From 6aaedb813fa11ba0679c3051bc2eb28646b9506c Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 30 Aug 2025 16:53:58 -0700 Subject: Update to SDL3 --- .../examples/renderer/14-viewport/README.txt | 4 + .../examples/renderer/14-viewport/thumbnail.png | Bin 0 -> 146306 bytes .../examples/renderer/14-viewport/viewport.c | 136 +++++++++++++++++++++ 3 files changed, 140 insertions(+) create mode 100644 src/contrib/SDL-3.2.20/examples/renderer/14-viewport/README.txt create mode 100644 src/contrib/SDL-3.2.20/examples/renderer/14-viewport/thumbnail.png create mode 100644 src/contrib/SDL-3.2.20/examples/renderer/14-viewport/viewport.c (limited to 'src/contrib/SDL-3.2.20/examples/renderer/14-viewport') diff --git a/src/contrib/SDL-3.2.20/examples/renderer/14-viewport/README.txt b/src/contrib/SDL-3.2.20/examples/renderer/14-viewport/README.txt new file mode 100644 index 0000000..9da7c7a --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/renderer/14-viewport/README.txt @@ -0,0 +1,4 @@ +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/src/contrib/SDL-3.2.20/examples/renderer/14-viewport/thumbnail.png b/src/contrib/SDL-3.2.20/examples/renderer/14-viewport/thumbnail.png new file mode 100644 index 0000000..bad5521 Binary files /dev/null and b/src/contrib/SDL-3.2.20/examples/renderer/14-viewport/thumbnail.png differ diff --git a/src/contrib/SDL-3.2.20/examples/renderer/14-viewport/viewport.c b/src/contrib/SDL-3.2.20/examples/renderer/14-viewport/viewport.c new file mode 100644 index 0000000..0a6c015 --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/renderer/14-viewport/viewport.c @@ -0,0 +1,136 @@ +/* + * 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. */ +} + -- cgit v1.2.3