Spell out "Float" in function names

This commit is contained in:
Sam Lantinga
2022-12-29 14:50:55 -08:00
parent d7d3c22dbf
commit 1b90107fdb
10 changed files with 178 additions and 172 deletions

View File

@@ -288,13 +288,13 @@ SDL3_0.0.0 {
SDL_GetRGB;
SDL_GetRGBA;
SDL_GetRectAndLineIntersection;
SDL_GetRectAndLineIntersectionF;
SDL_GetRectAndLineIntersectionFloat;
SDL_GetRectEnclosingPoints;
SDL_GetRectEnclosingPointsF;
SDL_GetRectEnclosingPointsFloat;
SDL_GetRectIntersection;
SDL_GetRectIntersectionF;
SDL_GetRectIntersectionFloat;
SDL_GetRectUnion;
SDL_GetRectUnionF;
SDL_GetRectUnionFloat;
SDL_GetRelativeMouseMode;
SDL_GetRelativeMouseState;
SDL_GetRenderClipRect;
@@ -418,7 +418,7 @@ SDL3_0.0.0 {
SDL_HasPrimarySelectionText;
SDL_HasRDTSC;
SDL_HasRectIntersection;
SDL_HasRectIntersectionF;
SDL_HasRectIntersectionFloat;
SDL_HasSSE2;
SDL_HasSSE3;
SDL_HasSSE41;
@@ -535,33 +535,33 @@ SDL3_0.0.0 {
SDL_RenderClear;
SDL_RenderClipEnabled;
SDL_RenderFillRect;
SDL_RenderFillRectF;
SDL_RenderFillRectFloat;
SDL_RenderFillRects;
SDL_RenderFillRectsF;
SDL_RenderFillRectsFloat;
SDL_RenderFlush;
SDL_RenderGeometry;
SDL_RenderGeometryRaw;
SDL_RenderGetD3D12Device;
SDL_RenderLine;
SDL_RenderLineF;
SDL_RenderLineFloat;
SDL_RenderLines;
SDL_RenderLinesF;
SDL_RenderLinesFloat;
SDL_RenderLogicalToWindow;
SDL_RenderPoint;
SDL_RenderPointF;
SDL_RenderPointFloat;
SDL_RenderPoints;
SDL_RenderPointsF;
SDL_RenderPointsFloat;
SDL_RenderPresent;
SDL_RenderReadPixels;
SDL_RenderRect;
SDL_RenderRectF;
SDL_RenderRectFloat;
SDL_RenderRects;
SDL_RenderRectsF;
SDL_RenderRectsFloat;
SDL_RenderTargetSupported;
SDL_RenderTexture;
SDL_RenderTextureF;
SDL_RenderTextureFloat;
SDL_RenderTextureRotated;
SDL_RenderTextureRotatedF;
SDL_RenderTextureRotatedFloat;
SDL_RenderWindowToLogical;
SDL_ReportAssertion;
SDL_ResetAssertionReport;

