDL_SetSurfaceBlendMode(surface_target, SDL_BLENDMODE_BLEND);
-#else
- SDL_SetAlpha(surface_target, SDL_SRCALPHA, alpha_final);
-#endif
+ SDLSetAlpha(surface_target, TRUE, alpha_final);
SDL_BlitSurface(surface_target, &src_rect, surface_screen, &dst_rect);
if (draw_border_function != NULL)
SDL_BlitSurface(surface_target, &src_rect, surface_screen, &dst_rect);
if (draw_border_function != NULL)