本文整理汇总了C++中SDL_Renderer类的典型用法代码示例。如果您正苦于以下问题:C++ SDL_Renderer类的具体用法?C++ SDL_Renderer怎么用?C++ SDL_Renderer使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了SDL_Renderer类的9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: SDL_UpdateTexture
int
SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect,
const void *pixels, int pitch)
{
SDL_Renderer *renderer;
SDL_Rect full_rect;
CHECK_TEXTURE_MAGIC(texture, -1);
if (!rect) {
full_rect.x = 0;
full_rect.y = 0;
full_rect.w = texture->w;
full_rect.h = texture->h;
rect = &full_rect;
}
if (texture->yuv) {
return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
} else if (texture->native) {
return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
} else {
renderer = texture->renderer;
return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
}
}
示例2: SDL_RendererEventWatch
static int
SDL_RendererEventWatch(void *userdata, SDL_Event *event)
{
SDL_Renderer *renderer = (SDL_Renderer *)userdata;
if (event->type == SDL_WINDOWEVENT) {
SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
if (window == renderer->window) {
if (renderer->WindowEvent) {
renderer->WindowEvent(renderer, &event->window);
}
if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
/* Try to keep the previous viewport centered */
int w, h;
SDL_Rect viewport;
SDL_GetWindowSize(window, &w, &h);
viewport.x = (w - renderer->viewport.w) / 2;
viewport.y = (h - renderer->viewport.h) / 2;
viewport.w = renderer->viewport.w;
viewport.h = renderer->viewport.h;
SDL_RenderSetViewport(renderer, &viewport);
} else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
renderer->minimized = SDL_TRUE;
} else if (event->window.event == SDL_WINDOWEVENT_RESTORED) {
renderer->minimized = SDL_FALSE;
}
}
}
return 0;
}
示例3: SDL_LockTexture
int
SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
void **pixels, int *pitch)
{
SDL_Renderer *renderer;
SDL_Rect full_rect;
CHECK_TEXTURE_MAGIC(texture, -1);
if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
SDL_SetError("SDL_LockTexture(): texture must be streaming");
return -1;
}
if (!rect) {
full_rect.x = 0;
full_rect.y = 0;
full_rect.w = texture->w;
full_rect.h = texture->h;
rect = &full_rect;
}
if (texture->yuv) {
return SDL_LockTextureYUV(texture, rect, pixels, pitch);
} else if (texture->native) {
return SDL_LockTextureNative(texture, rect, pixels, pitch);
} else {
renderer = texture->renderer;
return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
}
}
示例4: SDL_SetTextureBlendMode
int
SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, -1);
renderer = texture->renderer;
texture->blendMode = blendMode;
if (texture->native) {
return SDL_SetTextureBlendMode(texture->native, blendMode);
} else if (renderer->SetTextureBlendMode) {
return renderer->SetTextureBlendMode(renderer, texture);
} else {
return 0;
}
}
示例5: SDL_UnlockTexture
void
SDL_UnlockTexture(SDL_Texture * texture)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, );
if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
return;
}
if (texture->yuv) {
SDL_UnlockTextureYUV(texture);
} else if (texture->native) {
SDL_UnlockTextureNative(texture);
} else {
renderer = texture->renderer;
renderer->UnlockTexture(renderer, texture);
}
}
示例6: SDL_SetTextureAlphaMod
int
SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, -1);
renderer = texture->renderer;
if (alpha < 255) {
texture->modMode |= SDL_TEXTUREMODULATE_ALPHA;
} else {
texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
}
texture->a = alpha;
if (texture->native) {
return SDL_SetTextureAlphaMod(texture->native, alpha);
} else if (renderer->SetTextureAlphaMod) {
return renderer->SetTextureAlphaMod(renderer, texture);
} else {
return 0;
}
}
示例7: SDL_SetTextureColorMod
int
SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, -1);
renderer = texture->renderer;
if (r < 255 || g < 255 || b < 255) {
texture->modMode |= SDL_TEXTUREMODULATE_COLOR;
} else {
texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
}
texture->r = r;
texture->g = g;
texture->b = b;
if (texture->native) {
