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Removed non-float versions of SDL render API drawing functions

This simplifies the API and removes a level of API translation between the int variants of the functions and the float implementation

Fixes https://github.com/libsdl-org/SDL/issues/6656
Sam Lantinga 2 years ago
parent
commit
9c1a9ecb4b

+ 22 - 18
docs/README-migration.md

@@ -472,24 +472,16 @@ to decide for you.
 SDL_RenderWindowToLogical() and SDL_RenderLogicalToWindow() take floating point coordinates in both directions.
 
 The following functions have been renamed:
-* SDL_RenderCopy() => SDL_RenderTexture()
-* SDL_RenderCopyEx() => SDL_RenderTextureRotated()
-* SDL_RenderCopyExF() => SDL_RenderTextureRotatedFloat()
-* SDL_RenderCopyF() => SDL_RenderTextureFloat()
-* SDL_RenderDrawLine() => SDL_RenderLine()
-* SDL_RenderDrawLineF() => SDL_RenderLineFloat()
-* SDL_RenderDrawLines() => SDL_RenderLines()
-* SDL_RenderDrawLinesF() => SDL_RenderLinesFloat()
-* SDL_RenderDrawPoint() => SDL_RenderPoint()
-* SDL_RenderDrawPointF() => SDL_RenderPointFloat()
-* SDL_RenderDrawPoints() => SDL_RenderPoints()
-* SDL_RenderDrawPointsF() => SDL_RenderPointsFloat()
-* SDL_RenderDrawRect() => SDL_RenderRect()
-* SDL_RenderDrawRectF() => SDL_RenderRectFloat()
-* SDL_RenderDrawRects() => SDL_RenderRects()
-* SDL_RenderDrawRectsF() => SDL_RenderRectsFloat()
-* SDL_RenderFillRectF() => SDL_RenderFillRectFloat()
-* SDL_RenderFillRectsF() => SDL_RenderFillRectsFloat()
+* SDL_RenderCopyExF() => SDL_RenderTextureRotated()
+* SDL_RenderCopyF() => SDL_RenderTexture()
+* SDL_RenderDrawLineF() => SDL_RenderLine()
+* SDL_RenderDrawLinesF() => SDL_RenderLines()
+* SDL_RenderDrawPointF() => SDL_RenderPoint()
+* SDL_RenderDrawPointsF() => SDL_RenderPoints()
+* SDL_RenderDrawRectF() => SDL_RenderRect()
+* SDL_RenderDrawRectsF() => SDL_RenderRects()
+* SDL_RenderFillRectF() => SDL_RenderFillRect()
+* SDL_RenderFillRectsF() => SDL_RenderFillRects()
 * SDL_RenderGetClipRect() => SDL_GetRenderClipRect()
 * SDL_RenderGetIntegerScale() => SDL_GetRenderIntegerScale()
 * SDL_RenderGetLogicalSize() => SDL_GetRenderLogicalSize()
@@ -506,6 +498,18 @@ The following functions have been renamed:
 * SDL_RenderSetVSync() => SDL_SetRenderVSync()
 * SDL_RenderSetViewport() => SDL_SetRenderViewport()
 
+The following functions have been removed:
+* SDL_RenderCopy()
+* SDL_RenderCopyEx()
+* SDL_RenderDrawLine()
+* SDL_RenderDrawLines()
+* SDL_RenderDrawPoint()
+* SDL_RenderDrawPoints()
+* SDL_RenderDrawRect()
+* SDL_RenderDrawRects()
+* SDL_RenderFillRect()
+* SDL_RenderFillRects()
+
 ## SDL_rwops.h
 
 The following symbols have been renamed:

+ 20 - 36
include/SDL3/SDL_oldnames.h

@@ -276,24 +276,16 @@
 #define SDL_UnionRect SDL_GetRectUnion
 
 /* ##SDL_render.h */
-#define SDL_RenderCopy SDL_RenderTexture
-#define SDL_RenderCopyEx SDL_RenderTextureRotated
-#define SDL_RenderCopyExF SDL_RenderTextureRotatedFloat
-#define SDL_RenderCopyF SDL_RenderTextureFloat
-#define SDL_RenderDrawLine SDL_RenderLine
-#define SDL_RenderDrawLineF SDL_RenderLineFloat
-#define SDL_RenderDrawLines SDL_RenderLines
-#define SDL_RenderDrawLinesF SDL_RenderLinesFloat
-#define SDL_RenderDrawPoint SDL_RenderPoint
-#define SDL_RenderDrawPointF SDL_RenderPointFloat
-#define SDL_RenderDrawPoints SDL_RenderPoints
-#define SDL_RenderDrawPointsF SDL_RenderPointsFloat
-#define SDL_RenderDrawRect SDL_RenderRect
-#define SDL_RenderDrawRectF SDL_RenderRectFloat
-#define SDL_RenderDrawRects SDL_RenderRects
-#define SDL_RenderDrawRectsF SDL_RenderRectsFloat
-#define SDL_RenderFillRectF SDL_RenderFillRectFloat
-#define SDL_RenderFillRectsF SDL_RenderFillRectsFloat
+#define SDL_RenderCopyExF SDL_RenderTextureRotated
+#define SDL_RenderCopyF SDL_RenderTexture
+#define SDL_RenderDrawLineF SDL_RenderLine
+#define SDL_RenderDrawLinesF SDL_RenderLines
+#define SDL_RenderDrawPointF SDL_RenderPoint
+#define SDL_RenderDrawPointsF SDL_RenderPoints
+#define SDL_RenderDrawRectF SDL_RenderRect
+#define SDL_RenderDrawRectsF SDL_RenderRects
+#define SDL_RenderFillRectF SDL_RenderFillRect
+#define SDL_RenderFillRectsF SDL_RenderFillRects
 #define SDL_RenderGetClipRect SDL_GetRenderClipRect
 #define SDL_RenderGetIntegerScale SDL_GetRenderIntegerScale
 #define SDL_RenderGetLogicalSize SDL_GetRenderLogicalSize
@@ -607,24 +599,16 @@
 #define SDL_UnionRect SDL_UnionRect_renamed_SDL_GetRectUnion
 
 /* ##SDL_render.h */
-#define SDL_RenderCopy SDL_RenderCopy_renamed_SDL_RenderTexture
-#define SDL_RenderCopyEx SDL_RenderCopyEx_renamed_SDL_RenderTextureRotated
-#define SDL_RenderCopyExF SDL_RenderCopyExF_renamed_SDL_RenderTextureRotatedFloat
-#define SDL_RenderCopyF SDL_RenderCopyF_renamed_SDL_RenderTextureFloat
-#define SDL_RenderDrawLine SDL_RenderDrawLine_renamed_SDL_RenderLine
-#define SDL_RenderDrawLineF SDL_RenderDrawLineF_renamed_SDL_RenderLineFloat
-#define SDL_RenderDrawLines SDL_RenderDrawLines_renamed_SDL_RenderLines
-#define SDL_RenderDrawLinesF SDL_RenderDrawLinesF_renamed_SDL_RenderLinesFloat
-#define SDL_RenderDrawPoint SDL_RenderDrawPoint_renamed_SDL_RenderPoint
-#define SDL_RenderDrawPointF SDL_RenderDrawPointF_renamed_SDL_RenderPointFloat
-#define SDL_RenderDrawPoints SDL_RenderDrawPoints_renamed_SDL_RenderPoints
-#define SDL_RenderDrawPointsF SDL_RenderDrawPointsF_renamed_SDL_RenderPointsFloat
-#define SDL_RenderDrawRect SDL_RenderDrawRect_renamed_SDL_RenderRect
-#define SDL_RenderDrawRectF SDL_RenderDrawRectF_renamed_SDL_RenderRectFloat
-#define SDL_RenderDrawRects SDL_RenderDrawRects_renamed_SDL_RenderRects
-#define SDL_RenderDrawRectsF SDL_RenderDrawRectsF_renamed_SDL_RenderRectsFloat
-#define SDL_RenderFillRectF SDL_RenderFillRectF_renamed_SDL_RenderFillRectFloat
-#define SDL_RenderFillRectsF SDL_RenderFillRectsF_renamed_SDL_RenderFillRectsFloat
+#define SDL_RenderCopyExF SDL_RenderCopyExF_renamed_SDL_RenderTextureRotated
+#define SDL_RenderCopyF SDL_RenderCopyF_renamed_SDL_RenderTexture
+#define SDL_RenderDrawLineF SDL_RenderDrawLineF_renamed_SDL_RenderLine
+#define SDL_RenderDrawLinesF SDL_RenderDrawLinesF_renamed_SDL_RenderLines
+#define SDL_RenderDrawPointF SDL_RenderDrawPointF_renamed_SDL_RenderPoint
+#define SDL_RenderDrawPointsF SDL_RenderDrawPointsF_renamed_SDL_RenderPoints
+#define SDL_RenderDrawRectF SDL_RenderDrawRectF_renamed_SDL_RenderRect
+#define SDL_RenderDrawRectsF SDL_RenderDrawRectsF_renamed_SDL_RenderRects
+#define SDL_RenderFillRectF SDL_RenderFillRectF_renamed_SDL_RenderFillRect
+#define SDL_RenderFillRectsF SDL_RenderFillRectsF_renamed_SDL_RenderFillRects
 #define SDL_RenderGetClipRect SDL_RenderGetClipRect_renamed_SDL_GetRenderClipRect
 #define SDL_RenderGetIntegerScale SDL_RenderGetIntegerScale_renamed_SDL_GetRenderIntegerScale
 #define SDL_RenderGetLogicalSize SDL_RenderGetLogicalSize_renamed_SDL_GetRenderLogicalSize

