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C++ SDL_stack_alloc函数代码示例

本文整理汇总了C++中SDL_stack_alloc函数的典型用法代码示例。如果您正苦于以下问题:C++ SDL_stack_alloc函数的具体用法?C++ SDL_stack_alloc怎么用?C++ SDL_stack_alloc使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了SDL_stack_alloc函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: WIN_CreateWindowFrom

int
WIN_CreateWindowFrom(_THIS, SDL_Window * window, const void *data)
{
    HWND hwnd = (HWND) data;
    LPTSTR title;
    int titleLen;

    /* Query the title from the existing window */
    titleLen = GetWindowTextLength(hwnd);
    title = SDL_stack_alloc(TCHAR, titleLen + 1);
    if (title) {
        titleLen = GetWindowText(hwnd, title, titleLen);
    } else {
        titleLen = 0;
    }
    if (titleLen > 0) {
        window->title = WIN_StringToUTF8(title);
    }
    if (title) {
        SDL_stack_free(title);
    }

    if (SetupWindowData(_this, window, hwnd, SDL_FALSE) < 0) {
        return -1;
    }
    return 0;
}
开发者ID:Blitzoreo,项目名称:pcsx2-online,代码行数:27,代码来源:SDL_windowswindow.c

示例2: GLES_RenderDrawLines

static int
GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
                     int count)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
    int i;
    GLshort *vertices;

    GLES_SetBlendMode(data, renderer->blendMode, 1);

    data->glColor4f((GLfloat) renderer->r * inv255f,
                    (GLfloat) renderer->g * inv255f,
                    (GLfloat) renderer->b * inv255f,
                    (GLfloat) renderer->a * inv255f);

    vertices = SDL_stack_alloc(GLshort, count*2);
    for (i = 0; i < count; ++i) {
        vertices[2*i+0] = (GLshort)points[i].x;
        vertices[2*i+1] = (GLshort)points[i].y;
    }
    data->glVertexPointer(2, GL_SHORT, 0, vertices);
    data->glEnableClientState(GL_VERTEX_ARRAY);
    if (count > 2 && 
        points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
        /* GL_LINE_LOOP takes care of the final segment */
        --count;
        data->glDrawArrays(GL_LINE_LOOP, 0, count);
    } else {
        data->glDrawArrays(GL_LINE_STRIP, 0, count);
    }
    data->glDisableClientState(GL_VERTEX_ARRAY);
    SDL_stack_free(vertices);

    return 0;
}
开发者ID:albertz,项目名称:sdl,代码行数:35,代码来源:SDL_renderer_gles.c

示例3: GLES_RenderDrawPoints

static int
GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
                      int count)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
    int i;
    GLshort *vertices;

    GLES_SetBlendMode(data, renderer->blendMode, 1);

    data->glColor4f((GLfloat) renderer->r * inv255f,
                    (GLfloat) renderer->g * inv255f,
                    (GLfloat) renderer->b * inv255f,
                    (GLfloat) renderer->a * inv255f);

    vertices = SDL_stack_alloc(GLshort, count*2);
    for (i = 0; i < count; ++i) {
        vertices[2*i+0] = (GLshort)points[i].x;
        vertices[2*i+1] = (GLshort)points[i].y;
    }
    data->glVertexPointer(2, GL_SHORT, 0, vertices);
    data->glEnableClientState(GL_VERTEX_ARRAY);
    data->glDrawArrays(GL_POINTS, 0, count);
    data->glDisableClientState(GL_VERTEX_ARRAY);
    SDL_stack_free(vertices);

    return 0;
}
开发者ID:albertz,项目名称:sdl,代码行数:28,代码来源:SDL_renderer_gles.c

示例4: GLES_RenderDrawLines

static int
GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
                     int count)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
    int i;
    GLshort *vertices;

    GLES_SetDrawingState(renderer);

    vertices = SDL_stack_alloc(GLshort, count*2);
    for (i = 0; i < count; ++i) {
        vertices[2*i+0] = (GLshort)points[i].x;
        vertices[2*i+1] = (GLshort)points[i].y;
    }
    data->glVertexPointer(2, GL_SHORT, 0, vertices);
    if (count > 2 && 
        points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
        /* GL_LINE_LOOP takes care of the final segment */
        --count;
        data->glDrawArrays(GL_LINE_LOOP, 0, count);
    } else {
        data->glDrawArrays(GL_LINE_STRIP, 0, count);
        /* We need to close the endpoint of the line */
        data->glDrawArrays(GL_POINTS, count-1, 1);
    }
    SDL_stack_free(vertices);

    return 0;
}
开发者ID:knepe,项目名称:cdogs-sdl-android,代码行数:30,代码来源:SDL_render_gles.c

示例5: WIN_CreateWindowFrom

int
WIN_CreateWindowFrom(_THIS, SDL_Window * window, const void *data)
{
    HWND hwnd = (HWND) data;
    LPTSTR title;
    int titleLen;

