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Sprites are now rendered directly, rather than being blitted to a master surface which is then copied to a texture. Every sprite now carries an SDL_Texture in addition to an SDL_Surface (we need both, since SDL_Texture doesn't give read-access to the pixel data). All of the image-manipulation code is now in sdl_draw.c, and the DrawGraph_* functions are now wrappers. Some games (Daibanchou at least) use an API other than SACT2/DrawGraph, so these operations should be generic to avoid duplication.
41 lines
1.3 KiB
C
41 lines
1.3 KiB
C
/* Copyright (C) 1997-1998 Masaki Chikama (Wren) <chikama@kasumi.ipl.mech.nagoya-u.ac.jp>
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* 1998- <masaki-c@is.aist-nara.ac.jp>
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* 2019 Nunuhara Cabbage <nunuhara@haniwa.technology>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://gnu.org/licenses/>.
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*/
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#ifndef SYSTEM4_GRAPHICS_H
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#define SYSTEM4_GRAPHICS_H
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#include <stdint.h>
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#include <SDL.h>
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typedef SDL_Point Point;
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#define POINT(_x, _y) ((Point){.x=_x, .y=_y})
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typedef struct {
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int w;
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int h;
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} Dimension;
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#define DIM(_w, _h) ((Dimension){.w=_w, .h=_h})
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typedef SDL_Rect Rectangle;
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#define RECT(_x, _y, _w, _h) ((Rectangle){.x=_x, .y=_y, .w=_w, .h=_h})
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#endif /* SYSTEM4_GRAPHICS_H */
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