mirror of https://github.com/libsdl-org/SDL
Fixed compiling of three test programs with C++.
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85588ea040
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929b965c62
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@ -47,7 +47,7 @@ typedef struct MappingStep
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SDL_Texture *
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LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
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LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
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{
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SDL_Surface *temp;
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SDL_Texture *texture;
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@ -226,7 +226,7 @@ WatchJoystick(SDL_Joystick * joystick)
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SDL_RenderCopy(screen, background, NULL, NULL);
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SDL_SetTextureAlphaMod(marker, alpha);
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SDL_SetTextureColorMod(marker, 10, 255, 21);
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SDL_RenderCopyEx(screen, marker, NULL, &dst, step->angle, NULL, 0);
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SDL_RenderCopyEx(screen, marker, NULL, &dst, step->angle, NULL, SDL_FLIP_NONE);
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SDL_RenderPresent(screen);
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if (SDL_PollEvent(&event)) {
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@ -67,7 +67,7 @@ SDL_bool done = SDL_FALSE;
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SDL_Texture *background, *button, *axis;
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static SDL_Texture *
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LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
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LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
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{
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SDL_Surface *temp = NULL;
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SDL_Texture *texture = NULL;
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@ -129,7 +129,7 @@ loop(void *arg)
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for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
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if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
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const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
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SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, 0);
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SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
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}
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}
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@ -139,11 +139,11 @@ loop(void *arg)
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if (value < -deadzone) {
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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const double angle = axis_positions[i].angle;
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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} else if (value > deadzone) {
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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const double angle = axis_positions[i].angle + 180.0;
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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}
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}
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@ -45,7 +45,7 @@ quit(int rc)
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}
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SDL_Texture *
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LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
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LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
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{
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SDL_Surface *temp;
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SDL_Texture *texture;
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@ -126,7 +126,7 @@ Draw(DrawState *s)
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s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
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s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
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SDL_RenderCopyEx(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, s->scale_direction);
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SDL_RenderCopyEx(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, (SDL_RendererFlip)s->scale_direction);
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SDL_SetRenderTarget(s->renderer, NULL);
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SDL_RenderCopy(s->renderer, target, NULL, NULL);
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