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58d21e956b
This removes memory churn caused by using analogue mode. The surfaces are only allocated if analogue mode is turned on, and kept after they are initialized. Otherwise, if analogue mode is never turned on (which will be the case for the vast majority of the time the game is played), then no extra memory is used.
17 lines
459 B
C
17 lines
459 B
C
#ifndef GRAPHICSUTIL_H
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#define GRAPHICSUTIL_H
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#include <SDL.h>
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void setRect(SDL_Rect& _r, int x, int y, int w, int h);
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SDL_Surface* GetSubSurface( SDL_Surface* metaSurface, int x, int y, int width, int height );
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void DrawPixel(SDL_Surface* surface, int x, int y, SDL_Color color);
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SDL_Color ReadPixel(const SDL_Surface* surface, int x, int y);
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void UpdateFilter(void);
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void ApplyFilter(SDL_Surface* src, SDL_Surface* dest);
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#endif /* GRAPHICSUTIL_H */
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