+ 68 - 422
include/SDL3/SDL_render.h

@@ -211,9 +211,7 @@ extern DECLSPEC const char *SDLCALL SDL_GetRenderDriver(int index);
  * \sa SDL_CreateRenderer
  * \sa SDL_CreateWindow
  */
-extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(
-                                int width, int height, Uint32 window_flags,
-                                SDL_Window **window, SDL_Renderer **renderer);
+extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags, SDL_Window **window, SDL_Renderer **renderer);
 
 
 /**
@@ -241,8 +239,7 @@ extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(
  * \sa SDL_GetRenderDriver
  * \sa SDL_GetRendererInfo
  */
-extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
-                                               const char *name, Uint32 flags);
+extern DECLSPEC SDL_Renderer *SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags);
 
 /**
  * Create a 2D software rendering context for a surface.
@@ -263,7 +260,7 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
  * \sa SDL_CreateWindowRenderer
  * \sa SDL_DestroyRenderer
  */
-extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface);
+extern DECLSPEC SDL_Renderer *SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface);
 
 /**
  * Get the renderer associated with a window.
@@ -276,7 +273,7 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *
  *
  * \sa SDL_CreateRenderer
  */
-extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
+extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRenderer(SDL_Window *window);
 
 /**
  * Get the window associated with a renderer.
@@ -287,7 +284,7 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC SDL_Window * SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer);
+extern DECLSPEC SDL_Window *SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer);
 
 /**
  * Get information about a rendering context.
@@ -302,8 +299,7 @@ extern DECLSPEC SDL_Window * SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer)
  *
  * \sa SDL_CreateRenderer
  */
-extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
-                                                SDL_RendererInfo * info);
+extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_RendererInfo *info);
 
 /**
  * Get the output size in pixels of a rendering context.
@@ -322,8 +318,7 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
  *
  * \sa SDL_GetRenderer
  */
-extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer,
-                                                      int *w, int *h);
+extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer *renderer, int *w, int *h);
 
 /**
  * Create a texture for a rendering context.
@@ -347,10 +342,7 @@ extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer,
  * \sa SDL_QueryTexture
  * \sa SDL_UpdateTexture
  */
-extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
-                                                        Uint32 format,
-                                                        int access, int w,
-                                                        int h);
+extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h);
 
 /**
  * Create a texture from an existing surface.
@@ -376,7 +368,7 @@ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
  * \sa SDL_DestroyTexture
  * \sa SDL_QueryTexture
  */
-extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface);
+extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface);
 
 /**
  * Query the attributes of a texture.
@@ -400,9 +392,7 @@ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer
  *
  * \sa SDL_CreateTexture
  */
-extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture,
-                                             Uint32 * format, int *access,
-                                             int *w, int *h);
+extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int *h);
 
 /**
  * Set an additional color value multiplied into render copy operations.
@@ -428,8 +418,7 @@ extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture,
  * \sa SDL_GetTextureColorMod
  * \sa SDL_SetTextureAlphaMod
  */
-extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture,
-                                                   Uint8 r, Uint8 g, Uint8 b);
+extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b);
 
 
 /**
@@ -447,9 +436,7 @@ extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture,
  * \sa SDL_GetTextureAlphaMod
  * \sa SDL_SetTextureColorMod
  */
-extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture,
-                                                   Uint8 * r, Uint8 * g,
-                                                   Uint8 * b);
+extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b);
 
 /**
  * Set an additional alpha value multiplied into render copy operations.
@@ -472,8 +459,7 @@ extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture,
  * \sa SDL_GetTextureAlphaMod
  * \sa SDL_SetTextureColorMod
  */
-extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture,
-                                                   Uint8 alpha);
+extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha);
 
 /**
  * Get the additional alpha value multiplied into render copy operations.
@@ -488,8 +474,7 @@ extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture,
  * \sa SDL_GetTextureColorMod
  * \sa SDL_SetTextureAlphaMod
  */
-extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture,
-                                                   Uint8 * alpha);
+extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha);
 
 /**
  * Set the blend mode for a texture, used by SDL_RenderTexture().
@@ -507,8 +492,7 @@ extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture,
  * \sa SDL_GetTextureBlendMode
  * \sa SDL_RenderTexture
  */
-extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
-                                                    SDL_BlendMode blendMode);
+extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
 
 /**
  * Get the blend mode used for texture copy operations.
@@ -522,8 +506,7 @@ extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
  *
  * \sa SDL_SetTextureBlendMode
  */
-extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
-                                                    SDL_BlendMode *blendMode);
+extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode);
 
 /**
  * Set the scale mode used for texture scale operations.
@@ -538,8 +521,7 @@ extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
  *
  * \sa SDL_GetTextureScaleMode
  */
-extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture,
-                                                    SDL_ScaleMode scaleMode);
+extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode);
 
 /**
  * Get the scale mode used for texture scale operations.
@@ -552,8 +534,7 @@ extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture,
  *
  * \sa SDL_SetTextureScaleMode
  */
-extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture,
-                                                    SDL_ScaleMode *scaleMode);
+extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode);
 
 /**
  * Associate a user-specified pointer with a texture.
@@ -566,8 +547,7 @@ extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture,
  *
  * \sa SDL_GetTextureUserData
  */
-extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture * texture,
-                                                   void *userdata);
+extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture *texture, void *userdata);
 
 /**
  * Get the user-specified pointer associated with a texture
@@ -580,7 +560,7 @@ extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture * texture,
  *
  * \sa SDL_SetTextureUserData
  */
-extern DECLSPEC void * SDLCALL SDL_GetTextureUserData(SDL_Texture * texture);
+extern DECLSPEC void *SDLCALL SDL_GetTextureUserData(SDL_Texture *texture);
 
 /**
  * Update the given texture rectangle with new pixel data.
@@ -611,9 +591,7 @@ extern DECLSPEC void * SDLCALL SDL_GetTextureUserData(SDL_Texture * texture);
  * \sa SDL_LockTexture
  * \sa SDL_UnlockTexture
  */
-extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
-                                              const SDL_Rect * rect,
-                                              const void *pixels, int pitch);
+extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch);
 
 /**
  * Update a rectangle within a planar YV12 or IYUV texture with new pixel
@@ -642,8 +620,8 @@ extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
  *
  * \sa SDL_UpdateTexture
  */
-extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture,
-                                                 const SDL_Rect * rect,
+extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture,
+                                                 const SDL_Rect *rect,
                                                  const Uint8 *Yplane, int Ypitch,
                                                  const Uint8 *Uplane, int Upitch,
                                                  const Uint8 *Vplane, int Vpitch);
@@ -668,8 +646,8 @@ extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture * texture,
-                                                 const SDL_Rect * rect,
+extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture,
+                                                 const SDL_Rect *rect,
                                                  const Uint8 *Yplane, int Ypitch,
                                                  const Uint8 *UVplane, int UVpitch);
 
@@ -700,8 +678,8 @@ extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture * texture,
  *
  * \sa SDL_UnlockTexture
  */
-extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
-                                            const SDL_Rect * rect,
+extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture *texture,
+                                            const SDL_Rect *rect,
                                             void **pixels, int *pitch);
 
 /**
@@ -757,7 +735,7 @@ extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
  *
  * \sa SDL_LockTexture
  */
-extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
+extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
 
 /**
  * Determine whether a renderer supports the use of render targets.
@@ -793,8 +771,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *rendere
  *
  * \sa SDL_GetRenderTarget
  */
-extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer,
-                                                SDL_Texture *texture);
+extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture);
 
 /**
  * Get the current render target.
@@ -809,7 +786,7 @@ extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer,
  *
  * \sa SDL_SetRenderTarget
  */
-extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
+extern DECLSPEC SDL_Texture *SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
 
 /**
  * Set a device independent resolution for rendering.
@@ -837,7 +814,7 @@ extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer
  *
  * \sa SDL_GetRenderLogicalSize
  */
-extern DECLSPEC int SDLCALL SDL_SetRenderLogicalSize(SDL_Renderer * renderer, int w, int h);
+extern DECLSPEC int SDLCALL SDL_SetRenderLogicalSize(SDL_Renderer *renderer, int w, int h);
 
