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 --- .../07-streaming-textures/streaming-textures.c | 109 +++++++++++++++++++++ 1 file changed, 109 insertions(+) create mode 100644 src/contrib/SDL-3.2.20/examples/renderer/07-streaming-textures/streaming-textures.c (limited to 'src/contrib/SDL-3.2.20/examples/renderer/07-streaming-textures/streaming-textures.c') diff --git a/src/contrib/SDL-3.2.20/examples/renderer/07-streaming-textures/streaming-textures.c b/src/contrib/SDL-3.2.20/examples/renderer/07-streaming-textures/streaming-textures.c new file mode 100644 index 0000000..bf309bc --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/renderer/07-streaming-textures/streaming-textures.c @@ -0,0 +1,109 @@ +/* + * This example creates an SDL window and renderer, and then draws a streaming + * texture to it every frame. + * + * 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; + +#define TEXTURE_SIZE 150 + +#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_SetAppMetadata("Example Renderer Streaming Textures", "1.0", "com.example.renderer-streaming-textures"); + + if (!SDL_Init(SDL_INIT_VIDEO)) { + SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); + return SDL_APP_FAILURE; + } + + if (!SDL_CreateWindowAndRenderer("examples/renderer/streaming-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { + SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); + return SDL_APP_FAILURE; + } + + texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE); + if (!texture) { + SDL_Log("Couldn't create streaming texture: %s", SDL_GetError()); + return SDL_APP_FAILURE; + } + + 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; + const Uint64 now = SDL_GetTicks(); + SDL_Surface *surface = NULL; + + /* we'll have some color move around over a few seconds. */ + const float direction = ((now % 2000) >= 1000) ? 1.0f : -1.0f; + const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction; + + /* To update a streaming texture, you need to lock it first. This gets you access to the pixels. + Note that this is considered a _write-only_ operation: the buffer you get from locking + might not acutally have the existing contents of the texture, and you have to write to every + locked pixel! */ + + /* You can use SDL_LockTexture() to get an array of raw pixels, but we're going to use + SDL_LockTextureToSurface() here, because it wraps that array in a temporary SDL_Surface, + letting us use the surface drawing functions instead of lighting up individual pixels. */ + if (SDL_LockTextureToSurface(texture, NULL, &surface)) { + SDL_Rect r; + SDL_FillSurfaceRect(surface, NULL, SDL_MapRGB(SDL_GetPixelFormatDetails(surface->format), NULL, 0, 0, 0)); /* make the whole surface black */ + r.w = TEXTURE_SIZE; + r.h = TEXTURE_SIZE / 10; + r.x = 0; + r.y = (int) (((float) (TEXTURE_SIZE - r.h)) * ((scale + 1.0f) / 2.0f)); + SDL_FillSurfaceRect(surface, &r, SDL_MapRGB(SDL_GetPixelFormatDetails(surface->format), NULL, 0, 255, 0)); /* make a strip of the surface green */ + SDL_UnlockTexture(texture); /* upload the changes (and frees the temporary surface)! */ + } + + /* as you can see from this, rendering draws over whatever was drawn before it. */ + SDL_SetRenderDrawColor(renderer, 66, 66, 66, SDL_ALPHA_OPAQUE); /* grey, full alpha */ + SDL_RenderClear(renderer); /* start with a blank canvas. */ + + /* Just draw the static texture a few times. You can think of it like a + stamp, there isn't a limit to the number of times you can draw with it. */ + + /* Center this one. It'll draw the latest version of the texture we drew while it was locked. */ + dst_rect.x = ((float) (WINDOW_WIDTH - TEXTURE_SIZE)) / 2.0f; + dst_rect.y = ((float) (WINDOW_HEIGHT - TEXTURE_SIZE)) / 2.0f; + dst_rect.w = dst_rect.h = (float) TEXTURE_SIZE; + 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