mirror of https://github.com/encounter/SDL.git
SDL_render.c: internally change viewport/cliprect type from SDL_FRect to SDL_DRect (double precision). (see bug #5547)
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@ -356,7 +356,7 @@ QueueCmdSetViewport(SDL_Renderer *renderer)
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if (cmd != NULL) {
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cmd->command = SDL_RENDERCMD_SETVIEWPORT;
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cmd->data.viewport.first = 0; /* render backend will fill this in. */
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/* Convert SDL_FRect to SDL_Rect */
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/* Convert SDL_DRect to SDL_Rect */
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cmd->data.viewport.rect.x = (int)SDL_floor(renderer->viewport.x);
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cmd->data.viewport.rect.y = (int)SDL_floor(renderer->viewport.y);
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cmd->data.viewport.rect.w = (int)SDL_floor(renderer->viewport.w);
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@ -386,7 +386,7 @@ QueueCmdSetClipRect(SDL_Renderer *renderer)
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} else {
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cmd->command = SDL_RENDERCMD_SETCLIPRECT;
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cmd->data.cliprect.enabled = renderer->clipping_enabled;
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/* Convert SDL_FRect to SDL_Rect */
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/* Convert SDL_DRect to SDL_Rect */
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cmd->data.cliprect.rect.x = (int)SDL_floor(renderer->clip_rect.x);
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cmd->data.cliprect.rect.y = (int)SDL_floor(renderer->clip_rect.y);
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cmd->data.cliprect.rect.w = (int)SDL_floor(renderer->clip_rect.w);
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@ -676,7 +676,7 @@ SDL_GetRenderDriverInfo(int index, SDL_RendererInfo * info)
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#endif
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}
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static void GetWindowViewportValues(SDL_Renderer *renderer, int *logical_w, int *logical_h, SDL_FRect *viewport, SDL_FPoint *scale)
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static void GetWindowViewportValues(SDL_Renderer *renderer, int *logical_w, int *logical_h, SDL_DRect *viewport, SDL_FPoint *scale)
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{
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SDL_LockMutex(renderer->target_mutex);
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*logical_w = renderer->target ? renderer->logical_w_backup : renderer->logical_w;
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@ -738,10 +738,10 @@ SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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SDL_GetWindowSize(renderer->window, &w, &h);
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}
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renderer->viewport.x = 0;
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renderer->viewport.y = 0;
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renderer->viewport.w = (float) w;
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renderer->viewport.h = (float) h;
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renderer->viewport.x = (double)0;
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renderer->viewport.y = (double)0;
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renderer->viewport.w = (double)w;
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renderer->viewport.h = (double)h;
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QueueCmdSetViewport(renderer);
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FlushRenderCommandsIfNotBatching(renderer);
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}
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@ -768,7 +768,7 @@ SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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SDL_Window *window = SDL_GetWindowFromID(event->motion.windowID);
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if (window == renderer->window) {
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int logical_w, logical_h;
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SDL_FRect viewport;
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SDL_DRect viewport;
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SDL_FPoint scale;
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GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
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if (logical_w) {
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@ -795,7 +795,7 @@ SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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SDL_Window *window = SDL_GetWindowFromID(event->button.windowID);
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if (window == renderer->window) {
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int logical_w, logical_h;
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SDL_FRect viewport;
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SDL_DRect viewport;
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SDL_FPoint scale;
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GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
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if (logical_w) {
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@ -810,7 +810,7 @@ SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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event->type == SDL_FINGERMOTION) {
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int logical_w, logical_h;
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float physical_w, physical_h;
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SDL_FRect viewport;
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SDL_DRect viewport;
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SDL_FPoint scale;
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GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
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@ -2228,10 +2228,10 @@ SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
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}
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if (texture) {
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renderer->viewport.x = 0.0f;
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renderer->viewport.y = 0.0f;
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renderer->viewport.w = (float) texture->w;
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renderer->viewport.h = (float) texture->h;
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renderer->viewport.x = (double)0;
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renderer->viewport.y = (double)0;
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renderer->viewport.w = (double)texture->w;
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renderer->viewport.h = (double)texture->h;