 /**
  * Get device independent resolution for rendering.
@@ -858,7 +835,7 @@ extern DECLSPEC int SDLCALL SDL_SetRenderLogicalSize(SDL_Renderer * renderer, in
  *
  * \sa SDL_SetRenderLogicalSize
  */
-extern DECLSPEC void SDLCALL SDL_GetRenderLogicalSize(SDL_Renderer * renderer, int *w, int *h);
+extern DECLSPEC void SDLCALL SDL_GetRenderLogicalSize(SDL_Renderer *renderer, int *w, int *h);
 
 /**
  * Set whether to force integer scales for resolution-independent rendering.
@@ -877,8 +854,7 @@ extern DECLSPEC void SDLCALL SDL_GetRenderLogicalSize(SDL_Renderer * renderer, i
  * \sa SDL_GetRenderIntegerScale
  * \sa SDL_SetRenderLogicalSize
  */
-extern DECLSPEC int SDLCALL SDL_SetRenderIntegerScale(SDL_Renderer * renderer,
-                                                      SDL_bool enable);
+extern DECLSPEC int SDLCALL SDL_SetRenderIntegerScale(SDL_Renderer *renderer, SDL_bool enable);
 
 /**
  * Get whether integer scales are forced for resolution-independent rendering.
@@ -891,7 +867,7 @@ extern DECLSPEC int SDLCALL SDL_SetRenderIntegerScale(SDL_Renderer * renderer,
  *
  * \sa SDL_SetRenderIntegerScale
  */
-extern DECLSPEC SDL_bool SDLCALL SDL_GetRenderIntegerScale(SDL_Renderer * renderer);
+extern DECLSPEC SDL_bool SDLCALL SDL_GetRenderIntegerScale(SDL_Renderer *renderer);
 
 /**
  * Set the drawing area for rendering on the current target.
@@ -909,8 +885,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetRenderIntegerScale(SDL_Renderer * render
  *
  * \sa SDL_GetRenderViewport
  */
-extern DECLSPEC int SDLCALL SDL_SetRenderViewport(SDL_Renderer * renderer,
-                                                  const SDL_Rect * rect);
+extern DECLSPEC int SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect);
 
 /**
  * Get the drawing area for the current target.
@@ -922,8 +897,7 @@ extern DECLSPEC int SDLCALL SDL_SetRenderViewport(SDL_Renderer * renderer,
  *
  * \sa SDL_SetRenderViewport
  */
-extern DECLSPEC void SDLCALL SDL_GetRenderViewport(SDL_Renderer * renderer,
-                                                   SDL_Rect * rect);
+extern DECLSPEC void SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect);
 
 /**
  * Set the clip rectangle for rendering on the specified target.
@@ -940,8 +914,7 @@ extern DECLSPEC void SDLCALL SDL_GetRenderViewport(SDL_Renderer * renderer,
  * \sa SDL_GetRenderClipRect
  * \sa SDL_RenderClipEnabled
  */
-extern DECLSPEC int SDLCALL SDL_SetRenderClipRect(SDL_Renderer * renderer,
-                                                  const SDL_Rect * rect);
+extern DECLSPEC int SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect);
 
 /**
  * Get the clip rectangle for the current target.
@@ -956,8 +929,7 @@ extern DECLSPEC int SDLCALL SDL_SetRenderClipRect(SDL_Renderer * renderer,
  * \sa SDL_RenderClipEnabled
  * \sa SDL_SetRenderClipRect
  */
-extern DECLSPEC void SDLCALL SDL_GetRenderClipRect(SDL_Renderer * renderer,
-                                                   SDL_Rect * rect);
+extern DECLSPEC void SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
 
 /**
  * Get whether clipping is enabled on the given renderer.
@@ -971,7 +943,7 @@ extern DECLSPEC void SDLCALL SDL_GetRenderClipRect(SDL_Renderer * renderer,
  * \sa SDL_GetRenderClipRect
  * \sa SDL_SetRenderClipRect
  */
-extern DECLSPEC SDL_bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer * renderer);
+extern DECLSPEC SDL_bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
 
 
 /**
@@ -996,8 +968,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer * renderer);
  * \sa SDL_GetRenderScale
  * \sa SDL_SetRenderLogicalSize
  */
-extern DECLSPEC int SDLCALL SDL_SetRenderScale(SDL_Renderer * renderer,
-                                               float scaleX, float scaleY);
+extern DECLSPEC int SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY);
 
 /**
  * Get the drawing scale for the current target.
@@ -1010,8 +981,7 @@ extern DECLSPEC int SDLCALL SDL_SetRenderScale(SDL_Renderer * renderer,
  *
  * \sa SDL_SetRenderScale
  */
-extern DECLSPEC void SDLCALL SDL_GetRenderScale(SDL_Renderer * renderer,
-                                               float *scaleX, float *scaleY);
+extern DECLSPEC void SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY);
 
 /**
  * Get logical coordinates of point in renderer when given real coordinates of
@@ -1093,9 +1063,7 @@ extern DECLSPEC void SDLCALL SDL_RenderLogicalToWindow(SDL_Renderer *renderer,
  * \sa SDL_RenderFillRect
  * \sa SDL_RenderFillRects
  */
-extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer,
-                                           Uint8 r, Uint8 g, Uint8 b,
-                                           Uint8 a);
+extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
 
 /**
  * Get the color used for drawing operations (Rect, Line and Clear).
@@ -1116,9 +1084,7 @@ extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer,
  *
  * \sa SDL_SetRenderDrawColor
  */
-extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer,
-                                           Uint8 * r, Uint8 * g, Uint8 * b,
-                                           Uint8 * a);
+extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
 
 /**
  * Set the blend mode used for drawing operations (Fill and Line).
@@ -1142,8 +1108,7 @@ extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer,
  * \sa SDL_RenderFillRect
  * \sa SDL_RenderFillRects
  */
-extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer,
-                                                       SDL_BlendMode blendMode);
+extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
 
 /**
  * Get the blend mode used for drawing operations.
@@ -1157,8 +1122,7 @@ extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer,
  *
  * \sa SDL_SetRenderDrawBlendMode
  */
-extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
-                                                       SDL_BlendMode *blendMode);
+extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode);
 
