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 --- contrib/SDL-3.2.8/examples/CMakeLists.txt | 382 ---------------- contrib/SDL-3.2.8/examples/README.md | 67 --- .../examples/asyncio/01-load-bitmaps/README.txt | 6 - .../asyncio/01-load-bitmaps/load-bitmaps.c | 125 ------ .../examples/asyncio/01-load-bitmaps/thumbnail.png | Bin 76234 -> 0 bytes contrib/SDL-3.2.8/examples/asyncio/description.txt | 1 - .../examples/audio/01-simple-playback/README.txt | 5 - .../audio/01-simple-playback/simple-playback.c | 103 ----- .../audio/02-simple-playback-callback/README.txt | 5 - .../simple-playback-callback.c | 115 ----- .../examples/audio/03-load-wav/README.txt | 5 - .../examples/audio/03-load-wav/load-wav.c | 103 ----- .../examples/audio/04-multiple-streams/README.txt | 5 - .../audio/04-multiple-streams/multiple-streams.c | 135 ------ 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a/contrib/SDL-3.2.8/examples/CMakeLists.txt b/contrib/SDL-3.2.8/examples/CMakeLists.txt deleted file mode 100644 index 2a13a03..0000000 --- a/contrib/SDL-3.2.8/examples/CMakeLists.txt +++ /dev/null @@ -1,382 +0,0 @@ -# -# CMake script for building the SDL examples -# - -list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/../cmake") - -include(CheckIncludeFile) -include(CheckStructHasMember) -include(CMakePushCheckState) -include(sdlcompilers) - -if(SDL_EXAMPLES_LINK_SHARED) - set(sdl_name_component SDL3-shared) -else() - set(sdl_name_component SDL3-static) -endif() -set(HAVE_EXAMPLES_LINK_SHARED "${SDL_EXAMPLES_LINK_SHARED}" PARENT_SCOPE) - -# CMake incorrectly detects opengl32.lib being present on MSVC ARM64 -if(NOT (MSVC AND SDL_CPU_ARM64)) - # Prefer GLVND, if present - set(OpenGL_GL_PREFERENCE GLVND) - find_package(OpenGL) -endif() - -set(SDL_EXAMPLE_EXECUTABLES) - -if(CMAKE_RUNTIME_OUTPUT_DIRECTORY) - set(example_bin_dir "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}") - if(NOT IS_ABSOLUTE "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}") - set(example_bin_dir "${CMAKE_CURRENT_BINARY_DIR}/${CMAKE_RUNTIME_OUTPUT_DIRECTORY}") - endif() -else() - set(example_bin_dir "${CMAKE_CURRENT_BINARY_DIR}") -endif() -if(NOT CMAKE_VERSION VERSION_LESS 3.20) - get_property(is_multi_config GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG) - set(example_bin_dir "${example_bin_dir}$<$:/$>") -endif() - -file(GLOB RESOURCE_FILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/*.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/*.wav ${CMAKE_CURRENT_SOURCE_DIR}/../test/*.hex) - -set(RESOURCE_FILE_NAMES) -set(RESOURCE_FILES_BINDIR) -foreach(resource_file IN LISTS RESOURCE_FILES) - get_filename_component(res_file_name ${resource_file} NAME) - list(APPEND RESOURCE_FILE_NAMES "${res_file_name}") - set(resource_file_bindir "${example_bin_dir}/${res_file_name}") - add_custom_command(OUTPUT "${resource_file_bindir}" - COMMAND "${CMAKE_COMMAND}" -E copy "${resource_file}" "${resource_file_bindir}" - DEPENDS "${resource_file}" - ) - list(APPEND RESOURCE_FILES_BINDIR "${resource_file_bindir}") -endforeach() -add_custom_target(copy-sdl-example-resources - DEPENDS "${RESOURCE_FILES_BINDIR}" -) - -macro(add_sdl_example_executable TARGET) - cmake_parse_arguments(AST "BUILD_DEPENDENT" "" "SOURCES;DATAFILES" ${ARGN}) - if(AST_UNPARSED_ARGUMENTS) - message(FATAL_ERROR "Unknown argument(s): ${AST_UNPARSED_ARGUMENTS}") - endif() - if(NOT AST_SOURCES) - message(FATAL_ERROR "add_sdl_example_executable needs at least one source") - endif() - set(EXTRA_SOURCES "") - if(AST_DATAFILES) - list(APPEND EXTRA_SOURCES ${DATAFILES}) - endif() - if(ANDROID) - add_library(${TARGET} SHARED ${AST_SOURCES} ${EXTRA_SOURCES}) - else() - add_executable(${TARGET} ${AST_SOURCES} ${EXTRA_SOURCES}) - endif() - SDL_AddCommonCompilerFlags(${TARGET}) - target_include_directories(${TARGET} PRIVATE "${SDL3_SOURCE_DIR}/src/video/khronos") - target_link_libraries(${TARGET} PRIVATE SDL3::${sdl_name_component}) - - list(APPEND SDL_EXAMPLE_EXECUTABLES ${TARGET}) - if(AST_DATAFILES) - if(PSP OR PS2) - add_custom_command(TARGET ${TARGET} POST_BUILD - COMMAND ${CMAKE_COMMAND} ARGS -E make_directory $/sdl-${TARGET} - COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${AST_DATAFILES} $/sdl-${TARGET} - WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}" - ) - else() - add_dependencies(${TARGET} copy-sdl-example-resources) - endif() - if(APPLE) - # Make sure resource files get installed into macOS/iOS .app bundles. - set_target_properties(${TARGET} PROPERTIES RESOURCE "${AST_DATAFILES}") - endif() - if(EMSCRIPTEN) - foreach(res IN LISTS AST_DATAFILES) - get_filename_component(res_name "${res}" NAME) - target_link_options(${TARGET} PRIVATE "SHELL:--embed-file ${res}@${res_name}") - endforeach() - endif() - set_property(TARGET ${TARGET} APPEND PROPERTY ADDITIONAL_CLEAN_FILES "$/$$/>") - endif() - - if(WINDOWS) - # CET support was added in VS 16.7 - if(MSVC_VERSION GREATER 1926 AND CMAKE_GENERATOR_PLATFORM MATCHES "Win32|x64") - set_property(TARGET ${TARGET} APPEND_STRING PROPERTY LINK_FLAGS " -CETCOMPAT") - endif() - elseif(PSP) - target_link_libraries(${TARGET} PRIVATE GL) - elseif(EMSCRIPTEN) - set_property(TARGET ${TARGET} PROPERTY SUFFIX ".html") - target_link_options(${TARGET} PRIVATE -sALLOW_MEMORY_GROWTH=1) - endif() - - if(OPENGL_FOUND) - target_compile_definitions(${TARGET} PRIVATE HAVE_OPENGL) - endif() - - # FIXME: only add "${SDL3_BINARY_DIR}/include-config-$>" + include paths of external dependencies - target_include_directories(${TARGET} PRIVATE "$") -endmacro() - -add_sdl_example_executable(renderer-clear SOURCES renderer/01-clear/clear.c) -add_sdl_example_executable(renderer-primitives SOURCES renderer/02-primitives/primitives.c) -add_sdl_example_executable(renderer-lines SOURCES renderer/03-lines/lines.c) -add_sdl_example_executable(renderer-points SOURCES renderer/04-points/points.c) -add_sdl_example_executable(renderer-rectangles SOURCES renderer/05-rectangles/rectangles.c) -add_sdl_example_executable(renderer-textures SOURCES renderer/06-textures/textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp) -add_sdl_example_executable(renderer-streaming-textures SOURCES renderer/07-streaming-textures/streaming-textures.c) -add_sdl_example_executable(renderer-rotating-textures SOURCES renderer/08-rotating-textures/rotating-textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp) -add_sdl_example_executable(renderer-scaling-textures SOURCES renderer/09-scaling-textures/scaling-textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp) -add_sdl_example_executable(renderer-geometry SOURCES renderer/10-geometry/geometry.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp) -add_sdl_example_executable(renderer-color-mods SOURCES renderer/11-color-mods/color-mods.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp) -add_sdl_example_executable(renderer-viewport SOURCES renderer/14-viewport/viewport.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp) -add_sdl_example_executable(renderer-cliprect SOURCES renderer/15-cliprect/cliprect.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp) -add_sdl_example_executable(renderer-read-pixels SOURCES renderer/17-read-pixels/read-pixels.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp) -add_sdl_example_executable(renderer-debug-text SOURCES renderer/18-debug-text/debug-text.c) -add_sdl_example_executable(audio-simple-playback SOURCES audio/01-simple-playback/simple-playback.c) -add_sdl_example_executable(audio-simple-playback-callback SOURCES audio/02-simple-playback-callback/simple-playback-callback.c) -add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav) -add_sdl_example_executable(audio-multiple-streams SOURCES audio/04-multiple-streams/multiple-streams.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav ${CMAKE_CURRENT_SOURCE_DIR}/../test/sword.wav) -add_sdl_example_executable(input-joystick-polling SOURCES input/01-joystick-polling/joystick-polling.c) -add_sdl_example_executable(input-joystick-events SOURCES input/02-joystick-events/joystick-events.c) -add_sdl_example_executable(camera-read-and-draw SOURCES camera/01-read-and-draw/read-and-draw.c) -add_sdl_example_executable(pen-drawing-lines SOURCES pen/01-drawing-lines/drawing-lines.c) -add_sdl_example_executable(asyncio-load-bitmaps SOURCES asyncio/01-load-bitmaps/load-bitmaps.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/gamepad_front.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/speaker.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/icon2x.bmp) -add_sdl_example_executable(demo-snake SOURCES demo/01-snake/snake.c) -add_sdl_example_executable(demo-woodeneye-008 SOURCES demo/02-woodeneye-008/woodeneye-008.c) -add_sdl_example_executable(demo-infinite-monkeys SOURCES demo/03-infinite-monkeys/infinite-monkeys.c) -add_sdl_example_executable(demo-bytepusher SOURCES demo/04-bytepusher/bytepusher.c) - -# When you add an example, remember to add the Visual Studio project as well: -# - Add a new example in examples/ -# - Run python VisualC/examples/generate.py -# - Take note of the newly generated .vcxproj files -# - Modify the .vcxproj files if necessary (adding content such as BMP or WAV files) -# - Open VisualC/SDL.sln in Visual Studio or JetBrains Rider -# - Locate the appropriate folder in the Solution Explorer -# - Add the newly generated projects: Right click -> Add -> Existing project... -# - Test if they work -# - Save the SDL.sln solution - -if(PSP) - # Build EBOOT files if building for PSP - foreach(APP ${SDL_EXAMPLE_EXECUTABLES}) - create_pbp_file( - TARGET ${APP} - TITLE SDL-${APP} - ICON_PATH NULL - BACKGROUND_PATH NULL - PREVIEW_PATH NULL - OUTPUT_DIR $/sdl-${APP} - ) - endforeach() -endif() - -if(N3DS) - set(ROMFS_DIR "${CMAKE_CURRENT_BINARY_DIR}/romfs") - file(MAKE_DIRECTORY "${ROMFS_DIR}") - file(COPY ${RESOURCE_FILES} DESTINATION "${ROMFS_DIR}") - - foreach(APP ${SDL_EXAMPLE_EXECUTABLES}) - get_target_property(TARGET_BINARY_DIR ${APP} BINARY_DIR) - set(SMDH_FILE "${TARGET_BINARY_DIR}/${APP}.smdh") - ctr_generate_smdh("${SMDH_FILE}" - NAME "SDL-${APP}" - DESCRIPTION "SDL3 Test suite" - AUTHOR "SDL3 Contributors" - ICON "${CMAKE_CURRENT_SOURCE_DIR}/../test/n3ds/logo48x48.png" - ) - ctr_create_3dsx( - ${APP} - ROMFS "${ROMFS_DIR}" - SMDH "${SMDH_FILE}" - ) - endforeach() -endif() - -if(RISCOS) - set(SDL_EXAMPLE_EXECUTABLES_AIF) - foreach(APP ${SDL_EXAMPLE_EXECUTABLES}) - set_property(TARGET ${APP} APPEND_STRING PROPERTY LINK_FLAGS " -static") - add_custom_command( - OUTPUT ${APP},ff8 - COMMAND elf2aif ${APP} ${APP},ff8 - DEPENDS ${APP} - ) - add_custom_target(${APP}-aif ALL DEPENDS ${APP},ff8) - list(APPEND SDL_EXAMPLE_EXECUTABLES_AIF ${CMAKE_CURRENT_BINARY_DIR}/${APP},ff8) - endforeach() -endif() - -# Set Apple App ID / Bundle ID. This is needed to launch apps on some Apple -# platforms (iOS, for example). -if(APPLE) - foreach(CURRENT_TARGET ${SDL_EXAMPLE_EXECUTABLES}) - set_target_properties("${CURRENT_TARGET}" PROPERTIES - MACOSX_BUNDLE_GUI_IDENTIFIER "org.libsdl.${CURRENT_TARGET}" - MACOSX_BUNDLE_BUNDLE_VERSION "${SDL3_VERSION}" - MACOSX_BUNDLE_SHORT_VERSION_STRING "${SDL3_VERSION}" - ) - endforeach() -endif() - -if(SDL_INSTALL_EXAMPLES) - if(RISCOS) - install( - FILES ${SDL_EXAMPLE_EXECUTABLES_AIF} - DESTINATION ${CMAKE_INSTALL_LIBEXECDIR}/installed-examples/SDL3 - ) - else() - install( - TARGETS ${SDL_EXAMPLE_EXECUTABLES} - DESTINATION ${CMAKE_INSTALL_LIBEXECDIR}/installed-examples/SDL3 - ) - endif() - if(MSVC) - foreach(example IN LISTS SDL_EXAMPLE_EXECUTABLES) - SDL_install_pdb(${example} "${CMAKE_INSTALL_LIBEXECDIR}/installed-examples/SDL3") - endforeach() - endif() - install( - FILES ${RESOURCE_FILES} - DESTINATION ${CMAKE_INSTALL_LIBEXECDIR}/installed-examples/SDL3 - ) -endif() - -if(ANDROID AND TARGET SDL3::Jar) - list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/../cmake/android") - find_package(SdlAndroid MODULE) - if(SdlAndroid_FOUND) - set(apks "") - set(packages "") - - include(SdlAndroidFunctions) - sdl_create_android_debug_keystore(SDL_example-debug-keystore) - sdl_android_compile_resources(SDL_example-resources RESFOLDER ${CMAKE_CURRENT_SOURCE_DIR}/../test/android/res) - add_custom_target(sdl-example-apks) - foreach(EXAMPLE ${SDL_EXAMPLE_EXECUTABLES}) - set(ANDROID_MANIFEST_APP_NAME "${EXAMPLE}") - set(ANDROID_MANIFEST_LABEL "${EXAMPLE}") - set(ANDROID_MANIFEST_LIB_NAME "$") - set(ANDROID_MANIFEST_PACKAGE "org.libsdl.sdl.example.${EXAMPLE}") - set(generated_manifest_path "${CMAKE_CURRENT_BINARY_DIR}/android/${EXAMPLE}-src/AndroidManifest.xml") - string(REPLACE "." "/" JAVA_PACKAGE_DIR "${ANDROID_MANIFEST_PACKAGE}") - set(GENERATED_SRC_FOLDER "${CMAKE_CURRENT_BINARY_DIR}/android/${EXAMPLE}-src") - set(GENERATED_RES_FOLDER "${GENERATED_SRC_FOLDER}/res") - set(JAVA_PACKAGE_DIR "${GENERATED_SRC_FOLDER}/${JAVA_PACKAGE_DIR}") - configure_file(${CMAKE_CURRENT_SOURCE_DIR}/../test/android/cmake/SDLEntryTestActivity.java.cmake "${JAVA_PACKAGE_DIR}/SDLEntryTestActivity.java" @ONLY) - configure_file(${CMAKE_CURRENT_SOURCE_DIR}/../test/android/cmake/SDLTestActivity.java.cmake "${JAVA_PACKAGE_DIR}/SDLTestActivity.java" @ONLY) - configure_file(${CMAKE_CURRENT_SOURCE_DIR}/../test/android/cmake/res/values/strings.xml.cmake android/res/values/strings-${EXAMPLE}.xml @ONLY) - configure_file(${CMAKE_CURRENT_SOURCE_DIR}/../test/android/cmake/res/xml/shortcuts.xml.cmake "${GENERATED_RES_FOLDER}/xml/shortcuts.xml" @ONLY) - configure_file(${CMAKE_CURRENT_SOURCE_DIR}/../test/android/cmake/AndroidManifest.xml.cmake "${generated_manifest_path}" @ONLY) - file(GENERATE - OUTPUT "${CMAKE_CURRENT_BINARY_DIR}/android/${EXAMPLE}-$/res/values/strings.xml" - INPUT "${CMAKE_CURRENT_BINARY_DIR}/android/res/values/strings-${EXAMPLE}.xml" - ) - - sdl_android_compile_resources(${EXAMPLE}-resources - RESOURCES - "${CMAKE_CURRENT_BINARY_DIR}/android/${EXAMPLE}-$/res/values/strings.xml" - "${GENERATED_RES_FOLDER}/xml/shortcuts.xml" - ) - - sdl_android_link_resources(${EXAMPLE}-apk-linked - MANIFEST "${generated_manifest_path}" - PACKAGE ${ANDROID_MANIFEST_PACKAGE} - RES_TARGETS SDL_example-resources ${EXAMPLE}-resources - TARGET_SDK_VERSION 31 - ) - - set(CMAKE_JAVA_COMPILE_FLAGS "-encoding;utf-8") - set(classes_path "${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/${EXAMPLE}-java.dir/classes") - # Some CMake versions have a slow `cmake -E make_directory` implementation - if(NOT IS_DIRECTORY "${classes_path}") - execute_process(COMMAND ${CMAKE_COMMAND} -E make_directory "${classes_path}") - endif() - set(OUT_JAR "${CMAKE_CURRENT_BINARY_DIR}/${EXAMPLE}.jar") - add_custom_command( - OUTPUT "${OUT_JAR}" - COMMAND ${CMAKE_COMMAND} -E rm -rf "${classes_path}" - COMMAND ${CMAKE_COMMAND} -E make_directory "${classes_path}" - COMMAND ${Java_JAVAC_EXECUTABLE} - -source 1.8 -target 1.8 - -bootclasspath "$" - "${JAVA_PACKAGE_DIR}/SDLEntryTestActivity.java" - "${JAVA_PACKAGE_DIR}/SDLTestActivity.java" - $ - -cp "$:${SDL_ANDROID_PLATFORM_ANDROID_JAR}" - -d "${classes_path}" - COMMAND ${Java_JAR_EXECUTABLE} cf "${OUT_JAR}" -C "${classes_path}" . - DEPENDS $ "$" "${JAVA_PACKAGE_DIR}/SDLTestActivity.java" "${JAVA_PACKAGE_DIR}/SDLEntryTestActivity.java" - ) - add_custom_target(${EXAMPLE}-jar DEPENDS "${OUT_JAR}") - set_property(TARGET ${EXAMPLE}-jar PROPERTY OUTPUT "${OUT_JAR}") - - set(dexworkdir "${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/${EXAMPLE}-dex.dir") - # Some CMake versions have a slow `cmake -E make_directory` implementation - if(NOT IS_DIRECTORY "${dexworkdir}") - execute_process(COMMAND "${CMAKE_COMMAND}" -E make_directory "${dexworkdir}") - endif() - set(classes_dex_base_name "classes.dex") - set(classes_dex "${dexworkdir}/${classes_dex_base_name}") - add_custom_command( - OUTPUT "${classes_dex}" - COMMAND SdlAndroid::d8 - $ - $ - --lib "${SDL_ANDROID_PLATFORM_ANDROID_JAR}" - --output "${dexworkdir}" - DEPENDS $ $ - ) - add_custom_target(${EXAMPLE}-dex DEPENDS "${classes_dex}") - set_property(TARGET ${EXAMPLE}-dex PROPERTY OUTPUT "${classes_dex}") - set_property(TARGET ${EXAMPLE}-dex PROPERTY OUTPUT_BASE_NAME "${classes_dex_base_name}") - - sdl_add_to_apk_unaligned(${EXAMPLE}-unaligned-apk - APK_IN ${EXAMPLE}-apk-linked - OUTDIR "${CMAKE_CURRENT_BINARY_DIR}/intermediates" - ASSETS ${RESOURCE_FILES} - NATIVE_LIBS SDL3::SDL3-shared ${EXAMPLE} - DEX ${EXAMPLE}-dex - ) - - sdl_apk_align(${EXAMPLE}-aligned-apk ${EXAMPLE}-unaligned-apk - OUTDIR "${CMAKE_CURRENT_BINARY_DIR}/intermediates" - ) - sdl_apk_sign(${EXAMPLE}-apk ${EXAMPLE}-aligned-apk - KEYSTORE SDL_example-debug-keystore - ) - add_dependencies(sdl-example-apks ${EXAMPLE}-apk) - - if(TARGET SdlAndroid::adb) - add_custom_target(install-${EXAMPLE} - COMMAND "${CMAKE_COMMAND}" -DACTION=install "-DAPKS=$" -P "${SDL3_SOURCE_DIR}/cmake/android/SdlAndroidScript.cmake" - DEPENDS "${EXAMPLE}-apk" - ) - add_custom_target(start-${EXAMPLE} - COMMAND "${ADB_BIN}" shell am start-activity -S "${ANDROID_MANIFEST_PACKAGE}/.SDLTestActivity" - ) - add_custom_target(build-install-start-${EXAMPLE} - COMMAND "${CMAKE_COMMAND}" -DACTION=build-install-run "-DEXECUTABLES=${EXAMPLE}" "-DBUILD_FOLDER=${CMAKE_BINARY_DIR}" -P "${SDL3_SOURCE_DIR}/cmake/android/SdlAndroidScript.cmake" - ) - endif() - - list(APPEND packages "${ANDROID_MANIFEST_PACKAGE}") - list(APPEND install_targets install-${EXAMPLE}) - endforeach() - - if(TARGET SdlAndroid::adb) - add_custom_target(install-sdl-example-apks - DEPENDS ${install_targets} - VERBATIM - ) - add_custom_target(uninstall-sdl-example-apks - COMMAND "${CMAKE_COMMAND}" "-DADB=$" -DACTION=uninstall "-DPACKAGES=${packages}" -P "${SDL3_SOURCE_DIR}/cmake/android/SdlAndroidScript.cmake" - VERBATIM - ) - endif() - endif() -endif() diff --git a/contrib/SDL-3.2.8/examples/README.md b/contrib/SDL-3.2.8/examples/README.md deleted file mode 100644 index 872e087..0000000 --- a/contrib/SDL-3.2.8/examples/README.md +++ /dev/null @@ -1,67 +0,0 @@ -# Examples - -## What is this? - -In here are a collection of standalone SDL application examples. Unless -otherwise stated, they should work on all supported platforms out of the box. -If they don't [please file a bug to let us know](https://github.com/libsdl-org/SDL/issues/new). - - -## What is this SDL_AppIterate thing? - -SDL can optionally build apps as a collection of callbacks instead of the -usual program structure that starts and ends in a function called `main`. -The examples use this format for two reasons. - -First, it allows the examples to work when built as web applications without -a pile of ugly `#ifdef`s, and all of these examples are published on the web -at [examples.libsdl.org](https://examples.libsdl.org/), so you can easily see -them in action. - -Second, it's example code! The callbacks let us cleanly break the program up -into the four logical pieces most apps care about: - -- Program startup -- Event handling -- What the program actually does in a single frame -- Program shutdown - -A detailed technical explanation of these callbacks is in -docs/README-main-functions.md (or view that page on the web on -[the wiki](https://wiki.libsdl.org/SDL3/README/main-functions#main-callbacks-in-sdl3)). - - -## I would like to build and run these examples myself. - -When you build SDL with CMake, you can add `-DSDL_EXAMPLES=On` to the -CMake command line. When you build SDL, these examples will be built with it. - -But most of these can just be built as a single .c file, as long as you point -your compiler at SDL3's headers and link against SDL. - - -## What is the license on the example code? Can I paste this into my project? - -All code in the examples directory is considered public domain! You can do -anything you like with it, including copy/paste it into your closed-source -project, sell it, and pretend you wrote it yourself. We do not require you to -give us credit for this code (but we always appreciate if you do!). - -This is only true for the examples directory. The rest of SDL falls under the -[zlib license](https://github.com/libsdl-org/SDL/blob/main/LICENSE.txt). - - -## What is template.html and highlight-plugin.lua in this directory? - -This is what [examples.libsdl.org](https://examples.libsdl.org/) uses when -generating the web versions of these example programs. You can ignore this, -unless you are improving it, in which case we definitely would love to hear -from you! - - -## What is template.c in this directory? - -If writing new examples, this is the skeleton code we start from, to keep -everything consistent. You can ignore it. - - diff --git a/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/README.txt b/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/README.txt deleted file mode 100644 index e4283d4..0000000 --- a/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/README.txt +++ /dev/null @@ -1,6 +0,0 @@ -This example code loads a few bitmap files from disk using the asynchronous -i/o, and then draws it to the window. It uses a task group to watch multiple -reads and deal with them in whatever order they finish. - -Note that for a single tiny file like this, you'd probably not want to bother -with async i/o in real life, but this is just an example of how to do it. diff --git a/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/load-bitmaps.c b/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/load-bitmaps.c deleted file mode 100644 index 44c2abf..0000000 --- a/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/load-bitmaps.c +++ /dev/null @@ -1,125 +0,0 @@ -/* - * This example code loads a bitmap with asynchronous i/o and renders it. - * - * 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_AsyncIOQueue *queue = NULL; - -#define TOTAL_TEXTURES 4 -static const char * const bmps[TOTAL_TEXTURES] = { "sample.bmp", "gamepad_front.bmp", "speaker.bmp", "icon2x.bmp" }; -static SDL_Texture *textures[TOTAL_TEXTURES]; -static const SDL_FRect texture_rects[TOTAL_TEXTURES] = { - { 116, 156, 408, 167 }, - { 20, 200, 96, 60 }, - { 525, 180, 96, 96 }, - { 288, 375, 64, 64 } -}; - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - int i; - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/asyncio/load-bitmaps", 640, 480, 0, &window, &renderer)) { - SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL); - return SDL_APP_FAILURE; - } - - queue = SDL_CreateAsyncIOQueue(); - if (!queue) { - SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create async i/o queue!", SDL_GetError(), NULL); - return SDL_APP_FAILURE; - } - - /* Load some .bmp files asynchronously from wherever the app is being run from, put them in the same queue. */ - for (i = 0; i < SDL_arraysize(bmps); i++) { - char *path = NULL; - SDL_asprintf(&path, "%s%s", SDL_GetBasePath(), bmps[i]); /* allocate a string of the full file path */ - /* you _should) check for failure, but we'll just go on without files here. */ - SDL_LoadFileAsync(path, queue, (void *) bmps[i]); /* attach the filename as app-specific