return SDL_SetTextureColorMod(texture->native, r, g, b);
} else if (renderer->SetTextureColorMod) {
return renderer->SetTextureColorMod(renderer, texture);
} else {
return 0;
}
}
示例8: SDL_RendererEventWatch
static int
SDL_RendererEventWatch(void *userdata, SDL_Event *event)
{
SDL_Renderer *renderer = (SDL_Renderer *)userdata;
if (event->type == SDL_WINDOWEVENT) {
SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
if (window == renderer->window) {
if (renderer->WindowEvent) {
renderer->WindowEvent(renderer, &event->window);
}
if (event->window.event == SDL_WINDOWEVENT_RESIZED) {
/* Try to keep the previous viewport centered */
int w, h;
SDL_Rect viewport;
SDL_GetWindowSize(window, &w, &h);
if (renderer->target) {
renderer->viewport_backup.x = (w - renderer->viewport_backup.w) / 2;
renderer->viewport_backup.y = (h - renderer->viewport_backup.h) / 2;
} else {
viewport.x = (w - renderer->viewport.w) / 2;
viewport.y = (h - renderer->viewport.h) / 2;
viewport.w = renderer->viewport.w;
viewport.h = renderer->viewport.h;
SDL_RenderSetViewport(renderer, &viewport);
}
renderer->resized = SDL_TRUE;
} else if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
int w, h;
SDL_Rect viewport;
if (!renderer->resized) {
/* Window was programmatically resized, reset viewport */
SDL_GetWindowSize(window, &w, &h);
if (renderer->target) {
renderer->viewport_backup.x = 0;
renderer->viewport_backup.y = 0;
renderer->viewport_backup.w = w;
renderer->viewport_backup.h = h;
} else {
viewport.x = 0;
viewport.y = 0;
viewport.w = w;
viewport.h = h;
SDL_RenderSetViewport(renderer, &viewport);
}
renderer->resized = SDL_FALSE;
}
} else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) {
renderer->hidden = SDL_TRUE;
} else if (event->window.event == SDL_WINDOWEVENT_SHOWN) {
if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
renderer->hidden = SDL_FALSE;
}
} else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
renderer->hidden = SDL_TRUE;
} else if (event->window.event == SDL_WINDOWEVENT_RESTORED) {
if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
renderer->hidden = SDL_FALSE;
}
}
}
}
return 0;
}
示例9: SDL_RendererEventWatch
static int
SDL_RendererEventWatch(void *userdata, SDL_Event *event)
{
SDL_Renderer *renderer = (SDL_Renderer *)userdata;
if (event->type == SDL_WINDOWEVENT) {
SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
if (window == renderer->window) {
if (renderer->WindowEvent) {
renderer->WindowEvent(renderer, &event->window);
}
if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
if (renderer->logical_w) {
UpdateLogicalSize(renderer);
} else {
/* Window was resized, reset viewport */
int w, h;
SDL_GetWindowSize(window, &w, &h);
if (renderer->target) {
renderer->viewport_backup.x = 0;
renderer->viewport_backup.y = 0;
renderer->viewport_backup.w = w;
renderer->viewport_backup.h = h;
} else {
renderer->viewport.x = 0;
renderer->viewport.y = 0;
renderer->viewport.w = w;
renderer->viewport.h = h;
renderer->UpdateViewport(renderer);
}
}
} else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) {
renderer->hidden = SDL_TRUE;
} else if (event->window.event == SDL_WINDOWEVENT_SHOWN) {
if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
renderer->hidden = SDL_FALSE;
}
} else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
renderer->hidden = SDL_TRUE;
} else if (event->window.event == SDL_WINDOWEVENT_RESTORED) {
if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
renderer->hidden = SDL_FALSE;
}
}
}
} else if (event->type == SDL_MOUSEMOTION) {
if (renderer->logical_w) {
event->motion.x -= renderer->viewport.x;
event->motion.y -= renderer->viewport.y;
event->motion.x = (int)(event->motion.x / renderer->scale.x);
event->motion.y = (int)(event->motion.y / renderer->scale.y);
}
} else if (event->type == SDL_MOUSEBUTTONDOWN ||
event->type == SDL_MOUSEBUTTONUP) {
if (renderer->logical_w) {
event->button.x -= renderer->viewport.x;
event->button.y -= renderer->viewport.y;
event->button.x = (int)(event->button.x / renderer->scale.x);
event->button.y = (int)(event->button.y / renderer->scale.y);
}
}
return 0;
}