View File

@@ -314,13 +314,13 @@
#define SDL_GetRGB SDL_GetRGB_REAL
#define SDL_GetRGBA SDL_GetRGBA_REAL
#define SDL_GetRectAndLineIntersection SDL_GetRectAndLineIntersection_REAL
#define SDL_GetRectAndLineIntersectionF SDL_GetRectAndLineIntersectionF_REAL
#define SDL_GetRectAndLineIntersectionFloat SDL_GetRectAndLineIntersectionFloat_REAL
#define SDL_GetRectEnclosingPoints SDL_GetRectEnclosingPoints_REAL
#define SDL_GetRectEnclosingPointsF SDL_GetRectEnclosingPointsF_REAL
#define SDL_GetRectEnclosingPointsFloat SDL_GetRectEnclosingPointsFloat_REAL
#define SDL_GetRectIntersection SDL_GetRectIntersection_REAL
#define SDL_GetRectIntersectionF SDL_GetRectIntersectionF_REAL
#define SDL_GetRectIntersectionFloat SDL_GetRectIntersectionFloat_REAL
#define SDL_GetRectUnion SDL_GetRectUnion_REAL
#define SDL_GetRectUnionF SDL_GetRectUnionF_REAL
#define SDL_GetRectUnionFloat SDL_GetRectUnionFloat_REAL
#define SDL_GetRelativeMouseMode SDL_GetRelativeMouseMode_REAL
#define SDL_GetRelativeMouseState SDL_GetRelativeMouseState_REAL
#define SDL_GetRenderClipRect SDL_GetRenderClipRect_REAL
@@ -444,7 +444,7 @@
#define SDL_HasPrimarySelectionText SDL_HasPrimarySelectionText_REAL
#define SDL_HasRDTSC SDL_HasRDTSC_REAL
#define SDL_HasRectIntersection SDL_HasRectIntersection_REAL
#define SDL_HasRectIntersectionF SDL_HasRectIntersectionF_REAL
#define SDL_HasRectIntersectionFloat SDL_HasRectIntersectionFloat_REAL
#define SDL_HasSSE SDL_HasSSE_REAL
#define SDL_HasSSE2 SDL_HasSSE2_REAL
#define SDL_HasSSE3 SDL_HasSSE3_REAL
@@ -561,33 +561,33 @@
#define SDL_RenderClear SDL_RenderClear_REAL
#define SDL_RenderClipEnabled SDL_RenderClipEnabled_REAL
#define SDL_RenderFillRect SDL_RenderFillRect_REAL
#define SDL_RenderFillRectF SDL_RenderFillRectF_REAL
#define SDL_RenderFillRectFloat SDL_RenderFillRectFloat_REAL
#define SDL_RenderFillRects SDL_RenderFillRects_REAL
#define SDL_RenderFillRectsF SDL_RenderFillRectsF_REAL
#define SDL_RenderFillRectsFloat SDL_RenderFillRectsFloat_REAL
#define SDL_RenderFlush SDL_RenderFlush_REAL
#define SDL_RenderGeometry SDL_RenderGeometry_REAL
#define SDL_RenderGeometryRaw SDL_RenderGeometryRaw_REAL
#define SDL_RenderGetD3D12Device SDL_RenderGetD3D12Device_REAL
#define SDL_RenderLine SDL_RenderLine_REAL
#define SDL_RenderLineF SDL_RenderLineF_REAL
#define SDL_RenderLineFloat SDL_RenderLineFloat_REAL
#define SDL_RenderLines SDL_RenderLines_REAL
#define SDL_RenderLinesF SDL_RenderLinesF_REAL
#define SDL_RenderLinesFloat SDL_RenderLinesFloat_REAL
#define SDL_RenderLogicalToWindow SDL_RenderLogicalToWindow_REAL
#define SDL_RenderPoint SDL_RenderPoint_REAL
#define SDL_RenderPointF SDL_RenderPointF_REAL
#define SDL_RenderPointFloat SDL_RenderPointFloat_REAL
#define SDL_RenderPoints SDL_RenderPoints_REAL
#define SDL_RenderPointsF SDL_RenderPointsF_REAL
#define SDL_RenderPointsFloat SDL_RenderPointsFloat_REAL
#define SDL_RenderPresent SDL_RenderPresent_REAL
#define SDL_RenderReadPixels SDL_RenderReadPixels_REAL
#define SDL_RenderRect SDL_RenderRect_REAL
#define SDL_RenderRectF SDL_RenderRectF_REAL
#define SDL_RenderRectFloat SDL_RenderRectFloat_REAL
#define SDL_RenderRects SDL_RenderRects_REAL
#define SDL_RenderRectsF SDL_RenderRectsF_REAL
#define SDL_RenderRectsFloat SDL_RenderRectsFloat_REAL
#define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL
#define SDL_RenderTexture SDL_RenderTexture_REAL
#define SDL_RenderTextureF SDL_RenderTextureF_REAL
#define SDL_RenderTextureFloat SDL_RenderTextureFloat_REAL
#define SDL_RenderTextureRotated SDL_RenderTextureRotated_REAL
#define SDL_RenderTextureRotatedF SDL_RenderTextureRotatedF_REAL
#define SDL_RenderTextureRotatedFloat SDL_RenderTextureRotatedFloat_REAL
#define SDL_RenderWindowToLogical SDL_RenderWindowToLogical_REAL
#define SDL_ReportAssertion SDL_ReportAssertion_REAL
#define SDL_ResetAssertionReport SDL_ResetAssertionReport_REAL