data, so we can see it later. */ - SDL_free(path); - } - - 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_AsyncIOOutcome outcome; - int i; - - if (SDL_GetAsyncIOResult(queue, &outcome)) { /* a .bmp file load has finished? */ - if (outcome.result == SDL_ASYNCIO_COMPLETE) { - /* this might be _any_ of the bmps; they might finish loading in any order. */ - for (i = 0; i < SDL_arraysize(bmps); i++) { - /* this doesn't need a strcmp because we gave the pointer from this array to SDL_LoadFileAsync */ - if (outcome.userdata == bmps[i]) { - break; - } - } - - if (i < SDL_arraysize(bmps)) { /* (just in case.) */ - SDL_Surface *surface = SDL_LoadBMP_IO(SDL_IOFromConstMem(outcome.buffer, (size_t) outcome.bytes_transferred), true); - if (surface) { /* the renderer is not multithreaded, so create the texture here once the data loads. */ - textures[i] = SDL_CreateTextureFromSurface(renderer, surface); - if (!textures[i]) { - SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create texture!", SDL_GetError(), NULL); - return SDL_APP_FAILURE; - } - SDL_DestroySurface(surface); - } - } - } - SDL_free(outcome.buffer); - } - - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); - SDL_RenderClear(renderer); - - for (i = 0; i < SDL_arraysize(textures); i++) { - SDL_RenderTexture(renderer, textures[i], NULL, &texture_rects[i]); - } - - SDL_RenderPresent(renderer); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - int i; - - SDL_DestroyAsyncIOQueue(queue); - - for (i = 0; i < SDL_arraysize(textures); i++) { - SDL_DestroyTexture(textures[i]); - } - - /* SDL will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/thumbnail.png b/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/thumbnail.png deleted file mode 100644 index 4f8be2a..0000000 Binary files a/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/asyncio/description.txt b/contrib/SDL-3.2.8/examples/asyncio/description.txt deleted file mode 100644 index c3aafe1..0000000 --- a/contrib/SDL-3.2.8/examples/asyncio/description.txt +++ /dev/null @@ -1 +0,0 @@ -Asynchronous I/O \ No newline at end of file diff --git a/contrib/SDL-3.2.8/examples/audio/01-simple-playback/README.txt b/contrib/SDL-3.2.8/examples/audio/01-simple-playback/README.txt deleted file mode 100644 index 20ad059..0000000 --- a/contrib/SDL-3.2.8/examples/audio/01-simple-playback/README.txt +++ /dev/null @@ -1,5 +0,0 @@ -If you're running this in a web browser, you need to click the window before you'll hear anything! - -This example code creates a simple audio stream for playing sound, and -generates a sine wave sound effect for it to play as time goes on. This is the -simplest way to get up and running with procedural sound. diff --git a/contrib/SDL-3.2.8/examples/audio/01-simple-playback/simple-playback.c b/contrib/SDL-3.2.8/examples/audio/01-simple-playback/simple-playback.c deleted file mode 100644 index 15126e5..0000000 --- a/contrib/SDL-3.2.8/examples/audio/01-simple-playback/simple-playback.c +++ /dev/null @@ -1,103 +0,0 @@ -/* - * This example code creates a simple audio stream for playing sound, and - * generates a sine wave sound effect for it to play as time goes on. This - * is the simplest way to get up and running with procedural sound. - * - * 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_AudioStream *stream = NULL; -static int current_sine_sample = 0; - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - SDL_AudioSpec spec; - - SDL_SetAppMetadata("Example Audio Simple Playback", "1.0", "com.example.audio-simple-playback"); - - if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* we don't _need_ a window for audio-only things but it's good policy to have one. */ - if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* We're just playing a single thing here, so we'll use the simplified option. - We are always going to feed audio in as mono, float32 data at 8000Hz. - The stream will convert it to whatever the hardware wants on the other side. */ - spec.channels = 1; - spec.format = SDL_AUDIO_F32; - spec.freq = 8000; - stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL); - if (!stream) { - SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */ - SDL_ResumeAudioStreamDevice(stream); - - 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) -{ - /* see if we need to feed the audio stream more data yet. - We're being lazy here, but if there's less than half a second queued, generate more. - A sine wave is unchanging audio--easy to stream--but for video games, you'll want - to generate significantly _less_ audio ahead of time! */ - const int minimum_audio = (8000 * sizeof (float)) / 2; /* 8000 float samples per second. Half of that. */ - if (SDL_GetAudioStreamQueued(stream) < minimum_audio) { - static float samples[512]; /* this will feed 512 samples each frame until we get to our maximum. */ - int i; - - /* generate a 440Hz pure tone */ - for (i = 0; i < SDL_arraysize(samples); i++) { - const int freq = 440; - const float phase = current_sine_sample * freq / 8000.0f; - samples[i] = SDL_sinf(phase * 2 * SDL_PI_F); - current_sine_sample++; - } - - /* wrapping around to avoid floating-point errors */ - current_sine_sample %= 8000; - - /* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ - SDL_PutAudioStreamData(stream, samples, sizeof (samples)); - } - - /* we're not doing anything with the renderer, so just blank it out. */ - SDL_RenderClear(renderer); - SDL_RenderPresent(renderer); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - /* SDL will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/README.txt b/contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/README.txt deleted file mode 100644 index 888ae34..0000000 --- a/contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/README.txt +++ /dev/null @@ -1,5 +0,0 @@ -If you're running this in a web browser, you need to click the window before you'll hear anything! - -This example code creates a simple audio stream for playing sound, and -generates a sine wave sound effect for it to play as time goes on. Unlike -the previous example, this uses a callback to generate sound. diff --git a/contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/simple-playback-callback.c b/contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/simple-playback-callback.c deleted file mode 100644 index c011c72..0000000 --- a/contrib/SDL-3.2.8/examples/audio/02-simple-playback-callback/simple-playback-callback.c +++ /dev/null @@ -1,115 +0,0 @@ -/* - * This example code creates a simple audio stream for playing sound, and - * generates a sine wave sound effect for it to play as time goes on. Unlike - * the previous example, this uses a callback to generate sound. - * - * This might be the path of least resistance if you're moving an SDL2 - * program's audio code to SDL3. - * - * 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_AudioStream *stream = NULL; -static int current_sine_sample = 0; - -/* this function will be called (usually in a background thread) when the audio stream is consuming data. */ -static void SDLCALL FeedTheAudioStreamMore(void *userdata, SDL_AudioStream *astream, int additional_amount, int total_amount) -{ - /* total_amount is how much data the audio stream is eating right now, additional_amount is how much more it needs - than what it currently has queued (which might be zero!). You can supply any amount of data here; it will take what - it needs and use the extra later. If you don't give it enough, it will take everything and then feed silence to the - hardware for the rest. Ideally, though, we always give it what it needs and no extra, so we aren't buffering more - than necessary. */ - additional_amount /= sizeof (float); /* convert from bytes to samples */ - while (additional_amount > 0) { - float samples[128]; /* this will feed 128 samples each iteration until we have enough. */ - const int total = SDL_min(additional_amount, SDL_arraysize(samples)); - int i; - - /* generate a 440Hz pure tone */ - for (i = 0; i < total; i++) { - const int freq = 440; - const float phase = current_sine_sample * freq / 8000.0f; - samples[i] = SDL_sinf(phase * 2 * SDL_PI_F); - current_sine_sample++; - } - - /* wrapping around to avoid floating-point errors */ - current_sine_sample %= 8000; - - /* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ - SDL_PutAudioStreamData(astream, samples, total * sizeof (float)); - additional_amount -= total; /* subtract what we've just fed the stream. */ - } -} - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - SDL_AudioSpec spec; - - SDL_SetAppMetadata("Example Simple Audio Playback Callback", "1.0", "com.example.audio-simple-playback-callback"); - - if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* we don't _need_ a window for audio-only things but it's good policy to have one. */ - if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback-callback", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* We're just playing a single thing here, so we'll use the simplified option. - We are always going to feed audio in as mono, float32 data at 8000Hz. - The stream will convert it to whatever the hardware wants on the other side. */ - spec.channels = 1; - spec.format = SDL_AUDIO_F32; - spec.freq = 8000; - stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, FeedTheAudioStreamMore, NULL); - if (!stream) { - SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */ - SDL_ResumeAudioStreamDevice(stream); - - 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) -{ - /* we're not doing anything with the renderer, so just blank it out. */ - SDL_RenderClear(renderer); - SDL_RenderPresent(renderer); - - /* all the work of feeding the audio stream is happening in a callback in a background thread. */ - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - /* SDL will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/audio/03-load-wav/README.txt b/contrib/SDL-3.2.8/examples/audio/03-load-wav/README.txt deleted file mode 100644 index 57eb90c..0000000 --- a/contrib/SDL-3.2.8/examples/audio/03-load-wav/README.txt +++ /dev/null @@ -1,5 +0,0 @@ -If you're running this in a web browser, you need to click the window before you'll hear anything! - -This example code creates a simple audio stream for playing sound, and -loads a .wav file that is pushed through the stream in a loop. - diff --git a/contrib/SDL-3.2.8/examples/audio/03-load-wav/load-wav.c b/contrib/SDL-3.2.8/examples/audio/03-load-wav/load-wav.c deleted file mode 100644 index c517e5d..0000000 --- a/contrib/SDL-3.2.8/examples/audio/03-load-wav/load-wav.c +++ /dev/null @@ -1,103 +0,0 @@ -/* - * This example code creates a simple audio stream for playing sound, and - * loads a .wav file that is pushed through the stream in a loop. - * - * This code is public domain. Feel free to use it for any purpose! - * - * The .wav file is a sample from Will Provost's song, The Living Proof, - * used with permission. - * - * From the album The Living Proof - * Publisher: 5 Guys Named Will - * Copyright 1996 Will Provost - * https://itunes.apple.com/us/album/the-living-proof/id4153978 - * http://www.amazon.com/The-Living-Proof-Will-Provost/dp/B00004R8RH - */ - -#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_AudioStream *stream = NULL; -static Uint8 *wav_data = NULL; -static Uint32 wav_data_len = 0; - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - SDL_AudioSpec spec; - char *wav_path = NULL; - - SDL_SetAppMetadata("Example Audio Load Wave", "1.0", "com.example.audio-load-wav"); - - if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* we don't _need_ a window for audio-only things but it's good policy to have one. */ - if (!SDL_CreateWindowAndRenderer("examples/audio/load-wav", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* Load the .wav file from wherever the app is being run from. */ - SDL_asprintf(&wav_path, "%ssample.wav", SDL_GetBasePath()); /* allocate a string of the full file path */ - if (!SDL_LoadWAV(wav_path, &spec, &wav_data, &wav_data_len)) { - SDL_Log("Couldn't load .wav file: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_free(wav_path); /* done with this string. */ - - /* Create our audio stream in the same format as the .wav file. It'll convert to what the audio hardware wants. */ - stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL); - if (!stream) { - SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* SDL_OpenAudioDeviceStream starts the device paused. You have to tell it to start! */ - SDL_ResumeAudioStreamDevice(stream); - - 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) -{ - /* see if we need to feed the audio stream more data yet. - We're being lazy here, but if there's less than the entire wav file left to play, - just shove a whole copy of it into the queue, so we always have _tons_ of - data queued for playback. */ - if (SDL_GetAudioStreamQueued(stream) < (int)wav_data_len) { - /* feed more data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */ - SDL_PutAudioStreamData(stream, wav_data, wav_data_len); - } - - /* we're not doing anything with the renderer, so just blank it out. */ - SDL_RenderClear(renderer); - SDL_RenderPresent(renderer); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - SDL_free(wav_data); /* strictly speaking, this isn't necessary because the process is ending, but it's good policy. */ - /* SDL will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/audio/04-multiple-streams/README.txt b/contrib/SDL-3.2.8/examples/audio/04-multiple-streams/README.txt deleted file mode 100644 index 9ef2275..0000000 --- a/contrib/SDL-3.2.8/examples/audio/04-multiple-streams/README.txt +++ /dev/null @@ -1,5 +0,0 @@ -If you're running this in a web browser, you need to click the window before you'll hear anything! - -This example code loads two .wav files, puts them an audio streams and binds -them for playback, repeating both sounds on loop. This shows several streams -mixing into a single playback device. diff --git a/contrib/SDL-3.2.8/examples/audio/04-multiple-streams/multiple-streams.c b/contrib/SDL-3.2.8/examples/audio/04-multiple-streams/multiple-streams.c deleted file mode 100644 index 8d3bfaa..0000000 --- a/contrib/SDL-3.2.8/examples/audio/04-multiple-streams/multiple-streams.c +++ /dev/null @@ -1,135 +0,0 @@ -/* - * This example code loads two .wav files, puts them an audio streams and - * binds them for playback, repeating both sounds on loop. This shows several - * streams mixing into a single playback device. - * - * 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_AudioDeviceID audio_device = 0; - -/* things that are playing sound (the audiostream itself, plus the original data, so we can refill to loop. */ -typedef struct Sound { - Uint8 *wav_data; - Uint32 wav_data_len; - SDL_AudioStream *stream; -} Sound; - -static Sound sounds[2]; - -static bool init_sound(const char *fname, Sound *sound) -{ - bool retval = false; - SDL_AudioSpec spec; - char *wav_path = NULL; - - /* Load the .wav files from wherever the app is being run from. */ - SDL_asprintf(&wav_path, "%s%s", SDL_GetBasePath(), fname); /* allocate a string of the full file path */ - if (!SDL_LoadWAV(wav_path, &spec, &sound->wav_data, &sound->wav_data_len)) { - SDL_Log("Couldn't load .wav file: %s", SDL_GetError()); - return false; - } - - /* Create an audio stream. Set the source format to the wav's format (what - we'll input), leave the dest format NULL here (it'll change to what the - device wants once we bind it). */ - sound->stream = SDL_CreateAudioStream(&spec, NULL); - if (!sound->stream) { - SDL_Log("Couldn't create audio stream: %s", SDL_GetError()); - } else if (!SDL_BindAudioStream(audio_device, sound->stream)) { /* once bound, it'll start playing when there is data available! */ - SDL_Log("Failed to bind '%s' stream to device: %s", fname, SDL_GetError()); - } else { - retval = true; /* success! */ - } - - SDL_free(wav_path); /* done with this string. */ - return retval; -} - - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - - SDL_SetAppMetadata("Example Audio Multiple Streams", "1.0", "com.example.audio-multiple-streams"); - - if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/audio/multiple-streams", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* open the default audio device in whatever format it prefers; our audio streams will adjust to it. */ - audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL); - if (audio_device == 0) { - SDL_Log("Couldn't open audio device: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!init_sound("sample.wav", &sounds[0])) { - return SDL_APP_FAILURE; - } else if (!init_sound("sword.wav", &sounds[1])) { - 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) -{ - int i; - - for (i = 0; i < SDL_arraysize(sounds); i++) { - /* If less than a full copy of the audio is queued for playback, put another copy in there. - This is overkill, but easy when lots of RAM is cheap. One could be more careful and - queue less at a time, as long as the stream doesn't run dry. */ - if (SDL_GetAudioStreamQueued(sounds[i].stream) < ((int) sounds[i].wav_data_len)) { - SDL_PutAudioStreamData(sounds[i].stream, sounds[i].wav_data, (int) sounds[i].wav_data_len); - } - } - - /* just blank the screen. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); - SDL_RenderClear(renderer); - SDL_RenderPresent(renderer); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - int i; - - SDL_CloseAudioDevice(audio_device); - - for (i = 0; i < SDL_arraysize(sounds); i++) { - if (sounds[i].stream) { - SDL_DestroyAudioStream(sounds[i].stream); - } - SDL_free(sounds[i].wav_data); - } - - /* SDL will clean up the window/renderer for us. */ -} diff --git a/contrib/SDL-3.2.8/examples/audio/onmouseover.webp b/contrib/SDL-3.2.8/examples/audio/onmouseover.webp deleted file mode 100644 index 1f3ba4b..0000000 Binary files a/contrib/SDL-3.2.8/examples/audio/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/audio/thumbnail.png b/contrib/SDL-3.2.8/examples/audio/thumbnail.png deleted file mode 100644 index 10bc6c8..0000000 Binary files a/contrib/SDL-3.2.8/examples/audio/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/camera/01-read-and-draw/README.txt b/contrib/SDL-3.2.8/examples/camera/01-read-and-draw/README.txt deleted file mode 100644 index f7ac1f5..0000000 --- a/contrib/SDL-3.2.8/examples/camera/01-read-and-draw/README.txt +++ /dev/null @@ -1 +0,0 @@ -This reads from a webcam and draws frames of video to the screen. diff --git a/contrib/SDL-3.2.8/examples/camera/01-read-and-draw/onmouseover.webp b/contrib/SDL-3.2.8/examples/camera/01-read-and-draw/onmouseover.webp deleted file mode 100644 index 1d414e6..0000000 Binary files a/contrib/SDL-3.2.8/examples/camera/01-read-and-draw/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/camera/01-read-and-draw/read-and-draw.c b/contrib/SDL-3.2.8/examples/camera/01-read-and-draw/read-and-draw.c deleted file mode 100644 index 989fd54..0000000 --- a/contrib/SDL-3.2.8/examples/camera/01-read-and-draw/read-and-draw.c +++ /dev/null @@ -1,113 +0,0 @@ -/* - * This example code reads frames from a camera and draws it to the screen. - * - * This is a very simple approach that is often Good Enough. You can get - * fancier with this: multiple cameras, front/back facing cameras on phones, - * color spaces, choosing formats and framerates...this just requests - * _anything_ and goes with what it is handed. - * - * 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_Camera *camera = NULL; -static SDL_Texture *texture = NULL; - - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - SDL_CameraID *devices = NULL; - int devcount = 0; - - SDL_SetAppMetadata("Example Camera Read and Draw", "1.0", "com.example.camera-read-and-draw"); - - if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_CAMERA)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/camera/read-and-draw", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - devices = SDL_GetCameras(&devcount); - if (devices == NULL) { - SDL_Log("Couldn't enumerate camera devices: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } else if (devcount == 0) { - SDL_Log("Couldn't find any camera devices! Please connect a camera and try again."); - return SDL_APP_FAILURE; - } - - camera = SDL_OpenCamera(devices[0], NULL); // just take the first thing we see in any format it wants. - SDL_free(devices); - if (camera == NULL) { - SDL_Log("Couldn't open camera: %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. */ - } else if (event->type == SDL_EVENT_CAMERA_DEVICE_APPROVED) { - SDL_Log("Camera use approved by user!"); - } else if (event->type == SDL_EVENT_CAMERA_DEVICE_DENIED) { - SDL_Log("Camera use denied by user!"); - return SDL_APP_FAILURE; - } - 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) -{ - Uint64 timestampNS = 0; - SDL_Surface *frame = SDL_AcquireCameraFrame(camera, ×tampNS); - - if (frame != NULL) { - /* Some platforms (like Emscripten) don't know _what_ the camera offers - until the user gives permission, so we build the texture and resize - the window when we get a first frame from the camera. */ - if (!texture) { - SDL_SetWindowSize(window, frame->w, frame->h); /* Resize the window to match */ - texture = SDL_CreateTexture(renderer, frame->format, SDL_TEXTUREACCESS_STREAMING, frame->w, frame->h); - } - - if (texture) { - SDL_UpdateTexture(texture, NULL, frame->pixels, frame->pitch); - } - - SDL_ReleaseCameraFrame(camera, frame); - } - - SDL_SetRenderDrawColor(renderer, 0x99, 0x99, 0x99, SDL_ALPHA_OPAQUE); - SDL_RenderClear(renderer); - if (texture) { /* draw the latest camera frame, if available. */ - SDL_RenderTexture(renderer, texture, NULL, NULL); - } - SDL_RenderPresent(renderer); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - SDL_CloseCamera(camera); - SDL_DestroyTexture(texture); - /* SDL will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/camera/01-read-and-draw/thumbnail.png b/contrib/SDL-3.2.8/examples/camera/01-read-and-draw/thumbnail.png deleted file mode 100644 index 98fe4e0..0000000 Binary files a/contrib/SDL-3.2.8/examples/camera/01-read-and-draw/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/categories.txt b/contrib/SDL-3.2.8/examples/categories.txt deleted file mode 100644 index 8a9b5ec..0000000 --- a/contrib/SDL-3.2.8/examples/categories.txt +++ /dev/null @@ -1,13 +0,0 @@ -# Blank lines and lines that start with '#' in this file are ignored. - -# Categories, by directory name, go in here, in the order they should be -# listed on the main page. If this file is missing, it'll assume any -# subdirectory is a category and sort them alphabetically. - -renderer -input -audio -camera -asyncio -pen -demo diff --git a/contrib/SDL-3.2.8/examples/demo/01-snake/README.txt b/contrib/SDL-3.2.8/examples/demo/01-snake/README.txt deleted file mode 100644 index 1cf9784..0000000 --- a/contrib/SDL-3.2.8/examples/demo/01-snake/README.txt +++ /dev/null @@ -1 +0,0 @@ -A complete game of Snake, written in SDL. diff --git a/contrib/SDL-3.2.8/examples/demo/01-snake/onmouseover.webp b/contrib/SDL-3.2.8/examples/demo/01-snake/onmouseover.webp deleted file mode 100644 index 1757202..0000000 Binary files a/contrib/SDL-3.2.8/examples/demo/01-snake/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/demo/01-snake/snake.c b/contrib/SDL-3.2.8/examples/demo/01-snake/snake.c deleted file mode 100644 index 0aca862..0000000 --- a/contrib/SDL-3.2.8/examples/demo/01-snake/snake.c +++ /dev/null @@ -1,350 +0,0 @@ -/* - * Logic implementation of the Snake game. It is designed to efficiently - * represent the state of the game in memory. - * - * 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 - -#define STEP_RATE_IN_MILLISECONDS 125 -#define SNAKE_BLOCK_SIZE_IN_PIXELS 24 -#define SDL_WINDOW_WIDTH (SNAKE_BLOCK_SIZE_IN_PIXELS * SNAKE_GAME_WIDTH) -#define SDL_WINDOW_HEIGHT (SNAKE_BLOCK_SIZE_IN_PIXELS * SNAKE_GAME_HEIGHT) - -#define SNAKE_GAME_WIDTH 24U -#define SNAKE_GAME_HEIGHT 18U -#define SNAKE_MATRIX_SIZE (SNAKE_GAME_WIDTH * SNAKE_GAME_HEIGHT) - -#define THREE_BITS 0x7U /* ~CHAR_MAX >> (CHAR_BIT - SNAKE_CELL_MAX_BITS) */ -#define SHIFT(x, y) (((x) + ((y) * SNAKE_GAME_WIDTH)) * SNAKE_CELL_MAX_BITS) - -typedef enum -{ - SNAKE_CELL_NOTHING = 0U, - SNAKE_CELL_SRIGHT = 1U, - SNAKE_CELL_SUP = 2U, - SNAKE_CELL_SLEFT = 3U, - SNAKE_CELL_SDOWN = 4U, - SNAKE_CELL_FOOD = 5U -} SnakeCell; - -#define SNAKE_CELL_MAX_BITS 3U /* floor(log2(SNAKE_CELL_FOOD)) + 1 */ - -typedef enum -{ - SNAKE_DIR_RIGHT, - SNAKE_DIR_UP, - SNAKE_DIR_LEFT, - SNAKE_DIR_DOWN -} SnakeDirection; - -typedef struct -{ - unsigned char cells[(SNAKE_MATRIX_SIZE * SNAKE_CELL_MAX_BITS) / 8U]; - char head_xpos; - char head_ypos; - char tail_xpos; - char tail_ypos; - char next_dir; - char inhibit_tail_step; - unsigned occupied_cells; -} SnakeContext; - -typedef struct -{ - SDL_Window *window; - SDL_Renderer *renderer; - SnakeContext snake_ctx; - Uint64 last_step; -} AppState; - -SnakeCell snake_cell_at(const SnakeContext *ctx, char x, char y) -{ - const int shift = SHIFT(x, y); - unsigned short range; - SDL_memcpy(&range, ctx->cells + (shift / 8), sizeof(range)); - return (SnakeCell)((range >> (shift % 8)) & THREE_BITS); -} - -static void set_rect_xy_(SDL_FRect *r, short x, short y) -{ - r->x = (float)(x * SNAKE_BLOCK_SIZE_IN_PIXELS); - r->y = (float)(y * SNAKE_BLOCK_SIZE_IN_PIXELS); -} - -static void put_cell_at_(SnakeContext *ctx, char x, char y, SnakeCell ct) -{ - const int shift = SHIFT(x, y); - const int adjust = shift % 8; - unsigned char *const pos = ctx->cells + (shift / 8); - unsigned short range; - SDL_memcpy(&range, pos, sizeof(range)); - range &= ~(THREE_BITS << adjust); /* clear bits */ - range |= (ct & THREE_BITS) << adjust; - SDL_memcpy(pos, &range, sizeof(range)); -} - -static int are_cells_full_(SnakeContext *ctx) -{ - return ctx->occupied_cells == SNAKE_GAME_WIDTH * SNAKE_GAME_HEIGHT; -} - -static void new_food_pos_(SnakeContext *ctx) -{ - while (true) { - const char x = (char) SDL_rand(SNAKE_GAME_WIDTH); - const char y = (char) SDL_rand(SNAKE_GAME_HEIGHT); - if (snake_cell_at(ctx, x, y) == SNAKE_CELL_NOTHING) { - put_cell_at_(ctx, x, y, SNAKE_CELL_FOOD); - break; - } - } -} - -void snake_initialize(SnakeContext *ctx) -{ - int i; - SDL_zeroa(ctx->cells); - ctx->head_xpos = ctx->tail_xpos = SNAKE_GAME_WIDTH / 2; - ctx->head_ypos = ctx->tail_ypos = SNAKE_GAME_HEIGHT / 2; - ctx->next_dir = SNAKE_DIR_RIGHT; - ctx->inhibit_tail_step = ctx->occupied_cells = 4; - --ctx->occupied_cells; - put_cell_at_(ctx, ctx->tail_xpos, ctx->tail_ypos, SNAKE_CELL_SRIGHT); - for (i = 0; i < 4; i++) { - new_food_pos_(ctx); - ++ctx->occupied_cells; - } -} - -void snake_redir(SnakeContext *ctx, SnakeDirection dir) -{ - SnakeCell ct = snake_cell_at(ctx, ctx->head_xpos, ctx->head_ypos); - if ((dir == SNAKE_DIR_RIGHT && ct != SNAKE_CELL_SLEFT) || - (dir == SNAKE_DIR_UP && ct != SNAKE_CELL_SDOWN) || - (dir == SNAKE_DIR_LEFT && ct != SNAKE_CELL_SRIGHT) || - (dir == SNAKE_DIR_DOWN && ct != SNAKE_CELL_SUP)) { - ctx->next_dir = dir; - } -} - -static void wrap_around_(char *val, char max) -{ - if (*val < 0) { - *val = max - 1; - } else if (*val > max - 1) { - *val = 0; - } -} - -void snake_step(SnakeContext *ctx) -{ - const SnakeCell dir_as_cell = (SnakeCell)(ctx->next_dir + 1); - SnakeCell ct; - char prev_xpos; - char prev_ypos; - /* Move tail forward */ - if (--ctx->inhibit_tail_step == 0) { - ++ctx->inhibit_tail_step; - ct = snake_cell_at(ctx, ctx->tail_xpos, ctx->tail_ypos); - put_cell_at_(ctx, ctx->tail_xpos, ctx->tail_ypos, SNAKE_CELL_NOTHING); - switch (ct) { - case SNAKE_CELL_SRIGHT: - ctx->tail_xpos++; - break; - case SNAKE_CELL_SUP: - ctx->tail_ypos--; - break; - case SNAKE_CELL_SLEFT: - ctx->tail_xpos--; - break; - case SNAKE_CELL_SDOWN: - ctx->tail_ypos++; - break; - default: - break; - } - wrap_around_(&ctx->tail_xpos, SNAKE_GAME_WIDTH); - wrap_around_(&ctx->tail_ypos, SNAKE_GAME_HEIGHT); - } - /* Move head forward */ - prev_xpos = ctx->head_xpos; - prev_ypos = ctx->head_ypos; - switch (ctx->next_dir) { - case SNAKE_DIR_RIGHT: - ++ctx->head_xpos; - break; - case SNAKE_DIR_UP: - --ctx->head_ypos; - break; - case SNAKE_DIR_LEFT: - --ctx->head_xpos; - break; - case SNAKE_DIR_DOWN: - ++ctx->head_ypos; - break; - } - wrap_around_(&ctx->head_xpos, SNAKE_GAME_WIDTH); - wrap_around_(&ctx->head_ypos, SNAKE_GAME_HEIGHT); - /* Collisions */ - ct = snake_cell_at(ctx, ctx->head_xpos, ctx->head_ypos); - if (ct != SNAKE_CELL_NOTHING && ct != SNAKE_CELL_FOOD) { - snake_initialize(ctx); - return; - } - put_cell_at_(ctx, prev_xpos, prev_ypos, dir_as_cell); - put_cell_at_(ctx, ctx->head_xpos, ctx->head_ypos, dir_as_cell); - if (ct == SNAKE_CELL_FOOD) { - if (are_cells_full_(ctx)) { - snake_initialize(ctx); - return; - } - new_food_pos_(ctx); - ++ctx->inhibit_tail_step; - ++ctx->occupied_cells; - } -} - -static SDL_AppResult handle_key_event_(SnakeContext *ctx, SDL_Scancode key_code) -{ - switch (key_code) { - /* Quit. */ - case SDL_SCANCODE_ESCAPE: - case SDL_SCANCODE_Q: - return SDL_APP_SUCCESS; - /* Restart the game as if the program was launched. */ - case SDL_SCANCODE_R: - snake_initialize(ctx); - break; - /* Decide new direction of the snake. */ - case SDL_SCANCODE_RIGHT: - snake_redir(ctx, SNAKE_DIR_RIGHT); - break; - case SDL_SCANCODE_UP: - snake_redir(ctx, SNAKE_DIR_UP); - break; - case SDL_SCANCODE_LEFT: - snake_redir(ctx, SNAKE_DIR_LEFT); - break; - case SDL_SCANCODE_DOWN: - snake_redir(ctx, SNAKE_DIR_DOWN); - break; - default: - break; - } - return SDL_APP_CONTINUE; -} - -SDL_AppResult SDL_AppIterate(void *appstate) -{ - AppState *as = (AppState *)appstate; - SnakeContext *ctx = &as->snake_ctx; - const Uint64 now = SDL_GetTicks(); - SDL_FRect r; - unsigned i; - unsigned j; - int ct; - - // run game logic if we're at or past the time to run it. - // if we're _really_ behind the time to run it, run it - // several times. - while ((now - as->last_step) >= STEP_RATE_IN_MILLISECONDS) { - snake_step(ctx); - as->last_step += STEP_RATE_IN_MILLISECONDS; - } - - r.w = r.h = SNAKE_BLOCK_SIZE_IN_PIXELS; - SDL_SetRenderDrawColor(as->renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); - SDL_RenderClear(as->renderer); - for (i = 0; i < SNAKE_GAME_WIDTH; i++) { - for (j = 0; j < SNAKE_GAME_HEIGHT; j++) { - ct = snake_cell_at(ctx, i, j); - if (ct == SNAKE_CELL_NOTHING) - continue; - set_rect_xy_(&r, i, j); - if (ct == SNAKE_CELL_FOOD) - SDL_SetRenderDrawColor(as->renderer, 80, 80, 255, SDL_ALPHA_OPAQUE); - else /* body */ - SDL_SetRenderDrawColor(as->renderer, 0, 128, 0, SDL_ALPHA_OPAQUE); - SDL_RenderFillRect(as->renderer, &r); - } - } - SDL_SetRenderDrawColor(as->renderer, 255, 255, 0, SDL_ALPHA_OPAQUE); /*head*/ - set_rect_xy_(&r, ctx->head_xpos, ctx->head_ypos); - SDL_RenderFillRect(as->renderer, &r); - SDL_RenderPresent(as->renderer); - return SDL_APP_CONTINUE; -} - -static const struct -{ - const char *key; - const char *value; -} extended_metadata[] = -{ - { SDL_PROP_APP_METADATA_URL_STRING, "https://examples.libsdl.org/SDL3/demo/01-snake/" }, - { SDL_PROP_APP_METADATA_CREATOR_STRING, "SDL team" }, - { SDL_PROP_APP_METADATA_COPYRIGHT_STRING, "Placed in the public domain" }, - { SDL_PROP_APP_METADATA_TYPE_STRING, "game" } -}; - -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - size_t i; - - if (!SDL_SetAppMetadata("Example Snake game", "1.0", "com.example.Snake")) { - return SDL_APP_FAILURE; - } - - for (i = 0; i < SDL_arraysize(extended_metadata); i++) { - if (!SDL_SetAppMetadataProperty(extended_metadata[i].key, extended_metadata[i].value)) { - return SDL_APP_FAILURE; - } - } - - if (!SDL_Init(SDL_INIT_VIDEO)) { - return SDL_APP_FAILURE; - } - - AppState *as = (AppState *)SDL_calloc(1, sizeof(AppState)); - if (!as) { - return SDL_APP_FAILURE; - } - - *appstate = as; - - if (!SDL_CreateWindowAndRenderer("examples/demo/snake", SDL_WINDOW_WIDTH, SDL_WINDOW_HEIGHT, 0, &as->window, &as->renderer)) { - return SDL_APP_FAILURE; - } - - snake_initialize(&as->snake_ctx); - - as->last_step = SDL_GetTicks(); - - return SDL_APP_CONTINUE; -} - -SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) -{ - SnakeContext *ctx = &((AppState *)appstate)->snake_ctx; - switch (event->type) { - case SDL_EVENT_QUIT: - return SDL_APP_SUCCESS; - case SDL_EVENT_KEY_DOWN: - return handle_key_event_(ctx, event->key.scancode); - } - return SDL_APP_CONTINUE; -} - -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - if (appstate != NULL) { - AppState *as = (AppState *)appstate; - SDL_DestroyRenderer(as->renderer); - SDL_DestroyWindow(as->window); - SDL_free(as); - } -} diff --git a/contrib/SDL-3.2.8/examples/demo/01-snake/thumbnail.png b/contrib/SDL-3.2.8/examples/demo/01-snake/thumbnail.png deleted file mode 100644 index f0e27c5..0000000 Binary files a/contrib/SDL-3.2.8/examples/demo/01-snake/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/demo/02-woodeneye-008/README.txt b/contrib/SDL-3.2.8/examples/demo/02-woodeneye-008/README.txt deleted file mode 100644 index 83de3e3..0000000 --- a/contrib/SDL-3.2.8/examples/demo/02-woodeneye-008/README.txt +++ /dev/null @@ -1 +0,0 @@ -Minimal splitscreen FPS with multiple mouse and keyboards, drawn with the 2D Render API. \ No newline at end of file diff --git a/contrib/SDL-3.2.8/examples/demo/02-woodeneye-008/onmouseover.webp b/contrib/SDL-3.2.8/examples/demo/02-woodeneye-008/onmouseover.webp deleted file mode 100644 index 2e7f44f..0000000 Binary files a/contrib/SDL-3.2.8/examples/demo/02-woodeneye-008/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/demo/02-woodeneye-008/thumbnail.png b/contrib/SDL-3.2.8/examples/demo/02-woodeneye-008/thumbnail.png deleted file mode 100644 index c8d1efa..0000000 Binary files a/contrib/SDL-3.2.8/examples/demo/02-woodeneye-008/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/demo/02-woodeneye-008/woodeneye-008.c b/contrib/SDL-3.2.8/examples/demo/02-woodeneye-008/woodeneye-008.c deleted file mode 100644 index b97b06a..0000000 --- a/contrib/SDL-3.2.8/examples/demo/02-woodeneye-008/woodeneye-008.c +++ /dev/null @@ -1,480 +0,0 @@ -/* - * 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 - -#define MAP_BOX_SCALE 16 -#define MAP_BOX_EDGES_LEN (12 + MAP_BOX_SCALE * 2) -#define MAX_PLAYER_COUNT 4 -#define CIRCLE_DRAW_SIDES 32 -#define CIRCLE_DRAW_SIDES_LEN (CIRCLE_DRAW_SIDES + 1) - -typedef struct { - SDL_MouseID mouse; - SDL_KeyboardID keyboard; - double pos[3]; - double vel[3]; - unsigned int yaw; - int pitch; - float radius, height; - unsigned char color[3]; - unsigned char wasd; -} Player; - -typedef struct { - SDL_Window *window; - SDL_Renderer *renderer; - int player_count; - Player players[MAX_PLAYER_COUNT]; - float edges[MAP_BOX_EDGES_LEN][6]; -} AppState; - -static const struct { - const char *key; - const char *value; -} extended_metadata[] = { - { SDL_PROP_APP_METADATA_URL_STRING, "https://examples.libsdl.org/SDL3/demo/02-woodeneye-008/" }, - { SDL_PROP_APP_METADATA_CREATOR_STRING, "SDL team" }, - { SDL_PROP_APP_METADATA_COPYRIGHT_STRING, "Placed in the public domain" }, - { SDL_PROP_APP_METADATA_TYPE_STRING, "game" } -}; - -static int whoseMouse(SDL_MouseID mouse, const Player players[], int players_len) -{ - int i; - for (i = 0; i < players_len; i++) { - if (players[i].mouse == mouse) return i; - } - return -1; -} - -static int whoseKeyboard(SDL_KeyboardID keyboard, const Player players[], int players_len) -{ - int i; - for (i = 0; i < players_len; i++) { - if (players[i].keyboard == keyboard) return i; - } - return -1; -} - -static void shoot(int shooter, Player players[], int players_len) -{ - int i, j; - double x0 = players[shooter].pos[0]; - double y0 = players[shooter].pos[1]; - double z0 = players[shooter].pos[2]; - double bin_rad = SDL_PI_D / 2147483648.0; - double yaw_rad = bin_rad * players[shooter].yaw; - double pitch_rad = bin_rad * players[shooter].pitch; - double cos_yaw = SDL_cos( yaw_rad); - double sin_yaw = SDL_sin( yaw_rad); - double cos_pitch = SDL_cos(pitch_rad); - double sin_pitch = SDL_sin(pitch_rad); - double vx = -sin_yaw*cos_pitch; - double vy = sin_pitch; - double vz = -cos_yaw*cos_pitch; - for (i = 0; i < players_len; i++) { - if (i == shooter) continue; - Player *target = &(players[i]); - int hit = 0; - for (j = 0; j < 2; j++) { - double r = target->radius; - double h = target->height; - double dx = target->pos[0] - x0; - double dy = target->pos[1] - y0 + (j == 0 ? 0 : r - h); - double dz = target->pos[2] - z0; - double vd = vx*dx + vy*dy + vz*dz; - double dd = dx*dx + dy*dy + dz*dz; - double vv = vx*vx + vy*vy + vz*vz; - double rr = r * r; - if (vd < 0) continue; - if (vd * vd >= vv * (dd - rr)) hit += 1; - } - if (hit) { - target->pos[0] = (double)(MAP_BOX_SCALE * (SDL_rand(256) - 128)) / 256; - target->pos[1] = (double)(MAP_BOX_SCALE * (SDL_rand(256) - 128)) / 256; - target->pos[2] = (double)(MAP_BOX_SCALE * (SDL_rand(256) - 128)) / 256; - } - } -} - -static void update(Player *players, int players_len, Uint64 dt_ns) -{ - int i; - for (i = 0; i < players_len; i++) { - Player *player = &players[i]; - double rate = 6.0; - double time = (double)dt_ns * 1e-9; - double drag = SDL_exp(-time * rate); - double diff = 1.0 - drag; - double mult = 60.0; - double grav = 25.0; - double yaw = (double)player->yaw; - double rad = yaw * SDL_PI_D / 2147483648.0; - double cos = SDL_cos(rad); - double sin = SDL_sin(rad); - unsigned char wasd = player->wasd; - double dirX = (wasd & 8 ? 1.0 : 0.0) - (wasd & 2 ? 1.0 : 0.0); - double dirZ = (wasd & 4 ? 1.0 : 0.0) - (wasd & 1 ? 1.0 : 0.0); - double norm = dirX * dirX + dirZ * dirZ; - double accX = mult * (norm == 0 ? 0 : ( cos*dirX + sin*dirZ) / SDL_sqrt(norm)); - double accZ = mult * (norm == 0 ? 0 : (-sin*dirX + cos*dirZ) / SDL_sqrt(norm)); - double velX = player->vel[0]; - double velY = player->vel[1]; - double velZ = player->vel[2]; - player->vel[0] -= velX * diff; - player->vel[1] -= grav * time; - player->vel[2] -= velZ * diff; - player->vel[0] += diff * accX / rate; - player->vel[2] += diff * accZ / rate; - player->pos[0] += (time - diff/rate) * accX / rate + diff * velX / rate; - player->pos[1] += -0.5 * grav * time * time + velY * time; - player->pos[2] += (time - diff/rate) * accZ / rate + diff * velZ / rate; - double scale = (double)MAP_BOX_SCALE; - double bound = scale - player->radius; - double posX = SDL_max(SDL_min(bound, player->pos[0]), -bound); - double posY = SDL_max(SDL_min(bound, player->pos[1]), player->height - scale); - double posZ = SDL_max(SDL_min(bound, player->pos[2]), -bound); - if (player->pos[0] != posX) player->vel[0] = 0; - if (player->pos[1] != posY) player->vel[1] = (wasd & 16) ? 8.4375 : 0; - if (player->pos[2] != posZ) player->vel[2] = 0; - player->pos[0] = posX; - player->pos[1] = posY; - player->pos[2] = posZ; - } -} - -static void drawCircle(SDL_Renderer *renderer, float r, float x, float y) -{ - float ang; - SDL_FPoint points[CIRCLE_DRAW_SIDES_LEN]; - int i; - for (i = 0; i < CIRCLE_DRAW_SIDES_LEN; i++) { - ang = 2.0f * SDL_PI_F * (float)i / (float)CIRCLE_DRAW_SIDES; - points[i].x = x + r * SDL_cosf(ang); - points[i].y = y + r * SDL_sinf(ang); - } - SDL_RenderLines(renderer, (const SDL_FPoint*)&points, CIRCLE_DRAW_SIDES_LEN); -} - -static void drawClippedSegment( - SDL_Renderer *renderer, - float ax, float ay, float az, - float bx, float by, float bz, - float x, float y, float z, float w) -{ - if (az >= -w && bz >= -w) return; - float dx = ax - bx; - float dy = ay - by; - if (az > -w) { - float t = (-w - bz) / (az - bz); - ax = bx + dx * t; - ay = by + dy * t; - az = -w; - } else if (bz > -w) { - float t = (-w - az) / (bz - az); - bx = ax - dx * t; - by = ay - dy * t; - bz = -w; - } - ax = -z * ax / az; - ay = -z * ay / az; - bx = -z * bx / bz; - by = -z * by / bz; - SDL_RenderLine(renderer, x + ax, y - ay, x + bx, y - by); -} - -static char debug_string[32]; -static void draw(SDL_Renderer *renderer, const float (*edges)[6], const Player players[], int players_len) -{ - int w, h, i, j, k; - if (!SDL_GetRenderOutputSize(renderer, &w, &h)) { - return; - } - SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); - SDL_RenderClear(renderer); - if (players_len > 0) { - float wf = (float)w; - float hf = (float)h; - int part_hor = players_len > 2 ? 2 : 1; - int part_ver = players_len > 1 ? 2 : 1; - float size_hor = wf / ((float)part_hor); - float size_ver = hf / ((float)part_ver); - for (i = 0; i < players_len; i++) { - const Player *player = &players[i]; - float mod_x = (float)(i % part_hor); - float mod_y = (float)(i / part_hor); - float hor_origin = (mod_x + 0.5f) * size_hor; - float ver_origin = (mod_y + 0.5f) * size_ver; - float cam_origin = (float)(0.5 * SDL_sqrt(size_hor * size_hor + size_ver * size_ver)); - float hor_offset = mod_x * size_hor; - float ver_offset = mod_y * size_ver; - SDL_Rect rect; - rect.x = (int)hor_offset; - rect.y = (int)ver_offset; - rect.w = (int)size_hor; - rect.h = (int)size_ver; - SDL_SetRenderClipRect(renderer, &rect); - double x0 = player->pos[0]; - double y0 = player->pos[1]; - double z0 = player->pos[2]; - double bin_rad = SDL_PI_D / 2147483648.0; - double yaw_rad = bin_rad * player->yaw; - double pitch_rad = bin_rad * player->pitch; - double cos_yaw = SDL_cos( yaw_rad); - double sin_yaw = SDL_sin( yaw_rad); - double cos_pitch = SDL_cos(pitch_rad); - double sin_pitch = SDL_sin(pitch_rad); - double mat[9] = { - cos_yaw , 0, -sin_yaw , - sin_yaw*sin_pitch, cos_pitch, cos_yaw*sin_pitch, - sin_yaw*cos_pitch, -sin_pitch, cos_yaw*cos_pitch - }; - SDL_SetRenderDrawColor(renderer, 64, 64, 64, 255); - for (k = 0; k < MAP_BOX_EDGES_LEN; k++) { - const float *line = edges[k]; - float ax = (float)(mat[0] * (line[0] - x0) + mat[1] * (line[1] - y0) + mat[2] * (line[2] - z0)); - float ay = (float)(mat[3] * (line[0] - x0) + mat[4] * (line[1] - y0) + mat[5] * (line[2] - z0)); - float az = (float)(mat[6] * (line[0] - x0) + mat[7] * (line[1] - y0) + mat[8] * (line[2] - z0)); - float bx = (float)(mat[0] * (line[3] - x0) + mat[1] * (line[4] - y0) + mat[2] * (line[5] - z0)); - float by = (float)(mat[3] * (line[3] - x0) + mat[4] * (line[4] - y0) + mat[5] * (line[5] - z0)); - float bz = (float)(mat[6] * (line[3] - x0) + mat[7] * (line[4] - y0) + mat[8] * (line[5] - z0)); - drawClippedSegment(renderer, ax, ay, az, bx, by, bz, hor_origin, ver_origin, cam_origin, 1); - } - for (j = 0; j < players_len; j++) { - if (i == j) continue; - const Player *target = &players[j]; - SDL_SetRenderDrawColor(renderer, target->color[0], target->color[1], target->color[2], 255); - for (k = 0; k < 2; k++) { - double rx = target->pos[0] - player->pos[0]; - double ry = target->pos[1] - player->pos[1] + (target->radius - target->height) * (float)k; - double rz = target->pos[2] - player->pos[2]; - double dx = mat[0] * rx + mat[1] * ry + mat[2] * rz; - double dy = mat[3] * rx + mat[4] * ry + mat[5] * rz; - double dz = mat[6] * rx + mat[7] * ry + mat[8] * rz; - double r_eff = target->radius * cam_origin / dz; - if (!(dz < 0)) continue; - drawCircle(renderer, (float)(r_eff), (float)(hor_origin - cam_origin*dx/dz), (float)(ver_origin + cam_origin*dy/dz)); - } - } - SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); - SDL_RenderLine(renderer, hor_origin, ver_origin-10, hor_origin, ver_origin+10); - SDL_RenderLine(renderer, hor_origin-10, ver_origin, hor_origin+10, ver_origin); - } - } - SDL_SetRenderClipRect(renderer, 0); - SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); - SDL_RenderDebugText(renderer, 0, 0, debug_string); - SDL_RenderPresent(renderer); -} - -static void initPlayers(Player *players, int len) -{ - int i; - for (i = 0; i < len; i++) { - players[i].pos[0] = 8.0 * (i & 1 ? -1.0 : 1.0); - players[i].pos[1] = 0; - players[i].pos[2] = 8.0 * (i & 1 ? -1.0 : 1.0) * (i & 2 ? -1.0 : 1.0); - players[i].vel[0] = 0; - players[i].vel[1] = 0; - players[i].vel[2] = 0; - players[i].yaw = 0x20000000 + (i & 1 ? 0x80000000 : 0) + (i & 2 ? 0x40000000 : 0); - players[i].pitch = -0x08000000; - players[i].radius = 0.5f; - players[i].height = 1.5f; - players[i].wasd = 0; - players[i].mouse = 0; - players[i].keyboard = 0; - players[i].color[0] = (1 << (i / 2)) & 2 ? 0 : 0xff; - players[i].color[1] = (1 << (i / 2)) & 1 ? 0 : 0xff; - players[i].color[2] = (1 << (i / 2)) & 4 ? 