    /* Query the title from the existing window */
    titleLen = GetWindowTextLength(hwnd);
    title = SDL_stack_alloc(TCHAR, titleLen + 1);
    if (title) {
        titleLen = GetWindowText(hwnd, title, titleLen);
    } else {
        titleLen = 0;
    }
    if (titleLen > 0) {
        window->title = WIN_StringToUTF8(title);
    }
    if (title) {
        SDL_stack_free(title);
    }

    if (SetupWindowData(_this, window, hwnd, SDL_FALSE) < 0) {
        return -1;
    }

    // Urho3D: if window will be used for OpenGL, choose pixel format
    if (window->flags & SDL_WINDOW_OPENGL) {
        if (WIN_GL_SetupWindow(_this, window) < 0) {
            return -1;
        }
    }

    return 0;
}
开发者ID:Gotusso,项目名称:Urho3D,代码行数:35,代码来源:SDL_windowswindow.c

示例6: GLES_RenderDrawPoints

static int
GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
                      int count)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
    GLfloat *vertices;
    int idx;

    GLES_SetDrawingState(renderer);

    /* Emit the specified vertices as points */
    vertices = SDL_stack_alloc(GLfloat, count * 2);
    for (idx = 0; idx < count; ++idx) {
        GLfloat x = points[idx].x + 0.5f;
        GLfloat y = points[idx].y + 0.5f;

        vertices[idx * 2] = x;
        vertices[(idx * 2) + 1] = y;
    }

    data->glVertexPointer(2, GL_FLOAT, 0, vertices);
    data->glDrawArrays(GL_POINTS, 0, count);
    SDL_stack_free(vertices);
    return 0;
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:25,代码来源:SDL_render_gles.c

示例7: GLES_RenderDrawLines

static int
GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
                     int count)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
    GLfloat *vertices;
    int idx;

    GLES_SetDrawingState(renderer);

    /* Emit a line strip including the specified vertices */
    vertices = SDL_stack_alloc(GLfloat, count * 2);
    for (idx = 0; idx < count; ++idx) {
        GLfloat x = points[idx].x + 0.5f;
        GLfloat y = points[idx].y + 0.5f;

        vertices[idx * 2] = x;
        vertices[(idx * 2) + 1] = y;
    }

    data->glVertexPointer(2, GL_FLOAT, 0, vertices);
    if (count > 2 &&
        points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
        /* GL_LINE_LOOP takes care of the final segment */
        --count;
        data->glDrawArrays(GL_LINE_LOOP, 0, count);
    } else {
        data->glDrawArrays(GL_LINE_STRIP, 0, count);
        /* We need to close the endpoint of the line */
        data->glDrawArrays(GL_POINTS, count-1, 1);
    }
    SDL_stack_free(vertices);

    return 0;
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:35,代码来源:SDL_render_gles.c

示例8: WIN_CreateWindowFrom

int
WIN_CreateWindowFrom(_THIS, SDL_Window * window, const void *data)
{
    HWND hwnd = (HWND) data;
    LPTSTR title;
    int titleLen;

    /* Query the title from the existing window */
    titleLen = GetWindowTextLength(hwnd);
    title = SDL_stack_alloc(TCHAR, titleLen + 1);
    if (title) {
        titleLen = GetWindowText(hwnd, title, titleLen);
    } else {
        titleLen = 0;
    }
    if (titleLen > 0) {
        window->title = WIN_StringToUTF8(title);
    }
    if (title) {
        SDL_stack_free(title);
    }

    if (SetupWindowData(_this, window, hwnd, SDL_FALSE) < 0) {
        return -1;
    }

    // Urho3D: if window will be used for OpenGL, choose pixel format
    if (window->flags & SDL_WINDOW_OPENGL) {
        if (WIN_GL_SetupWindow(_this, window) < 0) {
            return -1;
        }
    }

#if SDL_VIDEO_OPENGL_WGL
    {
        const char *hint = SDL_GetHint(SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT);
        if (hint) {
            // This hint is a pointer (in string form) of the address of
            // the window to share a pixel format with
            SDL_Window *otherWindow = NULL;
            SDL_sscanf(hint, "%p", (void**)&otherWindow);

