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author | 3gg <3gg@shellblade.net> | 2025-08-30 16:53:58 -0700 |
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committer | 3gg <3gg@shellblade.net> | 2025-08-30 16:53:58 -0700 |
commit | 6aaedb813fa11ba0679c3051bc2eb28646b9506c (patch) | |
tree | 34acbfc9840e02cb4753e6306ea7ce978bf8b58e /src/contrib/SDL-3.2.20/examples/renderer/14-viewport | |
parent | 8f228ade99dd3d4c8da9b78ade1815c9adf85c8f (diff) |
Update to SDL3
Diffstat (limited to 'src/contrib/SDL-3.2.20/examples/renderer/14-viewport')
-rw-r--r-- | src/contrib/SDL-3.2.20/examples/renderer/14-viewport/README.txt | 4 | ||||
-rw-r--r-- | src/contrib/SDL-3.2.20/examples/renderer/14-viewport/thumbnail.png | bin | 0 -> 146306 bytes | |||
-rw-r--r-- | src/contrib/SDL-3.2.20/examples/renderer/14-viewport/viewport.c | 136 |
3 files changed, 140 insertions, 0 deletions
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 @@ | |||
1 | This example creates an SDL window and renderer, loads a texture | ||
2 | from a .bmp file, and then draws it a few times each frame, adjusting | ||
3 | the viewport before each draw. | ||
4 | |||
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 --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/renderer/14-viewport/thumbnail.png | |||
Binary files 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 @@ | |||
1 | /* | ||
2 | * This example creates an SDL window and renderer, and then draws some | ||
3 | * textures to it every frame, adjusting the viewport. | ||
4 | * | ||
5 | * This code is public domain. Feel free to use it for any purpose! | ||
6 | */ | ||
7 | |||
8 | #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ | ||
9 | #include <SDL3/SDL.h> | ||
10 | #include <SDL3/SDL_main.h> | ||
11 | |||
12 | /* We will use this renderer to draw into this window every frame. */ | ||
13 | static SDL_Window *window = NULL; | ||
14 | static SDL_Renderer *renderer = NULL; | ||
15 | static SDL_Texture *texture = NULL; | ||
16 | static int texture_width = 0; | ||
17 | static int texture_height = 0; | ||
18 | |||
19 | #define WINDOW_WIDTH 640 | ||
20 | #define WINDOW_HEIGHT 480 | ||
21 | |||
22 | /* This function runs once at startup. */ | ||
23 | SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) | ||
24 | { | ||
25 | SDL_Surface *surface = NULL; | ||
26 | char *bmp_path = NULL; | ||
27 | |||
28 | SDL_SetAppMetadata("Example Renderer Viewport", "1.0", "com.example.renderer-viewport"); | ||
29 | |||
30 | if (!SDL_Init(SDL_INIT_VIDEO)) { | ||
31 | SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); | ||
32 | return SDL_APP_FAILURE; | ||
33 | } | ||
34 | |||
35 | if (!SDL_CreateWindowAndRenderer("examples/renderer/viewport", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { | ||
36 | SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); | ||
37 | return SDL_APP_FAILURE; | ||
38 | } | ||
39 | |||
40 | /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D | ||
41 | engines refer to these as "sprites." We'll do a static texture (upload once, draw many | ||
42 | times) with data from a bitmap file. */ | ||
43 | |||
44 | /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access. | ||
45 | Load a .bmp into a surface, move it to a texture from there. */ | ||
46 | SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */ | ||
47 | surface = SDL_LoadBMP(bmp_path); | ||
48 | if (!surface) { | ||
49 | SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); | ||
50 | return SDL_APP_FAILURE; | ||
51 | } | ||
52 | |||
