Rename property define names to have a type suffix
Renamed the following property define names to have a type suffix to match other property names. SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET (number) SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET (number) SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY (boolean) SDL_PROP_WINDOW_RENDERER (pointer) SDL_PROP_WINDOW_TEXTUREDATA (pointer)main
parent
cacac6cc34
commit
5af7113842
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@ -614,8 +614,8 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
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* with the U plane of a YUV texture
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
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* with the V plane of a YUV texture
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET`: the GLenum for the texture
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* target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the
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* texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
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* - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
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* the texture (0.0 - 1.0)
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* - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
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@ -631,8 +631,8 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
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* associated with the U plane of a YUV texture
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* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
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* associated with the V plane of a YUV texture
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* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the texture
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* target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
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* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the
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* texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
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*
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* \param texture the texture to query
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* \returns a valid property ID on success or 0 on failure; call
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@ -656,14 +656,14 @@ extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *t
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#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
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#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
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#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
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#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET "SDL.texture.opengl.target"
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#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target"
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#define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
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#define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
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#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
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#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
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#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
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#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
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#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET "SDL.texture.opengles2.target"
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#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target"
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/**
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* Get the renderer that created an SDL_Texture.
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@ -894,7 +894,7 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
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*
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* These are additional supported properties on Wayland:
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*
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* - `SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY` - true if the window
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* - `SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY_BOOLEAN` - true if the window
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* should use forced scaling designed to produce 1:1 pixel mapping if not
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* flagged as being DPI-aware. This is intended to allow legacy applications
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* to be displayed without desktop scaling being applied, and has issues
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@ -970,7 +970,7 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreateWindowWithProperties(SDL_Propertie
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#define SDL_PROP_WINDOW_CREATE_Y_NUMBER "y"
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#define SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER "cocoa.window"
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#define SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER "cocoa.view"
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#define SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY "wayland.scale_to_display"
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#define SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY_BOOLEAN "wayland.scale_to_display"
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#define SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN "wayland.surface_role_custom"
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#define SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN "wayland.create_egl_window"
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#define SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER "wayland.wl_surface"
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@ -43,7 +43,7 @@ this should probably be removed at some point in the future. --ryan. */
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#define DONT_DRAW_WHILE_HIDDEN 0
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#endif
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#define SDL_PROP_WINDOW_RENDERER "SDL.internal.window.renderer"
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#define SDL_PROP_WINDOW_RENDERER_POINTER "SDL.internal.window.renderer"
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#define CHECK_RENDERER_MAGIC(renderer, retval) \
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if (!(renderer) || (renderer)->magic != &SDL_renderer_magic) { \
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@ -1009,7 +1009,7 @@ SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
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}
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SDL_SetNumberProperty(new_props, SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER, renderer->output_colorspace);
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SDL_SetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_RENDERER, renderer);
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SDL_SetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_RENDERER_POINTER, renderer);
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SDL_SetRenderViewport(renderer, NULL);
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@ -1092,7 +1092,7 @@ SDL_Renderer *SDL_CreateSoftwareRenderer(SDL_Surface *surface)
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SDL_Renderer *SDL_GetRenderer(SDL_Window *window)
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{
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return (SDL_Renderer *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_RENDERER, NULL);
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return (SDL_Renderer *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_RENDERER_POINTER, NULL);
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}
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SDL_Window *SDL_GetRenderWindow(SDL_Renderer *renderer)
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@ -4463,7 +4463,7 @@ void SDL_DestroyRenderer(SDL_Renderer *renderer)
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SDL_free(renderer->vertex_data);
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if (renderer->window) {
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SDL_ClearProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_RENDERER);
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SDL_ClearProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_RENDERER_POINTER);
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}
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/* It's no longer magical... */
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@ -531,7 +531,7 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
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}
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SDL_PropertiesID props = SDL_GetTextureProperties(texture);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER, data->texture);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET, (Sint64) textype);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER, (Sint64) textype);
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SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT, data->texw);
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SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT, data->texh);
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@ -1629,7 +1629,7 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
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}
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}
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SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER, data->texture);
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SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET, data->texture_type);
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SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER, data->texture_type);
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
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data->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
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@ -196,7 +196,7 @@ static void SDL_SyncIfRequired(SDL_Window *window)
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/* Support for framebuffer emulation using an accelerated renderer */
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#define SDL_PROP_WINDOW_TEXTUREDATA "SDL.internal.window.texturedata"
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#define SDL_PROP_WINDOW_TEXTUREDATA_POINTER "SDL.internal.window.texturedata"
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typedef struct
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{
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@ -240,7 +240,7 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, U
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{
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SDL_RendererInfo info;
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SDL_PropertiesID props = SDL_GetWindowProperties(window);
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SDL_WindowTextureData *data = (SDL_WindowTextureData *)SDL_GetProperty(props, SDL_PROP_WINDOW_TEXTUREDATA, NULL);
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SDL_WindowTextureData *data = (SDL_WindowTextureData *)SDL_GetProperty(props, SDL_PROP_WINDOW_TEXTUREDATA_POINTER, NULL);
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const SDL_bool transparent = (window->flags & SDL_WINDOW_TRANSPARENT) ? SDL_TRUE : SDL_FALSE;
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int i;
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int w, h;
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@ -293,7 +293,7 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, U
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SDL_DestroyRenderer(renderer);
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return -1;
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}
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SDL_SetPropertyWithCleanup(props, SDL_PROP_WINDOW_TEXTUREDATA, data, SDL_CleanupWindowTextureData, NULL);
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SDL_SetPropertyWithCleanup(props, SDL_PROP_WINDOW_TEXTUREDATA_POINTER, data, SDL_CleanupWindowTextureData, NULL);
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data->renderer = renderer;
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} else {
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@ -325,7 +325,7 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, U
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SDL_TEXTUREACCESS_STREAMING,
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w, h);
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if (!data->texture) {
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/* codechecker_false_positive [Malloc] Static analyzer doesn't realize allocated `data` is saved to SDL_PROP_WINDOW_TEXTUREDATA and not leaked here. */
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/* codechecker_false_positive [Malloc] Static analyzer doesn't realize allocated `data` is saved to SDL_PROP_WINDOW_TEXTUREDATA_POINTER and not leaked here. */
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return -1; /* NOLINT(clang-analyzer-unix.Malloc) */
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}
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@ -363,7 +363,7 @@ static int SDL_UpdateWindowTexture(SDL_VideoDevice *unused, SDL_Window *window,
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SDL_GetWindowSizeInPixels(window, &w, &h);
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data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_TEXTUREDATA, NULL);
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data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_TEXTUREDATA_POINTER, NULL);
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if (!data || !data->texture) {
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return SDL_SetError("No window texture data");
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}
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@ -388,14 +388,14 @@ static int SDL_UpdateWindowTexture(SDL_VideoDevice *unused, SDL_Window *window,
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static void SDL_DestroyWindowTexture(SDL_VideoDevice *unused, SDL_Window *window)
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{
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SDL_ClearProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_TEXTUREDATA);
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SDL_ClearProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_TEXTUREDATA_POINTER);
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}
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int SDL_SetWindowTextureVSync(SDL_Window *window, int vsync)
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{
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SDL_WindowTextureData *data;
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data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_TEXTUREDATA, NULL);
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data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_TEXTUREDATA_POINTER, NULL);
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if (!data) {
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return -1;
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}
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@ -2143,7 +2143,7 @@ int Wayland_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_Propert
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const SDL_bool create_egl_window = !!(window->flags & SDL_WINDOW_OPENGL) ||
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SDL_GetBooleanProperty(create_props, SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN, SDL_FALSE);
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SDL_bool scale_to_display = !(window->flags & SDL_WINDOW_HIGH_PIXEL_DENSITY) && !custom_surface_role &&
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SDL_GetBooleanProperty(create_props, SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY,
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SDL_GetBooleanProperty(create_props, SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY_BOOLEAN,
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SDL_GetHintBoolean(SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY, SDL_FALSE));
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/* Require viewports for display scaling. */
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