0 : 0xff; - players[i].color[0] = (i & 1) ? players[i].color[0] : ~players[i].color[0]; - players[i].color[1] = (i & 1) ? players[i].color[1] : ~players[i].color[1]; - players[i].color[2] = (i & 1) ? players[i].color[2] : ~players[i].color[2]; - } -} - -static void initEdges(int scale, float (*edges)[6], int edges_len) -{ - int i, j; - const float r = (float)scale; - const int map[24] = { - 0,1 , 1,3 , 3,2 , 2,0 , - 7,6 , 6,4 , 4,5 , 5,7 , - 6,2 , 3,7 , 0,4 , 5,1 - }; - for(i = 0; i < 12; i++) { - for (j = 0; j < 3; j++) { - edges[i][j+0] = (map[i*2+0] & (1 << j) ? r : -r); - edges[i][j+3] = (map[i*2+1] & (1 << j) ? r : -r); - } - } - for(i = 0; i < scale; i++) { - float d = (float)(i * 2); - for (j = 0; j < 2; j++) { - edges[i+12][3*j+0] = j ? r : -r; - edges[i+12][3*j+1] = -r; - edges[i+12][3*j+2] = d-r; - edges[i+12+scale][3*j+0] = d-r; - edges[i+12+scale][3*j+1] = -r; - edges[i+12+scale][3*j+2] = j ? r : -r; - } - } -} - -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - if (!SDL_SetAppMetadata("Example splitscreen shooter game", "1.0", "com.example.woodeneye-008")) { - return SDL_APP_FAILURE; - } - int i; - for (i = 0; i < SDL_arraysize(extended_metadata); i++) { - if (!SDL_SetAppMetadataProperty(extended_metadata[i].key, extended_metadata[i].value)) { - return SDL_APP_FAILURE; - } - } - - AppState *as = SDL_calloc(1, sizeof(AppState)); - if (!as) { - return SDL_APP_FAILURE; - } else { - *appstate = as; - } - - if (!SDL_Init(SDL_INIT_VIDEO)) { - return SDL_APP_FAILURE; - } - if (!SDL_CreateWindowAndRenderer("examples/demo/woodeneye-008", 640, 480, 0, &as->window, &as->renderer)) { - return SDL_APP_FAILURE; - } - - as->player_count = 1; - initPlayers(as->players, MAX_PLAYER_COUNT); - initEdges(MAP_BOX_SCALE, as->edges, MAP_BOX_EDGES_LEN); - debug_string[0] = 0; - - SDL_SetRenderVSync(as->renderer, false); - SDL_SetWindowRelativeMouseMode(as->window, true); - SDL_SetHintWithPriority(SDL_HINT_WINDOWS_RAW_KEYBOARD, "1", SDL_HINT_OVERRIDE); - return SDL_APP_CONTINUE; -} - -SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) -{ - AppState *as = appstate; - Player *players = as->players; - int player_count = as->player_count; - int i; - switch (event->type) { - case SDL_EVENT_QUIT: - return SDL_APP_SUCCESS; - break; - case SDL_EVENT_MOUSE_REMOVED: - for (i = 0; i < player_count; i++) { - if (players[i].mouse == event->mdevice.which) { - players[i].mouse = 0; - } - } - break; - case SDL_EVENT_KEYBOARD_REMOVED: - for (i = 0; i < player_count; i++) { - if (players[i].keyboard == event->kdevice.which) { - players[i].keyboard = 0; - } - } - break; - case SDL_EVENT_MOUSE_MOTION: { - SDL_MouseID id = event->motion.which; - int index = whoseMouse(id, players, player_count); - if (index >= 0) { - players[index].yaw -= ((int)event->motion.xrel) * 0x00080000; - players[index].pitch = SDL_max(-0x40000000, SDL_min(0x40000000, players[index].pitch - ((int)event->motion.yrel) * 0x00080000)); - } else if (id) { - for (i = 0; i < MAX_PLAYER_COUNT; i++) { - if (players[i].mouse == 0) { - players[i].mouse = id; - as->player_count = SDL_max(as->player_count, i + 1); - break; - } - } - } - break; - } - case SDL_EVENT_MOUSE_BUTTON_DOWN: { - SDL_MouseID id = event->button.which; - int index = whoseMouse(id, players, player_count); - if (index >= 0) { - shoot(index, players, player_count); - } - break; - } - case SDL_EVENT_KEY_DOWN: { - SDL_Keycode sym = event->key.key; - SDL_KeyboardID id = event->key.which; - int index = whoseKeyboard(id, players, player_count); - if (index >= 0) { - if (sym == SDLK_W) players[index].wasd |= 1; - if (sym == SDLK_A) players[index].wasd |= 2; - if (sym == SDLK_S) players[index].wasd |= 4; - if (sym == SDLK_D) players[index].wasd |= 8; - if (sym == SDLK_SPACE) players[index].wasd |= 16; - } else if (id) { - for (i = 0; i < MAX_PLAYER_COUNT; i++) { - if (players[i].keyboard == 0) { - players[i].keyboard = id; - as->player_count = SDL_max(as->player_count, i + 1); - break; - } - } - } - break; - } - case SDL_EVENT_KEY_UP: { - SDL_Keycode sym = event->key.key; - SDL_KeyboardID id = event->key.which; - if (sym == SDLK_ESCAPE) return SDL_APP_SUCCESS; - int index = whoseKeyboard(id, players, player_count); - if (index >= 0) { - if (sym == SDLK_W) players[index].wasd &= 30; - if (sym == SDLK_A) players[index].wasd &= 29; - if (sym == SDLK_S) players[index].wasd &= 27; - if (sym == SDLK_D) players[index].wasd &= 23; - if (sym == SDLK_SPACE) players[index].wasd &= 15; - } - break; - } - } - return SDL_APP_CONTINUE; -} - -SDL_AppResult SDL_AppIterate(void *appstate) -{ - AppState *as = appstate; - static Uint64 accu = 0; - static Uint64 last = 0; - static Uint64 past = 0; - Uint64 now = SDL_GetTicksNS(); - Uint64 dt_ns = now - past; - update(as->players, as->player_count, dt_ns); - draw(as->renderer, (const float (*)[6])as->edges, as->players, as->player_count); - if (now - last > 999999999) { - last = now; - SDL_snprintf(debug_string, sizeof(debug_string), "%" SDL_PRIu64 " fps", accu); - accu = 0; - } - past = now; - accu += 1; - Uint64 elapsed = SDL_GetTicksNS() - now; - if (elapsed < 999999) { - SDL_DelayNS(999999 - elapsed); - } - return SDL_APP_CONTINUE; -} - -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - SDL_free(appstate); // just free the memory, SDL will clean up the window/renderer for us. -} \ No newline at end of file diff --git a/contrib/SDL-3.2.8/examples/demo/03-infinite-monkeys/README.txt b/contrib/SDL-3.2.8/examples/demo/03-infinite-monkeys/README.txt deleted file mode 100644 index 3a80b69..0000000 --- a/contrib/SDL-3.2.8/examples/demo/03-infinite-monkeys/README.txt +++ /dev/null @@ -1,7 +0,0 @@ - -How many monkeys does it take to write the complete works of Shakespeare? - - Now you can find out! - -Cheer on your favorite monkey as they bash keyboards on their way through classic literature. - diff --git a/contrib/SDL-3.2.8/examples/demo/03-infinite-monkeys/infinite-monkeys.c b/contrib/SDL-3.2.8/examples/demo/03-infinite-monkeys/infinite-monkeys.c deleted file mode 100644 index a8bfad1..0000000 --- a/contrib/SDL-3.2.8/examples/demo/03-infinite-monkeys/infinite-monkeys.c +++ /dev/null @@ -1,377 +0,0 @@ -/* - * 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 char *text; -static const char *end; -static const char *progress; -static SDL_Time start_time; -static SDL_Time end_time; -typedef struct { - Uint32 *text; - int length; -} Line; -int row = 0; -int rows = 0; -int cols = 0; -static Line **lines; -static Line monkey_chars; -static int monkeys = 100; - -/* The highest and lowest scancodes a monkey can hit */ -#define MIN_MONKEY_SCANCODE SDL_SCANCODE_A -#define MAX_MONKEY_SCANCODE SDL_SCANCODE_SLASH - -static const char *default_text = -"Jabberwocky, by Lewis Carroll\n" -"\n" -"'Twas brillig, and the slithy toves\n" -" Did gyre and gimble in the wabe:\n" -"All mimsy were the borogoves,\n" -" And the mome raths outgrabe.\n" -"\n" -"\"Beware the Jabberwock, my son!\n" -" The jaws that bite, the claws that catch!\n" -"Beware the Jubjub bird, and shun\n" -" The frumious Bandersnatch!\"\n" -"\n" -"He took his vorpal sword in hand;\n" -" Long time the manxome foe he sought-\n" -"So rested he by the Tumtum tree\n" -" And stood awhile in thought.\n" -"\n" -"And, as in uffish thought he stood,\n" -" The Jabberwock, with eyes of flame,\n" -"Came whiffling through the tulgey wood,\n" -" And burbled as it came!\n" -"\n" -"One, two! One, two! And through and through\n" -" The vorpal blade went snicker-snack!\n" -"He left it dead, and with its head\n" -" He went galumphing back.\n" -"\n" -"\"And hast thou slain the Jabberwock?\n" -" Come to my arms, my beamish boy!\n" -"O frabjous day! Callooh! Callay!\"\n" -" He chortled in his joy.\n" -"\n" -"'Twas brillig, and the slithy toves\n" -" Did gyre and gimble in the wabe:\n" -"All mimsy were the borogoves,\n" -" And the mome raths outgrabe.\n"; - - -static void FreeLines(void) -{ - int i; - - if (rows > 0 && cols > 0) { - for (i = 0; i < rows; ++i) { - SDL_free(lines[i]->text); - SDL_free(lines[i]); - } - SDL_free(lines); - lines = NULL; - } - SDL_free(monkey_chars.text); - monkey_chars.text = NULL; -} - -static void OnWindowSizeChanged(void) -{ - int w, h; - - if (!SDL_GetCurrentRenderOutputSize(renderer, &w, &h)) { - return; - } - - FreeLines(); - - row = 0; - rows = (h / SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) - 4; - cols = (w / SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE); - if (rows > 0 && cols > 0) { - int i; - - lines = (Line **)SDL_malloc(rows * sizeof(Line *)); - if (lines) { - for (i = 0; i < rows; ++i) { - lines[i] = (Line *)SDL_malloc(sizeof(Line)); - if (!lines[i]) { - FreeLines(); - break; - } - lines[i]->text = (Uint32 *)SDL_malloc(cols * sizeof(Uint32)); - if (!lines[i]->text) { - FreeLines(); - break; - } - lines[i]->length = 0; - } - } - - monkey_chars.text = (Uint32 *)SDL_malloc(cols * sizeof(Uint32)); - if (monkey_chars.text) { - for (i = 0; i < cols; ++i) { - monkey_chars.text[i] = ' '; - } - monkey_chars.length = cols; - } - } -} - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - int arg = 1; - - SDL_SetAppMetadata("Infinite Monkeys", "1.0", "com.example.infinite-monkeys"); - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/demo/infinite-monkeys", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - SDL_SetRenderVSync(renderer, 1); - - if (argv[arg] && SDL_strcmp(argv[arg], "--monkeys") == 0) { - ++arg; - if (argv[arg]) { - monkeys = SDL_atoi(argv[arg]); - ++arg; - } else { - SDL_Log("Usage: %s [--monkeys N] [file.txt]", argv[0]); - return SDL_APP_FAILURE; - } - } - - if (argv[arg]) { - const char *file = argv[arg]; - size_t size; - text = (char *)SDL_LoadFile(file, &size); - if (!text) { - SDL_Log("Couldn't open %s: %s", file, SDL_GetError()); - return SDL_APP_FAILURE; - } - end = text + size; - } else { - text = SDL_strdup(default_text); - end = text + SDL_strlen(text); - } - progress = text; - - SDL_GetCurrentTime(&start_time); - - OnWindowSizeChanged(); - - 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) -{ - switch (event->type) { - case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: - OnWindowSizeChanged(); - break; - case SDL_EVENT_QUIT: - return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ - } - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -static void DisplayLine(float x, float y, Line *line) -{ - /* Allocate maximum space potentially needed for this line */ - char *utf8 = (char *)SDL_malloc(line->length * 4 + 1); - if (utf8) { - char *spot = utf8; - int i; - - for (i = 0; i < line->length; ++i) { - spot = SDL_UCS4ToUTF8(line->text[i], spot); - } - *spot = '\0'; - - SDL_RenderDebugText(renderer, x, y, utf8); - SDL_free(utf8); - } -} - -static bool CanMonkeyType(Uint32 ch) -{ - SDL_Keymod modstate; - SDL_Scancode scancode = SDL_GetScancodeFromKey(ch, &modstate); - if (scancode < MIN_MONKEY_SCANCODE || scancode > MAX_MONKEY_SCANCODE) { - return false; - } - /* Monkeys can hit the shift key, but nothing else */ - if ((modstate & ~SDL_KMOD_SHIFT) != 0) { - return false; - } - return true; -} - -static void AdvanceRow(void) -{ - Line *line; - - ++row; - line = lines[row % rows]; - line->length = 0; -} - -static void AddMonkeyChar(int monkey, Uint32 ch) -{ - if (monkey >= 0 && monkey_chars.text) { - monkey_chars.text[(monkey % cols)] = ch; - } - - if (lines) { - if (ch == '\n') { - AdvanceRow(); - } else { - Line *line = lines[row % rows]; - line->text[line->length++] = ch; - if (line->length == cols) { - AdvanceRow(); - } - } - } - - SDL_StepUTF8(&progress, NULL); -} - -static Uint32 GetNextChar(void) -{ - Uint32 ch = 0; - while (progress < end) { - const char *spot = progress; - ch = SDL_StepUTF8(&spot, NULL); - if (CanMonkeyType(ch)) { - break; - } else { - /* This is a freebie, monkeys can't type this */ - AddMonkeyChar(-1, ch); - } - } - return ch; -} - -static Uint32 MonkeyPlay(void) -{ - int count = (MAX_MONKEY_SCANCODE - MIN_MONKEY_SCANCODE + 1); - SDL_Scancode scancode = (SDL_Scancode)(MIN_MONKEY_SCANCODE + SDL_rand(count)); - SDL_Keymod modstate = (SDL_rand(2) ? SDL_KMOD_SHIFT : 0); - - return SDL_GetKeyFromScancode(scancode, modstate, false); -} - -/* This function runs once per frame, and is the heart of the program. */ -SDL_AppResult SDL_AppIterate(void *appstate) -{ - int i, monkey; - Uint32 next_char = 0, ch; - float x, y; - char *caption = NULL; - SDL_Time now, elapsed; - int hours, minutes, seconds; - SDL_FRect rect; - - for (monkey = 0; monkey < monkeys; ++monkey) { - if (next_char == 0) { - next_char = GetNextChar(); - if (!next_char) { - /* All done! */ - break; - } - } - - ch = MonkeyPlay(); - if (ch == next_char) { - AddMonkeyChar(monkey, ch); - next_char = 0; - } - } - - /* Clear the screen */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); - SDL_RenderClear(renderer); - - /* Show the text already decoded */ - SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); - x = 0.0f; - y = 0.0f; - if (lines) { - int row_offset = row - rows + 1; - if (row_offset < 0) { - row_offset = 0; - } - for (i = 0; i < rows; ++i) { - Line *line = lines[(row_offset + i) % rows]; - DisplayLine(x, y, line); - y += SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE; - } - - /* Show the caption */ - y = (float)((rows + 1) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE); - if (progress == end) { - if (!end_time) { - SDL_GetCurrentTime(&end_time); - } - now = end_time; - } else { - SDL_GetCurrentTime(&now); - } - elapsed = (now - start_time); - elapsed /= SDL_NS_PER_SECOND; - seconds = (int)(elapsed % 60); - elapsed /= 60; - minutes = (int)(elapsed % 60); - elapsed /= 60; - hours = (int)elapsed; - SDL_asprintf(&caption, "Monkeys: %d - %dH:%dM:%dS", monkeys, hours, minutes, seconds); - if (caption) { - SDL_RenderDebugText(renderer, x, y, caption); - SDL_free(caption); - } - y += SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE; - - /* Show the characters currently typed */ - DisplayLine(x, y, &monkey_chars); - y += SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE; - } - - /* Show the current progress */ - SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE); - rect.x = x; - rect.y = y; - rect.w = ((float)(progress - text) / (end - text)) * (cols * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE); - rect.h = (float)SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE; - SDL_RenderFillRect(renderer, &rect); - - SDL_RenderPresent(renderer); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - /* SDL will clean up the window/renderer for us. */ - - FreeLines(); - SDL_free(text); -} - diff --git a/contrib/SDL-3.2.8/examples/demo/03-infinite-monkeys/onmouseover.webp b/contrib/SDL-3.2.8/examples/demo/03-infinite-monkeys/onmouseover.webp deleted file mode 100644 index f522974..0000000 Binary files a/contrib/SDL-3.2.8/examples/demo/03-infinite-monkeys/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/demo/03-infinite-monkeys/thumbnail.png b/contrib/SDL-3.2.8/examples/demo/03-infinite-monkeys/thumbnail.png deleted file mode 100644 index 418390b..0000000 Binary files a/contrib/SDL-3.2.8/examples/demo/03-infinite-monkeys/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/demo/04-bytepusher/README.txt b/contrib/SDL-3.2.8/examples/demo/04-bytepusher/README.txt deleted file mode 100644 index dbee4ce..0000000 --- a/contrib/SDL-3.2.8/examples/demo/04-bytepusher/README.txt +++ /dev/null @@ -1,4 +0,0 @@ -An implementation of the BytePusher VM - -For example programs and more information about BytePusher, see -https://esolangs.org/wiki/BytePusher diff --git a/contrib/SDL-3.2.8/examples/demo/04-bytepusher/bytepusher.c b/contrib/SDL-3.2.8/examples/demo/04-bytepusher/bytepusher.c deleted file mode 100644 index acb2ea4..0000000 --- a/contrib/SDL-3.2.8/examples/demo/04-bytepusher/bytepusher.c +++ /dev/null @@ -1,416 +0,0 @@ -/* - * An implementation of the BytePusher VM. - * - * For example programs and more information about BytePusher, see - * https://esolangs.org/wiki/BytePusher - * - * This code is public domain. Feel free to use it for any purpose! - */ - -#define SDL_MAIN_USE_CALLBACKS -#include -#include -#include - -#define SCREEN_W 256 -#define SCREEN_H 256 -#define RAM_SIZE 0x1000000 -#define FRAMES_PER_SECOND 60 -#define SAMPLES_PER_FRAME 256 -#define NS_PER_SECOND (Uint64)SDL_NS_PER_SECOND -#define MAX_AUDIO_LATENCY_FRAMES 5 - -#define IO_KEYBOARD 0 -#define IO_PC 2 -#define IO_SCREEN_PAGE 5 -#define IO_AUDIO_BANK 6 - -typedef struct { - Uint8 ram[RAM_SIZE + 8]; - Uint8 screenbuf[SCREEN_W * SCREEN_H]; - Uint64 last_tick; - Uint64 tick_acc; - SDL_Window* window; - SDL_Renderer* renderer; - SDL_Surface* screen; - SDL_Texture* screentex; - SDL_Texture* rendertarget; /* we need this render target for text to look good */ - SDL_AudioStream* audiostream; - char status[SCREEN_W / 8]; - int status_ticks; - Uint16 keystate; - bool display_help; - bool positional_input; -} BytePusher; - -static const struct { - const char *key; - const char *value; -} extended_metadata[] = { - { SDL_PROP_APP_METADATA_URL_STRING, "https://examples.libsdl.org/SDL3/demo/04-bytepusher/" }, - { SDL_PROP_APP_METADATA_CREATOR_STRING, "SDL team" }, - { SDL_PROP_APP_METADATA_COPYRIGHT_STRING, "Placed in the public domain" }, - { SDL_PROP_APP_METADATA_TYPE_STRING, "game" } -}; - -static inline Uint16 read_u16(const BytePusher* vm, Uint32 addr) { - const Uint8* ptr = &vm->ram[addr]; - return ((Uint16)ptr[0] << 8) | ((Uint16)ptr[1]); -} - -static inline Uint32 read_u24(const BytePusher* vm, Uint32 addr) { - const Uint8* ptr = &vm->ram[addr]; - return ((Uint32)ptr[0] << 16) | ((Uint32)ptr[1] << 8) | ((Uint32)ptr[2]); -} - -static void set_status(BytePusher* vm, const char* fmt, ...) { - va_list args; - va_start(args, fmt); - SDL_vsnprintf(vm->status, sizeof(vm->status), fmt, args); - va_end(args); - vm->status[sizeof(vm->status) - 1] = 0; - vm->status_ticks = FRAMES_PER_SECOND * 3; -} - -static bool load(BytePusher* vm, SDL_IOStream* stream, bool closeio) { - size_t bytes_read = 0; - bool ok = true; - - SDL_memset(vm->ram, 0, RAM_SIZE); - - if (!stream) { - return false; - } - - while (bytes_read < RAM_SIZE) { - size_t read = SDL_ReadIO(stream, &vm->ram[bytes_read], RAM_SIZE - bytes_read); - bytes_read += read; - if (read == 0) { - ok = SDL_GetIOStatus(stream) == SDL_IO_STATUS_EOF; - break; - } - } - if (closeio) { - SDL_CloseIO(stream); - } - - SDL_ClearAudioStream(vm->audiostream); - - vm->display_help = !ok; - return ok; -} - -static const char* filename(const char* path) { - size_t i = SDL_strlen(path) + 1; - while (i > 0) { - i -= 1; - if (path[i] == '/' || path[i] == '\\') { - return path + i + 1; - } - } - return path; -} - -static bool load_file(BytePusher* vm, const char* path) { - if (load(vm, SDL_IOFromFile(path, "rb"), true)) { - set_status(vm, "loaded %s", filename(path)); - return true; - } else { - set_status(vm, "load failed: %s", filename(path)); - return false; - } -} - -static void print(BytePusher* vm, int x, int y, const char* str) { - SDL_SetRenderDrawColor(vm->renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); - SDL_RenderDebugText(vm->renderer, (float)(x + 1), (float)(y + 1), str); - SDL_SetRenderDrawColor(vm->renderer, 0xff, 0xff, 0xff, SDL_ALPHA_OPAQUE); - SDL_RenderDebugText(vm->renderer, (float)x, (float)y, str); - SDL_SetRenderDrawColor(vm->renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); -} - -SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) { - BytePusher* vm; - SDL_Palette* palette; - SDL_Rect usable_bounds; - SDL_AudioSpec audiospec = { SDL_AUDIO_S8, 1, SAMPLES_PER_FRAME * FRAMES_PER_SECOND }; - SDL_DisplayID primary_display; - SDL_PropertiesID texprops; - int zoom = 2; - int i; - Uint8 r, g, b; - (void)argc; - (void)argv; - - if (!SDL_SetAppMetadata("SDL 3 BytePusher", "1.0", "com.example.SDL3BytePusher")) { - return SDL_APP_FAILURE; - } - - for (i = 0; i < (int)SDL_arraysize(extended_metadata); i++) { - if (!SDL_SetAppMetadataProperty(extended_metadata[i].key, extended_metadata[i].value)) { - return SDL_APP_FAILURE; - } - } - - if (!SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO)) { - return SDL_APP_FAILURE; - } - - if (!(vm = (BytePusher *)SDL_calloc(1, sizeof(*vm)))) { - return SDL_APP_FAILURE; - } - *(BytePusher**)appstate = vm; - - vm->display_help = true; - - primary_display = SDL_GetPrimaryDisplay(); - if (SDL_GetDisplayUsableBounds(primary_display, &usable_bounds)) { - int zoom_w = (usable_bounds.w - usable_bounds.x) * 2 / 3 / SCREEN_W; - int zoom_h = (usable_bounds.h - usable_bounds.y) * 2 / 3 / SCREEN_H; - zoom = zoom_w < zoom_h ? zoom_w : zoom_h; - if (zoom < 1) { - zoom = 1; - } - } - - if (!SDL_CreateWindowAndRenderer("SDL 3 BytePusher", - SCREEN_W * zoom, SCREEN_H * zoom, SDL_WINDOW_RESIZABLE, - &vm->window, &vm->renderer - )) { - return SDL_APP_FAILURE; - } - - if (!SDL_SetRenderLogicalPresentation( - vm->renderer, SCREEN_W, SCREEN_H, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE - )) { - return SDL_APP_FAILURE; - } - - if (!(vm->screen = SDL_CreateSurfaceFrom( - SCREEN_W, SCREEN_H, SDL_PIXELFORMAT_INDEX8, vm->screenbuf, SCREEN_W - ))) { - return SDL_APP_FAILURE; - } - - if (!(palette = SDL_CreateSurfacePalette(vm->screen))) { - return SDL_APP_FAILURE; - } - i = 0; - for (r = 0; r < 6; ++r) { - for (g = 0; g < 6; ++g) { - for (b = 0; b < 6; ++b, ++i) { - SDL_Color color = { (Uint8)(r * 0x33), (Uint8)(g * 0x33), (Uint8)(b * 0x33), SDL_ALPHA_OPAQUE }; - palette->colors[i] = color; - } - } - } - for (; i < 256; ++i) { - SDL_Color color = { 0, 0, 0, SDL_ALPHA_OPAQUE }; - palette->colors[i] = color; - } - - texprops = SDL_CreateProperties(); - SDL_SetNumberProperty(texprops, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STREAMING); - SDL_SetNumberProperty(texprops, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, SCREEN_W); - SDL_SetNumberProperty(texprops, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, SCREEN_H); - vm->screentex = SDL_CreateTextureWithProperties(vm->renderer, texprops); - SDL_SetNumberProperty(texprops, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_TARGET); - vm->rendertarget = SDL_CreateTextureWithProperties(vm->renderer, texprops); - SDL_DestroyProperties(texprops); - if (!vm->screentex || !vm->rendertarget) { - return SDL_APP_FAILURE; - } - SDL_SetTextureScaleMode(vm->screentex, SDL_SCALEMODE_NEAREST); - SDL_SetTextureScaleMode(vm->rendertarget, SDL_SCALEMODE_NEAREST); - - if (!