}
static void
-eng_image_map_draw(void *data, void *context, void *surface, void *image, int npoints, RGBA_Map_Point *p, int smooth, int level)
+eng_image_map_draw(void *data, void *context, void *surface, void *image, RGBA_Map *m, int smooth, int level)
{
Evas_GL_Image *gim = image;
Render_Engine *re;
eng_window_use(re->win);
evas_gl_common_context_target_surface_set(re->win->gl_context, surface);
re->win->gl_context->dc = context;
- if (npoints != 4)
+ if (m->count != 4)
{
// FIXME: nash - you didn't fix this
abort();
}
- if ((p[0].x == p[3].x) &&
- (p[1].x == p[2].x) &&
- (p[0].y == p[1].y) &&
- (p[3].y == p[2].y) &&
- (p[0].x <= p[1].x) &&
- (p[0].y <= p[2].y) &&
- (p[0].u == 0) &&
- (p[0].v == 0) &&
- (p[1].u == (gim->w << FP)) &&
- (p[1].v == 0) &&
- (p[2].u == (gim->w << FP)) &&
- (p[2].v == (gim->h << FP)) &&
- (p[3].u == 0) &&
- (p[3].v == (gim->h << FP)) &&
- (p[0].col == 0xffffffff) &&
- (p[1].col == 0xffffffff) &&
- (p[2].col == 0xffffffff) &&
- (p[3].col == 0xffffffff))
+ if ((m->pts[0].x == m->pts[3].x) &&
+ (m->pts[1].x == m->pts[2].x) &&
+ (m->pts[0].y == m->pts[1].y) &&
+ (m->pts[3].y == m->pts[2].y) &&
+ (m->pts[0].x <= m->pts[1].x) &&
+ (m->pts[0].y <= m->pts[2].y) &&
+ (m->pts[0].u == 0) &&
+ (m->pts[0].v == 0) &&
+ (m->pts[1].u == (gim->w << FP)) &&
+ (m->pts[1].v == 0) &&
+ (m->pts[2].u == (gim->w << FP)) &&
+ (m->pts[2].v == (gim->h << FP)) &&
+ (m->pts[3].u == 0) &&
+ (m->pts[3].v == (gim->h << FP)) &&
+ (m->pts[0].col == 0xffffffff) &&
+ (m->pts[1].col == 0xffffffff) &&
+ (m->pts[2].col == 0xffffffff) &&
+ (m->pts[3].col == 0xffffffff))
{
int dx, dy, dw, dh;
- dx = p[0].x >> FP;
- dy = p[0].y >> FP;
- dw = (p[2].x >> FP) - dx;
- dh = (p[2].y >> FP) - dy;
+ dx = m->pts[0].x >> FP;
+ dy = m->pts[0].y >> FP;
+ dw = (m->pts[2].x >> FP) - dx;
+ dh = (m->pts[2].y >> FP) - dy;
eng_image_draw(data, context, surface, image,
0, 0, gim->w, gim->h, dx, dy, dw, dh, smooth);
}
else
{
- evas_gl_common_image_map_draw(re->win->gl_context, image, npoints, p,
- smooth, level);
+ evas_gl_common_image_map_draw(re->win->gl_context, image, m->count,
+ &m->pts[0], smooth, level);
}
}