 /**
  * Clear the current rendering target with the drawing color.
@@ -1174,307 +1138,7 @@ extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
  *
  * \sa SDL_SetRenderDrawColor
  */
-extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
-
-/**
- * Draw a point on the current rendering target.
- *
- * SDL_RenderPoint() draws a single point. If you want to draw multiple,
- * use SDL_RenderPoints() instead.
- *
- * \param renderer the rendering context
- * \param x the x coordinate of the point
- * \param y the y coordinate of the point
- * \returns 0 on success or a negative error code on failure; call
- *          SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_RenderLine
- * \sa SDL_RenderLines
- * \sa SDL_RenderPoints
- * \sa SDL_RenderRect
- * \sa SDL_RenderRects
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderFillRects
- * \sa SDL_RenderPresent
- * \sa SDL_SetRenderDrawBlendMode
- * \sa SDL_SetRenderDrawColor
- */
-extern DECLSPEC int SDLCALL SDL_RenderPoint(SDL_Renderer * renderer,
-                                                int x, int y);
-
-/**
- * Draw multiple points on the current rendering target.
- *
- * \param renderer the rendering context
- * \param points an array of SDL_Point structures that represent the points to
- *               draw
- * \param count the number of points to draw
- * \returns 0 on success or a negative error code on failure; call
- *          SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_RenderLine
- * \sa SDL_RenderLines
- * \sa SDL_RenderPoint
- * \sa SDL_RenderRect
- * \sa SDL_RenderRects
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderFillRects
- * \sa SDL_RenderPresent
- * \sa SDL_SetRenderDrawBlendMode
- * \sa SDL_SetRenderDrawColor
- */
-extern DECLSPEC int SDLCALL SDL_RenderPoints(SDL_Renderer * renderer,
-                                                 const SDL_Point * points,
-                                                 int count);
-
-/**
- * Draw a line on the current rendering target.
- *
- * SDL_RenderLine() draws the line to include both end points. If you want
- * to draw multiple, connecting lines use SDL_RenderLines() instead.
- *
- * \param renderer the rendering context
- * \param x1 the x coordinate of the start point
- * \param y1 the y coordinate of the start point
- * \param x2 the x coordinate of the end point
- * \param y2 the y coordinate of the end point
- * \returns 0 on success or a negative error code on failure; call
- *          SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_RenderLines
- * \sa SDL_RenderPoint
- * \sa SDL_RenderPoints
- * \sa SDL_RenderRect
- * \sa SDL_RenderRects
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderFillRects
- * \sa SDL_RenderPresent
- * \sa SDL_SetRenderDrawBlendMode
- * \sa SDL_SetRenderDrawColor
- */
-extern DECLSPEC int SDLCALL SDL_RenderLine(SDL_Renderer * renderer,
-                                               int x1, int y1, int x2, int y2);
-
-/**
- * Draw a series of connected lines on the current rendering target.
- *
- * \param renderer the rendering context
- * \param points an array of SDL_Point structures representing points along
- *               the lines
- * \param count the number of points, drawing count-1 lines
- * \returns 0 on success or a negative error code on failure; call
- *          SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_RenderLine
- * \sa SDL_RenderPoint
- * \sa SDL_RenderPoints
- * \sa SDL_RenderRect
- * \sa SDL_RenderRects
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderFillRects
- * \sa SDL_RenderPresent
- * \sa SDL_SetRenderDrawBlendMode
- * \sa SDL_SetRenderDrawColor
- */
-extern DECLSPEC int SDLCALL SDL_RenderLines(SDL_Renderer * renderer,
-                                                const SDL_Point * points,
-                                                int count);
-
-/**
- * Draw a rectangle on the current rendering target.
- *
- * \param renderer the rendering context
- * \param rect an SDL_Rect structure representing the rectangle to draw, or
- *             NULL to outline the entire rendering target
- * \returns 0 on success or a negative error code on failure; call
- *          SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_RenderLine
- * \sa SDL_RenderLines
- * \sa SDL_RenderPoint
- * \sa SDL_RenderPoints
- * \sa SDL_RenderRects
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderFillRects
- * \sa SDL_RenderPresent
- * \sa SDL_SetRenderDrawBlendMode
- * \sa SDL_SetRenderDrawColor
- */
-extern DECLSPEC int SDLCALL SDL_RenderRect(SDL_Renderer * renderer,
-                                               const SDL_Rect * rect);
-
-/**
- * Draw some number of rectangles on the current rendering target.
- *
- * \param renderer the rendering context
- * \param rects an array of SDL_Rect structures representing the rectangles to
- *              be drawn
- * \param count the number of rectangles
- * \returns 0 on success or a negative error code on failure; call
- *          SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_RenderLine
- * \sa SDL_RenderLines
- * \sa SDL_RenderPoint
- * \sa SDL_RenderPoints
- * \sa SDL_RenderRect
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderFillRects
- * \sa SDL_RenderPresent
- * \sa SDL_SetRenderDrawBlendMode
- * \sa SDL_SetRenderDrawColor
- */
-extern DECLSPEC int SDLCALL SDL_RenderRects(SDL_Renderer * renderer,
-                                                const SDL_Rect * rects,
-                                                int count);
-
-/**
- * Fill a rectangle on the current rendering target with the drawing color.
- *
- * The current drawing color is set by SDL_SetRenderDrawColor(), and the
- * color's alpha value is ignored unless blending is enabled with the
- * appropriate call to SDL_SetRenderDrawBlendMode().
- *
- * \param renderer the rendering context
- * \param rect the SDL_Rect structure representing the rectangle to fill, or
- *             NULL for the entire rendering target
- * \returns 0 on success or a negative error code on failure; call
- *          SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_RenderLine
- * \sa SDL_RenderLines
- * \sa SDL_RenderPoint
- * \sa SDL_RenderPoints
- * \sa SDL_RenderRect
- * \sa SDL_RenderRects
- * \sa SDL_RenderFillRects
- * \sa SDL_RenderPresent
- * \sa SDL_SetRenderDrawBlendMode
- * \sa SDL_SetRenderDrawColor
- */
-extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer,
-                                               const SDL_Rect * rect);
-
-/**
- * Fill some number of rectangles on the current rendering target with the
- * drawing color.
- *
- * \param renderer the rendering context
- * \param rects an array of SDL_Rect structures representing the rectangles to
- *              be filled
- * \param count the number of rectangles
- * \returns 0 on success or a negative error code on failure; call
- *          SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_RenderLine
- * \sa SDL_RenderLines
- * \sa SDL_RenderPoint
- * \sa SDL_RenderPoints
- * \sa SDL_RenderRect
- * \sa SDL_RenderRects
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderPresent
- */
-extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer,
-                                                const SDL_Rect * rects,
-                                                int count);
-
-/**
- * Copy a portion of the texture to the current rendering target.
- *
- * The texture is blended with the destination based on its blend mode set
- * with SDL_SetTextureBlendMode().
- *
- * The texture color is affected based on its color modulation set by
- * SDL_SetTextureColorMod().
- *
- * The texture alpha is affected based on its alpha modulation set by
- * SDL_SetTextureAlphaMod().
- *
- * \param renderer the rendering context
- * \param texture the source texture
- * \param srcrect the source SDL_Rect structure or NULL for the entire texture
- * \param dstrect the destination SDL_Rect structure or NULL for the entire
- *                rendering target; the texture will be stretched to fill the
- *                given rectangle
- * \returns 0 on success or a negative error code on failure; call
- *          SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_RenderTextureRotated
- * \sa SDL_SetTextureAlphaMod
- * \sa SDL_SetTextureBlendMode
- * \sa SDL_SetTextureColorMod
- */
-extern DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer * renderer,
-                                           SDL_Texture * texture,
-                                           const SDL_Rect * srcrect,
-                                           const SDL_Rect * dstrect);
-
-/**
- * Copy a portion of the texture to the current rendering, with optional
- * rotation and flipping.
- *
- * Copy a portion of the texture to the current rendering target, optionally
- * rotating it by angle around the given center and also flipping it
- * top-bottom and/or left-right.
- *
- * The texture is blended with the destination based on its blend mode set
- * with SDL_SetTextureBlendMode().
- *
- * The texture color is affected based on its color modulation set by
- * SDL_SetTextureColorMod().
- *
- * The texture alpha is affected based on its alpha modulation set by
- * SDL_SetTextureAlphaMod().
- *
- * \param renderer the rendering context
- * \param texture the source texture
- * \param srcrect the source SDL_Rect structure or NULL for the entire texture
- * \param dstrect the destination SDL_Rect structure or NULL for the entire
- *                rendering target
- * \param angle an angle in degrees that indicates the rotation that will be
- *              applied to dstrect, rotating it in a clockwise direction
- * \param center a pointer to a point indicating the point around which
- *               dstrect will be rotated (if NULL, rotation will be done
- *               around `dstrect.w / 2`, `dstrect.h / 2`)
- * \param flip a SDL_RendererFlip value stating which flipping actions should
- *             be performed on the texture
- * \returns 0 on success or a negative error code on failure; call
- *          SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_RenderTexture
- * \sa SDL_SetTextureAlphaMod
- * \sa SDL_SetTextureBlendMode
- * \sa SDL_SetTextureColorMod
- */
-extern DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer * renderer,
-                                           SDL_Texture * texture,
-                                           const SDL_Rect * srcrect,
-                                           const SDL_Rect * dstrect,
-                                           const double angle,
-                                           const SDL_Point *center,
-                                           const SDL_RendererFlip flip);
-
+extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer *renderer);
 
 /**
  * Draw a point on the current rendering target at subpixel precision.
@@ -1486,8 +1150,7 @@ extern DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderPointFloat(SDL_Renderer * renderer,
-                                                 float x, float y);
+extern DECLSPEC int SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y);
 
 /**
  * Draw multiple points on the current rendering target at subpixel precision.
@@ -1499,9 +1162,7 @@ extern DECLSPEC int SDLCALL SDL_RenderPointFloat(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderPointsFloat(SDL_Renderer * renderer,
-                                                  const SDL_FPoint * points,
-                                                  int count);
+extern DECLSPEC int SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
 
 /**
  * Draw a line on the current rendering target at subpixel precision.
@@ -1515,8 +1176,7 @@ extern DECLSPEC int SDLCALL SDL_RenderPointsFloat(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderLineFloat(SDL_Renderer * renderer,
-                                                float x1, float y1, float x2, float y2);
+extern DECLSPEC int SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2);
 
 /**
  * Draw a series of connected lines on the current rendering target at
@@ -1529,9 +1189,7 @@ extern DECLSPEC int SDLCALL SDL_RenderLineFloat(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderLinesFloat(SDL_Renderer * renderer,
-                                                 const SDL_FPoint * points,
-                                                 int count);
+extern DECLSPEC int SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
 
 /**
  * Draw a rectangle on the current rendering target at subpixel precision.
@@ -1543,8 +1201,7 @@ extern DECLSPEC int SDLCALL SDL_RenderLinesFloat(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderRectFloat(SDL_Renderer * renderer,
-                                                const SDL_FRect * rect);
+extern DECLSPEC int SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect);
 
 /**
  * Draw some number of rectangles on the current rendering target at subpixel
@@ -1557,9 +1214,7 @@ extern DECLSPEC int SDLCALL SDL_RenderRectFloat(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderRectsFloat(SDL_Renderer * renderer,
-                                                 const SDL_FRect * rects,
-                                                 int count);
+extern DECLSPEC int SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
 
