From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- .../07-streaming-textures/streaming-textures.c | 109 --------------------- 1 file changed, 109 deletions(-) delete mode 100644 contrib/SDL-3.2.8/examples/renderer/07-streaming-textures/streaming-textures.c (limited to 'contrib/SDL-3.2.8/examples/renderer/07-streaming-textures/streaming-textures.c') diff --git a/contrib/SDL-3.2.8/examples/renderer/07-streaming-textures/streaming-textures.c b/contrib/SDL-3.2.8/examples/renderer/07-streaming-textures/streaming-textures.c deleted file mode 100644 index bf309bc..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/07-streaming-textures/streaming-textures.c +++ /dev/null @@ -1,109 +0,0 @@ -/* - * This example creates an SDL window and renderer, and then draws a streaming - * texture to it every frame. - * - * This code is public domain. Feel free to use it for any purpose! - */ - -#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ -#include -#include - -/* We will use this renderer to draw into this window every frame. */ -static SDL_Window *window = NULL; -static SDL_Renderer *renderer = NULL; -static SDL_Texture *texture = NULL; - -#define TEXTURE_SIZE 150 - -#define WINDOW_WIDTH 640 -#define WINDOW_HEIGHT 480 - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - SDL_SetAppMetadata("Example Renderer Streaming Textures", "1.0", "com.example.renderer-streaming-textures"); - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/renderer/streaming-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE); - if (!texture) { - SDL_Log("Couldn't create streaming texture: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs when a new event (mouse input, keypresses, etc) occurs. */ -SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) -{ - if (event->type == SDL_EVENT_QUIT) { - return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ - } - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once per frame, and is the heart of the program. */ -SDL_AppResult SDL_AppIterate(void *appstate) -{ - SDL_FRect dst_rect; - const Uint64 now = SDL_GetTicks(); - SDL_Surface *surface = NULL; - - /* we'll have some color move around over a few seconds. */ - const float direction = ((now % 2000) >= 1000) ? 1.0f : -1.0f; - const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction; - - /* To update a streaming texture, you need to lock it first. This gets you access to the pixels. - Note that this is considered a _write-only_ operation: the buffer you get from locking - might not acutally have the existing contents of the texture, and you have to write to every - locked pixel! */ - - /* You can use SDL_LockTexture() to get an array of raw pixels, but we're going to use - SDL_LockTextureToSurface() here, because it wraps that array in a temporary SDL_Surface, - letting us use the surface drawing functions instead of lighting up individual pixels. */ - if (SDL_LockTextureToSurface(texture, NULL, &surface)) { - SDL_Rect r; - SDL_FillSurfaceRect(surface, NULL, SDL_MapRGB(SDL_GetPixelFormatDetails(surface->format), NULL, 0, 0, 0)); /* make the whole surface black */ - r.w = TEXTURE_SIZE; - r.h = TEXTURE_SIZE / 10; - r.x = 0; - r.y = (int) (((float) (TEXTURE_SIZE - r.h)) * ((scale + 1.0f) / 2.0f)); - SDL_FillSurfaceRect(surface, &r, SDL_MapRGB(SDL_GetPixelFormatDetails(surface->format), NULL, 0, 255, 0)); /* make a strip of the surface green */ - SDL_UnlockTexture(texture); /* upload the changes (and frees the temporary surface)! */ - } - - /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 66, 66, 66, SDL_ALPHA_OPAQUE); /* grey, full alpha */ - SDL_RenderClear(renderer); /* start with a blank canvas. */ - - /* Just draw the static texture a few times. You can think of it like a - stamp, there isn't a limit to the number of times you can draw with it. */ - - /* Center this one. It'll draw the latest version of the texture we drew while it was locked. */ - dst_rect.x = ((float) (WINDOW_WIDTH - TEXTURE_SIZE)) / 2.0f; - dst_rect.y = ((float) (WINDOW_HEIGHT - TEXTURE_SIZE)) / 2.0f; - dst_rect.w = dst_rect.h = (float) TEXTURE_SIZE; - SDL_RenderTexture(renderer, texture, NULL, &dst_rect); - - SDL_RenderPresent(renderer); /* put it all on the screen! */ - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - SDL_DestroyTexture(texture); - /* SDL will clean up the window/renderer for us. */ -} - -- cgit v1.2.3