View File

@@ -388,13 +388,13 @@ SDL_DYNAPI_PROC(Uint32,SDL_GetQueuedAudioSize,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GetRGB,(Uint32 a, const SDL_PixelFormat *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(void,SDL_GetRGBA,(Uint32 a, const SDL_PixelFormat *b, Uint8 *c, Uint8 *d, Uint8 *e, Uint8 *f),(a,b,c,d,e,f),)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectAndLineIntersection,(const SDL_Rect *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectAndLineIntersectionF,(const SDL_FRect *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectAndLineIntersectionFloat,(const SDL_FRect *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectEnclosingPoints,(const SDL_Point *a, int b, const SDL_Rect *c, SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectEnclosingPointsF,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectEnclosingPointsFloat,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersection,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersectionF,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersectionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_GetRectUnion,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_GetRectUnionF,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_GetRectUnionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRelativeMouseMode,(void),(),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetRelativeMouseState,(int *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_GetRenderClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
@@ -516,7 +516,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_HasNEON,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasPrimarySelectionText,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasRDTSC,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasRectIntersection,(const SDL_Rect *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasRectIntersectionF,(const SDL_FRect *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasRectIntersectionFloat,(const SDL_FRect *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE2,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE3,(void),(),return)
@@ -618,32 +618,32 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_RemoveTimer,(SDL_TimerID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RenderClear,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderClipEnabled,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRectF,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRectFloat,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRectsF,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRectsFloat,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderFlush,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RenderGeometry,(SDL_Renderer *a, SDL_Texture *b, const SDL_Vertex *c, int d, const int *e, int f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(int,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const SDL_Color *e, int f, const float *g, int h, int i, const void *j, int k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
SDL_DYNAPI_PROC(int,SDL_RenderLine,(SDL_Renderer *a, int b, int c, int d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_RenderLineF,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_RenderLineFloat,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_RenderLines,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderLinesF,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderLinesFloat,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_RenderLogicalToWindow,(SDL_Renderer *a, float b, float c, int *d, int *e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(int,SDL_RenderPoint,(SDL_Renderer *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderPointF,(SDL_Renderer *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderPointFloat,(SDL_Renderer *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderPoints,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderPointsF,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderPointsFloat,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_RenderPresent,(SDL_Renderer *a),(a),)
SDL_DYNAPI_PROC(int,SDL_RenderReadPixels,(SDL_Renderer *a, const SDL_Rect *b, Uint32 c, void *d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_RenderRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderRectF,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderRectFloat,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderRectsF,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderRectsFloat,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RenderTexture,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RenderTextureF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RenderTextureFloat,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RenderTextureRotated,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_Rect *d, const double e, const SDL_Point *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(int,SDL_RenderTextureRotatedF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(int,SDL_RenderTextureRotatedFloat,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(void,SDL_RenderWindowToLogical,(SDL_Renderer *a, int b, int c, float *d, float *e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(SDL_AssertState,SDL_ReportAssertion,(SDL_AssertData *a, const char *b, const char *c, int d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_ResetAssertionReport,(void),(),)