 /**
  * Fill a rectangle on the current rendering target with the drawing color at
@@ -1572,8 +1227,7 @@ extern DECLSPEC int SDLCALL SDL_RenderRectsFloat(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderFillRectFloat(SDL_Renderer * renderer,
-                                                const SDL_FRect * rect);
+extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect);
 
 /**
  * Fill some number of rectangles on the current rendering target with the
@@ -1586,9 +1240,7 @@ extern DECLSPEC int SDLCALL SDL_RenderFillRectFloat(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderFillRectsFloat(SDL_Renderer * renderer,
-                                                 const SDL_FRect * rects,
-                                                 int count);
+extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
 
 /**
  * Copy a portion of the texture to the current rendering target at subpixel
@@ -1604,10 +1256,7 @@ extern DECLSPEC int SDLCALL SDL_RenderFillRectsFloat(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderTextureFloat(SDL_Renderer * renderer,
-                                            SDL_Texture * texture,
-                                            const SDL_Rect * srcrect,
-                                            const SDL_FRect * dstrect);
+extern DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect);
 
 /**
  * Copy a portion of the source texture to the current rendering target, with
@@ -1630,13 +1279,10 @@ extern DECLSPEC int SDLCALL SDL_RenderTextureFloat(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderTextureRotatedFloat(SDL_Renderer * renderer,
-                                            SDL_Texture * texture,
-                                            const SDL_Rect * srcrect,
-                                            const SDL_FRect * dstrect,
-                                            const double angle,
-                                            const SDL_FPoint *center,
-                                            const SDL_RendererFlip flip);
+extern DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
+                                                     const SDL_Rect *srcrect, const SDL_FRect *dstrect,
+                                                     const double angle, const SDL_FPoint *center,
+                                                     const SDL_RendererFlip flip);
 
 /**
  * Render a list of triangles, optionally using a texture and indices into the
@@ -1722,8 +1368,8 @@ extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
-                                                 const SDL_Rect * rect,
+extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer,
+                                                 const SDL_Rect *rect,
                                                  Uint32 format,
                                                  void *pixels, int pitch);
 
@@ -1762,7 +1408,7 @@ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
  * \sa SDL_SetRenderDrawBlendMode
  * \sa SDL_SetRenderDrawColor
  */
-extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
+extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
 
 /**
  * Destroy the specified texture.
@@ -1777,7 +1423,7 @@ extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
  * \sa SDL_CreateTexture
  * \sa SDL_CreateTextureFromSurface
  */
-extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
+extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
 
 /**
  * Destroy the rendering context for a window and free associated textures.
@@ -1791,7 +1437,7 @@ extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
  *
  * \sa SDL_CreateRenderer
  */
-extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
+extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
 
 /**
  * Force the rendering context to flush any pending commands to the underlying
@@ -1822,7 +1468,7 @@ extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer);
+extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer *renderer);
 
 
 /**
@@ -1891,7 +1537,7 @@ extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
  *
  * \sa SDL_GetRenderMetalCommandEncoder
  */
-extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer * renderer);
+extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
 
 /**
  * Get the Metal command encoder for the current frame
@@ -1912,7 +1558,7 @@ extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer * renderer);
  *
  * \sa SDL_GetRenderMetalLayer
  */
-extern DECLSPEC void *SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer * renderer);
+extern DECLSPEC void *SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer);
 
 /**
  * Toggle VSync of the given renderer.
@@ -1923,7 +1569,7 @@ extern DECLSPEC void *SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer * re
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer* renderer, int vsync);
+extern DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync);
 
 /**
  * Get VSync of the given renderer.

+ 0 - 10
src/dynapi/SDL_dynapi.sym

@@ -531,33 +531,23 @@ SDL3_0.0.0 {
     SDL_RenderClear;
     SDL_RenderClipEnabled;
     SDL_RenderFillRect;
-    SDL_RenderFillRectFloat;
     SDL_RenderFillRects;
-    SDL_RenderFillRectsFloat;
     SDL_RenderFlush;
     SDL_RenderGeometry;
     SDL_RenderGeometryRaw;
     SDL_RenderGetD3D12Device;
     SDL_RenderLine;
-    SDL_RenderLineFloat;
     SDL_RenderLines;
-    SDL_RenderLinesFloat;
     SDL_RenderLogicalToWindow;
     SDL_RenderPoint;
-    SDL_RenderPointFloat;
     SDL_RenderPoints;
-    SDL_RenderPointsFloat;
     SDL_RenderPresent;
     SDL_RenderReadPixels;
     SDL_RenderRect;
-    SDL_RenderRectFloat;
     SDL_RenderRects;
-    SDL_RenderRectsFloat;
     SDL_RenderTargetSupported;
     SDL_RenderTexture;
-    SDL_RenderTextureFloat;
     SDL_RenderTextureRotated;
-    SDL_RenderTextureRotatedFloat;
     SDL_RenderWindowToLogical;
     SDL_ReportAssertion;
     SDL_ResetAssertionReport;

+ 0 - 10
src/dynapi/SDL_dynapi_overrides.h

@@ -557,33 +557,23 @@
 #define SDL_RenderClear SDL_RenderClear_REAL
 #define SDL_RenderClipEnabled SDL_RenderClipEnabled_REAL
 #define SDL_RenderFillRect SDL_RenderFillRect_REAL
-#define SDL_RenderFillRectFloat SDL_RenderFillRectFloat_REAL
 #define SDL_RenderFillRects SDL_RenderFillRects_REAL
-#define SDL_RenderFillRectsFloat SDL_RenderFillRectsFloat_REAL
 #define SDL_RenderFlush SDL_RenderFlush_REAL
 #define SDL_RenderGeometry SDL_RenderGeometry_REAL
 #define SDL_RenderGeometryRaw SDL_RenderGeometryRaw_REAL
 #define SDL_RenderGetD3D12Device    SDL_RenderGetD3D12Device_REAL
 #define SDL_RenderLine SDL_RenderLine_REAL
-#define SDL_RenderLineFloat SDL_RenderLineFloat_REAL
 #define SDL_RenderLines SDL_RenderLines_REAL
-#define SDL_RenderLinesFloat SDL_RenderLinesFloat_REAL
 #define SDL_RenderLogicalToWindow SDL_RenderLogicalToWindow_REAL
 #define SDL_RenderPoint SDL_RenderPoint_REAL
-#define SDL_RenderPointFloat SDL_RenderPointFloat_REAL
 #define SDL_RenderPoints SDL_RenderPoints_REAL
-#define SDL_RenderPointsFloat SDL_RenderPointsFloat_REAL
 #define SDL_RenderPresent SDL_RenderPresent_REAL
 #define SDL_RenderReadPixels SDL_RenderReadPixels_REAL
 #define SDL_RenderRect SDL_RenderRect_REAL
-#define SDL_RenderRectFloat SDL_RenderRectFloat_REAL
 #define SDL_RenderRects SDL_RenderRects_REAL
-#define SDL_RenderRectsFloat SDL_RenderRectsFloat_REAL
 #define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL
 #define SDL_RenderTexture SDL_RenderTexture_REAL
-#define SDL_RenderTextureFloat SDL_RenderTextureFloat_REAL
 #define SDL_RenderTextureRotated SDL_RenderTextureRotated_REAL
-#define SDL_RenderTextureRotatedFloat SDL_RenderTextureRotatedFloat_REAL
 #define SDL_RenderWindowToLogical SDL_RenderWindowToLogical_REAL
 #define SDL_ReportAssertion SDL_ReportAssertion_REAL
 #define SDL_ResetAssertionReport SDL_ResetAssertionReport_REAL

