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@@ -3869,9 +3869,6 @@ static bool SDL_RenderTextureInternal(SDL_Renderer *renderer, SDL_Texture *textu
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bool SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect)
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{
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- SDL_FRect real_srcrect;
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- SDL_FRect real_dstrect;
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-
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CHECK_RENDERER_MAGIC(renderer, false);
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CHECK_TEXTURE_MAGIC(texture, false);
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@@ -3886,6 +3883,7 @@ bool SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_F
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}
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#endif
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+ SDL_FRect real_srcrect;
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real_srcrect.x = 0.0f;
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real_srcrect.y = 0.0f;
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real_srcrect.w = (float)texture->w;
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@@ -3896,9 +3894,10 @@ bool SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_F
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}
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}
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- GetRenderViewportSize(renderer, &real_dstrect);
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- if (dstrect) {
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- real_dstrect = *dstrect;
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+ SDL_FRect full_dstrect;
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+ if (!dstrect) {
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+ GetRenderViewportSize(renderer, &full_dstrect);
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+ dstrect = &full_dstrect;
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}
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if (texture->native) {
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@@ -3907,7 +3906,7 @@ bool SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_F
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texture->last_command_generation = renderer->render_command_generation;
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- return SDL_RenderTextureInternal(renderer, texture, &real_srcrect, &real_dstrect);
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+ return SDL_RenderTextureInternal(renderer, texture, &real_srcrect, dstrect);
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}
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bool SDL_RenderTextureAffine(SDL_Renderer *renderer, SDL_Texture *texture,
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@@ -4032,7 +4031,6 @@ bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
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const double angle, const SDL_FPoint *center, const SDL_FlipMode flip)
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{
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SDL_FRect real_srcrect;
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- SDL_FRect real_dstrect;
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SDL_FPoint real_center;
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bool result;
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@@ -4068,10 +4066,10 @@ bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
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}
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// We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we?
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- if (dstrect) {
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- real_dstrect = *dstrect;
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- } else {
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- GetRenderViewportSize(renderer, &real_dstrect);
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+ SDL_FRect full_dstrect;
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+ if (!dstrect) {
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+ GetRenderViewportSize(renderer, &full_dstrect);
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+ dstrect = &full_dstrect;
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}
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if (texture->native) {
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@@ -4081,8 +4079,8 @@ bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
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if (center) {
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real_center = *center;
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} else {
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- real_center.x = real_dstrect.w / 2.0f;
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- real_center.y = real_dstrect.h / 2.0f;
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+ real_center.x = dstrect->w / 2.0f;
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+ real_center.y = dstrect->h / 2.0f;
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}
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texture->last_command_generation = renderer->render_command_generation;
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@@ -4116,23 +4114,23 @@ bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
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maxu = (real_srcrect.x + real_srcrect.w) / texture->w;
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maxv = (real_srcrect.y + real_srcrect.h) / texture->h;
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- centerx = real_center.x + real_dstrect.x;
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- centery = real_center.y + real_dstrect.y;
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+ centerx = real_center.x + dstrect->x;
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+ centery = real_center.y + dstrect->y;
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if (flip & SDL_FLIP_HORIZONTAL) {
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- minx = real_dstrect.x + real_dstrect.w;
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- maxx = real_dstrect.x;
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+ minx = dstrect->x + dstrect->w;
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+ maxx = dstrect->x;
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} else {
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- minx = real_dstrect.x;
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- maxx = real_dstrect.x + real_dstrect.w;
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+ minx = dstrect->x;
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+ maxx = dstrect->x + dstrect->w;
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}
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if (flip & SDL_FLIP_VERTICAL) {
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- miny = real_dstrect.y + real_dstrect.h;
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- maxy = real_dstrect.y;
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+ miny = dstrect->y + dstrect->h;
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+ maxy = dstrect->y;
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} else {
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- miny = real_dstrect.y;
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- maxy = real_dstrect.y + real_dstrect.h;
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+ miny = dstrect->y;
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+ maxy = dstrect->y + dstrect->h;
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}
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uv[0] = minu;
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@@ -4173,7 +4171,7 @@ bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
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num_vertices, indices, num_indices, size_indices,
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scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP);
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} else {
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- result = QueueCmdCopyEx(renderer, texture, &real_srcrect, &real_dstrect, angle, &real_center, flip, scale_x, scale_y);
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+ result = QueueCmdCopyEx(renderer, texture, &real_srcrect, dstrect, angle, &real_center, flip, scale_x, scale_y);
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}
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return result;
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}
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