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+/*
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+ * This example creates an SDL window and renderer, and then draws some
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+ * textures to it every frame, adjusting the viewport.
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+ *
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+ * This code is public domain. Feel free to use it for any purpose!
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+ */
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+
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+#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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+#include <SDL3/SDL.h>
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+#include <SDL3/SDL_main.h>
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+
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+/* We will use this renderer to draw into this window every frame. */
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+static SDL_Window *window = NULL;
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+static SDL_Renderer *renderer = NULL;
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+static SDL_Texture *texture = NULL;
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+static int texture_width = 0;
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+static int texture_height = 0;
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+
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+#define WINDOW_WIDTH 640
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+#define WINDOW_HEIGHT 480
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+
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+/* This function runs once at startup. */
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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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+
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+ if (!SDL_Init(SDL_INIT_VIDEO)) {
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ if (!SDL_CreateWindowAndRenderer("examples/renderer/viewport", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
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+ engines refer to these as "sprites." We'll do a static texture (upload once, draw many
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+ times) with data from a bitmap file. */
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+
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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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+ if (!surface) {
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't load bitmap!", SDL_GetError(), NULL);
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ SDL_free(bmp_path); /* done with this, the file is loaded. */
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+
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+ texture_width = surface->w;
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+ texture_height = surface->h;
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+
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+ texture = SDL_CreateTextureFromSurface(renderer, surface);
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+ if (!texture) {
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create static texture!", SDL_GetError(), NULL);
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
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+
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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+SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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+{
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+ if (event->type == SDL_EVENT_QUIT) {
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+ return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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+ }
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs once per frame, and is the heart of the program. */
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+SDL_AppResult SDL_AppIterate(void *appstate)
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+{
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+ SDL_FRect dst_rect = { 0, 0, (float) texture_width, (float) texture_height };
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+ SDL_Rect viewport;
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+
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+ /* Setting a viewport has the effect of limiting the area that rendering
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+ can happen, and making coordinate (0, 0) live somewhere else in the
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+ window. It does _not_ scale rendering to fit the viewport. */
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+
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+ /* as you can see from this, rendering draws over whatever was drawn before it. */
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+ SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */
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+ SDL_RenderClear(renderer); /* start with a blank canvas. */
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+
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+ /* Draw once with the whole window as the viewport. */
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+ viewport.x = 0;
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+ viewport.y = 0;
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+ viewport.w = WINDOW_WIDTH / 2;
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+ viewport.h = WINDOW_HEIGHT / 2;
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+ SDL_SetRenderViewport(renderer, NULL); /* NULL means "use the whole window" */
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+ SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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+
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+ /* top right quarter of the window. */
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+ viewport.x = WINDOW_WIDTH / 2;
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+ viewport.y = WINDOW_HEIGHT / 2;
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+ viewport.w = WINDOW_WIDTH / 2;
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+ viewport.h = WINDOW_HEIGHT / 2;
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+ SDL_SetRenderViewport(renderer, &viewport);
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+ SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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+
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+ /* bottom 20% of the window. Note it clips the width! */
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+ viewport.x = 0;
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+ viewport.y = WINDOW_HEIGHT - (WINDOW_HEIGHT / 5);
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+ viewport.w = WINDOW_WIDTH / 5;
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+ viewport.h = WINDOW_HEIGHT / 5;
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+ SDL_SetRenderViewport(renderer, &viewport);
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+ SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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+
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+ /* what happens if you try to draw above the viewport? It should clip! */
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+ viewport.x = 100;
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+ viewport.y = 200;
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+ viewport.w = WINDOW_WIDTH;
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+ viewport.h = WINDOW_HEIGHT;
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+ SDL_SetRenderViewport(renderer, &viewport);
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+ dst_rect.y = -50;
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+ SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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+
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+ SDL_RenderPresent(renderer); /* put it all on the screen! */
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+
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs once at shutdown. */
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+void SDL_AppQuit(void *appstate)
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+{
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+ SDL_DestroyTexture(texture);
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+ /* SDL will clean up the window/renderer for us. */
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+}
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+
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