+ 10 - 20
src/dynapi/SDL_dynapi_procs.h

@@ -613,33 +613,23 @@ SDL_DYNAPI_PROC(Uint32,SDL_RegisterEvents,(int a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_RemoveTimer,(SDL_TimerID a),(a),return)
 SDL_DYNAPI_PROC(int,SDL_RenderClear,(SDL_Renderer *a),(a),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_RenderClipEnabled,(SDL_Renderer *a),(a),return)
-SDL_DYNAPI_PROC(int,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
-SDL_DYNAPI_PROC(int,SDL_RenderFillRectFloat,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
-SDL_DYNAPI_PROC(int,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
-SDL_DYNAPI_PROC(int,SDL_RenderFillRectsFloat,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
+SDL_DYNAPI_PROC(int,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
+SDL_DYNAPI_PROC(int,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
 SDL_DYNAPI_PROC(int,SDL_RenderFlush,(SDL_Renderer *a),(a),return)
 SDL_DYNAPI_PROC(int,SDL_RenderGeometry,(SDL_Renderer *a, SDL_Texture *b, const SDL_Vertex *c, int d, const int *e, int f),(a,b,c,d,e,f),return)
 SDL_DYNAPI_PROC(int,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const SDL_Color *e, int f, const float *g, int h, int i, const void *j, int k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
-SDL_DYNAPI_PROC(int,SDL_RenderLine,(SDL_Renderer *a, int b, int c, int d, int e),(a,b,c,d,e),return)
-SDL_DYNAPI_PROC(int,SDL_RenderLineFloat,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
-SDL_DYNAPI_PROC(int,SDL_RenderLines,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
-SDL_DYNAPI_PROC(int,SDL_RenderLinesFloat,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
+SDL_DYNAPI_PROC(int,SDL_RenderLine,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
+SDL_DYNAPI_PROC(int,SDL_RenderLines,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
 SDL_DYNAPI_PROC(void,SDL_RenderLogicalToWindow,(SDL_Renderer *a, float b, float c, float *d, float *e),(a,b,c,d,e),)
-SDL_DYNAPI_PROC(int,SDL_RenderPoint,(SDL_Renderer *a, int b, int c),(a,b,c),return)
-SDL_DYNAPI_PROC(int,SDL_RenderPointFloat,(SDL_Renderer *a, float b, float c),(a,b,c),return)
-SDL_DYNAPI_PROC(int,SDL_RenderPoints,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
-SDL_DYNAPI_PROC(int,SDL_RenderPointsFloat,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
+SDL_DYNAPI_PROC(int,SDL_RenderPoint,(SDL_Renderer *a, float b, float c),(a,b,c),return)
+SDL_DYNAPI_PROC(int,SDL_RenderPoints,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
 SDL_DYNAPI_PROC(void,SDL_RenderPresent,(SDL_Renderer *a),(a),)
 SDL_DYNAPI_PROC(int,SDL_RenderReadPixels,(SDL_Renderer *a, const SDL_Rect *b, Uint32 c, void *d, int e),(a,b,c,d,e),return)
-SDL_DYNAPI_PROC(int,SDL_RenderRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
-SDL_DYNAPI_PROC(int,SDL_RenderRectFloat,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
-SDL_DYNAPI_PROC(int,SDL_RenderRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
-SDL_DYNAPI_PROC(int,SDL_RenderRectsFloat,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
+SDL_DYNAPI_PROC(int,SDL_RenderRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
+SDL_DYNAPI_PROC(int,SDL_RenderRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
-SDL_DYNAPI_PROC(int,SDL_RenderTexture,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_Rect *d),(a,b,c,d),return)
-SDL_DYNAPI_PROC(int,SDL_RenderTextureFloat,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
-SDL_DYNAPI_PROC(int,SDL_RenderTextureRotated,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_Rect *d, const double e, const SDL_Point *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
-SDL_DYNAPI_PROC(int,SDL_RenderTextureRotatedFloat,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
+SDL_DYNAPI_PROC(int,SDL_RenderTexture,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
+SDL_DYNAPI_PROC(int,SDL_RenderTextureRotated,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
 SDL_DYNAPI_PROC(void,SDL_RenderWindowToLogical,(SDL_Renderer *a, float b, float c, float *d, float *e),(a,b,c,d,e),)
 SDL_DYNAPI_PROC(SDL_AssertState,SDL_ReportAssertion,(SDL_AssertData *a, const char *b, const char *c, int d),(a,b,c,d),return)
 SDL_DYNAPI_PROC(void,SDL_ResetAssertionReport,(void),(),)

+ 32 - 331
src/render/SDL_render.c

@@ -861,8 +861,7 @@ static int SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
     return 0;
 }
 
-int SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags,
-                                SDL_Window **window, SDL_Renderer **renderer)
+int SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags, SDL_Window **window, SDL_Renderer **renderer)
 {
     *window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED,
                                SDL_WINDOWPOS_UNDEFINED,
@@ -1483,8 +1482,7 @@ SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface)
     return texture;
 }
 
-int SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access,
-                     int *w, int *h)
+int SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int *h)
 {
     CHECK_TEXTURE_MAGIC(texture, -1);
 
@@ -1521,8 +1519,7 @@ int SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b)
     return 0;
 }
 
-int SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g,
-                           Uint8 *b)
+int SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b)
 {
     CHECK_TEXTURE_MAGIC(texture, -1);
 
@@ -1720,8 +1717,7 @@ static int SDL_UpdateTextureNative(SDL_Texture *texture, const SDL_Rect *rect,
     return 0;
 }
 
-int SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect,
-                      const void *pixels, int pitch)
+int SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
 {
     SDL_Rect real_rect;
 
@@ -2011,8 +2007,7 @@ static int SDL_LockTextureNative(SDL_Texture *texture, const SDL_Rect *rect,
     return 0;
 }
 
-int SDL_LockTexture(SDL_Texture *texture, const SDL_Rect *rect,
-                    void **pixels, int *pitch)
+int SDL_LockTexture(SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
 {
     SDL_Rect full_rect;
 
@@ -2050,8 +2045,7 @@ int SDL_LockTexture(SDL_Texture *texture, const SDL_Rect *rect,
     }
 }
 
-int SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect,
-                             SDL_Surface **surface)
+int SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface)
 {
     SDL_Rect real_rect;
     void *pixels = NULL;
@@ -2405,9 +2399,7 @@ int SDL_SetRenderIntegerScale(SDL_Renderer *renderer, SDL_bool enable)
     return UpdateLogicalSize(renderer, SDL_TRUE);
 }
 
-SDL_bool
-    SDLCALL
-    SDL_GetRenderIntegerScale(SDL_Renderer *renderer)
+SDL_bool SDL_GetRenderIntegerScale(SDL_Renderer *renderer)
 {
     CHECK_RENDERER_MAGIC(renderer, SDL_FALSE);
 
@@ -2554,8 +2546,7 @@ void SDL_RenderLogicalToWindow(SDL_Renderer *renderer, float logicalX, float log
     }
 }
 
-int SDL_SetRenderDrawColor(SDL_Renderer *renderer,
-                           Uint8 r, Uint8 g, Uint8 b, Uint8 a)
+int SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
 {
     CHECK_RENDERER_MAGIC(renderer, -1);
 
@@ -2566,8 +2557,7 @@ int SDL_SetRenderDrawColor(SDL_Renderer *renderer,
     return 0;
 }
 
-int SDL_GetRenderDrawColor(SDL_Renderer *renderer,
-                           Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a)
+int SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a)
 {
     CHECK_RENDERER_MAGIC(renderer, -1);
 
@@ -2613,101 +2603,15 @@ int SDL_RenderClear(SDL_Renderer *renderer)
     return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
 }
 
-/* !!! FIXME: delete all the duplicate code for the integer versions in 2.1,
-   !!! FIXME:  making the floating point versions the only available APIs. */
-
-int SDL_RenderPoint(SDL_Renderer *renderer, int x, int y)
-{
-    SDL_FPoint fpoint;
-    fpoint.x = (float)x;
-    fpoint.y = (float)y;
-    return SDL_RenderPointsFloat(renderer, &fpoint, 1);
-}
-
-int SDL_RenderPointFloat(SDL_Renderer *renderer, float x, float y)
+int SDL_RenderPoint(SDL_Renderer *renderer, float x, float y)
 {
     SDL_FPoint fpoint;
     fpoint.x = x;
     fpoint.y = y;
-    return SDL_RenderPointsFloat(renderer, &fpoint, 1);
-}
-
-static int RenderPointsWithRects(SDL_Renderer *renderer,
-                                     const SDL_Point *points, const int count)
-{
-    int retval;
-    SDL_bool isstack;
-    SDL_FRect *frects;
-    int i;
-
-    if (count < 1) {
-        return 0;
-    }
-
-    frects = SDL_small_alloc(SDL_FRect, count, &isstack);
-    if (frects == NULL) {
-        return SDL_OutOfMemory();
-    }
-
-    for (i = 0; i < count; ++i) {
-        frects[i].x = points[i].x * renderer->scale.x;
-        frects[i].y = points[i].y * renderer->scale.y;
-        frects[i].w = renderer->scale.x;
-        frects[i].h = renderer->scale.y;
-    }
-
-    retval = QueueCmdFillRects(renderer, frects, count);
-
-    SDL_small_free(frects, isstack);
-
-    return retval;
-}
-
-int SDL_RenderPoints(SDL_Renderer *renderer,
-                         const SDL_Point *points, int count)
-{
-    SDL_FPoint *fpoints;
-    int i;
-    int retval;
-    SDL_bool isstack;
-
-    CHECK_RENDERER_MAGIC(renderer, -1);
-
-    if (points == NULL) {
-        return SDL_InvalidParamError("SDL_RenderPoints(): points");
-    }
-    if (count < 1) {
-        return 0;
-    }
-
-#if DONT_DRAW_WHILE_HIDDEN
-    /* Don't draw while we're hidden */
-    if (renderer->hidden) {
-        return 0;
-    }
-#endif
-
-    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
-        retval = RenderPointsWithRects(renderer, points, count);
-    } else {
-        fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack);
-        if (fpoints == NULL) {
-            return SDL_OutOfMemory();
-        }
-        for (i = 0; i < count; ++i) {
-            fpoints[i].x = (float)points[i].x;
-            fpoints[i].y = (float)points[i].y;
-        }
-
-        retval = QueueCmdDrawPoints(renderer, fpoints, count);
-
-        SDL_small_free(fpoints, isstack);
-    }
-    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
+    return SDL_RenderPoints(renderer, &fpoint, 1);
 }
 
