More on SDL2. Now compiles, still needs a lot of cleaning and work to deal with SDL_DisplayFormat* from 1.2

This commit is contained in:
Pere Pujal i Carabantes 2015-01-06 00:39:01 +01:00
parent 75089ea473
commit 8693724975
10 changed files with 129 additions and 78 deletions

View file

@ -134,10 +134,10 @@ void fisheye_draw(void * ptr, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas,
last_x = x;
last_y = y;
oryg=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 80, canvas->format->BitsPerPixel,
oryg=SDL_CreateRGBSurface(SDL_SWSURFACE, 80, 80, canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
output=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 80, canvas->format->BitsPerPixel,
output=SDL_CreateRGBSurface(SDL_SWSURFACE, 80, 80, canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
rect.x=x-40;
@ -149,7 +149,7 @@ void fisheye_draw(void * ptr, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas,
//do vertical fisheye
for (i=0; i<40; i++)
{
temp_src=SDL_CreateRGBSurface(SDL_ANYFORMAT, 1, 80, canvas->format->BitsPerPixel,
temp_src=SDL_CreateRGBSurface(SDL_SWSURFACE, 1, 80, canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
//let's take a smooth bar of scaled bitmap and copy it to temp
@ -160,7 +160,7 @@ void fisheye_draw(void * ptr, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas,
SDL_BlitSurface(oryg, &rect, temp_src, NULL); //this bar is copied to temp_src
temp_dest=SDL_CreateRGBSurface(SDL_ANYFORMAT, 1, 80+2*i, canvas->format->BitsPerPixel,
temp_dest=SDL_CreateRGBSurface(SDL_SWSURFACE, 1, 80+2*i, canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
temp_dest=api->scale(temp_src, 1, 80+2*i, 0); //temp_dest stores scaled temp_src
@ -186,10 +186,10 @@ void fisheye_draw(void * ptr, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas,
//do horizontal fisheye
for (i=0; i<40; i++)
{
temp_src=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 1, canvas->format->BitsPerPixel,
temp_src=SDL_CreateRGBSurface(SDL_SWSURFACE, 80, 1, canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
temp_dest=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80+2*i, 1, canvas->format->BitsPerPixel,
temp_dest=SDL_CreateRGBSurface(SDL_SWSURFACE, 80+2*i, 1, canvas->format->BitsPerPixel,
canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
//upper side first