(vm->audiostream = SDL_OpenAudioDeviceStream( - SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &audiospec, NULL, NULL - ))) { - return SDL_APP_FAILURE; - } - SDL_SetAudioStreamGain(vm->audiostream, 0.1f); /* examples are loud! */ - SDL_ResumeAudioStreamDevice(vm->audiostream); - - set_status(vm, "renderer: %s", SDL_GetRendererName(vm->renderer)); - - vm->last_tick = SDL_GetTicksNS(); - vm->tick_acc = NS_PER_SECOND; - - return SDL_APP_CONTINUE; -} - -SDL_AppResult SDL_AppIterate(void* appstate) { - BytePusher* vm = (BytePusher*)appstate; - - Uint64 tick = SDL_GetTicksNS(); - Uint64 delta = tick - vm->last_tick; - bool updated, skip_audio; - - vm->last_tick = tick; - - vm->tick_acc += delta * FRAMES_PER_SECOND; - updated = vm->tick_acc >= NS_PER_SECOND; - skip_audio = vm->tick_acc >= MAX_AUDIO_LATENCY_FRAMES * NS_PER_SECOND; - - if (skip_audio) { - // don't let audio fall too far behind - SDL_ClearAudioStream(vm->audiostream); - } - - while (vm->tick_acc >= NS_PER_SECOND) { - Uint32 pc; - int i; - - vm->tick_acc -= NS_PER_SECOND; - - vm->ram[IO_KEYBOARD] = (Uint8)(vm->keystate >> 8); - vm->ram[IO_KEYBOARD + 1] = (Uint8)(vm->keystate); - - pc = read_u24(vm, IO_PC); - for (i = 0; i < SCREEN_W * SCREEN_H; ++i) { - Uint32 src = read_u24(vm, pc); - Uint32 dst = read_u24(vm, pc + 3); - vm->ram[dst] = vm->ram[src]; - pc = read_u24(vm, pc + 6); - } - - if (!skip_audio || vm->tick_acc < NS_PER_SECOND) { - SDL_PutAudioStreamData( - vm->audiostream, - &vm->ram[(Uint32)read_u16(vm, IO_AUDIO_BANK) << 8], - SAMPLES_PER_FRAME - ); - } - } - - if (updated) { - SDL_Surface *tex; - - SDL_SetRenderTarget(vm->renderer, vm->rendertarget); - - if (!SDL_LockTextureToSurface(vm->screentex, NULL, &tex)) { - return SDL_APP_FAILURE; - } - vm->screen->pixels = &vm->ram[(Uint32)vm->ram[IO_SCREEN_PAGE] << 16]; - SDL_BlitSurface(vm->screen, NULL, tex, NULL); - SDL_UnlockTexture(vm->screentex); - - SDL_RenderTexture(vm->renderer, vm->screentex, NULL, NULL); - } - - if (vm->display_help) { - print(vm, 4, 4, "Drop a BytePusher file in this"); - print(vm, 8, 12, "window to load and run it!"); - print(vm, 4, 28, "Press ENTER to switch between"); - print(vm, 8, 36, "positional and symbolic input."); - } - - if (vm->status_ticks > 0) { - vm->status_ticks -= 1; - print(vm, 4, SCREEN_H - 12, vm->status); - } - - SDL_SetRenderTarget(vm->renderer, NULL); - SDL_RenderClear(vm->renderer); - SDL_RenderTexture(vm->renderer, vm->rendertarget, NULL, NULL); - SDL_RenderPresent(vm->renderer); - - return SDL_APP_CONTINUE; -} - -static Uint16 keycode_mask(SDL_Keycode key) { - int index; - if (key >= SDLK_0 && key <= SDLK_9) { - index = key - SDLK_0; - } else if (key >= SDLK_A && key <= SDLK_F) { - index = key - SDLK_A + 10; - } else { - return 0; - } - return (Uint16)1 << index; -} - -static Uint16 scancode_mask(SDL_Scancode scancode) { - int index; - switch (scancode) { - case SDL_SCANCODE_1: index = 0x1; break; - case SDL_SCANCODE_2: index = 0x2; break; - case SDL_SCANCODE_3: index = 0x3; break; - case SDL_SCANCODE_4: index = 0xc; break; - case SDL_SCANCODE_Q: index = 0x4; break; - case SDL_SCANCODE_W: index = 0x5; break; - case SDL_SCANCODE_E: index = 0x6; break; - case SDL_SCANCODE_R: index = 0xd; break; - case SDL_SCANCODE_A: index = 0x7; break; - case SDL_SCANCODE_S: index = 0x8; break; - case SDL_SCANCODE_D: index = 0x9; break; - case SDL_SCANCODE_F: index = 0xe; break; - case SDL_SCANCODE_Z: index = 0xa; break; - case SDL_SCANCODE_X: index = 0x0; break; - case SDL_SCANCODE_C: index = 0xb; break; - case SDL_SCANCODE_V: index = 0xf; break; - default: return 0; - } - return (Uint16)1 << index; -} - -SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event) { - BytePusher* vm = (BytePusher*)appstate; - - switch (event->type) { - case SDL_EVENT_QUIT: - return SDL_APP_SUCCESS; - - case SDL_EVENT_DROP_FILE: - load_file(vm, event->drop.data); - break; - - case SDL_EVENT_KEY_DOWN: -#ifndef __EMSCRIPTEN__ - if (event->key.key == SDLK_ESCAPE) { - return SDL_APP_SUCCESS; - } -#endif - if (event->key.key == SDLK_RETURN) { - vm->positional_input = !vm->positional_input; - vm->keystate = 0; - if (vm->positional_input) { - set_status(vm, "switched to positional input"); - } else { - set_status(vm, "switched to symbolic input"); - } - } - if (vm->positional_input) { - vm->keystate |= scancode_mask(event->key.scancode); - } else { - vm->keystate |= keycode_mask(event->key.key); - } - break; - - case SDL_EVENT_KEY_UP: - if (vm->positional_input) { - vm->keystate &= ~scancode_mask(event->key.scancode); - } else { - vm->keystate &= ~keycode_mask(event->key.key); - } - break; - } - - return SDL_APP_CONTINUE; -} - -void SDL_AppQuit(void* appstate, SDL_AppResult result) { - if (result == SDL_APP_FAILURE) { - SDL_Log("Error: %s", SDL_GetError()); - } - if (appstate) { - BytePusher* vm = (BytePusher*)appstate; - SDL_DestroyAudioStream(vm->audiostream); - SDL_DestroyTexture(vm->rendertarget); - SDL_DestroyTexture(vm->screentex); - SDL_DestroySurface(vm->screen); - SDL_DestroyRenderer(vm->renderer); - SDL_DestroyWindow(vm->window); - SDL_free(vm); - } -} diff --git a/contrib/SDL-3.2.8/examples/demo/04-bytepusher/onmouseover.webp b/contrib/SDL-3.2.8/examples/demo/04-bytepusher/onmouseover.webp deleted file mode 100644 index b99e7dd..0000000 Binary files a/contrib/SDL-3.2.8/examples/demo/04-bytepusher/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/demo/04-bytepusher/thumbnail.png b/contrib/SDL-3.2.8/examples/demo/04-bytepusher/thumbnail.png deleted file mode 100644 index 891aa8f..0000000 Binary files a/contrib/SDL-3.2.8/examples/demo/04-bytepusher/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/demo/description.txt b/contrib/SDL-3.2.8/examples/demo/description.txt deleted file mode 100644 index 77bcbb7..0000000 --- a/contrib/SDL-3.2.8/examples/demo/description.txt +++ /dev/null @@ -1 +0,0 @@ -Full game and app demos \ No newline at end of file diff --git a/contrib/SDL-3.2.8/examples/highlight-plugin.lua b/contrib/SDL-3.2.8/examples/highlight-plugin.lua deleted file mode 100644 index 9598ec9..0000000 --- a/contrib/SDL-3.2.8/examples/highlight-plugin.lua +++ /dev/null @@ -1,79 +0,0 @@ --- This code adapted from https://gitlab.com/saalen/highlight/-/wikis/Plug-Ins - --- first add a description of what the plug-in does -Description="Add wiki.libsdl.org reference links to HTML, LaTeX or RTF output" - --- define the plugin categories (ie. supported output formats; languages) -Categories = { "c", "c++" } - --- the syntaxUpdate function contains code related to syntax recognition -function syntaxUpdate(desc) - - -- if the current file is not C/C++ file we exit - if desc~="C and C++" then - return - end - - -- this function returns a qt-project reference link of the given token - function getURL(token) - -- generate the URL - url='https://wiki.libsdl.org/SDL3/'.. token - - -- embed the URL in a hyperlink according to the output format - -- first HTML, then LaTeX and RTF - if (HL_OUTPUT== HL_FORMAT_HTML or HL_OUTPUT == HL_FORMAT_XHTML) then - return ''.. token .. '' - elseif (HL_OUTPUT == HL_FORMAT_LATEX) then - return '\\href{'..url..'}{'..token..'}' - elseif (HL_OUTPUT == HL_FORMAT_RTF) then - return '{{\\field{\\*\\fldinst HYPERLINK "' - ..url..'" }{\\fldrslt\\ul\\ulc0 '..token..'}}}' - end - end - - -- the Decorate function will be invoked for every recognized token - function Decorate(token, state) - - -- we are only interested in keywords, preprocessor or default items - if (state ~= HL_STANDARD and state ~= HL_KEYWORD and - state ~=HL_PREPROC) then - return - end - - -- SDL keywords start with SDL_ - -- if this pattern applies to the token, we return the URL - -- if we return nothing, the token is outputted as is - if ( (token == "Uint8") or (token == "Uint16") or (token == "Uint32") or (token == "Uint64") or - (token == "Sint8") or (token == "Sint16") or (token == "Sint32") or (token == "Sint64") or - (string.find(token, "SDL_") == 1) ) then - return getURL(token) - end - - end -end - --- the themeUpdate function contains code related to the theme -function themeUpdate(desc) - -- the Injections table can be used to add style information to the theme - - -- HTML: we add additional CSS style information to beautify hyperlinks, - -- they should have the same color as their surrounding tags - if (HL_OUTPUT == HL_FORMAT_HTML or HL_OUTPUT == HL_FORMAT_XHTML) then - Injections[#Injections+1]= - "a.hl, a.hl:visited {color:inherit;font-weight:inherit;text-decoration:none}" - - -- LaTeX: hyperlinks require the hyperref package, so we add this here - -- the colorlinks and pdfborderstyle options remove ugly boxes in the output - elseif (HL_OUTPUT==HL_FORMAT_LATEX) then - Injections[#Injections+1]= - "\\usepackage[colorlinks=false, pdfborderstyle={/S/U/W 1}]{hyperref}" - end -end - --- let highlight load the chunks -Plugins={ - { Type="lang", Chunk=syntaxUpdate }, - { Type="theme", Chunk=themeUpdate }, -} - diff --git a/contrib/SDL-3.2.8/examples/input/01-joystick-polling/README.txt b/contrib/SDL-3.2.8/examples/input/01-joystick-polling/README.txt deleted file mode 100644 index 89e2bee..0000000 --- a/contrib/SDL-3.2.8/examples/input/01-joystick-polling/README.txt +++ /dev/null @@ -1,2 +0,0 @@ -This example code looks for the current joystick state once per frame, -and draws a visual representation of it. diff --git a/contrib/SDL-3.2.8/examples/input/01-joystick-polling/joystick-polling.c b/contrib/SDL-3.2.8/examples/input/01-joystick-polling/joystick-polling.c deleted file mode 100644 index 6eb23b8..0000000 --- a/contrib/SDL-3.2.8/examples/input/01-joystick-polling/joystick-polling.c +++ /dev/null @@ -1,193 +0,0 @@ -/* - * This example code looks for the current joystick state once per frame, - * and draws a visual representation of it. - * - * This code is public domain. Feel free to use it for any purpose! - */ - -/* Joysticks are low-level interfaces: there's something with a bunch of - buttons, axes and hats, in no understood order or position. This is - a flexible interface, but you'll need to build some sort of configuration - UI to let people tell you what button, etc, does what. On top of this - interface, SDL offers the "gamepad" API, which works with lots of devices, - and knows how to map arbitrary buttons and such to look like an - Xbox/PlayStation/etc gamepad. This is easier, and better, for many games, - but isn't necessarily a good fit for complex apps and hardware. A flight - simulator, a realistic racing game, etc, might want this interface instead - of gamepads. */ - -/* SDL can handle multiple joysticks, but for simplicity, this program only - deals with the first stick it sees. */ - -#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_Joystick *joystick = NULL; -static SDL_Color colors[64]; - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - int i; - - SDL_SetAppMetadata("Example Input Joystick Polling", "1.0", "com.example.input-joystick-polling"); - - if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/input/joystick-polling", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - for (i = 0; i < SDL_arraysize(colors); i++) { - colors[i].r = SDL_rand(255); - colors[i].g = SDL_rand(255); - colors[i].b = SDL_rand(255); - colors[i].a = 255; - } - - 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. */ - } else if (event->type == SDL_EVENT_JOYSTICK_ADDED) { - /* this event is sent for each hotplugged stick, but also each already-connected joystick during SDL_Init(). */ - if (joystick == NULL) { /* we don't have a stick yet and one was added, open it! */ - joystick = SDL_OpenJoystick(event->jdevice.which); - if (!joystick) { - SDL_Log("Failed to open joystick ID %u: %s", (unsigned int) event->jdevice.which, SDL_GetError()); - } - } - } else if (event->type == SDL_EVENT_JOYSTICK_REMOVED) { - if (joystick && (SDL_GetJoystickID(joystick) == event->jdevice.which)) { - SDL_CloseJoystick(joystick); /* our joystick was unplugged. */ - joystick = NULL; - } - } - 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) -{ - int winw = 640, winh = 480; - const char *text = "Plug in a joystick, please."; - float x, y; - int i; - - if (joystick) { /* we have a stick opened? */ - text = SDL_GetJoystickName(joystick); - } - - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); - SDL_RenderClear(renderer); - SDL_GetWindowSize(window, &winw, &winh); - - /* note that you can get input as events, instead of polling, which is - better since it won't miss button presses if the system is lagging, - but often times checking the current state per-frame is good enough, - and maybe better if you'd rather _drop_ inputs due to lag. */ - - if (joystick) { /* we have a stick opened? */ - const float size = 30.0f; - int total; - - /* draw axes as bars going across middle of screen. We don't know if it's an X or Y or whatever axis, so we can't do more than this. */ - total = SDL_GetNumJoystickAxes(joystick); - y = (winh - (total * size)) / 2; - x = ((float) winw) / 2.0f; - for (i = 0; i < total; i++) { - const SDL_Color *color = &colors[i % SDL_arraysize(colors)]; - const float val = (((float) SDL_GetJoystickAxis(joystick, i)) / 32767.0f); /* make it -1.0f to 1.0f */ - const float dx = x + (val * x); - const SDL_FRect dst = { dx, y, x - SDL_fabsf(dx), size }; - SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a); - SDL_RenderFillRect(renderer, &dst); - y += size; - } - - /* draw buttons as blocks across top of window. We only know the button numbers, but not where they are on the device. */ - total = SDL_GetNumJoystickButtons(joystick); - x = (winw - (total * size)) / 2; - for (i = 0; i < total; i++) { - const SDL_Color *color = &colors[i % SDL_arraysize(colors)]; - const SDL_FRect dst = { x, 0.0f, size, size }; - if (SDL_GetJoystickButton(joystick, i)) { - SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a); - } else { - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); - } - SDL_RenderFillRect(renderer, &dst); - SDL_SetRenderDrawColor(renderer, 255, 255, 255, color->a); - SDL_RenderRect(renderer, &dst); /* outline it */ - x += size; - } - - /* draw hats across the bottom of the screen. */ - total = SDL_GetNumJoystickHats(joystick); - x = ((winw - (total * (size * 2.0f))) / 2.0f) + (size / 2.0f); - y = ((float) winh) - size; - for (i = 0; i < total; i++) { - const SDL_Color *color = &colors[i % SDL_arraysize(colors)]; - const float thirdsize = size / 3.0f; - const SDL_FRect cross[] = { { x, y + thirdsize, size, thirdsize }, { x + thirdsize, y, thirdsize, size } }; - const Uint8 hat = SDL_GetJoystickHat(joystick, i); - - SDL_SetRenderDrawColor(renderer, 90, 90, 90, 255); - SDL_RenderFillRects(renderer, cross, SDL_arraysize(cross)); - - SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a); - - if (hat & SDL_HAT_UP) { - const SDL_FRect dst = { x + thirdsize, y, thirdsize, thirdsize }; - SDL_RenderFillRect(renderer, &dst); - } - - if (hat & SDL_HAT_RIGHT) { - const SDL_FRect dst = { x + (thirdsize * 2), y + thirdsize, thirdsize, thirdsize }; - SDL_RenderFillRect(renderer, &dst); - } - - if (hat & SDL_HAT_DOWN) { - const SDL_FRect dst = { x + thirdsize, y + (thirdsize * 2), thirdsize, thirdsize }; - SDL_RenderFillRect(renderer, &dst); - } - - if (hat & SDL_HAT_LEFT) { - const SDL_FRect dst = { x, y + thirdsize, thirdsize, thirdsize }; - SDL_RenderFillRect(renderer, &dst); - } - - x += size * 2; - } - } - - x = (((float) winw) - (SDL_strlen(text) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f; - y = (((float) winh) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2.0f; - SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); - SDL_RenderDebugText(renderer, x, y, text); - SDL_RenderPresent(renderer); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - if (joystick) { - SDL_CloseJoystick(joystick); - } - - /* SDL will clean up the window/renderer for us. */ -} diff --git a/contrib/SDL-3.2.8/examples/input/01-joystick-polling/onmouseover.webp b/contrib/SDL-3.2.8/examples/input/01-joystick-polling/onmouseover.webp deleted file mode 100644 index 484539c..0000000 Binary files a/contrib/SDL-3.2.8/examples/input/01-joystick-polling/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/input/01-joystick-polling/thumbnail.png b/contrib/SDL-3.2.8/examples/input/01-joystick-polling/thumbnail.png deleted file mode 100644 index 4faebba..0000000 Binary files a/contrib/SDL-3.2.8/examples/input/01-joystick-polling/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/input/02-joystick-events/README.txt b/contrib/SDL-3.2.8/examples/input/02-joystick-events/README.txt deleted file mode 100644 index d87ac0a..0000000 --- a/contrib/SDL-3.2.8/examples/input/02-joystick-events/README.txt +++ /dev/null @@ -1,2 +0,0 @@ -This example code looks for joystick input in the event handler, and -reports any changes as a flood of info. diff --git a/contrib/SDL-3.2.8/examples/input/02-joystick-events/joystick-events.c b/contrib/SDL-3.2.8/examples/input/02-joystick-events/joystick-events.c deleted file mode 100644 index cc01d84..0000000 --- a/contrib/SDL-3.2.8/examples/input/02-joystick-events/joystick-events.c +++ /dev/null @@ -1,232 +0,0 @@ -/* - * This example code looks for joystick input in the event handler, and - * reports any changes as a flood of info. - * - * This code is public domain. Feel free to use it for any purpose! - */ - -/* Joysticks are low-level interfaces: there's something with a bunch of - buttons, axes and hats, in no understood order or position. This is - a flexible interface, but you'll need to build some sort of configuration - UI to let people tell you what button, etc, does what. On top of this - interface, SDL offers the "gamepad" API, which works with lots of devices, - and knows how to map arbitrary buttons and such to look like an - Xbox/PlayStation/etc gamepad. This is easier, and better, for many games, - but isn't necessarily a good fit for complex apps and hardware. A flight - simulator, a realistic racing game, etc, might want this interface instead - of gamepads. */ - -#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_Color colors[64]; - -#define MOTION_EVENT_COOLDOWN 40 - -typedef struct EventMessage -{ - char *str; - SDL_Color color; - Uint64 start_ticks; - struct EventMessage *next; -} EventMessage; - -static EventMessage messages; -static EventMessage *messages_tail = &messages; - -static const char *hat_state_string(Uint8 state) -{ - switch (state) { - case SDL_HAT_CENTERED: return "CENTERED"; - case SDL_HAT_UP: return "UP"; - case SDL_HAT_RIGHT: return "RIGHT"; - case SDL_HAT_DOWN: return "DOWN"; - case SDL_HAT_LEFT: return "LEFT"; - case SDL_HAT_RIGHTUP: return "RIGHT+UP"; - case SDL_HAT_RIGHTDOWN: return "RIGHT+DOWN"; - case SDL_HAT_LEFTUP: return "LEFT+UP"; - case SDL_HAT_LEFTDOWN: return "LEFT+DOWN"; - default: break; - } - return "UNKNOWN"; -} - -static const char *battery_state_string(SDL_PowerState state) -{ - switch (state) { - case SDL_POWERSTATE_ERROR: return "ERROR"; - case SDL_POWERSTATE_UNKNOWN: return "UNKNOWN"; - case SDL_POWERSTATE_ON_BATTERY: return "ON BATTERY"; - case SDL_POWERSTATE_NO_BATTERY: return "NO BATTERY"; - case SDL_POWERSTATE_CHARGING: return "CHARGING"; - case SDL_POWERSTATE_CHARGED: return "CHARGED"; - default: break; - } - return "UNKNOWN"; -} - -static void add_message(SDL_JoystickID jid, const char *fmt, ...) -{ - const SDL_Color *color = &colors[((size_t) jid) % SDL_arraysize(colors)]; - EventMessage *msg = NULL; - char *str = NULL; - va_list ap; - - msg = (EventMessage *) SDL_calloc(1, sizeof (*msg)); - if (!msg) { - return; // oh well. - } - - va_start(ap, fmt); - SDL_vasprintf(&str, fmt, ap); - va_end(ap); - if (!str) { - SDL_free(msg); - return; // oh well. - } - - msg->str = str; - SDL_copyp(&msg->color, color); - msg->start_ticks = SDL_GetTicks(); - msg->next = NULL; - - messages_tail->next = msg; - messages_tail = msg; -} - - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - int i; - - SDL_SetAppMetadata("Example Input Joystick Events", "1.0", "com.example.input-joystick-events"); - - if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/input/joystick-events", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - colors[0].r = colors[0].g = colors[0].b = colors[0].a = 255; - for (i = 1; i < SDL_arraysize(colors); i++) { - colors[i].r = SDL_rand(255); - colors[i].g = SDL_rand(255); - colors[i].b = SDL_rand(255); - colors[i].a = 255; - } - - add_message(0, "Please plug in a joystick."); - - 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. */ - } else if (event->type == SDL_EVENT_JOYSTICK_ADDED) { - /* this event is sent for each hotplugged stick, but also each already-connected joystick during SDL_Init(). */ - const SDL_JoystickID which = event->jdevice.which; - SDL_Joystick *joystick = SDL_OpenJoystick(which); - if (!joystick) { - add_message(which, "Joystick #%u add, but not opened: %s", (unsigned int) which, SDL_GetError()); - } else { - add_message(which, "Joystick #%u ('%s') added", (unsigned int) which, SDL_GetJoystickName(joystick)); - } - } else if (event->type == SDL_EVENT_JOYSTICK_REMOVED) { - const SDL_JoystickID which = event->jdevice.which; - SDL_Joystick *joystick = SDL_GetJoystickFromID(which); - if (joystick) { - SDL_CloseJoystick(joystick); /* the joystick was unplugged. */ - } - add_message(which, "Joystick #%u removed", (unsigned int) which); - } else if (event->type == SDL_EVENT_JOYSTICK_AXIS_MOTION) { - static Uint64 axis_motion_cooldown_time = 0; /* these are spammy, only show every X milliseconds. */ - const Uint64 now = SDL_GetTicks(); - if (now >= axis_motion_cooldown_time) { - const SDL_JoystickID which = event->jaxis.which; - axis_motion_cooldown_time = now + MOTION_EVENT_COOLDOWN; - add_message(which, "Joystick #%u axis %d -> %d", (unsigned int) which, (int) event->jaxis.axis, (int) event->jaxis.value); - } - } else if (event->type == SDL_EVENT_JOYSTICK_BALL_MOTION) { - static Uint64 ball_motion_cooldown_time = 0; /* these are spammy, only show every X milliseconds. */ - const Uint64 now = SDL_GetTicks(); - if (now >= ball_motion_cooldown_time) { - const SDL_JoystickID which = event->jball.which; - ball_motion_cooldown_time = now + MOTION_EVENT_COOLDOWN; - add_message(which, "Joystick #%u ball %d -> %d, %d", (unsigned int) which, (int) event->jball.ball, (int) event->jball.xrel, (int) event->jball.yrel); - } - } else if (event->type == SDL_EVENT_JOYSTICK_HAT_MOTION) { - const SDL_JoystickID which = event->jhat.which; - add_message(which, "Joystick #%u hat %d -> %s", (unsigned int) which, (int) event->jhat.hat, hat_state_string(event->jhat.value)); - } else if ((event->type == SDL_EVENT_JOYSTICK_BUTTON_UP) || (event->type == SDL_EVENT_JOYSTICK_BUTTON_DOWN)) { - const SDL_JoystickID which = event->jbutton.which; - add_message(which, "Joystick #%u button %d -> %s", (unsigned int) which, (int) event->jbutton.button, event->jbutton.down ? "PRESSED" : "RELEASED"); - } else if (event->type == SDL_EVENT_JOYSTICK_BATTERY_UPDATED) { - const SDL_JoystickID which = event->jbattery.which; - add_message(which, "Joystick #%u battery -> %s - %d%%", (unsigned int) which, battery_state_string(event->jbattery.state), event->jbattery.percent); - } - - 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) -{ - const Uint64 now = SDL_GetTicks(); - const float msg_lifetime = 3500.0f; /* milliseconds a message lives for. */ - EventMessage *msg = messages.next; - float prev_y = 0.0f; - int winw = 640, winh = 480; - - SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); - SDL_RenderClear(renderer); - SDL_GetWindowSize(window, &winw, &winh); - - while (msg) { - float x, y; - const float life_percent = ((float) (now - msg->start_ticks)) / msg_lifetime; - if (life_percent >= 1.0f) { /* msg is done. */ - messages.next = msg->next; - if (messages_tail == msg) { - messages_tail = &messages; - } - SDL_free(msg->str); - SDL_free(msg); - msg = messages.next; - continue; - } - x = (((float) winw) - (SDL_strlen(msg->str) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f; - y = ((float) winh) * life_percent; - if ((prev_y != 0.0f) && ((prev_y - y) < ((float) SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE))) { - msg->start_ticks = now; - break; // wait for the previous message to tick up a little. - } - - SDL_SetRenderDrawColor(renderer, msg->color.r, msg->color.g, msg->color.b, (Uint8) (((float) msg->color.a) * (1.0f - life_percent))); - SDL_RenderDebugText(renderer, x, y, msg->str); - - prev_y = y; - msg = msg->next; - } - - SDL_RenderPresent(renderer); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - /* SDL will clean up the window/renderer for us. We let the joysticks leak. */ -} diff --git a/contrib/SDL-3.2.8/examples/input/02-joystick-events/onmouseover.webp b/contrib/SDL-3.2.8/examples/input/02-joystick-events/onmouseover.webp deleted file mode 100644 index 05a9b42..0000000 Binary files a/contrib/SDL-3.2.8/examples/input/02-joystick-events/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/input/02-joystick-events/thumbnail.png