View File

@@ -2611,15 +2611,15 @@ int SDL_RenderPoint(SDL_Renderer *renderer, int x, int y)
SDL_FPoint fpoint;
fpoint.x = (float)x;
fpoint.y = (float)y;
return SDL_RenderPointsF(renderer, &fpoint, 1);
return SDL_RenderPointsFloat(renderer, &fpoint, 1);
}
int SDL_RenderPointF(SDL_Renderer *renderer, float x, float y)
int SDL_RenderPointFloat(SDL_Renderer *renderer, float x, float y)
{
SDL_FPoint fpoint;
fpoint.x = x;
fpoint.y = y;
return SDL_RenderPointsF(renderer, &fpoint, 1);
return SDL_RenderPointsFloat(renderer, &fpoint, 1);
}
static int RenderPointsWithRects(SDL_Renderer *renderer,
@@ -2727,7 +2727,7 @@ static int RenderPointsWithRectsF(SDL_Renderer *renderer,
return retval;
}
int SDL_RenderPointsF(SDL_Renderer *renderer,
int SDL_RenderPointsFloat(SDL_Renderer *renderer,
const SDL_FPoint *points, int count)
{
int retval;
@@ -2735,7 +2735,7 @@ int SDL_RenderPointsF(SDL_Renderer *renderer,
CHECK_RENDERER_MAGIC(renderer, -1);
if (points == NULL) {
return SDL_InvalidParamError("SDL_RenderPointsF(): points");
return SDL_InvalidParamError("SDL_RenderPointsFloat(): points");
}
if (count < 1) {
return 0;
@@ -2763,17 +2763,17 @@ int SDL_RenderLine(SDL_Renderer *renderer, int x1, int y1, int x2, int y2)
points[0].y = (float)y1;
points[1].x = (float)x2;
points[1].y = (float)y2;
return SDL_RenderLinesF(renderer, points, 2);
return SDL_RenderLinesFloat(renderer, points, 2);
}
int SDL_RenderLineF(SDL_Renderer *renderer, float x1, float y1, float x2, float y2)
int SDL_RenderLineFloat(SDL_Renderer *renderer, float x1, float y1, float x2, float y2)
{
SDL_FPoint points[2];
points[0].x = x1;
points[0].y = y1;
points[1].x = x2;
points[1].y = y2;
return SDL_RenderLinesF(renderer, points, 2);
return SDL_RenderLinesFloat(renderer, points, 2);
}
static int RenderLineBresenham(SDL_Renderer *renderer, int x1, int y1, int x2, int y2, SDL_bool draw_last)
@@ -2963,14 +2963,14 @@ int SDL_RenderLines(SDL_Renderer *renderer,
fpoints[i].y = (float)points[i].y;
}
retval = SDL_RenderLinesF(renderer, fpoints, count);
retval = SDL_RenderLinesFloat(renderer, fpoints, count);
SDL_small_free(fpoints, isstack);
return retval;
}
int SDL_RenderLinesF(SDL_Renderer *renderer,
int SDL_RenderLinesFloat(SDL_Renderer *renderer,
const SDL_FPoint *points, int count)
{
int retval = 0;
@@ -2978,7 +2978,7 @@ int SDL_RenderLinesF(SDL_Renderer *renderer,
CHECK_RENDERER_MAGIC(renderer, -1);
if (points == NULL) {
return SDL_InvalidParamError("SDL_RenderLinesF(): points");
return SDL_InvalidParamError("SDL_RenderLinesFloat(): points");
}
if (count < 2) {
return 0;
@@ -3135,10 +3135,10 @@ int SDL_RenderRect(SDL_Renderer *renderer, const SDL_Rect *rect)
prect = &frect;
}
return SDL_RenderRectF(renderer, prect);
return SDL_RenderRectFloat(renderer, prect);
}
int SDL_RenderRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
int SDL_RenderRectFloat(SDL_Renderer *renderer, const SDL_FRect *rect)
{
SDL_FRect frect;
SDL_FPoint points[5];
@@ -3161,7 +3161,7 @@ int SDL_RenderRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
points[3].y = rect->y + rect->h - 1;
points[4].x = rect->x;
points[4].y = rect->y;
return SDL_RenderLinesF(renderer, points, 5);
return SDL_RenderLinesFloat(renderer, points, 5);
}
int SDL_RenderRects(SDL_Renderer *renderer,
@@ -3193,7 +3193,7 @@ int SDL_RenderRects(SDL_Renderer *renderer,
return 0;
}
int SDL_RenderRectsF(SDL_Renderer *renderer,
int SDL_RenderRectsFloat(SDL_Renderer *renderer,
const SDL_FRect *rects, int count)
{
int i;
@@ -3201,7 +3201,7 @@ int SDL_RenderRectsF(SDL_Renderer *renderer,
CHECK_RENDERER_MAGIC(renderer, -1);
if (rects == NULL) {
return SDL_InvalidParamError("SDL_RenderRectsF(): rects");
return SDL_InvalidParamError("SDL_RenderRectsFloat(): rects");
}
if (count < 1) {
return 0;
@@ -3215,7 +3215,7 @@ int SDL_RenderRectsF(SDL_Renderer *renderer,
#endif
for (i = 0; i < count; ++i) {
if (SDL_RenderRectF(renderer, &rects[i]) < 0) {
if (SDL_RenderRectFloat(renderer, &rects[i]) < 0) {
return -1;
}
}
@@ -3237,10 +3237,10 @@ int SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_Rect *rect)
