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author3gg <3gg@shellblade.net>2025-08-30 16:53:58 -0700
committer3gg <3gg@shellblade.net>2025-08-30 16:53:58 -0700
commit6aaedb813fa11ba0679c3051bc2eb28646b9506c (patch)
tree34acbfc9840e02cb4753e6306ea7ce978bf8b58e /src/contrib/SDL-3.2.20/examples/renderer/15-cliprect
parent8f228ade99dd3d4c8da9b78ade1815c9adf85c8f (diff)
Update to SDL3
Diffstat (limited to 'src/contrib/SDL-3.2.20/examples/renderer/15-cliprect')
-rw-r--r--src/contrib/SDL-3.2.20/examples/renderer/15-cliprect/README.txt5
-rw-r--r--src/contrib/SDL-3.2.20/examples/renderer/15-cliprect/cliprect.c137
-rw-r--r--src/contrib/SDL-3.2.20/examples/renderer/15-cliprect/onmouseover.webpbin0 -> 260400 bytes
-rw-r--r--src/contrib/SDL-3.2.20/examples/renderer/15-cliprect/thumbnail.pngbin0 -> 87025 bytes
4 files changed, 142 insertions, 0 deletions
diff --git a/src/contrib/SDL-3.2.20/examples/renderer/15-cliprect/README.txt b/src/contrib/SDL-3.2.20/examples/renderer/15-cliprect/README.txt
new file mode 100644
index 0000000..48c9f1f
--- /dev/null
+++ b/src/contrib/SDL-3.2.20/examples/renderer/15-cliprect/README.txt
@@ -0,0 +1,5 @@
1This example creates an SDL window and renderer, loads a texture
2from a .bmp file, and stretches it across the window. Each frame, we move
3the clipping rectangle around, so only a small square of the texture is
4actually drawn.
5
diff --git a/src/contrib/SDL-3.2.20/examples/renderer/15-cliprect/cliprect.c b/src/contrib/SDL-3.2.20/examples/renderer/15-cliprect/cliprect.c
new file mode 100644
index 0000000..058072c
--- /dev/null
+++ b/src/contrib/SDL-3.2.20/examples/renderer/15-cliprect/cliprect.c
@@ -0,0 +1,137 @@
1/*
2 * This example creates an SDL window and renderer, and then draws a scene
3 * to it every frame, while sliding around a clipping rectangle.
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#define WINDOW_WIDTH 640
13#define WINDOW_HEIGHT 480
14#define CLIPRECT_SIZE 250
15#define CLIPRECT_SPEED 200 /* pixels per second */
16
17/* We will use this renderer to draw into this window every frame. */
18static SDL_Window *window = NULL;
19static SDL_Renderer *renderer = NULL;
20static SDL_Texture *texture = NULL;
21static SDL_FPoint cliprect_position;
22static SDL_FPoint cliprect_direction;
23static Uint64 last_time = 0;
24
25/* A lot of this program is examples/renderer/02-primitives, so we have a good
26 visual that we can slide a clip rect around. The actual new magic in here
27 is the SDL_SetRenderClipRect() function. */
28
29/* This function runs once at startup. */
30SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
31{
32 SDL_Surface *surface = NULL;
33 char *bmp_path = NULL;
34
35 SDL_SetAppMetadata("Example Renderer Clipping Rectangle", "1.0", "com.example.renderer-cliprect");
36
37 if (!SDL_Init(SDL_INIT_VIDEO)) {
38 SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
39 return SDL_APP_FAILURE;
40 }
41
42 if (!SDL_CreateWindowAndRenderer("examples/renderer/cliprect", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
43 SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
44 return SDL_APP_FAILURE;
45 }
46
47 cliprect_direction.x = cliprect_direction.y = 1.0f;
48
49 last_time = SDL_GetTicks();
50
51 /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
52 engines refer to these as "sprites." We'll do a static texture (upload once, draw many
53 times) with data from a bitmap file. */
54
55 /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
56 Load a .bmp into a surface, move it to a texture from there. */
57 SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
58 surface = SDL_LoadBMP(bmp_path);