-static int RenderPointsWithRectsF(SDL_Renderer *renderer,
-                                      const SDL_FPoint *fpoints, const int count)
+static int RenderPointsWithRects(SDL_Renderer *renderer, const SDL_FPoint *fpoints, const int count)
 {
     int retval;
     SDL_bool isstack;
@@ -2737,15 +2641,14 @@ static int RenderPointsWithRectsF(SDL_Renderer *renderer,
     return retval;
 }
 
-int SDL_RenderPointsFloat(SDL_Renderer *renderer,
-                          const SDL_FPoint *points, int count)
+int SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
 {
     int retval;
 
     CHECK_RENDERER_MAGIC(renderer, -1);
 
     if (points == NULL) {
-        return SDL_InvalidParamError("SDL_RenderPointsFloat(): points");
+        return SDL_InvalidParamError("SDL_RenderPoints(): points");
     }
     if (count < 1) {
         return 0;
@@ -2759,31 +2662,21 @@ int SDL_RenderPointsFloat(SDL_Renderer *renderer,
 #endif
 
     if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
-        retval = RenderPointsWithRectsF(renderer, points, count);
+        retval = RenderPointsWithRects(renderer, points, count);
     } else {
         retval = QueueCmdDrawPoints(renderer, points, count);
     }
     return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
 }
 
-int SDL_RenderLine(SDL_Renderer *renderer, int x1, int y1, int x2, int y2)
-{
-    SDL_FPoint points[2];
-    points[0].x = (float)x1;
-    points[0].y = (float)y1;
-    points[1].x = (float)x2;
-    points[1].y = (float)y2;
-    return SDL_RenderLinesFloat(renderer, points, 2);
-}
-
-int SDL_RenderLineFloat(SDL_Renderer *renderer, float x1, float y1, float x2, float y2)
+int SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2)
 {
     SDL_FPoint points[2];
     points[0].x = x1;
     points[0].y = y1;
     points[1].x = x2;
     points[1].y = y2;
-    return SDL_RenderLinesFloat(renderer, points, 2);
+    return SDL_RenderLines(renderer, points, 2);
 }
 
 static int RenderLineBresenham(SDL_Renderer *renderer, int x1, int y1, int x2, int y2, SDL_bool draw_last)
@@ -2855,7 +2748,7 @@ static int RenderLineBresenham(SDL_Renderer *renderer, int x1, int y1, int x2, i
     }
 
     if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
-        retval = RenderPointsWithRectsF(renderer, points, numpixels);
+        retval = RenderPointsWithRects(renderer, points, numpixels);
     } else {
         retval = QueueCmdDrawPoints(renderer, points, numpixels);
     }
@@ -2939,56 +2832,14 @@ static int RenderLinesWithRectsF(SDL_Renderer *renderer,
     return retval;
 }
 
-int SDL_RenderLines(SDL_Renderer *renderer,
-                        const SDL_Point *points, int count)
-{
-    SDL_FPoint *fpoints;
-    int i;
-    int retval;
-    SDL_bool isstack;
-
-    CHECK_RENDERER_MAGIC(renderer, -1);
-
-    if (points == NULL) {
-        return SDL_InvalidParamError("SDL_RenderLines(): points");
-    }
-    if (count < 2) {
-        return 0;
-    }
-
-#if DONT_DRAW_WHILE_HIDDEN
-    /* Don't draw while we're hidden */
-    if (renderer->hidden) {
-        return 0;
-    }
-#endif
-
-    fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack);
-    if (fpoints == NULL) {
-        return SDL_OutOfMemory();
-    }
-
-    for (i = 0; i < count; ++i) {
-        fpoints[i].x = (float)points[i].x;
-        fpoints[i].y = (float)points[i].y;
-    }
-
-    retval = SDL_RenderLinesFloat(renderer, fpoints, count);
-
-    SDL_small_free(fpoints, isstack);
-
-    return retval;
-}
-
-int SDL_RenderLinesFloat(SDL_Renderer *renderer,
-                         const SDL_FPoint *points, int count)
+int SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
 {
     int retval = 0;
 
     CHECK_RENDERER_MAGIC(renderer, -1);
 
     if (points == NULL) {
-        return SDL_InvalidParamError("SDL_RenderLinesFloat(): points");
+        return SDL_InvalidParamError("SDL_RenderLines(): points");
     }
     if (count < 2) {
         return 0;
@@ -3132,23 +2983,7 @@ int SDL_RenderLinesFloat(SDL_Renderer *renderer,
     return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
 }
 
-int SDL_RenderRect(SDL_Renderer *renderer, const SDL_Rect *rect)
-{
-    SDL_FRect frect;
-    SDL_FRect *prect = NULL;
-
-    if (rect) {
-        frect.x = (float)rect->x;
-        frect.y = (float)rect->y;
-        frect.w = (float)rect->w;
-        frect.h = (float)rect->h;
-        prect = &frect;
-    }
-
-    return SDL_RenderRectFloat(renderer, prect);
-}
-
-int SDL_RenderRectFloat(SDL_Renderer *renderer, const SDL_FRect *rect)
+int SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect)
 {
     SDL_FRect frect;
     SDL_FPoint points[5];
@@ -3171,11 +3006,10 @@ int SDL_RenderRectFloat(SDL_Renderer *renderer, const SDL_FRect *rect)
     points[3].y = rect->y + rect->h - 1;
     points[4].x = rect->x;
     points[4].y = rect->y;
-    return SDL_RenderLinesFloat(renderer, points, 5);
+    return SDL_RenderLines(renderer, points, 5);
 }
 
-int SDL_RenderRects(SDL_Renderer *renderer,
-                        const SDL_Rect *rects, int count)
+int SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
 {
     int i;
 
@@ -3203,54 +3037,7 @@ int SDL_RenderRects(SDL_Renderer *renderer,
     return 0;
 }
 
-int SDL_RenderRectsFloat(SDL_Renderer *renderer,
-                         const SDL_FRect *rects, int count)
-{
-    int i;
-
-    CHECK_RENDERER_MAGIC(renderer, -1);
-
-    if (rects == NULL) {
-        return SDL_InvalidParamError("SDL_RenderRectsFloat(): rects");
-    }
-    if (count < 1) {
-        return 0;
-    }
-
-#if DONT_DRAW_WHILE_HIDDEN
-    /* Don't draw while we're hidden */
-    if (renderer->hidden) {
-        return 0;
-    }
-#endif
-
-    for (i = 0; i < count; ++i) {
-        if (SDL_RenderRectFloat(renderer, &rects[i]) < 0) {
-            return -1;
-        }
-    }
-    return 0;
-}
-
-int SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_Rect *rect)
-{
-    SDL_FRect frect;
-
-    CHECK_RENDERER_MAGIC(renderer, -1);
-
-    /* If 'rect' == NULL, then outline the whole surface */
-    if (rect) {
-        frect.x = (float)rect->x;
-        frect.y = (float)rect->y;
-        frect.w = (float)rect->w;
-        frect.h = (float)rect->h;
-    } else {
-        GetRenderViewportSize(renderer, &frect);
-    }
-    return SDL_RenderFillRectsFloat(renderer, &frect, 1);
-}
-
-int SDL_RenderFillRectFloat(SDL_Renderer *renderer, const SDL_FRect *rect)
+int SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect)
 {
     SDL_FRect frect;
 
@@ -3261,11 +3048,10 @@ int SDL_RenderFillRectFloat(SDL_Renderer *renderer, const SDL_FRect *rect)
         GetRenderViewportSize(renderer, &frect);
         rect = &frect;
     }
-    return SDL_RenderFillRectsFloat(renderer, rect, 1);
+    return SDL_RenderFillRects(renderer, rect, 1);
 }
 
-int SDL_RenderFillRects(SDL_Renderer *renderer,
-                        const SDL_Rect *rects, int count)
+int SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
 {
     SDL_FRect *frects;
     int i;
@@ -3306,65 +3092,7 @@ int SDL_RenderFillRects(SDL_Renderer *renderer,
     return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
 }
 