} else {
GetRenderViewportSize(renderer, &frect);
}
return SDL_RenderFillRectsF(renderer, &frect, 1);
return SDL_RenderFillRectsFloat(renderer, &frect, 1);
}
int SDL_RenderFillRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
int SDL_RenderFillRectFloat(SDL_Renderer *renderer, const SDL_FRect *rect)
{
SDL_FRect frect;
@@ -3251,7 +3251,7 @@ int SDL_RenderFillRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
GetRenderViewportSize(renderer, &frect);
rect = &frect;
}
return SDL_RenderFillRectsF(renderer, rect, 1);
return SDL_RenderFillRectsFloat(renderer, rect, 1);
}
int SDL_RenderFillRects(SDL_Renderer *renderer,
@@ -3296,7 +3296,7 @@ int SDL_RenderFillRects(SDL_Renderer *renderer,
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int SDL_RenderFillRectsF(SDL_Renderer *renderer,
int SDL_RenderFillRectsFloat(SDL_Renderer *renderer,
const SDL_FRect *rects, int count)
{
SDL_FRect *frects;
@@ -3307,7 +3307,7 @@ int SDL_RenderFillRectsF(SDL_Renderer *renderer,
CHECK_RENDERER_MAGIC(renderer, -1);
if (rects == NULL) {
return SDL_InvalidParamError("SDL_RenderFillRectsF(): rects");
return SDL_InvalidParamError("SDL_RenderFillRectsFloat(): rects");
}
if (count < 1) {
return 0;
@@ -3350,10 +3350,10 @@ int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture,
dstfrect.h = (float)dstrect->h;
pdstfrect = &dstfrect;
}
return SDL_RenderTextureF(renderer, texture, srcrect, pdstfrect);
return SDL_RenderTextureFloat(renderer, texture, srcrect, pdstfrect);
}
int SDL_RenderTextureF(SDL_Renderer *renderer, SDL_Texture *texture,
int SDL_RenderTextureFloat(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *srcrect, const SDL_FRect *dstrect)
{
SDL_Rect real_srcrect;
@@ -3389,7 +3389,7 @@ int SDL_RenderTextureF(SDL_Renderer *renderer, SDL_Texture *texture,
GetRenderViewportSize(renderer, &real_dstrect);
if (dstrect) {
if (!SDL_HasRectIntersectionF(dstrect, &real_dstrect)) {
if (!SDL_HasRectIntersectionFloat(dstrect, &real_dstrect)) {
return 0;
}
real_dstrect = *dstrect;
@@ -3481,10 +3481,10 @@ int SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
pfcenter = &fcenter;
}
return SDL_RenderTextureRotatedF(renderer, texture, srcrect, pdstfrect, angle, pfcenter, flip);
return SDL_RenderTextureRotatedFloat(renderer, texture, srcrect, pdstfrect, angle, pfcenter, flip);
}
int SDL_RenderTextureRotatedF(SDL_Renderer *renderer, SDL_Texture *texture,
int SDL_RenderTextureRotatedFloat(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *srcrect, const SDL_FRect *dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
@@ -3495,7 +3495,7 @@ int SDL_RenderTextureRotatedF(SDL_Renderer *renderer, SDL_Texture *texture,
int use_rendergeometry;
if (flip == SDL_FLIP_NONE && (int)(angle / 360) == angle / 360) { /* fast path when we don't need rotation or flipping */
return SDL_RenderTextureF(renderer, texture, srcrect, dstrect);
return SDL_RenderTextureFloat(renderer, texture, srcrect, dstrect);
}
CHECK_RENDERER_MAGIC(renderer, -1);
@@ -3941,7 +3941,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
SDL_SetTextureAlphaMod(texture, col0_.a);
SDL_SetTextureColorMod(texture, col0_.r, col0_.g, col0_.b);
if (s.w > 0 && s.h > 0) {
SDL_RenderTextureF(renderer, texture, &s, &d);
SDL_RenderTextureFloat(renderer, texture, &s, &d);
} else {
int flags = 0;
if (s.w < 0) {
@@ -3954,7 +3954,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
s.h *= -1;
s.y -= s.h;
}
SDL_RenderTextureRotatedF(renderer, texture, &s, &d, 0, NULL, flags);
SDL_RenderTextureRotatedFloat(renderer, texture, &s, &d, 0, NULL, flags);
}
#if DEBUG_SW_RENDER_GEOMETRY
@@ -3964,7 +3964,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
} else if (d.w != 0.0f && d.h != 0.0f) { /* Rect, no texture */
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, col0_.r, col0_.g, col0_.b, col0_.a);
SDL_RenderFillRectF(renderer, &d);
SDL_RenderFillRectFloat(renderer, &d);
#if DEBUG_SW_RENDER_GEOMETRY
SDL_Log("Rect-FILL: RGB %d %d %d - Alpha:%d - texture=%p: dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
(void *)texture, d.x, d.y, d.w, d.h);

