lt,
texture_from_bmp("images/cursor.bmp", renderer),
SDL_DestroyTexture);
+ if (SDL_SetTextureBlendMode(
+ game->texture_cursor,
+ SDL_ComposeCustomBlendMode(
+ SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR,
+ SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
+ SDL_BLENDOPERATION_ADD,
+ SDL_BLENDFACTOR_ONE,
+ SDL_BLENDFACTOR_ZERO,
+ SDL_BLENDOPERATION_ADD)) < 0) {
+ log_fail("SDL error: %s\n", SDL_GetError());
+ RETURN_LT(lt, NULL);
+ }
game->cursor_x = 0;
game->cursor_y = 0;