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VVVVVV/desktop_version/src/TowerBG.h
AllyTally 19b2a317f1 Move from surfaces to the SDL render system
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
2023-01-28 14:36:28 -08:00

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C

#ifndef TOWERBG_H
#define TOWERBG_H
#include <SDL.h>
struct TowerBG
{
SDL_Texture* texture;
bool tdrawback;
int bypos;
int bscroll;
int colstate;
int scrolldir;
int r;
int g;
int b;
};
#endif /* TOWERBG_H */