SDL API renaming: SDL_render.h

Fixes https://github.com/libsdl-org/SDL/issues/6883
This commit is contained in:
Sam Lantinga
2022-12-27 06:21:13 -08:00
parent 083e436a1a
commit 0d54115235
41 changed files with 588 additions and 454 deletions

View File

@@ -93,7 +93,7 @@ void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
SDL_Rect *position, *velocity;
/* Query the sizes */
SDL_RenderGetViewport(renderer, &viewport);
SDL_GetRenderViewport(renderer, &viewport);
/* Cycle the color and alpha, if desired */
if (cycle_color) {
@@ -128,17 +128,17 @@ void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
/* Test points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderDrawPoint(renderer, 0, 0);
SDL_RenderDrawPoint(renderer, viewport.w - 1, 0);
SDL_RenderDrawPoint(renderer, 0, viewport.h - 1);
SDL_RenderDrawPoint(renderer, viewport.w - 1, viewport.h - 1);
SDL_RenderPoint(renderer, 0, 0);
SDL_RenderPoint(renderer, viewport.w - 1, 0);
SDL_RenderPoint(renderer, 0, viewport.h - 1);
SDL_RenderPoint(renderer, viewport.w - 1, viewport.h - 1);
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, 1, 0, viewport.w - 2, 0);
SDL_RenderDrawLine(renderer, 1, viewport.h - 1, viewport.w - 2, viewport.h - 1);
SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h - 2);
SDL_RenderDrawLine(renderer, viewport.w - 1, 1, viewport.w - 1, viewport.h - 2);
SDL_RenderLine(renderer, 1, 0, viewport.w - 2, 0);
SDL_RenderLine(renderer, 1, viewport.h - 1, viewport.w - 2, viewport.h - 1);
SDL_RenderLine(renderer, 0, 1, 0, viewport.h - 2);
SDL_RenderLine(renderer, viewport.w - 1, 1, viewport.w - 1, viewport.h - 2);
/* Test fill and copy */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
@@ -178,31 +178,31 @@ void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
}
SDL_RenderCopy(renderer, sprite, NULL, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
temp.x = viewport.w - sprite_w - 1;
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
temp.x = 1;
temp.y = viewport.h - sprite_h - 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
temp.x = viewport.w - sprite_w - 1;
temp.y = viewport.h - sprite_h - 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
/* Test diagonal lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
SDL_RenderLine(renderer, sprite_w, sprite_h,
viewport.w - sprite_w - 2, viewport.h - sprite_h - 2);
SDL_RenderDrawLine(renderer, viewport.w - sprite_w - 2, sprite_h,
SDL_RenderLine(renderer, viewport.w - sprite_w - 2, sprite_h,
sprite_w, viewport.h - sprite_h - 2);
/* Conditionally move the sprites, bounce at the wall */
@@ -238,7 +238,7 @@ void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
position = &positions[i];
/* Blit the sprite onto the screen */
SDL_RenderCopy(renderer, sprite, NULL, position);
SDL_RenderTexture(renderer, sprite, NULL, position);
}
} else if (use_rendergeometry == 1) {
/*