            // Do some error checking on the pointer
            if (otherWindow != NULL && otherWindow->magic == &_this->window_magic)
            {
                // If the otherWindow has SDL_WINDOW_OPENGL set, set it for the new window as well
                if (otherWindow->flags & SDL_WINDOW_OPENGL)
                {
                    window->flags |= SDL_WINDOW_OPENGL;
                    if(!WIN_GL_SetPixelFormatFrom(_this, otherWindow, window)) {
                        return -1;
                    }
                }
            }
        }
    }
#endif
    return 0;
}
开发者ID:dreamsxin,项目名称:nsg-library,代码行数:59,代码来源:SDL_windowswindow.c

示例9: GL_RenderReadPixels

static int
GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
                    Uint32 pixel_format, void * pixels, int pitch)
{
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
    SDL_Window *window = renderer->window;
    Uint32 temp_format = SDL_PIXELFORMAT_ARGB8888;
    void *temp_pixels;
    int temp_pitch;
    GLint internalFormat;
    GLenum format, type;
    Uint8 *src, *dst, *tmp;
    int w, h, length, rows;
    int status;

    GL_ActivateRenderer(renderer);

    temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
    temp_pixels = SDL_malloc(rect->h * temp_pitch);
    if (!temp_pixels) {
        SDL_OutOfMemory();
        return -1;
    }

    convert_format(data, temp_format, &internalFormat, &format, &type);

    SDL_GetWindowSize(window, &w, &h);

    data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
    data->glPixelStorei(GL_PACK_ROW_LENGTH,
                        (temp_pitch / SDL_BYTESPERPIXEL(temp_format)));

    data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
                       format, type, temp_pixels);

    /* Flip the rows to be top-down */
    length = rect->w * SDL_BYTESPERPIXEL(temp_format);
    src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
    dst = (Uint8*)temp_pixels;
    tmp = SDL_stack_alloc(Uint8, length);
    rows = rect->h / 2;
    while (rows--) {
        SDL_memcpy(tmp, dst, length);
        SDL_memcpy(dst, src, length);
        SDL_memcpy(src, tmp, length);
        dst += temp_pitch;
        src -= temp_pitch;
    }
    SDL_stack_free(tmp);

    status = SDL_ConvertPixels(rect->w, rect->h,
                               temp_format, temp_pixels, temp_pitch,
                               pixel_format, pixels, pitch);
    SDL_free(temp_pixels);

    return status;
}
开发者ID:Azurami,项目名称:wagic,代码行数:57,代码来源:SDL_render_gl.c

示例10: WIN_SetWindowIcon

void
WIN_SetWindowIcon(_THIS, SDL_Window * window, SDL_Surface * icon)
{
    HWND hwnd = ((SDL_WindowData *) window->driverdata)->hwnd;
    HICON hicon = NULL;
    BYTE *icon_bmp;
    int icon_len;
    SDL_RWops *dst;
    SDL_Surface *surface;

    /* Create temporary bitmap buffer */
    icon_len = 40 + icon->h * icon->w * 4;
    icon_bmp = SDL_stack_alloc(BYTE, icon_len);
    dst = SDL_RWFromMem(icon_bmp, icon_len);
    if (!dst) {
        SDL_stack_free(icon_bmp);
        return;
    }

    /* Write the BITMAPINFO header */
    SDL_WriteLE32(dst, 40);
    SDL_WriteLE32(dst, icon->w);
    SDL_WriteLE32(dst, icon->h * 2);
    SDL_WriteLE16(dst, 1);
    SDL_WriteLE16(dst, 32);
    SDL_WriteLE32(dst, BI_RGB);
    SDL_WriteLE32(dst, icon->h * icon->w * 4);
    SDL_WriteLE32(dst, 0);
    SDL_WriteLE32(dst, 0);
    SDL_WriteLE32(dst, 0);
    SDL_WriteLE32(dst, 0);

    /* Convert the icon to a 32-bit surface with alpha channel */
    surface = SDL_ConvertSurfaceFormat(icon, SDL_PIXELFORMAT_ARGB8888, 0);
    if (surface) {
        /* Write the pixels upside down into the bitmap buffer */
        int y = surface->h;
        while (y--) {
            Uint8 *src = (Uint8 *) surface->pixels + y * surface->pitch;
            SDL_RWwrite(dst, src, surface->pitch, 1);
        }
        SDL_FreeSurface(surface);