59 if (!surface) {
60 SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
61 return SDL_APP_FAILURE;
62 }
63
64 SDL_free(bmp_path); /* done with this, the file is loaded. */
65
66 texture = SDL_CreateTextureFromSurface(renderer, surface);
67 if (!texture) {
68 SDL_Log("Couldn't create static texture: %s", SDL_GetError());
69 return SDL_APP_FAILURE;
70 }
71
72 SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
73
74 return SDL_APP_CONTINUE; /* carry on with the program! */
75}
76
77/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
78SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
79{
80 if (event->type == SDL_EVENT_QUIT) {
81 return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
82 }
83 return SDL_APP_CONTINUE; /* carry on with the program! */
84}
85
86/* This function runs once per frame, and is the heart of the program. */
87SDL_AppResult SDL_AppIterate(void *appstate)
88{
89 const SDL_Rect cliprect = { (int) SDL_roundf(cliprect_position.x), (int) SDL_roundf(cliprect_position.y), CLIPRECT_SIZE, CLIPRECT_SIZE };
90 const Uint64 now = SDL_GetTicks();
91 const float elapsed = ((float) (now - last_time)) / 1000.0f; /* seconds since last iteration */
92 const float distance = elapsed * CLIPRECT_SPEED;
93
94 /* Set a new clipping rectangle position */
95 cliprect_position.x += distance * cliprect_direction.x;
96 if (cliprect_position.x < 0.0f) {
97 cliprect_position.x = 0.0f;
98 cliprect_direction.x = 1.0f;
99 } else if (cliprect_position.x >= (WINDOW_WIDTH - CLIPRECT_SIZE)) {
100 cliprect_position.x = (WINDOW_WIDTH - CLIPRECT_SIZE) - 1;
101 cliprect_direction.x = -1.0f;
102 }
103
104 cliprect_position.y += distance * cliprect_direction.y;
105 if (cliprect_position.y < 0.0f) {
106 cliprect_position.y = 0.0f;
107 cliprect_direction.y = 1.0f;
108 } else if (cliprect_position.y >= (WINDOW_HEIGHT - CLIPRECT_SIZE)) {
109 cliprect_position.y = (WINDOW_HEIGHT - CLIPRECT_SIZE) - 1;
110 cliprect_direction.y = -1.0f;
111 }
112 SDL_SetRenderClipRect(renderer, &cliprect);
113
114 last_time = now;
115
116 /* okay, now draw! */
117
118 /* Note that SDL_RenderClear is _not_ affected by the clipping rectangle! */
119 SDL_SetRenderDrawColor(renderer, 33, 33, 33, SDL_ALPHA_OPAQUE); /* grey, full alpha */
120 SDL_RenderClear(renderer); /* start with a blank canvas. */
121
122 /* stretch the texture across the entire window. Only the piece in the
123 clipping rectangle will actually render, though! */
124 SDL_RenderTexture(renderer, texture, NULL, NULL);
125
126 SDL_RenderPresent(renderer); /* put it all on the screen! */
127
128 return SDL_APP_CONTINUE; /* carry on with the program! */
129}
130
131/* This function runs once at shutdown. */
132void SDL_AppQuit(void *appstate, SDL_AppResult result)
133{
134 SDL_DestroyTexture(texture);
135 /* SDL will clean up the window/renderer for us. */
136}
137
diff --git a/src/contrib/SDL-3.2.20/examples/renderer/15-cliprect/onmouseover.webp b/src/contrib/SDL-3.2.20/examples/renderer/15-cliprect/onmouseover.webp
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index 0000000..943eeef
--- /dev/null
+++ b/src/contrib/SDL-3.2.20/examples/renderer/15-cliprect/onmouseover.webp
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diff --git a/src/contrib/SDL-3.2.20/examples/renderer/15-cliprect/thumbnail.png b/src/contrib/SDL-3.2.20/examples/renderer/15-cliprect/thumbnail.png
new file mode 100644
index 0000000..127e6fa
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+++ b/src/contrib/SDL-3.2.20/examples/renderer/15-cliprect/thumbnail.png
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