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SDL_zero(renderer->clip_rect);
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renderer->clipping_enabled = SDL_FALSE;
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renderer->scale.x = 1.0f;
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@ -2440,19 +2440,19 @@ SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect)
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CHECK_RENDERER_MAGIC(renderer, -1);
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if (rect) {
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renderer->viewport.x = rect->x * renderer->scale.x;
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renderer->viewport.y = rect->y * renderer->scale.y;
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renderer->viewport.w = rect->w * renderer->scale.x;
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renderer->viewport.h = rect->h * renderer->scale.y;
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renderer->viewport.x = (double)rect->x * renderer->scale.x;
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renderer->viewport.y = (double)rect->y * renderer->scale.y;
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renderer->viewport.w = (double)rect->w * renderer->scale.x;
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renderer->viewport.h = (double)rect->h * renderer->scale.y;
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} else {
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int w, h;
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if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
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return -1;
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}
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renderer->viewport.x = 0.0f;
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renderer->viewport.y = 0.0f;
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renderer->viewport.w = (float) w;
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renderer->viewport.h = (float) h;
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renderer->viewport.x = (double)0;
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renderer->viewport.y = (double)0;
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renderer->viewport.w = (double)w;
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renderer->viewport.h = (double)h;
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}
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retval = QueueCmdSetViewport(renderer);
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return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
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@ -2488,10 +2488,10 @@ SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
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if (rect) {
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renderer->clipping_enabled = SDL_TRUE;
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renderer->clip_rect.x = rect->x * renderer->scale.x;
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renderer->clip_rect.y = rect->y * renderer->scale.y;
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renderer->clip_rect.w = rect->w * renderer->scale.x;
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renderer->clip_rect.h = rect->h * renderer->scale.y;
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renderer->clip_rect.x = (double)rect->x * renderer->scale.x;
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renderer->clip_rect.y = (double)rect->y * renderer->scale.y;
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renderer->clip_rect.w = (double)rect->w * renderer->scale.x;
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renderer->clip_rect.h = (double)rect->h * renderer->scale.y;
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} else {
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renderer->clipping_enabled = SDL_FALSE;
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SDL_zero(renderer->clip_rect);
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@ -28,6 +28,19 @@
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#include "SDL_mutex.h"
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#include "SDL_yuv_sw_c.h"
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/**
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* A rectangle, with the origin at the upper left (double precision).
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*/
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typedef struct SDL_DRect
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{
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double x;
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double y;
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double w;
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double h;
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} SDL_DRect;
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/* The SDL 2D rendering system */
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typedef struct SDL_RenderDriver SDL_RenderDriver;
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@ -201,12 +214,12 @@ struct SDL_Renderer
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SDL_bool integer_scale;
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/* The drawable area within the window */
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SDL_FRect viewport;
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SDL_FRect viewport_backup;
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SDL_DRect viewport;
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SDL_DRect viewport_backup;
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/* The clip rectangle within the window */
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SDL_FRect clip_rect;
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SDL_FRect clip_rect_backup;
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SDL_DRect clip_rect;
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SDL_DRect clip_rect_backup;
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/* Wether or not the clipping rectangle is used. */
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SDL_bool clipping_enabled;
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@ -244,8 +257,8 @@ struct SDL_Renderer
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SDL_RenderCommand *render_commands_pool;
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Uint32 render_command_generation;
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Uint32 last_queued_color;
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SDL_FRect last_queued_viewport;
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SDL_FRect last_queued_cliprect;
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SDL_DRect last_queued_viewport;
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SDL_DRect last_queued_cliprect;
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SDL_bool last_queued_cliprect_enabled;
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SDL_bool color_queued;
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SDL_bool viewport_queued;
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