The width and height in srcrect determine the size of the copied rectangle. The caller must not free the returned pointer. The array is not guaranteed to be sorted in any particular order. Blits with negative dstrect coordinates will be clipped properly. This means that the rect size will behave oddly if you move it very far to the right or downwards on the screen.
My sentence doesn't really make sense. Have you learned how pointers work? Don't go on and create any sort of huge project with 1. I suggest returning an iterator which can be any of the iterators in the vector, or the vector's end iterator if no collision happened. Filling it up… The function I showed you earlier will only render the edges of the rectangle. I have taken the liberty of putting things in different functions to make it easier to read. So, I loaded a surface in, that contains a whole bunch of images, for example, a tilesheet. I have a vector defined as: vector Coord; I push some sample data in it with a simple custom function : pushRect 177,41,50,50 ; pushRect 239,41,50,50 ; pushRect 300,41,50,50 ; pushRect 361,41,50,50 ; pushRect 422,41,50,50 ; Then on each mouse event LeftClick, I try to call a function telling me which rect from the vector I clicked.
What is the correct way to chop it up? I wasn't criticising your answer at all. I would personally have chosen the latter. This means that the rect size will behave oddly if you move it very far to the right or downwards on the screen. I'm just returning i+1 if a collision is found or 0 if not found. And you made it interesting to me.
I've used both and I can say that it's much nicer to use the second. If someone could show me how to do this I think i will understand how renders works. Now, I want to split every tile into its own surface. For example, how can I draw a rectangle with certain color on a background with a different color using renderer? I was briefly filtering the available resolutions based on the values returned and removed it from Quake4 as it was way too restrictive. What I would do is just store a rectangle and blit individual tiles straight from the large surface, without ever physically splitting it up. Creates a new rectangle from the given values.
Can you explain what you mean? So it basically just removes what we drew the previous frame so that we can render the next frame with a clean, single coloured, background. What if you want to render the whole rectangle, and not just the edges? If not - look online. Edited September 19, 2012 by kidman171. This is the public blit function, and it performs rectangle validation and clipping before passing it to. The current format of the video device is retrieved through. Return an error code, which will likely be ignored? I've been looking on google and I read an article on pointers but I still just don't get this part, so I'm hoping you all can help.
Can I have multiple renderers or is there always just one? I strongly encourage you to go review some of those; meanwhile I'll just help you rewrite your function. . I think what happened is that I did have a checkboard like the text said. This means that a higher y value means further down. That leaves it as a toss up between pass by reference and return by value. I don't even understand how it can compile. The blit function should not be called on a locked surface.
You can also change the color as often as you want. Quote: Original post by sefo Then, the other problem is: return it; You can use std::distance Coord. Now, somebody help me out here for future reference, should I have just assumed that because it wasn't otherwise mentioned or should that sort of thing be documented explicitly? What are your pointers pointing at? ~ I know the code is dirty, it's a hack and it's not standard, but it works and it's readable. There is a brief explanation in there, where function is defined, and if you read it, it is generally sufficient. I usually just give up on this topic and just make things I need global but I want to finally learn and understand this while Im still practicing.
Return value 0 on success As you can see, the only thing that separates the two us the name. The final blit rectangle is saved in dstrect after all clipping is performed srcrect is not modified. Another way to look at it is that this method returns true if and only if the given point would be painted by a call to. More about this later The basic rectangle In order to draw something, be it textures or plain rectangles or text or anything, you need a rectangle to specify where to draw it and the size of what you are going to draw. Points along the right and bottom edges are not considered to be inside the rectangle; this way, a 1-by-1 rectangle contains only a single point. They've only changed what was required.
It's too high-level for me anyway as in: C is high-level compared to asm so I'll try with the other way. As far as I'm aware, iterators can be treated as pointers. I just can't afford to spend more time on something so trivial and returning an iterator just over-complicates everything. But then I decided to simplify the code and make it more focused on rendering that one rectangle. Rather then go into a pointer tutorial here, many programmers have already written loads of pointer tutorials just a google away, and can explain it better than I can. You're right though, I should've added a warning or a link to more information.
The examples you gave are great. Just like my dog, they can bite you if you don't know how to handle them properly - but also just like my dog, they aren't anything to fear either, you just have to learn how to handle them - which is easy, once you learn it. I'm having trouble understanding passing an array to a function. This leads to me being confused because, although I understand pointers, I do not know when to use them instead of variables. You should download it and use it as a reference. Repeat it for each tile you have, and you can make an array of tile-sized surfaces pretty easily. In this precise case, the incorrect representation leads to incrementing all values requiring the user of the function to remember that the index must be decremented before use , which is indeed a hack and should never happen in a function signature.