b/contrib/SDL-3.2.8/examples/input/02-joystick-events/thumbnail.png deleted file mode 100644 index 07f3ff1..0000000 Binary files a/contrib/SDL-3.2.8/examples/input/02-joystick-events/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/pen/01-drawing-lines/README.txt b/contrib/SDL-3.2.8/examples/pen/01-drawing-lines/README.txt deleted file mode 100644 index 693cda8..0000000 --- a/contrib/SDL-3.2.8/examples/pen/01-drawing-lines/README.txt +++ /dev/null @@ -1,3 +0,0 @@ -You need something with a pen/stylus for this to work. - -This takes pen input and draws lines. Lines are darker when you press harder. diff --git a/contrib/SDL-3.2.8/examples/pen/01-drawing-lines/drawing-lines.c b/contrib/SDL-3.2.8/examples/pen/01-drawing-lines/drawing-lines.c deleted file mode 100644 index d0d78ea..0000000 --- a/contrib/SDL-3.2.8/examples/pen/01-drawing-lines/drawing-lines.c +++ /dev/null @@ -1,121 +0,0 @@ -/* - * This example code reads pen/stylus input and draws lines. Darker lines - * for harder pressure. - * - * SDL can track multiple pens, but for simplicity here, this assumes any - * pen input we see was from one device. - * - * 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 *render_target = NULL; -static float pressure = 0.0f; -static float previous_touch_x = -1.0f; -static float previous_touch_y = -1.0f; -static float tilt_x = 0.0f; -static float tilt_y = 0.0f; - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - int w, h; - - SDL_SetAppMetadata("Example Pen Drawing Lines", "1.0", "com.example.pen-drawing-lines"); - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/pen/drawing-lines", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* we make a render target so we can draw lines to it and not have to record and redraw every pen stroke each frame. - Instead rendering a frame for us is a single texture draw. */ - - /* make sure the render target matches output size (for hidpi displays, etc) so drawing matches the pen's position on a tablet display. */ - SDL_GetRenderOutputSize(renderer, &w, &h); - render_target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h); - if (!render_target) { - SDL_Log("Couldn't create render target: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* just blank the render target to gray to start. */ - SDL_SetRenderTarget(renderer, render_target); - SDL_SetRenderDrawColor(renderer, 100, 100, 100, SDL_ALPHA_OPAQUE); - SDL_RenderClear(renderer); - SDL_SetRenderTarget(renderer, NULL); - SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); - - 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. */ - } - - /* There are several events that track the specific stages of pen activity, - but we're only going to look for motion and pressure, for simplicity. */ - if (event->type == SDL_EVENT_PEN_MOTION) { - /* you can check for when the pen is touching, but if pressure > 0.0f, it's definitely touching! */ - if (pressure > 0.0f) { - if (previous_touch_x >= 0.0f) { /* only draw if we're moving while touching */ - /* draw with the alpha set to the pressure, so you effectively get a fainter line for lighter presses. */ - SDL_SetRenderTarget(renderer, render_target); - SDL_SetRenderDrawColorFloat(renderer, 0, 0, 0, pressure); - SDL_RenderLine(renderer, previous_touch_x, previous_touch_y, event->pmotion.x, event->pmotion.y); - } - previous_touch_x = event->pmotion.x; - previous_touch_y = event->pmotion.y; - } else { - previous_touch_x = previous_touch_y = -1.0f; - } - } else if (event->type == SDL_EVENT_PEN_AXIS) { - if (event->paxis.axis == SDL_PEN_AXIS_PRESSURE) { - pressure = event->paxis.value; /* remember new pressure for later draws. */ - } else if(event->paxis.axis == SDL_PEN_AXIS_XTILT) { - tilt_x = event->paxis.value; - } else if(event->paxis.axis == SDL_PEN_AXIS_YTILT) { - tilt_y = event->paxis.value; - } - } - - 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) -{ - char debug_text[1024]; - - /* make sure we're drawing to the window and not the render target */ - SDL_SetRenderTarget(renderer, NULL); - SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); - SDL_RenderClear(renderer); /* just in case. */ - SDL_RenderTexture(renderer, render_target, NULL, NULL); - SDL_snprintf(debug_text, sizeof(debug_text), "Tilt: %f %f", tilt_x, tilt_y); - SDL_RenderDebugText(renderer, 0, 8, debug_text); - SDL_RenderPresent(renderer); - 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(render_target); - /* SDL will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/pen/01-drawing-lines/onmouseover.webp b/contrib/SDL-3.2.8/examples/pen/01-drawing-lines/onmouseover.webp deleted file mode 100644 index f9c4d3d..0000000 Binary files a/contrib/SDL-3.2.8/examples/pen/01-drawing-lines/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/pen/01-drawing-lines/thumbnail.png b/contrib/SDL-3.2.8/examples/pen/01-drawing-lines/thumbnail.png deleted file mode 100644 index 3403d35..0000000 Binary files a/contrib/SDL-3.2.8/examples/pen/01-drawing-lines/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/01-clear/README.txt b/contrib/SDL-3.2.8/examples/renderer/01-clear/README.txt deleted file mode 100644 index ce9ef81..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/01-clear/README.txt +++ /dev/null @@ -1,3 +0,0 @@ -This example code creates an SDL window and renderer, and then clears the -window to a different color every frame, so you'll effectively get a window -that's smoothly fading between colors. diff --git a/contrib/SDL-3.2.8/examples/renderer/01-clear/clear.c b/contrib/SDL-3.2.8/examples/renderer/01-clear/clear.c deleted file mode 100644 index 5b2b7dc..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/01-clear/clear.c +++ /dev/null @@ -1,68 +0,0 @@ -/* - * This example code creates an SDL window and renderer, and then clears the - * window to a different color every frame, so you'll effectively get a window - * that's smoothly fading between colors. - * - * 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; - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - SDL_SetAppMetadata("Example Renderer Clear", "1.0", "com.example.renderer-clear"); - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %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) -{ - const double now = ((double)SDL_GetTicks()) / 1000.0; /* convert from milliseconds to seconds. */ - /* choose the color for the frame we will draw. The sine wave trick makes it fade between colors smoothly. */ - const float red = (float) (0.5 + 0.5 * SDL_sin(now)); - const float green = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 2 / 3)); - const float blue = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 4 / 3)); - SDL_SetRenderDrawColorFloat(renderer, red, green, blue, SDL_ALPHA_OPAQUE_FLOAT); /* new color, full alpha. */ - - /* clear the window to the draw color. */ - SDL_RenderClear(renderer); - - /* put the newly-cleared rendering on the screen. */ - SDL_RenderPresent(renderer); - - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - /* SDL will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/renderer/01-clear/onmouseover.webp b/contrib/SDL-3.2.8/examples/renderer/01-clear/onmouseover.webp deleted file mode 100644 index a0062fe..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/01-clear/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/01-clear/thumbnail.png b/contrib/SDL-3.2.8/examples/renderer/01-clear/thumbnail.png deleted file mode 100644 index b255675..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/01-clear/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/02-primitives/README.txt b/contrib/SDL-3.2.8/examples/renderer/02-primitives/README.txt deleted file mode 100644 index 82da8e5..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/02-primitives/README.txt +++ /dev/null @@ -1,7 +0,0 @@ -This example creates an SDL window and renderer, and then draws some lines, -rectangles and points to it every frame. - -This is just a quick overview of simple drawing primitives; futher examples -will explore them in more detail. - - diff --git a/contrib/SDL-3.2.8/examples/renderer/02-primitives/primitives.c b/contrib/SDL-3.2.8/examples/renderer/02-primitives/primitives.c deleted file mode 100644 index 5cfd731..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/02-primitives/primitives.c +++ /dev/null @@ -1,95 +0,0 @@ -/* - * This example creates an SDL window and renderer, and then draws some lines, - * rectangles and points 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_FPoint points[500]; - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - int i; - - SDL_SetAppMetadata("Example Renderer Primitives", "1.0", "com.example.renderer-primitives"); - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/renderer/primitives", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* set up some random points */ - for (i = 0; i < SDL_arraysize(points); i++) { - points[i].x = (SDL_randf() * 440.0f) + 100.0f; - points[i].y = (SDL_randf() * 280.0f) + 100.0f; - } - - 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 rect; - - /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 33, 33, 33, SDL_ALPHA_OPAQUE); /* dark gray, full alpha */ - SDL_RenderClear(renderer); /* start with a blank canvas. */ - - /* draw a filled rectangle in the middle of the canvas. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 255, SDL_ALPHA_OPAQUE); /* blue, full alpha */ - rect.x = rect.y = 100; - rect.w = 440; - rect.h = 280; - SDL_RenderFillRect(renderer, &rect); - - /* draw some points across the canvas. */ - SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE); /* red, full alpha */ - SDL_RenderPoints(renderer, points, SDL_arraysize(points)); - - /* draw a unfilled rectangle in-set a little bit. */ - SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE); /* green, full alpha */ - rect.x += 30; - rect.y += 30; - rect.w -= 60; - rect.h -= 60; - SDL_RenderRect(renderer, &rect); - - /* draw two lines in an X across the whole canvas. */ - SDL_SetRenderDrawColor(renderer, 255, 255, 0, SDL_ALPHA_OPAQUE); /* yellow, full alpha */ - SDL_RenderLine(renderer, 0, 0, 640, 480); - SDL_RenderLine(renderer, 0, 480, 640, 0); - - 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 will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/renderer/02-primitives/thumbnail.png b/contrib/SDL-3.2.8/examples/renderer/02-primitives/thumbnail.png deleted file mode 100644 index 4ddf2ab..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/02-primitives/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/03-lines/README.txt b/contrib/SDL-3.2.8/examples/renderer/03-lines/README.txt deleted file mode 100644 index 4abeab6..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/03-lines/README.txt +++ /dev/null @@ -1,3 +0,0 @@ -This example creates an SDL window and renderer, and then draws a something -roughly like a Christmas tree with nothing but lines, every frame. - diff --git a/contrib/SDL-3.2.8/examples/renderer/03-lines/lines.c b/contrib/SDL-3.2.8/examples/renderer/03-lines/lines.c deleted file mode 100644 index 54f7eb1..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/03-lines/lines.c +++ /dev/null @@ -1,93 +0,0 @@ -/* - * This example creates an SDL window and renderer, and then draws some lines - * 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; - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - SDL_SetAppMetadata("Example Renderer Lines", "1.0", "com.example.renderer-lines"); - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/renderer/lines", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %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) -{ - int i; - - /* Lines (line segments, really) are drawn in terms of points: a set of - X and Y coordinates, one set for each end of the line. - (0, 0) is the top left of the window, and larger numbers go down - and to the right. This isn't how geometry works, but this is pretty - standard in 2D graphics. */ - static const SDL_FPoint line_points[] = { - { 100, 354 }, { 220, 230 }, { 140, 230 }, { 320, 100 }, { 500, 230 }, - { 420, 230 }, { 540, 354 }, { 400, 354 }, { 100, 354 } - }; - - /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 100, 100, 100, SDL_ALPHA_OPAQUE); /* grey, full alpha */ - SDL_RenderClear(renderer); /* start with a blank canvas. */ - - /* You can draw lines, one at a time, like these brown ones... */ - SDL_SetRenderDrawColor(renderer, 127, 49, 32, SDL_ALPHA_OPAQUE); - SDL_RenderLine(renderer, 240, 450, 400, 450); - SDL_RenderLine(renderer, 240, 356, 400, 356); - SDL_RenderLine(renderer, 240, 356, 240, 450); - SDL_RenderLine(renderer, 400, 356, 400, 450); - - /* You can also draw a series of connected lines in a single batch... */ - SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE); - SDL_RenderLines(renderer, line_points, SDL_arraysize(line_points)); - - /* here's a bunch of lines drawn out from a center point in a circle. */ - /* we randomize the color of each line, so it functions as animation. */ - for (i = 0; i < 360; i++) { - const float size = 30.0f; - const float x = 320.0f; - const float y = 95.0f - (size / 2.0f); - SDL_SetRenderDrawColor(renderer, SDL_rand(256), SDL_rand(256), SDL_rand(256), SDL_ALPHA_OPAQUE); - SDL_RenderLine(renderer, x, y, x + SDL_sinf((float) i) * size, y + SDL_cosf((float) i) * size); - } - - 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 will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/renderer/03-lines/onmouseover.webp b/contrib/SDL-3.2.8/examples/renderer/03-lines/onmouseover.webp deleted file mode 100644 index 5d3b3fc..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/03-lines/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/03-lines/thumbnail.png b/contrib/SDL-3.2.8/examples/renderer/03-lines/thumbnail.png deleted file mode 100644 index 9d0ff10..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/03-lines/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/04-points/README.txt b/contrib/SDL-3.2.8/examples/renderer/04-points/README.txt deleted file mode 100644 index 00e9419..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/04-points/README.txt +++ /dev/null @@ -1,3 +0,0 @@ -This example creates an SDL window and renderer, and then draws a bunch of -single points, moving across the screen. - diff --git a/contrib/SDL-3.2.8/examples/renderer/04-points/onmouseover.webp b/contrib/SDL-3.2.8/examples/renderer/04-points/onmouseover.webp deleted file mode 100644 index 04582da..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/04-points/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/04-points/points.c b/contrib/SDL-3.2.8/examples/renderer/04-points/points.c deleted file mode 100644 index b7b5c21..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/04-points/points.c +++ /dev/null @@ -1,118 +0,0 @@ -/* - * This example creates an SDL window and renderer, and then draws some points - * 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 Uint64 last_time = 0; - -#define WINDOW_WIDTH 640 -#define WINDOW_HEIGHT 480 - -#define NUM_POINTS 500 -#define MIN_PIXELS_PER_SECOND 30 /* move at least this many pixels per second. */ -#define MAX_PIXELS_PER_SECOND 60 /* move this many pixels per second at most. */ - -/* (track everything as parallel arrays instead of a array of structs, - so we can pass the coordinates to the renderer in a single function call.) */ - -/* Points are plotted as a set of X and Y coordinates. - (0, 0) is the top left of the window, and larger numbers go down - and to the right. This isn't how geometry works, but this is pretty - standard in 2D graphics. */ -static SDL_FPoint points[NUM_POINTS]; -static float point_speeds[NUM_POINTS]; - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - int i; - - SDL_SetAppMetadata("Example Renderer Points", "1.0", "com.example.renderer-points"); - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/renderer/points", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* set up the data for a bunch of points. */ - for (i = 0; i < SDL_arraysize(points); i++) { - points[i].x = SDL_randf() * ((float) WINDOW_WIDTH); - points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT); - point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND)); - } - - last_time = SDL_GetTicks(); - - 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) -{ - const Uint64 now = SDL_GetTicks(); - const float elapsed = ((float) (now - last_time)) / 1000.0f; /* seconds since last iteration */ - int i; - - /* let's move all our points a little for a new frame. */ - for (i = 0; i < SDL_arraysize(points); i++) { - const float distance = elapsed * point_speeds[i]; - points[i].x += distance; - points[i].y += distance; - if ((points[i].x >= WINDOW_WIDTH) || (points[i].y >= WINDOW_HEIGHT)) { - /* off the screen; restart it elsewhere! */ - if (SDL_rand(2)) { - points[i].x = SDL_randf() * ((float) WINDOW_WIDTH); - points[i].y = 0.0f; - } else { - points[i].x = 0.0f; - points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT); - } - point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND)); - } - } - - last_time = now; - - /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ - SDL_RenderClear(renderer); /* start with a blank canvas. */ - SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */ - SDL_RenderPoints(renderer, points, SDL_arraysize(points)); /* draw all the points! */ - - /* You can also draw single points with SDL_RenderPoint(), but it's - cheaper (sometimes significantly so) to do them all at once. */ - - 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 will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/renderer/04-points/thumbnail.png b/contrib/SDL-3.2.8/examples/renderer/04-points/thumbnail.png deleted file mode 100644 index 5627113..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/04-points/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/05-rectangles/README.txt b/contrib/SDL-3.2.8/examples/renderer/05-rectangles/README.txt deleted file mode 100644 index 26613c7..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/05-rectangles/README.txt +++ /dev/null @@ -1,3 +0,0 @@ -This example creates an SDL window and renderer, and then draws a few -rectangles that change size each frame. - diff --git a/contrib/SDL-3.2.8/examples/renderer/05-rectangles/onmouseover.webp b/contrib/SDL-3.2.8/examples/renderer/05-rectangles/onmouseover.webp deleted file mode 100644 index cdfd376..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/05-rectangles/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/05-rectangles/rectangles.c b/contrib/SDL-3.2.8/examples/renderer/05-rectangles/rectangles.c deleted file mode 100644 index 3aa7242..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/05-rectangles/rectangles.c +++ /dev/null @@ -1,112 +0,0 @@ -/* - * This example creates an SDL window and renderer, and then draws some - * rectangles 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; - -#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 Rectangles", "1.0", "com.example.renderer-rectangles"); - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/renderer/rectangles", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %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 rects[16]; - const Uint64 now = SDL_GetTicks(); - int i; - - /* we'll have the rectangles grow and shrink 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; - - /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ - SDL_RenderClear(renderer); /* start with a blank canvas. */ - - /* Rectangles are comprised of set of X and Y coordinates, plus width and - height. (0, 0) is the top left of the window, and larger numbers go - down and to the right. This isn't how geometry works, but this is - pretty standard in 2D graphics. */ - - /* Let's draw a single rectangle (square, really). */ - rects[0].x = rects[0].y = 100; - rects[0].w = rects[0].h = 100 + (100 * scale); - SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE); /* red, full alpha */ - SDL_RenderRect(renderer, &rects[0]); - - /* Now let's draw several rectangles with one function call. */ - for (i = 0; i < 3; i++) { - const float size = (i+1) * 50.0f; - rects[i].w = rects[i].h = size + (size * scale); - rects[i].x = (WINDOW_WIDTH - rects[i].w) / 2; /* center it. */ - rects[i].y = (WINDOW_HEIGHT - rects[i].h) / 2; /* center it. */ - } - SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE); /* green, full alpha */ - SDL_RenderRects(renderer, rects, 3); /* draw three rectangles at once */ - - /* those were rectangle _outlines_, really. You can also draw _filled_ rectangles! */ - rects[0].x = 400; - rects[0].y = 50; - rects[0].w = 100 + (100 * scale); - rects[0].h = 50 + (50 * scale); - SDL_SetRenderDrawColor(renderer, 0, 0, 255, SDL_ALPHA_OPAQUE); /* blue, full alpha */ - SDL_RenderFillRect(renderer, &rects[0]); - - /* ...and also fill a bunch of rectangles at once... */ - for (i = 0; i < SDL_arraysize(rects); i++) { - const float w = (float) (WINDOW_WIDTH / SDL_arraysize(rects)); - const float h = i * 8.0f; - rects[i].x = i * w; - rects[i].y = WINDOW_HEIGHT - h; - rects[i].w = w; - rects[i].h = h; - } - SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */ - SDL_RenderFillRects(renderer, rects, SDL_arraysize(rects)); - - 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 will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/renderer/05-rectangles/thumbnail.png b/contrib/SDL-3.2.8/examples/renderer/05-rectangles/thumbnail.png deleted file mode 100644 index 64e6688..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/05-rectangles/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/06-textures/README.txt b/contrib/SDL-3.2.8/examples/renderer/06-textures/README.txt deleted file mode 100644 index 21c3f0b..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/06-textures/README.txt +++ /dev/null @@ -1,3 +0,0 @@ -This example creates an SDL window and renderer, loads a texture from a -.bmp file, and then draws it a few times each frame. - diff --git a/contrib/SDL-3.2.8/examples/renderer/06-textures/onmouseover.webp b/contrib/SDL-3.2.8/examples/renderer/06-textures/onmouseover.webp deleted file mode 100644 index 467afd8..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/06-textures/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/06-textures/textures.c b/contrib/SDL-3.2.8/examples/renderer/06-textures/textures.c deleted file mode 100644 index f4ad707..