/* TODO: create the icon in WinCE (CreateIconFromResource isn't available) */
#ifndef _WIN32_WCE
        hicon = CreateIconFromResource(icon_bmp, icon_len, TRUE, 0x00030000);
#endif
    }
    SDL_RWclose(dst);
    SDL_stack_free(icon_bmp);

    /* Set the icon for the window */
    SendMessage(hwnd, WM_SETICON, ICON_SMALL, (LPARAM) hicon);

    /* Set the icon in the task manager (should we do this?) */
    SendMessage(hwnd, WM_SETICON, ICON_BIG, (LPARAM) hicon);
}
开发者ID:Azurami,项目名称:wagic,代码行数:57,代码来源:SDL_windowswindow.c

示例11: D3D_RenderDrawLines

static int
D3D_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
                    int count)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    DWORD color;
    Vertex *vertices;
    int i;
    HRESULT result;

    if (data->beginScene) {
        IDirect3DDevice9_BeginScene(data->device);
        data->beginScene = SDL_FALSE;
    }

    D3D_SetBlendMode(data, renderer->blendMode);

    result =
        IDirect3DDevice9_SetTexture(data->device, 0,
                                    (IDirect3DBaseTexture9 *) 0);
    if (FAILED(result)) {
        D3D_SetError("SetTexture()", result);
        return -1;
    }

    color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);

    vertices = SDL_stack_alloc(Vertex, count);
    for (i = 0; i < count; ++i) {
        vertices[i].x = (float) points[i].x;
        vertices[i].y = (float) points[i].y;
        vertices[i].z = 0.0f;
        vertices[i].rhw = 1.0f;
        vertices[i].color = color;
        vertices[i].u = 0.0f;
        vertices[i].v = 0.0f;
    }
    result =
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, count-1,
                                         vertices, sizeof(*vertices));

    /* DirectX 9 has the same line rasterization semantics as GDI,
       so we need to close the endpoint of the line */
    if (points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
        vertices[0].x = (float) points[count-1].x;
        vertices[0].y = (float) points[count-1].y;
        result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, vertices, sizeof(*vertices));
    }

    SDL_stack_free(vertices);
    if (FAILED(result)) {
        D3D_SetError("DrawPrimitiveUP()", result);
        return -1;
    }
    return 0;
}
开发者ID:Alocaly,项目名称:dolphin-player.nextgen,代码行数:56,代码来源:SDL_d3drender.c

示例12: GDI_RenderDrawLines

static int
GDI_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
                    int count)
{
    GDI_RenderData *data = (GDI_RenderData *) renderer->driverdata;
    HPEN pen;
    BOOL status;

    if (data->makedirty) {
        /* Get the smallest rectangle that contains everything */
        SDL_Window *window = renderer->window;
        SDL_Rect clip, rect;

        clip.x = 0;
        clip.y = 0;
        clip.w = window->w;
        clip.h = window->h;
        SDL_EnclosePoints(points, count, NULL, &rect);
        if (!SDL_IntersectRect(&rect, &clip, &rect)) {
            /* Nothing to draw */
            return 0;
        }

        SDL_AddDirtyRect(&data->dirty, &rect);
    }

    /* Should we cache the pen? .. it looks like GDI does for us. :) */
    pen = CreatePen(PS_SOLID, 1, RGB(renderer->r, renderer->g, renderer->b));
    SelectObject(data->current_hdc, pen);
    {
        LPPOINT p = SDL_stack_alloc(POINT, count);
        int i;

        for (i = 0; i < count; ++i) {
            p[i].x = points[i].x;
            p[i].y = points[i].y;
        }
        status = Polyline(data->current_hdc, p, count);
        SDL_stack_free(p);
    }
    DeleteObject(pen);

    /* Need to close the endpoint of the line */
    if (points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
        SetPixel(data->current_hdc, points[count-1].x, points[count-1].y,
                 RGB(renderer->r, renderer->g, renderer->b));
    }

    if (!status) {
        WIN_SetError("Polyline()");
        return -1;
    }
    return 0;
}
开发者ID:weimingtom,项目名称:eriri_lua,代码行数:54,代码来源:SDL_gdirender.c

示例13: GLES_RenderReadPixels

static int
GLES_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
                    Uint32 pixel_format, void * pixels, int pitch)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
    Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888;
    void *temp_pixels;
    int temp_pitch;
    Uint8 *src, *dst, *tmp;
    int w, h, length, rows;
    int status;

    GLES_ActivateRenderer(renderer);

    temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
    temp_pixels = SDL_malloc(rect->h * temp_pitch);
    if (!temp_pixels) {
        return SDL_OutOfMemory();
    }

