mirror of https://github.com/encounter/SDL.git
Added a helper function SDL_LockTextureToSurface()
Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
This commit is contained in:
parent
f46ac1e9f7
commit
1ae61f1009
|
@ -1,6 +1,13 @@
|
||||||
|
|
||||||
This is a list of major changes in SDL's version history.
|
This is a list of major changes in SDL's version history.
|
||||||
|
|
||||||
|
---------------------------------------------------------------------------
|
||||||
|
2.0.11/12:
|
||||||
|
---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
General:
|
||||||
|
* Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
|
||||||
|
|
||||||
---------------------------------------------------------------------------
|
---------------------------------------------------------------------------
|
||||||
2.0.10:
|
2.0.10:
|
||||||
---------------------------------------------------------------------------
|
---------------------------------------------------------------------------
|
||||||
|
|
|
@ -430,10 +430,31 @@ extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
|
||||||
const SDL_Rect * rect,
|
const SDL_Rect * rect,
|
||||||
void **pixels, int *pitch);
|
void **pixels, int *pitch);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* \brief Lock a portion of the texture for write-only pixel access.
|
||||||
|
* Expose it as a SDL surface.
|
||||||
|
*
|
||||||
|
* \param texture The texture to lock for access, which was created with
|
||||||
|
* ::SDL_TEXTUREACCESS_STREAMING.
|
||||||
|
* \param rect A pointer to the rectangle to lock for access. If the rect
|
||||||
|
* is NULL, the entire texture will be locked.
|
||||||
|
* \param surface This is filled in with a SDL surface representing the locked area
|
||||||
|
* Surface is freed internally after calling SDL_UnlockTexture or SDL_DestroyTexture.
|
||||||
|
*
|
||||||
|
* \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING.
|
||||||
|
*
|
||||||
|
* \sa SDL_UnlockTexture()
|
||||||
|
*/
|
||||||
|
extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
|
||||||
|
const SDL_Rect *rect,
|
||||||
|
SDL_Surface **surface);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* \brief Unlock a texture, uploading the changes to video memory, if needed.
|
* \brief Unlock a texture, uploading the changes to video memory, if needed.
|
||||||
|
* If SDL_LockTextureToSurface() was called for locking, the SDL surface is freed.
|
||||||
*
|
*
|
||||||
* \sa SDL_LockTexture()
|
* \sa SDL_LockTexture()
|
||||||
|
* \sa SDL_LockTextureToSurface()
|
||||||
*/
|
*/
|
||||||
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
|
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
|
||||||
|
|
||||||
|
|
|
@ -315,6 +315,7 @@
|
||||||
#define SDL_UpdateTexture SDL_UpdateTexture_REAL
|
#define SDL_UpdateTexture SDL_UpdateTexture_REAL
|
||||||
#define SDL_UpdateYUVTexture SDL_UpdateYUVTexture_REAL
|
#define SDL_UpdateYUVTexture SDL_UpdateYUVTexture_REAL
|
||||||
#define SDL_LockTexture SDL_LockTexture_REAL
|
#define SDL_LockTexture SDL_LockTexture_REAL
|
||||||
|
#define SDL_LockTextureToSurface SDL_LockTextureToSurface_REAL
|
||||||
#define SDL_UnlockTexture SDL_UnlockTexture_REAL
|
#define SDL_UnlockTexture SDL_UnlockTexture_REAL
|
||||||
#define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL
|
#define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL
|
||||||
#define SDL_SetRenderTarget SDL_SetRenderTarget_REAL
|
#define SDL_SetRenderTarget SDL_SetRenderTarget_REAL
|
||||||
|
|
|
@ -346,6 +346,7 @@ SDL_DYNAPI_PROC(int,SDL_GetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode *b),(
|
||||||
SDL_DYNAPI_PROC(int,SDL_UpdateTexture,(SDL_Texture *a, const SDL_Rect *b, const void *c, int d),(a,b,c,d),return)
|
SDL_DYNAPI_PROC(int,SDL_UpdateTexture,(SDL_Texture *a, const SDL_Rect *b, const void *c, int d),(a,b,c,d),return)
|
||||||