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/06-textures/textures.c +++ /dev/null @@ -1,127 +0,0 @@ -/* - * This example creates an SDL window and renderer, and then draws some - * textures 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; -static int texture_width = 0; -static int texture_height = 0; - -#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_Surface *surface = NULL; - char *bmp_path = NULL; - - SDL_SetAppMetadata("Example Renderer Textures", "1.0", "com.example.renderer-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/textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D - engines refer to these as "sprites." We'll do a static texture (upload once, draw many - times) with data from a bitmap file. */ - - /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access. - Load a .bmp into a surface, move it to a texture from there. */ - SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */ - surface = SDL_LoadBMP(bmp_path); - if (!surface) { - SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_free(bmp_path); /* done with this, the file is loaded. */ - - texture_width = surface->w; - texture_height = surface->h; - - texture = SDL_CreateTextureFromSurface(renderer, surface); - if (!texture) { - SDL_Log("Couldn't create static texture: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */ - - 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(); - - /* we'll have some textures 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; - - /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, 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. */ - - /* top left */ - dst_rect.x = (100.0f * scale); - dst_rect.y = 0.0f; - dst_rect.w = (float) texture_width; - dst_rect.h = (float) texture_height; - SDL_RenderTexture(renderer, texture, NULL, &dst_rect); - - /* center this one. */ - dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f; - dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f; - dst_rect.w = (float) texture_width; - dst_rect.h = (float) texture_height; - SDL_RenderTexture(renderer, texture, NULL, &dst_rect); - - /* bottom right. */ - dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) - (100.0f * scale); - dst_rect.y = (float) (WINDOW_HEIGHT - texture_height); - dst_rect.w = (float) texture_width; - dst_rect.h = (float) texture_height; - 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. */ -} - diff --git a/contrib/SDL-3.2.8/examples/renderer/06-textures/thumbnail.png b/contrib/SDL-3.2.8/examples/renderer/06-textures/thumbnail.png deleted file mode 100644 index b33ba31..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/06-textures/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/07-streaming-textures/README.txt b/contrib/SDL-3.2.8/examples/renderer/07-streaming-textures/README.txt deleted file mode 100644 index c250571..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/07-streaming-textures/README.txt +++ /dev/null @@ -1,3 +0,0 @@ -This example creates an SDL window and renderer, then a streaming texture that -it will update every frame before drawing it to the screen. - diff --git a/contrib/SDL-3.2.8/examples/renderer/07-streaming-textures/onmouseover.webp b/contrib/SDL-3.2.8/examples/renderer/07-streaming-textures/onmouseover.webp deleted file mode 100644 index 7c29693..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/07-streaming-textures/onmouseover.webp and /dev/null differ 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. */ -} - diff --git a/contrib/SDL-3.2.8/examples/renderer/07-streaming-textures/thumbnail.png b/contrib/SDL-3.2.8/examples/renderer/07-streaming-textures/thumbnail.png deleted file mode 100644 index 60c2a9f..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/07-streaming-textures/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/08-rotating-textures/README.txt b/contrib/SDL-3.2.8/examples/renderer/08-rotating-textures/README.txt deleted file mode 100644 index 4ae46bc..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/08-rotating-textures/README.txt +++ /dev/null @@ -1,3 +0,0 @@ -This example creates an SDL window and renderer, loads a texture from a .bmp -file, and then draws it, rotating around the center of the screen. - diff --git a/contrib/SDL-3.2.8/examples/renderer/08-rotating-textures/onmouseover.webp b/contrib/SDL-3.2.8/examples/renderer/08-rotating-textures/onmouseover.webp deleted file mode 100644 index 69735ce..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/08-rotating-textures/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/08-rotating-textures/rotating-textures.c b/contrib/SDL-3.2.8/examples/renderer/08-rotating-textures/rotating-textures.c deleted file mode 100644 index bf318ef..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/08-rotating-textures/rotating-textures.c +++ /dev/null @@ -1,113 +0,0 @@ -/* - * This example creates an SDL window and renderer, and then draws some - * rotated textures 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; -static int texture_width = 0; -static int texture_height = 0; - -#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_Surface *surface = NULL; - char *bmp_path = NULL; - - SDL_SetAppMetadata("Example Renderer Rotating Textures", "1.0", "com.example.renderer-rotating-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/rotating-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D - engines refer to these as "sprites." We'll do a static texture (upload once, draw many - times) with data from a bitmap file. */ - - /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access. - Load a .bmp into a surface, move it to a texture from there. */ - SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */ - surface = SDL_LoadBMP(bmp_path); - if (!surface) { - SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_free(bmp_path); /* done with this, the file is loaded. */ - - texture_width = surface->w; - texture_height = surface->h; - - texture = SDL_CreateTextureFromSurface(renderer, surface); - if (!texture) { - SDL_Log("Couldn't create static texture: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */ - - 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_FPoint center; - SDL_FRect dst_rect; - const Uint64 now = SDL_GetTicks(); - - /* we'll have a texture rotate around over 2 seconds (2000 milliseconds). 360 degrees in a circle! */ - const float rotation = (((float) ((int) (now % 2000))) / 2000.0f) * 360.0f; - - /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ - SDL_RenderClear(renderer); /* start with a blank canvas. */ - - /* Center this one, and draw it with some rotation so it spins! */ - dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f; - dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f; - dst_rect.w = (float) texture_width; - dst_rect.h = (float) texture_height; - /* rotate it around the center of the texture; you can rotate it from a different point, too! */ - center.x = texture_width / 2.0f; - center.y = texture_height / 2.0f; - SDL_RenderTextureRotated(renderer, texture, NULL, &dst_rect, rotation, ¢er, SDL_FLIP_NONE); - - 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. */ -} - diff --git a/contrib/SDL-3.2.8/examples/renderer/08-rotating-textures/thumbnail.png b/contrib/SDL-3.2.8/examples/renderer/08-rotating-textures/thumbnail.png deleted file mode 100644 index 12c51e1..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/08-rotating-textures/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/09-scaling-textures/README.txt b/contrib/SDL-3.2.8/examples/renderer/09-scaling-textures/README.txt deleted file mode 100644 index e13a6ec..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/09-scaling-textures/README.txt +++ /dev/null @@ -1,3 +0,0 @@ -This example creates an SDL window and renderer, loads a texture from a .bmp -file, and then draws it, scaling it up and down. - diff --git a/contrib/SDL-3.2.8/examples/renderer/09-scaling-textures/onmouseover.webp b/contrib/SDL-3.2.8/examples/renderer/09-scaling-textures/onmouseover.webp deleted file mode 100644 index bcc967c..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/09-scaling-textures/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/09-scaling-textures/scaling-textures.c b/contrib/SDL-3.2.8/examples/renderer/09-scaling-textures/scaling-textures.c deleted file mode 100644 index 66060ed..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/09-scaling-textures/scaling-textures.c +++ /dev/null @@ -1,110 +0,0 @@ -/* - * This example creates an SDL window and renderer, and then draws some - * textures 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; -static int texture_width = 0; -static int texture_height = 0; - -#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_Surface *surface = NULL; - char *bmp_path = NULL; - - SDL_SetAppMetadata("Example Renderer Scaling Textures", "1.0", "com.example.renderer-scaling-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/scaling-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D - engines refer to these as "sprites." We'll do a static texture (upload once, draw many - times) with data from a bitmap file. */ - - /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access. - Load a .bmp into a surface, move it to a texture from there. */ - SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */ - surface = SDL_LoadBMP(bmp_path); - if (!surface) { - SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_free(bmp_path); /* done with this, the file is loaded. */ - - texture_width = surface->w; - texture_height = surface->h; - - texture = SDL_CreateTextureFromSurface(renderer, surface); - if (!texture) { - SDL_Log("Couldn't create static texture: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */ - - 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(); - - /* we'll have the texture grow and shrink 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; - - /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ - SDL_RenderClear(renderer); /* start with a blank canvas. */ - - /* center this one and make it grow and shrink. */ - dst_rect.w = (float) texture_width + (texture_width * scale); - dst_rect.h = (float) texture_height + (texture_height * scale); - dst_rect.x = (WINDOW_WIDTH - dst_rect.w) / 2.0f; - dst_rect.y = (WINDOW_HEIGHT - dst_rect.h) / 2.0f; - 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. */ -} - diff --git a/contrib/SDL-3.2.8/examples/renderer/09-scaling-textures/thumbnail.png b/contrib/SDL-3.2.8/examples/renderer/09-scaling-textures/thumbnail.png deleted file mode 100644 index c0a24c2..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/09-scaling-textures/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/10-geometry/README.txt b/contrib/SDL-3.2.8/examples/renderer/10-geometry/README.txt deleted file mode 100644 index d76d0cc..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/10-geometry/README.txt +++ /dev/null @@ -1,3 +0,0 @@ -This example creates an SDL window and renderer, loads a texture from a .bmp -file, and then draws geometry (arbitrary polygons) using it. - diff --git a/contrib/SDL-3.2.8/examples/renderer/10-geometry/geometry.c b/contrib/SDL-3.2.8/examples/renderer/10-geometry/geometry.c deleted file mode 100644 index 77ff863..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/10-geometry/geometry.c +++ /dev/null @@ -1,166 +0,0 @@ -/* - * This example creates an SDL window and renderer, and then draws some - * geometry (arbitrary polygons) 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; -static int texture_width = 0; -static int texture_height = 0; - -#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_Surface *surface = NULL; - char *bmp_path = NULL; - - SDL_SetAppMetadata("Example Renderer Geometry", "1.0", "com.example.renderer-geometry"); - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/renderer/geometry", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D - engines refer to these as "sprites." We'll do a static texture (upload once, draw many - times) with data from a bitmap file. */ - - /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access. - Load a .bmp into a surface, move it to a texture from there. */ - SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */ - surface = SDL_LoadBMP(bmp_path); - if (!surface) { - SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_free(bmp_path); /* done with this, the file is loaded. */ - - texture_width = surface->w; - texture_height = surface->h; - - texture = SDL_CreateTextureFromSurface(renderer, surface); - if (!texture) { - SDL_Log("Couldn't create static texture: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */ - - 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) -{ - const Uint64 now = SDL_GetTicks(); - - /* we'll have the triangle grow and shrink 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; - const float size = 200.0f + (200.0f * scale); - - SDL_Vertex vertices[4]; - int i; - - /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ - SDL_RenderClear(renderer); /* start with a blank canvas. */ - - /* Draw a single triangle with a different color at each vertex. Center this one and make it grow and shrink. */ - /* You always draw triangles with this, but you can string triangles together to form polygons. */ - SDL_zeroa(vertices); - vertices[0].position.x = ((float) WINDOW_WIDTH) / 2.0f; - vertices[0].position.y = (((float) WINDOW_HEIGHT) - size) / 2.0f; - vertices[0].color.r = 1.0f; - vertices[0].color.a = 1.0f; - vertices[1].position.x = (((float) WINDOW_WIDTH) + size) / 2.0f; - vertices[1].position.y = (((float) WINDOW_HEIGHT) + size) / 2.0f; - vertices[1].color.g = 1.0f; - vertices[1].color.a = 1.0f; - vertices[2].position.x = (((float) WINDOW_WIDTH) - size) / 2.0f; - vertices[2].position.y = (((float) WINDOW_HEIGHT) + size) / 2.0f; - vertices[2].color.b = 1.0f; - vertices[2].color.a = 1.0f; - - SDL_RenderGeometry(renderer, NULL, vertices, 3, NULL, 0); - - /* you can also map a texture to the geometry! Texture coordinates go from 0.0f to 1.0f. That will be the location - in the texture bound to this vertex. */ - SDL_zeroa(vertices); - vertices[0].position.x = 10.0f; - vertices[0].position.y = 10.0f; - vertices[0].color.r = vertices[0].color.g = vertices[0].color.b = vertices[0].color.a = 1.0f; - vertices[0].tex_coord.x = 0.0f; - vertices[0].tex_coord.y = 0.0f; - vertices[1].position.x = 150.0f; - vertices[1].position.y = 10.0f; - vertices[1].color.r = vertices[1].color.g = vertices[1].color.b = vertices[1].color.a = 1.0f; - vertices[1].tex_coord.x = 1.0f; - vertices[1].tex_coord.y = 0.0f; - vertices[2].position.x = 10.0f; - vertices[2].position.y = 150.0f; - vertices[2].color.r = vertices[2].color.g = vertices[2].color.b = vertices[2].color.a = 1.0f; - vertices[2].tex_coord.x = 0.0f; - vertices[2].tex_coord.y = 1.0f; - SDL_RenderGeometry(renderer, texture, vertices, 3, NULL, 0); - - /* Did that only draw half of the texture? You can do multiple triangles sharing some vertices, - using indices, to get the whole thing on the screen: */ - - /* Let's just move this over so it doesn't overlap... */ - for (i = 0; i < 3; i++) { - vertices[i].position.x += 450; - } - - /* we need one more vertex, since the two triangles can share two of them. */ - vertices[3].position.x = 600.0f; - vertices[3].position.y = 150.0f; - vertices[3].color.r = vertices[3].color.g = vertices[3].color.b = vertices[3].color.a = 1.0f; - vertices[3].tex_coord.x = 1.0f; - vertices[3].tex_coord.y = 1.0f; - - /* And an index to tell it to reuse some of the vertices between triangles... */ - { - /* 4 vertices, but 6 actual places they used. Indices need less bandwidth to transfer and can reorder vertices easily! */ - const int indices[] = { 0, 1, 2, 1, 2, 3 }; - SDL_RenderGeometry(renderer, texture, vertices, 4, indices, SDL_arraysize(indices)); - } - - 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. */ -} - diff --git a/contrib/SDL-3.2.8/examples/renderer/10-geometry/onmouseover.webp b/contrib/SDL-3.2.8/examples/renderer/10-geometry/onmouseover.webp deleted file mode 100644 index 37a518c..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/10-geometry/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/10-geometry/thumbnail.png b/contrib/SDL-3.2.8/examples/renderer/10-geometry/thumbnail.png deleted file mode 100644 index 89195fb..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/10-geometry/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/11-color-mods/README.txt b/contrib/SDL-3.2.8/examples/renderer/11-color-mods/README.txt deleted file mode 100644 index 66f233b..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/11-color-mods/README.txt +++ /dev/null @@ -1,3 +0,0 @@ -This example creates an SDL window and renderer, loads a texture from a -.bmp file, and then draws it a few times each frame, adjusting the colors. - diff --git a/contrib/SDL-3.2.8/examples/renderer/11-color-mods/color-mods.c b/contrib/SDL-3.2.8/examples/renderer/11-color-mods/color-mods.c deleted file mode 100644 index 8877232..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/11-color-mods/color-mods.c +++ /dev/null @@ -1,134 +0,0 @@ -/* - * This example creates an SDL window and renderer, and then draws some - * textures to it every frame, adjusting their color. - * - * 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; -static int texture_width = 0; -static int texture_height = 0; - -#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_Surface *surface = NULL; - char *bmp_path = NULL; - - SDL_SetAppMetadata("Example Renderer Color Mods", "1.0", "com.example.renderer-color-mods"); - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/renderer/color-mods", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D - engines refer to these as "sprites." We'll do a static texture (upload once, draw many - times) with data from a bitmap file. */ - - /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access. - Load a .bmp into a surface, move it to a texture from there. */ - SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */ - surface = SDL_LoadBMP(bmp_path); - if (!surface) { - SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_free(bmp_path); /* done with this, the file is loaded. */ - - texture_width = surface->w; - texture_height = surface->h; - - texture = SDL_CreateTextureFromSurface(renderer, surface); - if (!texture) { - SDL_Log("Couldn't create static texture: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */ - - 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 double now = ((double)SDL_GetTicks()) / 1000.0; /* convert from milliseconds to seconds. */ - /* choose the modulation values for the center texture. The sine wave trick makes it fade between colors smoothly. */ - const float red = (float) (0.5 + 0.5 * SDL_sin(now)); - const float green = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 2 / 3)); - const float blue = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 4 / 3)); - - /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, 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. */ - - /* Color modulation multiplies each pixel's red, green, and blue intensities by the mod values, - so multiplying by 1.0f will leave a color intensity alone, 0.0f will shut off that color - completely, etc. */ - - /* top left; let's make this one blue! */ - dst_rect.x = 0.0f; - dst_rect.y = 0.0f; - dst_rect.w = (float) texture_width; - dst_rect.h = (float) texture_height; - SDL_SetTextureColorModFloat(texture, 0.0f, 0.0f, 1.0f); /* kill all red and green. */ - SDL_RenderTexture(renderer, texture, NULL, &dst_rect); - - /* center this one, and have it cycle through red/green/blue modulations. */ - dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f; - dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f; - dst_rect.w = (float) texture_width; - dst_rect.h = (float) texture_height; - SDL_SetTextureColorModFloat(texture, red, green, blue); - SDL_RenderTexture(renderer, texture, NULL, &dst_rect); - - /* bottom right; let's make this one red! */ - dst_rect.x = (float) (WINDOW_WIDTH - texture_width); - dst_rect.y = (float) (WINDOW_HEIGHT - texture_height); - dst_rect.w = (float) texture_width; - dst_rect.h = (float) texture_height; - SDL_SetTextureColorModFloat(texture, 1.0f, 0.0f, 0.0f); /* kill all green and blue. */ - 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. */ -} - diff --git a/contrib/SDL-3.2.8/examples/renderer/11-color-mods/onmouseover.webp b/contrib/SDL-3.2.8/examples/renderer/11-color-mods/onmouseover.webp deleted file mode 100644 index 2157063..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/11-color-mods/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/11-color-mods/thumbnail.png b/contrib/SDL-3.2.8/examples/renderer/11-color-mods/thumbnail.png deleted file mode 100644 index d471112..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/11-color-mods/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/14-viewport/README.txt b/contrib/SDL-3.2.8/examples/renderer/14-viewport/README.txt deleted file mode 100644 index 9da7c7a..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/14-viewport/README.txt +++ /dev/null @@ -1,4 +0,0 @@ -This example creates an SDL window and renderer, loads a texture -from a .bmp file, and then draws it a few times each frame, adjusting -the viewport before each draw. - diff --git a/contrib/SDL-3.2.8/examples/renderer/14-viewport/thumbnail.png b/contrib/SDL-3.2.8/examples/renderer/14-viewport/thumbnail.png deleted file mode 100644 index bad5521..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/14-viewport/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/14-viewport/viewport.c b/contrib/SDL-3.2.8/examples/renderer/14-viewport/viewport.c deleted file mode 100644 index 0a6c015..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/14-viewport/viewport.c +++ /dev/null @@ -1,136 +0,0 @@ -/* - * This example creates an SDL window and renderer, and then draws some - * textures to it every frame, adjusting the viewport. - * - * 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; -static int texture_width = 0; -static int texture_height = 0; - -#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_Surface *surface = NULL; - char *bmp_path = NULL; - - SDL_SetAppMetadata("Example Renderer Viewport", "1.0", "com.example.renderer-viewport"); - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/renderer/viewport", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D - engines refer to these as "sprites." We'll do a static texture (upload once, draw many - times) with data from a bitmap file. */ - - /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access. - Load a .bmp into a surface, move it to a texture from there. */ - SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */ - surface = SDL_LoadBMP(bmp_path); - if (!surface) { - SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_free(bmp_path); /* done with this, the file is loaded. */ - - texture_width = surface->w; - texture_height = surface->h; - - texture = SDL_CreateTextureFromSurface(renderer, surface); - if (!texture) { - SDL_Log("Couldn't create static texture: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */ - - 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 = { 0, 0, (float) texture_width, (float) texture_height }; - SDL_Rect viewport; - - /* Setting a viewport has the effect of limiting the area that rendering - can happen, and making coordinate (0, 0) live somewhere else in the - window. It does _not_ scale rendering to fit the viewport. */ - - /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ - SDL_RenderClear(renderer); /* start with a blank canvas. */ - - /* Draw once with the whole window as the viewport. */ - viewport.x = 0; - viewport.y = 0; - viewport.w = WINDOW_WIDTH / 2; - viewport.h = WINDOW_HEIGHT / 2; - SDL_SetRenderViewport(renderer, NULL); /* NULL means "use the whole window" */ - SDL_RenderTexture(renderer, texture, NULL, &dst_rect); - - /* top right quarter of the window. */ - viewport.x = WINDOW_WIDTH / 2; - viewport.y = WINDOW_HEIGHT / 2; - viewport.w = WINDOW_WIDTH / 2; - viewport.h = WINDOW_HEIGHT / 2; - SDL_SetRenderViewport(renderer, &viewport); - SDL_RenderTexture(renderer, texture, NULL, &dst_rect); - - /* bottom 20% of the window. Note it clips the width! */ - viewport.x = 0; - viewport.y = WINDOW_HEIGHT - (WINDOW_HEIGHT / 5); - viewport.w = WINDOW_WIDTH / 5; - viewport.h = WINDOW_HEIGHT / 5; - SDL_SetRenderViewport(renderer, &viewport); - SDL_RenderTexture(renderer, texture, NULL, &dst_rect); - - /* what happens if you try to draw above the viewport? It should clip! */ - viewport.x = 100; - viewport.y = 200; - viewport.w = WINDOW_WIDTH; - viewport.h = WINDOW_HEIGHT; - SDL_SetRenderViewport(renderer, &viewport); - dst_rect.y = -50; - 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. */ -} - diff --git a/contrib/SDL-3.2.8/examples/renderer/15-cliprect/README.txt b/contrib/SDL-3.2.8/examples/renderer/15-cliprect/README.txt deleted file mode 100644 index 48c9f1f..