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 --- .../examples/renderer/14-viewport/README.txt | 4 - .../examples/renderer/14-viewport/thumbnail.png | Bin 146306 -> 0 bytes .../examples/renderer/14-viewport/viewport.c | 136 --------------------- 3 files changed, 140 deletions(-) delete mode 100644 contrib/SDL-3.2.8/examples/renderer/14-viewport/README.txt delete mode 100644 contrib/SDL-3.2.8/examples/renderer/14-viewport/thumbnail.png delete mode 100644 contrib/SDL-3.2.8/examples/renderer/14-viewport/viewport.c (limited to 'contrib/SDL-3.2.8/examples/renderer/14-viewport') 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. */ -} - -- cgit v1.2.3