[sdl] Formatting

This commit is contained in:
Mario Zechner 2025-08-27 12:47:18 +02:00
parent e55be33c1e
commit cf39537518
5 changed files with 51 additions and 56 deletions

View File

@ -119,8 +119,7 @@ void spine_sdl_draw_skeleton(spine_skeleton skeleton, struct SDL_Renderer *sdl_r
SDL_BlendMode target;
switch (blend_mode) {
case SPINE_BLEND_MODE_NORMAL:
target = SDL_ComposeCustomBlendMode(
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
SDL_SetTextureBlendMode(texture, target);
break;
@ -128,14 +127,12 @@ void spine_sdl_draw_skeleton(spine_skeleton skeleton, struct SDL_Renderer *sdl_r
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD);
break;
case SPINE_BLEND_MODE_ADDITIVE:
target = SDL_ComposeCustomBlendMode(
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD);
target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD);
SDL_SetTextureBlendMode(texture, target);
break;
case SPINE_BLEND_MODE_SCREEN:
target = SDL_ComposeCustomBlendMode(
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
SDL_SetTextureBlendMode(texture, target);
break;

View File

@ -115,8 +115,7 @@ void spine::SDL_draw(Skeleton &skeleton, SDL_Renderer *renderer, bool premultipl
SDL_BlendMode target;
switch (blendMode) {
case BlendMode_Normal:
target = SDL_ComposeCustomBlendMode(
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
SDL_SetTextureBlendMode(texture, target);
break;
@ -124,14 +123,12 @@ void spine::SDL_draw(Skeleton &skeleton, SDL_Renderer *renderer, bool premultipl
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_MOD);
break;
case BlendMode_Additive:
target = SDL_ComposeCustomBlendMode(
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD);
target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD);
SDL_SetTextureBlendMode(texture, target);
break;
case BlendMode_Screen:
target = SDL_ComposeCustomBlendMode(
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
target = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
SDL_SetTextureBlendMode(texture, target);
break;

View File

@ -42,7 +42,8 @@ namespace spine {
SDL_Renderer *renderer;
public:
SDLTextureLoader(SDL_Renderer *renderer) : renderer(renderer) {}
SDLTextureLoader(SDL_Renderer *renderer) : renderer(renderer) {
}
void load(AtlasPage &page, const String &path);
void unload(void *texture);