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/15-cliprect/README.txt +++ /dev/null @@ -1,5 +0,0 @@ -This example creates an SDL window and renderer, loads a texture -from a .bmp file, and stretches it across the window. Each frame, we move -the clipping rectangle around, so only a small square of the texture is -actually drawn. - diff --git a/contrib/SDL-3.2.8/examples/renderer/15-cliprect/cliprect.c b/contrib/SDL-3.2.8/examples/renderer/15-cliprect/cliprect.c deleted file mode 100644 index 058072c..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/15-cliprect/cliprect.c +++ /dev/null @@ -1,137 +0,0 @@ -/* - * This example creates an SDL window and renderer, and then draws a scene - * to it every frame, while sliding around a clipping rectangle. - * - * 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 - -#define WINDOW_WIDTH 640 -#define WINDOW_HEIGHT 480 -#define CLIPRECT_SIZE 250 -#define CLIPRECT_SPEED 200 /* pixels per second */ - -/* 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; -static SDL_FPoint cliprect_position; -static SDL_FPoint cliprect_direction; -static Uint64 last_time = 0; - -/* A lot of this program is examples/renderer/02-primitives, so we have a good - visual that we can slide a clip rect around. The actual new magic in here - is the SDL_SetRenderClipRect() function. */ - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - SDL_Surface *surface = NULL; - char *bmp_path = NULL; - - SDL_SetAppMetadata("Example Renderer Clipping Rectangle", "1.0", "com.example.renderer-cliprect"); - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/renderer/cliprect", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - cliprect_direction.x = cliprect_direction.y = 1.0f; - - last_time = SDL_GetTicks(); - - /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D - engines refer to these as "sprites." We'll do a static texture (upload once, draw many - times) with data from a bitmap file. */ - - /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access. - Load a .bmp into a surface, move it to a texture from there. */ - SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */ - surface = SDL_LoadBMP(bmp_path); - if (!surface) { - SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_free(bmp_path); /* done with this, the file is loaded. */ - - texture = SDL_CreateTextureFromSurface(renderer, surface); - if (!texture) { - SDL_Log("Couldn't create static texture: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */ - - 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) -{ - const SDL_Rect cliprect = { (int) SDL_roundf(cliprect_position.x), (int) SDL_roundf(cliprect_position.y), CLIPRECT_SIZE, CLIPRECT_SIZE }; - const Uint64 now = SDL_GetTicks(); - const float elapsed = ((float) (now - last_time)) / 1000.0f; /* seconds since last iteration */ - const float distance = elapsed * CLIPRECT_SPEED; - - /* Set a new clipping rectangle position */ - cliprect_position.x += distance * cliprect_direction.x; - if (cliprect_position.x < 0.0f) { - cliprect_position.x = 0.0f; - cliprect_direction.x = 1.0f; - } else if (cliprect_position.x >= (WINDOW_WIDTH - CLIPRECT_SIZE)) { - cliprect_position.x = (WINDOW_WIDTH - CLIPRECT_SIZE) - 1; - cliprect_direction.x = -1.0f; - } - - cliprect_position.y += distance * cliprect_direction.y; - if (cliprect_position.y < 0.0f) { - cliprect_position.y = 0.0f; - cliprect_direction.y = 1.0f; - } else if (cliprect_position.y >= (WINDOW_HEIGHT - CLIPRECT_SIZE)) { - cliprect_position.y = (WINDOW_HEIGHT - CLIPRECT_SIZE) - 1; - cliprect_direction.y = -1.0f; - } - SDL_SetRenderClipRect(renderer, &cliprect); - - last_time = now; - - /* okay, now draw! */ - - /* Note that SDL_RenderClear is _not_ affected by the clipping rectangle! */ - SDL_SetRenderDrawColor(renderer, 33, 33, 33, SDL_ALPHA_OPAQUE); /* grey, full alpha */ - SDL_RenderClear(renderer); /* start with a blank canvas. */ - - /* stretch the texture across the entire window. Only the piece in the - clipping rectangle will actually render, though! */ - SDL_RenderTexture(renderer, texture, NULL, NULL); - - 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. */ -} - diff --git a/contrib/SDL-3.2.8/examples/renderer/15-cliprect/onmouseover.webp b/contrib/SDL-3.2.8/examples/renderer/15-cliprect/onmouseover.webp deleted file mode 100644 index 943eeef..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/15-cliprect/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/15-cliprect/thumbnail.png b/contrib/SDL-3.2.8/examples/renderer/15-cliprect/thumbnail.png deleted file mode 100644 index 127e6fa..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/15-cliprect/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/17-read-pixels/README.txt b/contrib/SDL-3.2.8/examples/renderer/17-read-pixels/README.txt deleted file mode 100644 index dd474e6..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/17-read-pixels/README.txt +++ /dev/null @@ -1,12 +0,0 @@ -This example creates an SDL window and renderer, and draws a -rotating texture to it, reads back the rendered pixels, converts them to -black and white, and then draws the converted image to a corner of the -screen. - -This isn't necessarily an efficient thing to do--in real life one might -want to do this sort of thing with a render target--but it's just a visual -example of how to use SDL_RenderReadPixels(). - -A better, but less visual, use of SDL_RenderReadPixels() is to make -screenshots: you grab the current contents of the screen, and save the pixels -as a bitmap file or whatever. diff --git a/contrib/SDL-3.2.8/examples/renderer/17-read-pixels/onmouseover.webp b/contrib/SDL-3.2.8/examples/renderer/17-read-pixels/onmouseover.webp deleted file mode 100644 index bb4e5c4..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/17-read-pixels/onmouseover.webp and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/17-read-pixels/read-pixels.c b/contrib/SDL-3.2.8/examples/renderer/17-read-pixels/read-pixels.c deleted file mode 100644 index 556b490..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/17-read-pixels/read-pixels.c +++ /dev/null @@ -1,178 +0,0 @@ -/* - * This example creates an SDL window and renderer, and draws a - * rotating texture to it, reads back the rendered pixels, converts them to - * black and white, and then draws the converted image to a corner of the - * screen. - * - * This isn't necessarily an efficient thing to do--in real life one might - * want to do this sort of thing with a render target--but it's just a visual - * example of how to use SDL_RenderReadPixels(). - * - * 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; -static int texture_width = 0; -static int texture_height = 0; -static SDL_Texture *converted_texture = NULL; -static int converted_texture_width = 0; -static int converted_texture_height = 0; - -#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_Surface *surface = NULL; - char *bmp_path = NULL; - - SDL_SetAppMetadata("Example Renderer Read Pixels", "1.0", "com.example.renderer-read-pixels"); - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/renderer/read-pixels", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D - engines refer to these as "sprites." We'll do a static texture (upload once, draw many - times) with data from a bitmap file. */ - - /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access. - Load a .bmp into a surface, move it to a texture from there. */ - SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */ - surface = SDL_LoadBMP(bmp_path); - if (!surface) { - SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_free(bmp_path); /* done with this, the file is loaded. */ - - texture_width = surface->w; - texture_height = surface->h; - - texture = SDL_CreateTextureFromSurface(renderer, surface); - if (!texture) { - SDL_Log("Couldn't create static texture: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */ - - 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) -{ - const Uint64 now = SDL_GetTicks(); - SDL_Surface *surface; - SDL_FPoint center; - SDL_FRect dst_rect; - - /* we'll have a texture rotate around over 2 seconds (2000 milliseconds). 360 degrees in a circle! */ - const float rotation = (((float) ((int) (now % 2000))) / 2000.0f) * 360.0f; - - /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ - SDL_RenderClear(renderer); /* start with a blank canvas. */ - - /* Center this one, and draw it with some rotation so it spins! */ - dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f; - dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f; - dst_rect.w = (float) texture_width; - dst_rect.h = (float) texture_height; - /* rotate it around the center of the texture; you can rotate it from a different point, too! */ - center.x = texture_width / 2.0f; - center.y = texture_height / 2.0f; - SDL_RenderTextureRotated(renderer, texture, NULL, &dst_rect, rotation, ¢er, SDL_FLIP_NONE); - - /* this next whole thing is _super_ expensive. Seriously, don't do this in real life. */ - - /* Download the pixels of what has just been rendered. This has to wait for the GPU to finish rendering it and everything before it, - and then make an expensive copy from the GPU to system RAM! */ - surface = SDL_RenderReadPixels(renderer, NULL); - - /* This is also expensive, but easier: convert the pixels to a format we want. */ - if (surface && (surface->format != SDL_PIXELFORMAT_RGBA8888) && (surface->format != SDL_PIXELFORMAT_BGRA8888)) { - SDL_Surface *converted = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_RGBA8888); - SDL_DestroySurface(surface); - surface = converted; - } - - if (surface) { - /* Rebuild converted_texture if the dimensions have changed (window resized, etc). */ - if ((surface->w != converted_texture_width) || (surface->h != converted_texture_height)) { - SDL_DestroyTexture(converted_texture); - converted_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, surface->w, surface->h); - if (!converted_texture) { - SDL_Log("Couldn't (re)create conversion texture: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - converted_texture_width = surface->w; - converted_texture_height = surface->h; - } - - /* Turn each pixel into either black or white. This is a lousy technique but it works here. - In real life, something like Floyd-Steinberg dithering might work - better: https://en.wikipedia.org/wiki/Floyd%E2%80%93Steinberg_dithering*/ - int x, y; - for (y = 0; y < surface->h; y++) { - Uint32 *pixels = (Uint32 *) (((Uint8 *) surface->pixels) + (y * surface->pitch)); - for (x = 0; x < surface->w; x++) { - Uint8 *p = (Uint8 *) (&pixels[x]); - const Uint32 average = (((Uint32) p[1]) + ((Uint32) p[2]) + ((Uint32) p[3])) / 3; - if (average == 0) { - p[0] = p[3] = 0xFF; p[1] = p[2] = 0; /* make pure black pixels red. */ - } else { - p[1] = p[2] = p[3] = (average > 50) ? 0xFF : 0x00; /* make everything else either black or white. */ - } - } - } - - /* upload the processed pixels back into a texture. */ - SDL_UpdateTexture(converted_texture, NULL, surface->pixels, surface->pitch); - SDL_DestroySurface(surface); - - /* draw the texture to the top-left of the screen. */ - dst_rect.x = dst_rect.y = 0.0f; - dst_rect.w = ((float) WINDOW_WIDTH) / 4.0f; - dst_rect.h = ((float) WINDOW_HEIGHT) / 4.0f; - SDL_RenderTexture(renderer, converted_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(converted_texture); - SDL_DestroyTexture(texture); - /* SDL will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/renderer/17-read-pixels/thumbnail.png b/contrib/SDL-3.2.8/examples/renderer/17-read-pixels/thumbnail.png deleted file mode 100644 index 8da02ac..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/17-read-pixels/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/renderer/18-debug-text/README.txt b/contrib/SDL-3.2.8/examples/renderer/18-debug-text/README.txt deleted file mode 100644 index 0f0c868..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/18-debug-text/README.txt +++ /dev/null @@ -1,4 +0,0 @@ -This example creates an SDL window and renderer, and draws some text -using SDL_RenderDebugText(). This is not quality text rendering, but it can -be helpful for simple apps, debugging, or showing something in a pinch. - diff --git a/contrib/SDL-3.2.8/examples/renderer/18-debug-text/debug-text.c b/contrib/SDL-3.2.8/examples/renderer/18-debug-text/debug-text.c deleted file mode 100644 index 62005e6..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/18-debug-text/debug-text.c +++ /dev/null @@ -1,80 +0,0 @@ -/* - * This example creates an SDL window and renderer, and then draws some text - * using SDL_RenderDebugText() 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; - -#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 Debug Texture", "1.0", "com.example.renderer-debug-text"); - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/renderer/debug-text", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %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) -{ - const int charsize = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE; - - /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ - SDL_RenderClear(renderer); /* start with a blank canvas. */ - - SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */ - SDL_RenderDebugText(renderer, 272, 100, "Hello world!"); - SDL_RenderDebugText(renderer, 224, 150, "This is some debug text."); - - SDL_SetRenderDrawColor(renderer, 51, 102, 255, SDL_ALPHA_OPAQUE); /* light blue, full alpha */ - SDL_RenderDebugText(renderer, 184, 200, "You can do it in different colors."); - SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */ - - SDL_SetRenderScale(renderer, 4.0f, 4.0f); - SDL_RenderDebugText(renderer, 14, 65, "It can be scaled."); - SDL_SetRenderScale(renderer, 1.0f, 1.0f); - SDL_RenderDebugText(renderer, 64, 350, "This only does ASCII chars. So this laughing emoji won't draw: 🤣"); - - SDL_RenderDebugTextFormat(renderer, (float) ((WINDOW_WIDTH - (charsize * 46)) / 2), 400, "(This program has been running for %" SDL_PRIu64 " seconds.)", SDL_GetTicks() / 1000); - - 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 will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/renderer/18-debug-text/thumbnail.png b/contrib/SDL-3.2.8/examples/renderer/18-debug-text/thumbnail.png deleted file mode 100644 index f08e469..0000000 Binary files a/contrib/SDL-3.2.8/examples/renderer/18-debug-text/thumbnail.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/template-category.html b/contrib/SDL-3.2.8/examples/template-category.html deleted file mode 100644 index 909b2c6..0000000 --- a/contrib/SDL-3.2.8/examples/template-category.html +++ /dev/null @@ -1,41 +0,0 @@ - - - - - - - @project_name@ Examples: @category_description@ - - - - - - - - - - - -
- @project_name@ Examples -
-
- -

@project_name@ examples: @category_description@

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@examples_list_html@
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- - diff --git a/contrib/SDL-3.2.8/examples/template-homepage.html b/contrib/SDL-3.2.8/examples/template-homepage.html deleted file mode 100644 index 46951b2..0000000 --- a/contrib/SDL-3.2.8/examples/template-homepage.html +++ /dev/null @@ -1,41 +0,0 @@ - - - - - - - @project_name@ Examples - - - - - - - - - - - -
- SDL Examples -
-
- -

@project_name@ examples

- - @homepage_list_html@ -
- - diff --git a/contrib/SDL-3.2.8/examples/template-placeholder.png b/contrib/SDL-3.2.8/examples/template-placeholder.png deleted file mode 100644 index 202df95..0000000 Binary files a/contrib/SDL-3.2.8/examples/template-placeholder.png and /dev/null differ diff --git a/contrib/SDL-3.2.8/examples/template.c b/contrib/SDL-3.2.8/examples/template.c deleted file mode 100644 index 6719cc9..0000000 --- a/contrib/SDL-3.2.8/examples/template.c +++ /dev/null @@ -1,53 +0,0 @@ -/* - * This example code $WHAT_IT_DOES. - * - * 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; - - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - SDL_SetAppMetadata("Example HUMAN READABLE NAME", "1.0", "com.example.CATEGORY-NAME"); - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/CATEGORY/NAME", 640, 480, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %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) -{ - return SDL_APP_CONTINUE; /* carry on with the program! */ -} - -/* This function runs once at shutdown. */ -void SDL_AppQuit(void *appstate, SDL_AppResult result) -{ - /* SDL will clean up the window/renderer for us. */ -} - diff --git a/contrib/SDL-3.2.8/examples/template.css b/contrib/SDL-3.2.8/examples/template.css deleted file mode 100644 index 8e86723..0000000 --- a/contrib/SDL-3.2.8/examples/template.css +++ /dev/null @@ -1,284 +0,0 @@ -/** from ghwikipp.css */ -:root { - color-scheme: dark light; /* both supported */ -} - -body { - background-color: white; - padding: 2vw; - color: #333; - max-width: 1200px; - margin: 0 auto; - font-size: 16px; - line-height: 1.5; - font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", "Noto Sans", - Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji"; - overflow-wrap: break-word; -} - -a { - color: #0969da; - /* text-decoration: none; */ -} - -a:visited { - color: #064998; -} - -h1 { - border-bottom: 2px solid #efefef; -} - -h2 { - border-bottom: 1px solid #efefef; -} - -p { - max-width: 85ch; -} - -li { - max-width: 85ch; -} - -div.sourceCode { - background-color: #f6f8fa; - max-width: 100%; - padding: 16px; -} - -code { - background-color: #f6f8fa; - padding: 0px; - font-family: ui-monospace, SFMono-Regular, "SF Mono", Menlo, Consolas, - "Liberation Mono", monospace; -} - -table { - border: 1px solid #808080; - border-collapse: collapse; -} - -td { - border: 1px solid #808080; - padding: 5px; -} - -tr:nth-child(even) { - background-color: #f6f8fa; -} - -.wikitopbanner { - background-color: #efefef; - padding: 10px; - margin-bottom: 10px; - width: auto; -} - -.wikibottombanner { - background-color: #efefef; - padding: 10px; - margin-top: 10px; - width: auto; -} - -.alertBox { - background-color: #f8d7da; - border: 1px solid #f5c6cb; - max-width: 60%; - padding: 10; - margin: auto; -} - -.anchorImage { - visibility: hidden; - padding-left: 0.2em; - color: #fff; -} - -.anchorText:hover .anchorImage { - visibility: visible; -} - -hr { - display: block; - height: 1px; - border: 0; - border-top: 1px solid #efefef; - margin: 1em 0; - padding: 0; -} - -/* Text and background color for dark mode */ -@media (prefers-color-scheme: dark) { - body { - color: #e6edf3; - background-color: #0d1117; - } - - h1 { - border-color: rgba(48, 54, 61, 0.7); - } - - h2 { - border-color: rgba(48, 54, 61, 0.7); - } - - hr { - border-color: rgba(48, 54, 61, 0.7); - } - - div.sourceCode { - background-color: #161b22; - } - - code { - background-color: #161b22; - } - - a { - color: #4493f8; - } - - a:visited { - color: #2f66ad; - } - - table { - border-color: rgba(48, 54, 61, 0.7); - } - - td { - border-color: rgba(48, 54, 61, 0.7); - } - - tr:nth-child(even) { - background-color: #161b22; - } - - .wikitopbanner { - background-color: #263040; - } - - .wikibottombanner { - background-color: #263040; - } - - .anchorText:hover .anchorImage { - filter: invert(100%); - } -} - -@media print { - body { - font-size: 12px; - } - - table { - font-size: inherit; - } - - a:visited { - color: #0969da; - } - - .wikitopbanner, - .anchorText, - .wikibottombanner { - display: none; - } -} - -/** additional (& overrides) for examples */ -header { - background-color: #efefef; - padding: 10px; - font-size: 2rem; -} - -header > a, -header > a:hover, -header > a:visited { - color: inherit; - text-decoration: none; -} - -.breadcrumb { - padding: 0.75rem 0.75rem; -} - -.breadcrumb ul { - display: flex; - flex-wrap: wrap; - list-style: none; - margin: 0; - padding: 0; -} - -.breadcrumb li:not(:last-child)::after { - display: inline-block; - margin: 0 0.25rem; - content: "»"; -} - -.list { - display: flex; - flex-flow: row wrap; - gap: 24px; -} - -.list > a > div { - width: 200px; - border: 5px solid #efefef; - border-radius: 5px; - background: #efefef; - - display: flex; - flex-flow: column nowrap; - - transition: border 0.25s; -} - -.list > a > div:hover { - border-color: #064998; -} - -.list > a > div > img { - width: 100%; - border-radius: 5px; -} - -.list > a > div > div { - text-align: center; -} - -.list > a, -.list > a:visited { - display: block; - color: inherit; - text-decoration: none; -} -.list > a:hover { - color: #0969da; -} - -@media (prefers-color-scheme: dark) { - header { - background-color: #263040; - } - - .breadcrumb li:not(:last-child)::after { - color: #efefef; - } - - .list > a > div { - border-color: #333; - background: #333; - } -} - -@media only screen and (max-width: 992px) { - .list > a > div { - width: 150px; - } -} diff --git a/contrib/SDL-3.2.8/examples/template.html b/contrib/SDL-3.2.8/examples/template.html deleted file mode 100644 index 3e43946..0000000 --- a/contrib/SDL-3.2.8/examples/template.html +++ /dev/null @@ -1,292 +0,0 @@ - - - - - - - @project_name@ Example: @category_name@/@example_name@ - - - - - - - - - - - - -
- SDL Examples -
-
-
- -
-
@description@
-
- -
-
- -
- -
- -
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@htmlified_source_code@
-
- - - - - - - -- cgit v1.2.3