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d3dx9: Get rid of the SPRITE typedef.
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0776060439
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@ -32,7 +32,8 @@ struct sprite_vertex
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D3DXVECTOR2 tex;
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};
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typedef struct _SPRITE {
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struct sprite
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{
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IDirect3DTexture9 *texture;
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UINT texw, texh;
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RECT rect;
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@ -40,7 +41,7 @@ typedef struct _SPRITE {
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D3DXVECTOR3 pos;
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D3DCOLOR color;
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D3DXMATRIX transform;
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} SPRITE;
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};
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struct d3dx9_sprite
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{
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@ -60,7 +61,7 @@ struct d3dx9_sprite
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DWORD maxanisotropy;
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DWORD alphacmp_caps;
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SPRITE *sprites;
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struct sprite *sprites;
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int sprite_count; /* number of sprites to be drawn */
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int allocated_sprites; /* number of (pre-)allocated sprites */
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};
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@ -346,12 +347,16 @@ static HRESULT WINAPI d3dx9_sprite_Draw(ID3DXSprite *iface, IDirect3DTexture9 *t
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if(texture==NULL) return D3DERR_INVALIDCALL;
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if(!This->ready) return D3DERR_INVALIDCALL;
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if(This->allocated_sprites==0) {
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This->sprites=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32*sizeof(SPRITE));
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This->allocated_sprites=32;
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} else if(This->allocated_sprites<=This->sprite_count) {
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This->allocated_sprites=This->allocated_sprites*3/2;
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This->sprites=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->sprites, This->allocated_sprites*sizeof(SPRITE));
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if (!This->allocated_sprites)
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{
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This->sprites = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32 * sizeof(*This->sprites));
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This->allocated_sprites = 32;
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}
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else if (This->allocated_sprites <= This->sprite_count)
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{
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This->allocated_sprites += This->allocated_sprites / 2;
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This->sprites = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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This->sprites, This->allocated_sprites * sizeof(*This->sprites));
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}
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This->sprites[This->sprite_count].texture=texture;
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if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
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