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@@ -55,7 +55,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction;
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/* as you can see from this, rendering draws over whatever was drawn before it. */
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- SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */
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+ SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */
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SDL_RenderClear(renderer); /* start with a blank canvas. */
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/* Rectangles are comprised of set of X and Y coordinates, plus width and
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@@ -66,7 +66,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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/* Let's draw a single rectangle (square, really). */
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rects[0].x = rects[0].y = 100;
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rects[0].w = rects[0].h = 100 + (100 * scale);
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- SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); /* red, full alpha */
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+ SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE); /* red, full alpha */
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SDL_RenderRect(renderer, &rects[0]);
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/* Now let's draw several rectangles with one function call. */
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@@ -76,7 +76,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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rects[i].x = (WINDOW_WIDTH - rects[i].w) / 2; /* center it. */
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rects[i].y = (WINDOW_HEIGHT - rects[i].h) / 2; /* center it. */
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}
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- SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); /* green, full alpha */
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+ SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE); /* green, full alpha */
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SDL_RenderRects(renderer, rects, 3); /* draw three rectangles at once */
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/* those were rectangle _outlines_, really. You can also draw _filled_ rectangles! */
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@@ -84,7 +84,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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rects[0].y = 50;
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rects[0].w = 100 + (100 * scale);
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rects[0].h = 50 + (50 * scale);
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- SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255); /* blue, full alpha */
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+ SDL_SetRenderDrawColor(renderer, 0, 0, 255, SDL_ALPHA_OPAQUE); /* blue, full alpha */
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SDL_RenderFillRect(renderer, &rects[0]);
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/* ...and also fill a bunch of rectangles at once... */
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@@ -96,7 +96,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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rects[i].w = w;
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rects[i].h = h;
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}
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- SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); /* white, full alpha */
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+ SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */
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SDL_RenderFillRects(renderer, rects, SDL_arraysize(rects));
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SDL_RenderPresent(renderer); /* put it all on the screen! */
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