| /* |
| * This example creates an SDL window and renderer, and then draws a scene |
| * to it every frame, while sliding around a clipping rectangle. |
| * |
| * 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 <SDL3/SDL.h> |
| #include <SDL3/SDL_main.h> |
| |
| #define WINDOW_WIDTH 640 |
| #define WINDOW_HEIGHT 480 |
| #define CLIPRECT_SIZE 250 |
| #define CLIPRECT_SPEED 200 /* pixels per second */ |
| |
| /* 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 SDL_FPoint cliprect_position; |
| static SDL_FPoint cliprect_direction; |
| static Uint64 last_time = 0; |
| |
| /* A lot of this program is examples/renderer/02-primitives, so we have a good |
| visual that we can slide a clip rect around. The actual new magic in here |
| is the SDL_SetRenderClipRect() function. */ |
| |
| /* This function runs once at startup. */ |
| SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) |
| { |
| SDL_Surface *surface = NULL; |
| char *png_path = NULL; |
| |
| SDL_SetAppMetadata("Example Renderer Clipping Rectangle", "1.0", "com.example.renderer-cliprect"); |
| |
| if (!SDL_Init(SDL_INIT_VIDEO)) { |
| SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| |
| if (!SDL_CreateWindowAndRenderer("examples/renderer/cliprect", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) { |
| SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX); |
| |
| cliprect_direction.x = cliprect_direction.y = 1.0f; |
| |
| last_time = SDL_GetTicks(); |
| |
| /* 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 .png into a surface, move it to a texture from there. */ |
| SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */ |
| surface = SDL_LoadPNG(png_path); |
| if (!surface) { |
| SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| |
| SDL_free(png_path); /* done with this, the file is loaded. */ |
| |
| 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) |
| { |
| const SDL_Rect cliprect = { (int) SDL_roundf(cliprect_position.x), (int) SDL_roundf(cliprect_position.y), CLIPRECT_SIZE, CLIPRECT_SIZE }; |
| const Uint64 now = SDL_GetTicks(); |
| const float elapsed = ((float) (now - last_time)) / 1000.0f; /* seconds since last iteration */ |
| const float distance = elapsed * CLIPRECT_SPEED; |
| |
| /* Set a new clipping rectangle position */ |
| cliprect_position.x += distance * cliprect_direction.x; |
| if (cliprect_position.x < -CLIPRECT_SIZE) { |
| cliprect_position.x = -CLIPRECT_SIZE; |
| cliprect_direction.x = 1.0f; |
| } else if (cliprect_position.x >= WINDOW_WIDTH) { |
| cliprect_position.x = WINDOW_WIDTH - 1; |
| cliprect_direction.x = -1.0f; |
| } |
| |
| cliprect_position.y += distance * cliprect_direction.y; |
| if (cliprect_position.y < -CLIPRECT_SIZE) { |
| cliprect_position.y = -CLIPRECT_SIZE; |
| cliprect_direction.y = 1.0f; |
| } else if (cliprect_position.y >= WINDOW_HEIGHT) { |
| cliprect_position.y = WINDOW_HEIGHT - 1; |
| cliprect_direction.y = -1.0f; |
| } |
| SDL_SetRenderClipRect(renderer, &cliprect); |
| |
| last_time = now; |
| |
| /* okay, now draw! */ |
| |
| /* Note that SDL_RenderClear is _not_ affected by the clipping rectangle! */ |
| SDL_SetRenderDrawColor(renderer, 33, 33, 33, SDL_ALPHA_OPAQUE); /* grey, full alpha */ |
| SDL_RenderClear(renderer); /* start with a blank canvas. */ |
| |
| /* stretch the texture across the entire window. Only the piece in the |
| clipping rectangle will actually render, though! */ |
| SDL_RenderTexture(renderer, texture, NULL, NULL); |
| |
| 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. */ |
| } |
| |