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Diffstat (limited to 'contrib/SDL-3.2.8/examples/renderer/14-viewport')
| -rw-r--r-- | contrib/SDL-3.2.8/examples/renderer/14-viewport/README.txt | 4 | ||||
| -rw-r--r-- | contrib/SDL-3.2.8/examples/renderer/14-viewport/thumbnail.png | bin | 0 -> 146306 bytes | |||
| -rw-r--r-- | contrib/SDL-3.2.8/examples/renderer/14-viewport/viewport.c | 136 |
3 files changed, 140 insertions, 0 deletions
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 new file mode 100644 index 0000000..9da7c7a --- /dev/null +++ b/contrib/SDL-3.2.8/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/contrib/SDL-3.2.8/examples/renderer/14-viewport/thumbnail.png b/contrib/SDL-3.2.8/examples/renderer/14-viewport/thumbnail.png new file mode 100644 index 0000000..bad5521 --- /dev/null +++ b/contrib/SDL-3.2.8/examples/renderer/14-viewport/thumbnail.png | |||
| Binary files 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 new file mode 100644 index 0000000..0a6c015 --- /dev/null +++ b/contrib/SDL-3.2.8/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 | |||
