update SDL3 from 3.2.20 to 3.4.2
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@@ -1,5 +1,5 @@
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This example creates an SDL window and renderer, loads a texture
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from a .bmp file, and stretches it across the window. Each frame, we move
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from a .png file, and stretches it across the window. Each frame, we move
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the clipping rectangle around, so only a small square of the texture is
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actually drawn.
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@@ -30,7 +30,7 @@ static Uint64 last_time = 0;
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_Surface *surface = NULL;
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char *bmp_path = NULL;
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char *png_path = NULL;
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SDL_SetAppMetadata("Example Renderer Clipping Rectangle", "1.0", "com.example.renderer-cliprect");
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@@ -39,10 +39,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/renderer/cliprect", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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if (!SDL_CreateWindowAndRenderer("examples/renderer/cliprect", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
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SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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cliprect_direction.x = cliprect_direction.y = 1.0f;
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@@ -53,15 +54,15 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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times) with data from a bitmap file. */
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/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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Load a .bmp into a surface, move it to a texture from there. */
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SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadBMP(bmp_path);
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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_path);
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if (!surface) {
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(bmp_path); /* done with this, the file is loaded. */
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture = SDL_CreateTextureFromSurface(renderer, surface);
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if (!texture) {
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@@ -93,20 +94,20 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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/* Set a new clipping rectangle position */
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cliprect_position.x += distance * cliprect_direction.x;
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if (cliprect_position.x < 0.0f) {
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cliprect_position.x = 0.0f;
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if (cliprect_position.x < -CLIPRECT_SIZE) {
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cliprect_position.x = -CLIPRECT_SIZE;
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cliprect_direction.x = 1.0f;
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} else if (cliprect_position.x >= (WINDOW_WIDTH - CLIPRECT_SIZE)) {
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cliprect_position.x = (WINDOW_WIDTH - CLIPRECT_SIZE) - 1;
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} else if (cliprect_position.x >= WINDOW_WIDTH) {
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cliprect_position.x = WINDOW_WIDTH - 1;
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cliprect_direction.x = -1.0f;
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}
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cliprect_position.y += distance * cliprect_direction.y;
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if (cliprect_position.y < 0.0f) {
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cliprect_position.y = 0.0f;
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if (cliprect_position.y < -CLIPRECT_SIZE) {
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cliprect_position.y = -CLIPRECT_SIZE;
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cliprect_direction.y = 1.0f;
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} else if (cliprect_position.y >= (WINDOW_HEIGHT - CLIPRECT_SIZE)) {
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cliprect_position.y = (WINDOW_HEIGHT - CLIPRECT_SIZE) - 1;
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} else if (cliprect_position.y >= WINDOW_HEIGHT) {
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cliprect_position.y = WINDOW_HEIGHT - 1;
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cliprect_direction.y = -1.0f;
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}
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SDL_SetRenderClipRect(renderer, &cliprect);
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