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Fixed compiling Windows renderers. Lines and points will be implement…
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…ed later.
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slouken committed Dec 25, 2008
1 parent 92cac75 commit df44937
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Showing 2 changed files with 9 additions and 10 deletions.
11 changes: 6 additions & 5 deletions src/video/win32/SDL_d3drender.c
Expand Up @@ -62,8 +62,7 @@ static int D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int numrects, const SDL_Rect * rects);
static int D3D_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
Uint8 a, const SDL_Rect * rect);
static int D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect);
static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static void D3D_RenderPresent(SDL_Renderer * renderer);
Expand Down Expand Up @@ -708,8 +707,7 @@ D3D_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
}

static int
D3D_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
const SDL_Rect * rect)
D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
D3DRECT d3drect;
Expand All @@ -727,7 +725,10 @@ D3D_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,

result =
IDirect3DDevice9_Clear(data->device, 1, &d3drect, D3DCLEAR_TARGET,
D3DCOLOR_ARGB(a, r, g, b), 1.0f, 0);
D3DCOLOR_ARGB(renderer->a,
renderer->r,
renderer->g,
renderer->b), 1.0f, 0);
if (FAILED(result)) {
D3D_SetError("Clear()", result);
return -1;
Expand Down
8 changes: 3 additions & 5 deletions src/video/win32/SDL_gdirender.c
Expand Up @@ -55,8 +55,7 @@ static int GDI_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty,
void **pixels, int *pitch);
static void GDI_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GDI_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
Uint8 a, const SDL_Rect * rect);
static int GDI_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect);
static int GDI_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static void GDI_RenderPresent(SDL_Renderer * renderer);
Expand Down Expand Up @@ -570,8 +569,7 @@ GDI_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}

static int
GDI_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
const SDL_Rect * rect)
GDI_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
{
GDI_RenderData *data = (GDI_RenderData *) renderer->driverdata;
RECT rc;
Expand All @@ -588,7 +586,7 @@ GDI_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
rc.bottom = rect->y + rect->h + 1;

/* Should we cache the brushes? .. it looks like GDI does for us. :) */
brush = CreateSolidBrush(RGB(r, g, b));
brush = CreateSolidBrush(RGB(renderer->r, renderer->g, renderer->b));
SelectObject(data->current_hdc, brush);
status = FillRect(data->current_hdc, &rc, brush);
DeleteObject(brush);
Expand Down

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