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https://github.com/TorqueGameEngines/Torque3D.git
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* Adjustment: Update libsdl to address a bug in compilation on MacOS devices.
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commit
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270 changed files with 9531 additions and 3704 deletions
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@ -21,6 +21,7 @@
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#endif
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#include "SDL_test_common.h"
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#include "testutils.h"
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static SDLTest_CommonState *state;
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static SDL_bool use_texture = SDL_FALSE;
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@ -44,54 +45,19 @@ int
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LoadSprite(const char *file)
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{
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int i;
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SDL_Surface *temp;
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/* Load the sprite image */
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temp = SDL_LoadBMP(file);
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if (temp == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
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return (-1);
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}
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sprite_w = temp->w;
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sprite_h = temp->h;
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/* Set transparent pixel as the pixel at (0,0) */
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if (temp->format->palette) {
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SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
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} else {
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switch (temp->format->BitsPerPixel) {
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case 15:
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SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
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break;
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case 16:
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SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
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break;
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case 24:
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SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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break;
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case 32:
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SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
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break;
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}
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}
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/* Create textures from the image */
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for (i = 0; i < state->num_windows; ++i) {
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SDL_Renderer *renderer = state->renderers[i];
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sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
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/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
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sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &sprite_w, &sprite_h);
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if (!sprites[i]) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
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SDL_FreeSurface(temp);
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return (-1);
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}
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if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
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SDL_FreeSurface(temp);
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SDL_DestroyTexture(sprites[i]);
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return (-1);
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}
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}
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SDL_FreeSurface(temp);
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/* We're ready to roll. :) */
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return (0);
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