SDL_DYNAPI_PROC(int,SDL_UpdateYUVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f, const Uint8 *g, int h),(a,b,c,d,e,f,g,h),return)
|
SDL_DYNAPI_PROC(int,SDL_UpdateYUVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f, const Uint8 *g, int h),(a,b,c,d,e,f,g,h),return)
|
||||||
SDL_DYNAPI_PROC(int,SDL_LockTexture,(SDL_Texture *a, const SDL_Rect *b, void **c, int *d),(a,b,c,d),return)
|
SDL_DYNAPI_PROC(int,SDL_LockTexture,(SDL_Texture *a, const SDL_Rect *b, void **c, int *d),(a,b,c,d),return)
|
||||||
|
SDL_DYNAPI_PROC(int,SDL_LockTextureToSurface,(SDL_Texture *a, const SDL_Rect *b, SDL_Surface **c),(a,b,c),return)
|
||||||
SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),)
|
SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),)
|
||||||
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
|
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
|
||||||
SDL_DYNAPI_PROC(int,SDL_SetRenderTarget,(SDL_Renderer *a, SDL_Texture *b),(a,b),return)
|
SDL_DYNAPI_PROC(int,SDL_SetRenderTarget,(SDL_Renderer *a, SDL_Texture *b),(a,b),return)
|
||||||
|
|
|
@ -1680,6 +1680,45 @@ SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
int
|
||||||
|
SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect,
|
||||||
|
SDL_Surface **surface)
|
||||||
|
{
|
||||||
|
SDL_Rect r;
|
||||||
|
void *pixels = NULL;
|
||||||
|
int pitch, ret;
|
||||||
|
|
||||||
|
if (texture == NULL || surface == NULL) {
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (rect == NULL) {
|
||||||
|
r.x = 0;
|
||||||
|
r.y = 0;
|
||||||
|
r.w = texture->w;
|
||||||
|
r.h = texture->h;
|
||||||
|
} else {
|
||||||
|
r.x = rect->x;
|
||||||
|
r.y = rect->y;
|
||||||
|
r.w = SDL_min(texture->w - rect->x, rect->w);
|
||||||
|
r.h = SDL_min(texture->h - rect->y, rect->h);
|
||||||
|
}
|
||||||
|
|
||||||
|
ret = SDL_LockTexture(texture, &r, &pixels, &pitch);
|
||||||
|
if (ret < 0) {
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
texture->locked_surface = SDL_CreateRGBSurfaceWithFormatFrom(pixels, r.w, r.h, 0, pitch, texture->format);
|
||||||
|
if (texture->locked_surface == NULL) {
|
||||||
|
SDL_UnlockTexture(texture);
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
*surface = texture->locked_surface;
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
static void
|
static void
|
||||||
SDL_UnlockTextureYUV(SDL_Texture * texture)
|
SDL_UnlockTextureYUV(SDL_Texture * texture)
|
||||||
{
|
{
|
||||||
|
@ -1738,6 +1777,9 @@ SDL_UnlockTexture(SDL_Texture * texture)
|
||||||
SDL_Renderer *renderer = texture->renderer;
|
SDL_Renderer *renderer = texture->renderer;
|
||||||
renderer->UnlockTexture(renderer, texture);
|
renderer->UnlockTexture(renderer, texture);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
SDL_FreeSurface(texture->locked_surface);
|
||||||
|
texture->locked_surface = NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
SDL_bool
|
SDL_bool
|
||||||
|
@ -3090,6 +3132,10 @@ SDL_DestroyTexture(SDL_Texture * texture)
|
||||||
SDL_free(texture->pixels);
|
SDL_free(texture->pixels);
|
||||||
|
|
||||||
renderer->DestroyTexture(renderer, texture);
|
renderer->DestroyTexture(renderer, texture);
|
||||||
|
|
||||||
|
SDL_FreeSurface(texture->locked_surface);
|
||||||
|
texture->locked_surface = NULL;
|
||||||
|
|
||||||
SDL_free(texture);
|
SDL_free(texture);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -60,6 +60,7 @@ struct SDL_Texture
|
||||||
void *pixels;
|
void *pixels;
|
||||||
int pitch;
|
int pitch;
|
||||||
SDL_Rect locked_rect;
|
SDL_Rect locked_rect;
|
||||||
|
SDL_Surface *locked_surface; /**< Locked region exposed as a SDL surface */
|
||||||
|
|
||||||
Uint32 last_command_generation; /* last command queue generation this texture was in. */
|
Uint32 last_command_generation; /* last command queue generation this texture was in. */
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue