Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate a user-specified pointer with an SDL texture
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a0af7ce731
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@ -52,7 +52,7 @@ include(${SDL2_SOURCE_DIR}/cmake/sdlchecks.cmake)
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set(SDL_MAJOR_VERSION 2)
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set(SDL_MINOR_VERSION 0)
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set(SDL_MICRO_VERSION 17)
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set(SDL_INTERFACE_AGE 1)
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set(SDL_INTERFACE_AGE 0)
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set(SDL_BINARY_AGE 17)
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set(SDL_VERSION "${SDL_MAJOR_VERSION}.${SDL_MINOR_VERSION}.${SDL_MICRO_VERSION}")
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# the following should match the versions in Xcode project file:
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@ -23,7 +23,7 @@ dnl Set various version strings - taken gratefully from the GTk sources
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SDL_MAJOR_VERSION=2
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SDL_MINOR_VERSION=0
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SDL_MICRO_VERSION=17
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SDL_INTERFACE_AGE=1
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SDL_INTERFACE_AGE=0
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SDL_BINARY_AGE=17
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SDL_VERSION=$SDL_MAJOR_VERSION.$SDL_MINOR_VERSION.$SDL_MICRO_VERSION
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@ -480,6 +480,28 @@ extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture,
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extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture,
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SDL_ScaleMode *scaleMode);
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/**
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* Associate a user-specified pointer with a texture.
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*
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* \param texture the texture to update.
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* \param userdata the pointer to associate with the texture.
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* \returns 0 on success, or -1 if the texture is not valid.
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*
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* \sa SDL_GetTextureUserData
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*/
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extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture * texture,
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void *userdata);
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/**
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* Get the user-specified pointer associated with a texture
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*
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* \param texture the texture to query.
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* \return the pointer associated with the texture, or NULL if the texture is not valid.
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*
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* \sa SDL_SetTextureUserData
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*/
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extern DECLSPEC void * SDLCALL SDL_GetTextureUserData(SDL_Texture * texture);
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/**
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* Update the given texture rectangle with new pixel data.
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*
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@ -815,3 +815,5 @@
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#define SDL_GameControllerSendEffect SDL_GameControllerSendEffect_REAL
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#define SDL_JoystickSendEffect SDL_JoystickSendEffect_REAL
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#define SDL_GameControllerGetSensorDataRate SDL_GameControllerGetSensorDataRate_REAL
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#define SDL_SetTextureUserData SDL_SetTextureUserData_REAL
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#define SDL_GetTextureUserData SDL_GetTextureUserData_REAL
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@ -880,3 +880,5 @@ SDL_DYNAPI_PROC(int,SDL_FlashWindow,(SDL_Window *a, SDL_FlashOperation b),(a,b),
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SDL_DYNAPI_PROC(int,SDL_GameControllerSendEffect,(SDL_GameController *a, const void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_JoystickSendEffect,(SDL_Joystick *a, const void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(float,SDL_GameControllerGetSensorDataRate,(SDL_GameController *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetTextureUserData,(SDL_Texture *a, void *b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_GetTextureUserData,(SDL_Texture *a),(a),return)
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@ -1486,6 +1486,23 @@ SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode)
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return 0;
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}
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int
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SDL_SetTextureUserData(SDL_Texture * texture, void *userdata)
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{
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CHECK_TEXTURE_MAGIC(texture, -1);
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texture->userdata = userdata;
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return 0;
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}
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void *
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SDL_GetTextureUserData(SDL_Texture * texture)
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{
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CHECK_TEXTURE_MAGIC(texture, NULL);
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return texture->userdata;
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}
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#if SDL_HAVE_YUV
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static int
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SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
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@ -58,6 +58,7 @@ struct SDL_Texture
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Uint32 last_command_generation; /* last command queue generation this texture was in. */
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void *driverdata; /**< Driver specific texture representation */
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void *userdata;
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SDL_Texture *prev;
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SDL_Texture *next;
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