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Move from surfaces to the SDL render system
Ever since VVVVVV was initially ported to C++ in 2.0, it has used surfaces from SDL. The downside is, that's all software rendering. This commit moves most things off of surfaces, and all into GPU, by using textures and SDL_Renderer. Pixel-perfect collision has been kept by keeping a copy of sprites as surfaces. There's plans for pixel-perfect collision to use masks instead of reading pixel data directly, but that's out of scope for this commit. - `graphics.reloadresources()` is now called later in `main`, because textures cannot be created without a renderer. - This commit also removes a bunch of surface functions which are no longer needed. - This also recaches target textures in certain places for d3d9. - graphics.images was converted to a fixed-size array. - fillbox and fillboxabs use SDL_RenderDrawRect instead of drawing an outline using four filled rectangles - Update my name in the credits
This commit is contained in:
committed by
Misa Elizabeth Kai
parent
556e3a110a
commit
19b2a317f1
@@ -7,36 +7,11 @@ void setRect(SDL_Rect& _r, int x, int y, int w, int h);
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SDL_Surface* GetSubSurface( SDL_Surface* metaSurface, int x, int y, int width, int height );
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void DrawPixel(SDL_Surface* surface, int x, int y, SDL_Color color);
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SDL_Color ReadPixel(const SDL_Surface* surface, int x, int y);
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SDL_Surface * ScaleSurface( SDL_Surface *Surface, int Width, int Height, SDL_Surface * Dest = NULL );
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void BlitSurfaceStandard( SDL_Surface* _src, SDL_Rect* _srcRect, SDL_Surface* _dest, SDL_Rect* _destRect );
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void BlitSurfaceColoured(SDL_Surface* src, const SDL_Rect* src_rect, SDL_Surface* dest, SDL_Rect* dest_rect, SDL_Color color);
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void BlitSurfaceTinted(SDL_Surface* src, const SDL_Rect* src_rect, SDL_Surface* dest, SDL_Rect* dest_rect, SDL_Color color);
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void FillRect( SDL_Surface* surface, const int x, const int y, const int w, const int h, const int r, int g, int b );
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void FillRect( SDL_Surface* surface, const int r, int g, int b );
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void FillRect( SDL_Surface* surface, SDL_Rect& rect, const int r, int g, int b );
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void FillRect(SDL_Surface* surface, SDL_Rect rect, SDL_Color color);
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void FillRect(SDL_Surface* surface, SDL_Color color);
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void FillRect(SDL_Surface* surface, int x, int y, int w, int h, SDL_Color color);
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void FillRect(SDL_Surface* surface, int r, int g, int b, int a);
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void ClearSurface(SDL_Surface* surface);
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void ScrollSurface(SDL_Surface* _src, int pX, int py);
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SDL_Surface * FlipSurfaceVerticle(SDL_Surface* _src);
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void UpdateFilter(void);
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SDL_Surface* ApplyFilter( SDL_Surface* _src );
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void ApplyFilter(void);
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#endif /* GRAPHICSUTIL_H */
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