    SDL_GetRendererOutputSize(renderer, &w, &h);

    data->glPixelStorei(GL_PACK_ALIGNMENT, 1);

    data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h,
                       rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);

    /* Flip the rows to be top-down if necessary */
    if (!renderer->target) {
        length = rect->w * SDL_BYTESPERPIXEL(temp_format);
        src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
        dst = (Uint8*)temp_pixels;
        tmp = SDL_stack_alloc(Uint8, length);
        rows = rect->h / 2;
        while (rows--) {
            SDL_memcpy(tmp, dst, length);
            SDL_memcpy(dst, src, length);
            SDL_memcpy(src, tmp, length);
            dst += temp_pitch;
            src -= temp_pitch;
        }
        SDL_stack_free(tmp);
    }

    status = SDL_ConvertPixels(rect->w, rect->h,
                               temp_format, temp_pixels, temp_pitch,
                               pixel_format, pixels, pitch);
    SDL_free(temp_pixels);

    return status;
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:51,代码来源:SDL_render_gles.c

示例14: X11_RenderDrawPoints

static int
X11_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
                     int count)
{
    X11_RenderData *data = (X11_RenderData *) renderer->driverdata;
    SDL_Window *window = renderer->window;
    unsigned long foreground;
    XPoint *xpoints, *xpoint;
    int i, xcount;

    if (data->makedirty) {
        SDL_Rect rect;

        /* Get the smallest rectangle that contains everything */
        rect.x = 0;
        rect.y = 0;
        rect.w = window->w;
        rect.h = window->h;
        if (!SDL_EnclosePoints(points, count, &rect, &rect)) {
            /* Nothing to draw */
            return 0;
        }
        SDL_AddDirtyRect(&data->dirty, &rect);
    }

    foreground = renderdrawcolor(renderer, 1);
    XSetForeground(data->display, data->gc, foreground);

    xpoint = xpoints = SDL_stack_alloc(XPoint, count);
    xcount = 0;
    for (i = 0; i < count; ++i) {
        int x = points[i].x;
        int y = points[i].y;
        if (x < 0 || x >= window->w || y < 0 || y >= window->h) {
            continue;
        }
        xpoint->x = (short)x;
        xpoint->y = (short)y;
        ++xpoint;
        ++xcount;
    }
    if (xcount > 0) {
        XDrawPoints(data->display, data->drawable, data->gc, xpoints, xcount,
                    CoordModeOrigin);
    }
    SDL_stack_free(xpoints);

    return 0;
}
开发者ID:Avin15,项目名称:dospad,代码行数:49,代码来源:SDL_x11render.c

示例15: SW_RenderFillRects

static int
SW_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int count)
{
    SDL_Surface *surface = SW_ActivateRenderer(renderer);
    SDL_Rect *final_rects;
    int i, status;

    if (!surface) {
        return -1;
    }

    final_rects = SDL_stack_alloc(SDL_Rect, count);
    if (!final_rects) {
        return SDL_OutOfMemory();
    }
    if (renderer->viewport.x || renderer->viewport.y) {
        int x = renderer->viewport.x;
        int y = renderer->viewport.y;

        for (i = 0; i < count; ++i) {
            final_rects[i].x = (int)(x + rects[i].x);
            final_rects[i].y = (int)(y + rects[i].y);
            final_rects[i].w = SDL_max((int)rects[i].w, 1);
            final_rects[i].h = SDL_max((int)rects[i].h, 1);
        }
    } else {
        for (i = 0; i < count; ++i) {
            final_rects[i].x = (int)rects[i].x;
            final_rects[i].y = (int)rects[i].y;
            final_rects[i].w = SDL_max((int)rects[i].w, 1);
            final_rects[i].h = SDL_max((int)rects[i].h, 1);
        }
    }

    if (renderer->blendMode == SDL_BLENDMODE_NONE) {
        Uint32 color = SDL_MapRGBA(surface->format,
                                   renderer->r, renderer->g, renderer->b,
                                   renderer->a);
        status = SDL_FillRects(surface, final_rects, count, color);
    } else {
        status = SDL_BlendFillRects(surface, final_rects, count,
                                    renderer->blendMode,
                                    renderer->r, renderer->g, renderer->b,
                                    renderer->a);
    }
    SDL_stack_free(final_rects);

    return status;
}
开发者ID:ifzz,项目名称:exsdk,代码行数:49,代码来源:SDL_render_sw.c


注:本文中的SDL_stack_alloc函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。