Commit 84c86a8d authored by Sam Lantinga's avatar Sam Lantinga

Reverted the experiment, it didn't work.

parent e4acc9ef
......@@ -999,7 +999,6 @@ SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
{
SDL_Window *window;
SDL_Rect real_srcrect;
SDL_Rect clip_dstrect;
SDL_Rect real_dstrect;
CHECK_RENDERER_MAGIC(renderer, -1);
......@@ -1011,16 +1010,6 @@ SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
}
window = renderer->window;
if (dstrect) {
clip_dstrect = *dstrect;
} else {
clip_dstrect.x = 0;
clip_dstrect.y = 0;
clip_dstrect.w = renderer->viewport.w;
clip_dstrect.h = renderer->viewport.h;
}
dstrect = &clip_dstrect;
real_srcrect.x = 0;
real_srcrect.y = 0;
real_srcrect.w = texture->w;
......@@ -1029,40 +1018,29 @@ SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
return 0;
}
/* Clip dstrect by the same amount as srcrect was clipped */
if (srcrect->w != real_srcrect.w) {
int deltax = (real_srcrect.x - srcrect->x);
int deltaw = (real_srcrect.w - srcrect->w);
clip_dstrect.x += (deltax * clip_dstrect.w) / srcrect->w;
clip_dstrect.w += (deltaw * clip_dstrect.w) / srcrect->w;
}
if (srcrect->h != real_srcrect.h) {
int deltay = (real_srcrect.y - srcrect->y);
int deltah = (real_srcrect.h - srcrect->h);
clip_dstrect.y += (deltay * clip_dstrect.h) / srcrect->h;
clip_dstrect.h += (deltah * clip_dstrect.h) / srcrect->h;
}
}
real_dstrect.x = 0;
real_dstrect.y = 0;
real_dstrect.w = renderer->viewport.w;
real_dstrect.h = renderer->viewport.h;
if (!SDL_IntersectRect(&clip_dstrect, &real_dstrect, &real_dstrect)) {
return 0;
}
/* Clip srcrect by the same amount as dstrect was clipped */
if (dstrect->w != real_dstrect.w) {
int deltax = (real_dstrect.x - dstrect->x);
int deltaw = (real_dstrect.w - dstrect->w);
real_srcrect.x += (deltax * real_srcrect.w) / dstrect->w;
real_srcrect.w += (deltaw * real_srcrect.w) / dstrect->w;
}
if (dstrect->h != real_dstrect.h) {
int deltay = (real_dstrect.y - dstrect->y);
int deltah = (real_dstrect.h - dstrect->h);
real_srcrect.y += (deltay * real_srcrect.h) / dstrect->h;
real_srcrect.h += (deltah * real_srcrect.h) / dstrect->h;
if (dstrect) {
if (!SDL_IntersectRect(dstrect, &real_dstrect, &real_dstrect)) {
return 0;
}
/* Clip srcrect by the same amount as dstrect was clipped */
if (dstrect->w != real_dstrect.w) {
int deltax = (real_dstrect.x - dstrect->x);
int deltaw = (real_dstrect.w - dstrect->w);
real_srcrect.x += (deltax * real_srcrect.w) / dstrect->w;
real_srcrect.w += (deltaw * real_srcrect.w) / dstrect->w;
}
if (dstrect->h != real_dstrect.h) {
int deltay = (real_dstrect.y - dstrect->y);
int deltah = (real_dstrect.h - dstrect->h);
real_srcrect.y += (deltay * real_srcrect.h) / dstrect->h;
real_srcrect.h += (deltah * real_srcrect.h) / dstrect->h;
}
}
if (texture->native) {
......
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