53 | SDL_free(bmp_path); /* done with this, the file is loaded. */ | ||
54 | |||
55 | texture_width = surface->w; | ||
56 | texture_height = surface->h; | ||
57 | |||
58 | texture = SDL_CreateTextureFromSurface(renderer, surface); | ||
59 | if (!texture) { | ||
60 | SDL_Log("Couldn't create static texture: %s", SDL_GetError()); | ||
61 | return SDL_APP_FAILURE; | ||
62 | } | ||
63 | |||
64 | SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */ | ||
65 | |||
66 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
67 | } | ||
68 | |||
69 | /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ | ||
70 | SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) | ||
71 | { | ||
72 | if (event->type == SDL_EVENT_QUIT) { | ||
73 | return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ | ||
74 | } | ||
75 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
76 | } | ||
77 | |||
78 | /* This function runs once per frame, and is the heart of the program. */ | ||
79 | SDL_AppResult SDL_AppIterate(void *appstate) | ||
80 | { | ||
81 | SDL_FRect dst_rect = { 0, 0, (float) texture_width, (float) texture_height }; | ||
82 | SDL_Rect viewport; | ||
83 | |||
84 | /* Setting a viewport has the effect of limiting the area that rendering | ||
85 | can happen, and making coordinate (0, 0) live somewhere else in the | ||
86 | window. It does _not_ scale rendering to fit the viewport. */ | ||
87 | |||
88 | /* as you can see from this, rendering draws over whatever was drawn before it. */ | ||
89 | SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ | ||
90 | SDL_RenderClear(renderer); /* start with a blank canvas. */ | ||
91 | |||
92 | /* Draw once with the whole window as the viewport. */ | ||
93 | viewport.x = 0; | ||
94 | viewport.y = 0; | ||
95 | viewport.w = WINDOW_WIDTH / 2; | ||
96 | viewport.h = WINDOW_HEIGHT / 2; | ||
97 | SDL_SetRenderViewport(renderer, NULL); /* NULL means "use the whole window" */ | ||
98 | SDL_RenderTexture(renderer, texture, NULL, &dst_rect); | ||
99 | |||
100 | /* top right quarter of the window. */ | ||
101 | viewport.x = WINDOW_WIDTH / 2; | ||
102 | viewport.y = WINDOW_HEIGHT / 2; | ||
103 | viewport.w = WINDOW_WIDTH / 2; | ||
104 | viewport.h = WINDOW_HEIGHT / 2; | ||
105 | SDL_SetRenderViewport(renderer, &viewport); | ||
106 | SDL_RenderTexture(renderer, texture, NULL, &dst_rect); | ||
107 | |||
108 | /* bottom 20% of the window. Note it clips the width! */ | ||
109 | viewport.x = 0; | ||
110 | viewport.y = WINDOW_HEIGHT - (WINDOW_HEIGHT / 5); | ||
111 | viewport.w = WINDOW_WIDTH / 5; | ||
112 | viewport.h = WINDOW_HEIGHT / 5; | ||
113 | SDL_SetRenderViewport(renderer, &viewport); | ||
114 | SDL_RenderTexture(renderer, texture, NULL, &dst_rect); | ||
115 | |||
116 | /* what happens if you try to draw above the viewport? It should clip! */ | ||
117 | viewport.x = 100; | ||
118 | viewport.y = 200; | ||
119 | viewport.w = WINDOW_WIDTH; | ||
120 | viewport.h = WINDOW_HEIGHT; | ||
121 | SDL_SetRenderViewport(renderer, &viewport); | ||
122 | dst_rect.y = -50; | ||
123 | SDL_RenderTexture(renderer, texture, NULL, &dst_rect); | ||
124 | |||
125 | SDL_RenderPresent(renderer); /* put it all on the screen! */ | ||
126 | |||
127 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
128 | } | ||
129 | |||
130 | /* This function runs once at shutdown. */ | ||
131 | void SDL_AppQuit(void *appstate, SDL_AppResult result) | ||
132 | { | ||
133 | SDL_DestroyTexture(texture); | ||
134 | /* SDL will clean up the window/renderer for us. */ | ||
135 | } | ||
136 | |||