View File

@@ -101,11 +101,11 @@ SDL_GetSpanEnclosingRect(int width, int height,
#define RECTTYPE SDL_FRect
#define POINTTYPE SDL_FPoint
#define SCALARTYPE float
#define COMPUTEOUTCODE ComputeOutCodeF
#define SDL_HASINTERSECTION SDL_HasRectIntersectionF
#define SDL_INTERSECTRECT SDL_GetRectIntersectionF
#define SDL_RECTEMPTY SDL_RectEmptyF
#define SDL_UNIONRECT SDL_GetRectUnionF
#define SDL_ENCLOSEPOINTS SDL_GetRectEnclosingPointsF
#define SDL_INTERSECTRECTANDLINE SDL_GetRectAndLineIntersectionF
#define COMPUTEOUTCODE ComputeOutCodeFloat
#define SDL_HASINTERSECTION SDL_HasRectIntersectionFloat
#define SDL_INTERSECTRECT SDL_GetRectIntersectionFloat
#define SDL_RECTEMPTY SDL_RectEmptyFloat
#define SDL_UNIONRECT SDL_GetRectUnionFloat
#define SDL_ENCLOSEPOINTS SDL_GetRectEnclosingPointsFloat
#define SDL_INTERSECTRECTANDLINE SDL_GetRectAndLineIntersectionFloat
#include "SDL_rect_impl.h"