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https://github.com/TerryCavanagh/VVVVVV.git
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19b2a317f1
Ever since VVVVVV was initially ported to C++ in 2.0, it has used surfaces from SDL. The downside is, that's all software rendering. This commit moves most things off of surfaces, and all into GPU, by using textures and SDL_Renderer. Pixel-perfect collision has been kept by keeping a copy of sprites as surfaces. There's plans for pixel-perfect collision to use masks instead of reading pixel data directly, but that's out of scope for this commit. - `graphics.reloadresources()` is now called later in `main`, because textures cannot be created without a renderer. - This commit also removes a bunch of surface functions which are no longer needed. - This also recaches target textures in certain places for d3d9. - graphics.images was converted to a fixed-size array. - fillbox and fillboxabs use SDL_RenderDrawRect instead of drawing an outline using four filled rectangles - Update my name in the credits
19 lines
247 B
C
19 lines
247 B
C
#ifndef TOWERBG_H
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#define TOWERBG_H
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#include <SDL.h>
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struct TowerBG
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{
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SDL_Texture* texture;
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bool tdrawback;
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int bypos;
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int bscroll;
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int colstate;
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int scrolldir;
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int r;
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int g;
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int b;
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};
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#endif /* TOWERBG_H */
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