-int SDL_RenderFillRectsFloat(SDL_Renderer *renderer,
-                         const SDL_FRect *rects, int count)
-{
-    SDL_FRect *frects;
-    int i;
-    int retval;
-    SDL_bool isstack;
-
-    CHECK_RENDERER_MAGIC(renderer, -1);
-
-    if (rects == NULL) {
-        return SDL_InvalidParamError("SDL_RenderFillRectsFloat(): rects");
-    }
-    if (count < 1) {
-        return 0;
-    }
-
-#if DONT_DRAW_WHILE_HIDDEN
-    /* Don't draw while we're hidden */
-    if (renderer->hidden) {
-        return 0;
-    }
-#endif
-
-    frects = SDL_small_alloc(SDL_FRect, count, &isstack);
-    if (frects == NULL) {
-        return SDL_OutOfMemory();
-    }
-    for (i = 0; i < count; ++i) {
-        frects[i].x = rects[i].x * renderer->scale.x;
-        frects[i].y = rects[i].y * renderer->scale.y;
-        frects[i].w = rects[i].w * renderer->scale.x;
-        frects[i].h = rects[i].h * renderer->scale.y;
-    }
-
-    retval = QueueCmdFillRects(renderer, frects, count);
-
-    SDL_small_free(frects, isstack);
-
-    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
-}
-
-int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture,
-                   const SDL_Rect *srcrect, const SDL_Rect *dstrect)
-{
-    SDL_FRect dstfrect;
-    SDL_FRect *pdstfrect = NULL;
-    if (dstrect) {
-        dstfrect.x = (float)dstrect->x;
-        dstfrect.y = (float)dstrect->y;
-        dstfrect.w = (float)dstrect->w;
-        dstfrect.h = (float)dstrect->h;
-        pdstfrect = &dstfrect;
-    }
-    return SDL_RenderTextureFloat(renderer, texture, srcrect, pdstfrect);
-}
-
-int SDL_RenderTextureFloat(SDL_Renderer *renderer, SDL_Texture *texture,
-                    const SDL_Rect *srcrect, const SDL_FRect *dstrect)
+int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect)
 {
     SDL_Rect real_srcrect;
     SDL_FRect real_dstrect;
@@ -3469,32 +3197,6 @@ int SDL_RenderTextureFloat(SDL_Renderer *renderer, SDL_Texture *texture,
 }
 
 int SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
-                     const SDL_Rect *srcrect, const SDL_Rect *dstrect,
-                     const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
-{
-    SDL_FRect dstfrect;
-    SDL_FRect *pdstfrect = NULL;
-    SDL_FPoint fcenter;
-    SDL_FPoint *pfcenter = NULL;
-
-    if (dstrect) {
-        dstfrect.x = (float)dstrect->x;
-        dstfrect.y = (float)dstrect->y;
-        dstfrect.w = (float)dstrect->w;
-        dstfrect.h = (float)dstrect->h;
-        pdstfrect = &dstfrect;
-    }
-
-    if (center) {
-        fcenter.x = (float)center->x;
-        fcenter.y = (float)center->y;
-        pfcenter = &fcenter;
-    }
-
-    return SDL_RenderTextureRotatedFloat(renderer, texture, srcrect, pdstfrect, angle, pfcenter, flip);
-}
-
-int SDL_RenderTextureRotatedFloat(SDL_Renderer *renderer, SDL_Texture *texture,
                       const SDL_Rect *srcrect, const SDL_FRect *dstrect,
                       const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
 {
@@ -3505,7 +3207,7 @@ int SDL_RenderTextureRotatedFloat(SDL_Renderer *renderer, SDL_Texture *texture,
     int use_rendergeometry;
 
     if (flip == SDL_FLIP_NONE && (int)(angle / 360) == angle / 360) { /* fast path when we don't need rotation or flipping */
-        return SDL_RenderTextureFloat(renderer, texture, srcrect, dstrect);
+        return SDL_RenderTexture(renderer, texture, srcrect, dstrect);
     }
 
     CHECK_RENDERER_MAGIC(renderer, -1);
@@ -3951,7 +3653,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
                 SDL_SetTextureAlphaMod(texture, col0_.a);
                 SDL_SetTextureColorMod(texture, col0_.r, col0_.g, col0_.b);
                 if (s.w > 0 && s.h > 0) {
-                    SDL_RenderTextureFloat(renderer, texture, &s, &d);
+                    SDL_RenderTexture(renderer, texture, &s, &d);
                 } else {
                     int flags = 0;
                     if (s.w < 0) {
@@ -3964,7 +3666,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
                         s.h *= -1;
                         s.y -= s.h;
                     }
-                    SDL_RenderTextureRotatedFloat(renderer, texture, &s, &d, 0, NULL, flags);
+                    SDL_RenderTextureRotated(renderer, texture, &s, &d, 0, NULL, flags);
                 }
 
 #if DEBUG_SW_RENDER_GEOMETRY
@@ -3974,7 +3676,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
             } else if (d.w != 0.0f && d.h != 0.0f) { /* Rect, no texture */
                 SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
                 SDL_SetRenderDrawColor(renderer, col0_.r, col0_.g, col0_.b, col0_.a);
-                SDL_RenderFillRectFloat(renderer, &d);
+                SDL_RenderFillRect(renderer, &d);
 #if DEBUG_SW_RENDER_GEOMETRY
                 SDL_Log("Rect-FILL: RGB %d %d %d - Alpha:%d - texture=%p: dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
                         (void *)texture, d.x, d.y, d.w, d.h);
@@ -4142,8 +3844,7 @@ int SDL_RenderGeometryRaw(SDL_Renderer *renderer,
     return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
 }
 
-int SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect,
-                         Uint32 format, void *pixels, int pitch)
+int SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect, Uint32 format, void *pixels, int pitch)
 {
     SDL_Rect real_rect;
 

+ 5 - 5
src/test/SDL_test_font.c

@@ -3132,7 +3132,7 @@ int SDLTest_DrawCharacter(SDL_Renderer *renderer, int x, int y, Uint32 c)
     const Uint32 charHeight = FONT_CHARACTER_SIZE;
     const Uint32 charSize = FONT_CHARACTER_SIZE;
     SDL_Rect srect;
-    SDL_Rect drect;
+    SDL_FRect drect;
     int result;
     Uint32 ix, iy;
     const unsigned char *charpos;
@@ -3155,10 +3155,10 @@ int SDLTest_DrawCharacter(SDL_Renderer *renderer, int x, int y, Uint32 c)
     /*
      * Setup destination rectangle
      */
-    drect.x = x;
-    drect.y = y;
-    drect.w = charWidth;
-    drect.h = charHeight;
+    drect.x = (float)x;
+    drect.y = (float)y;
+    drect.w = (float)charWidth;
+    drect.h = (float)charHeight;
 
     /* Character index in cache */
     ci = c;

+ 7 - 4
test/gamepadmap.c

@@ -353,7 +353,8 @@ WatchJoystick(SDL_Joystick *joystick)
     SDL_Texture *background_front, *background_back, *button, *axis, *marker = NULL;
     const char *name = NULL;
     SDL_Event event;
-    SDL_Rect dst;
+    SDL_FRect dst;
+    int texture_w, texture_h;
     Uint8 alpha = 200, alpha_step = -1;
     Uint64 alpha_ticks = 0;
     SDL_JoystickID nJoystickID;
@@ -405,9 +406,11 @@ WatchJoystick(SDL_Joystick *joystick)
             break;
         }
 
-        dst.x = s_arrBindingDisplay[iElement].x;
-        dst.y = s_arrBindingDisplay[iElement].y;
-        SDL_QueryTexture(marker, NULL, NULL, &dst.w, &dst.h);
+        SDL_QueryTexture(marker, NULL, NULL, &texture_w, &texture_h);
+        dst.x = (float)s_arrBindingDisplay[iElement].x;
+        dst.y = (float)s_arrBindingDisplay[iElement].y;
+        dst.w = (float)texture_w;
+        dst.h = (float)texture_h;
 
         if (SDL_GetTicks() >= (alpha_ticks + 5)) {
             alpha_ticks = SDL_GetTicks();

+ 57 - 57
test/testautomation_render.c

@@ -99,7 +99,7 @@ int render_testPrimitives(void *arg)
 {
     int ret;
     int x, y;
-    SDL_Rect rect;
+    SDL_FRect rect;
     SDL_Surface *referenceSurface = NULL;
     int checkFailCount1;
     int checkFailCount2;
@@ -111,10 +111,10 @@ int render_testPrimitives(void *arg)
     SDLTest_AssertCheck(hasDrawColor(), "_hasDrawColor");
 
     /* Draw a rectangle. */
-    rect.x = 40;
-    rect.y = 0;
-    rect.w = 40;
-    rect.h = 80;
+    rect.x = 40.0f;
+    rect.y = 0.0f;
+    rect.w = 40.0f;
+    rect.h = 80.0f;
 
     ret = SDL_SetRenderDrawColor(renderer, 13, 73, 200, SDL_ALPHA_OPAQUE);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_SetRenderDrawColor, expected: 0, got: %i", ret);
@@ -123,10 +123,10 @@ int render_testPrimitives(void *arg)
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_RenderFillRect, expected: 0, got: %i", ret);
 
     /* Draw a rectangle. */
-    rect.x = 10;
-    rect.y = 10;
-    rect.w = 60;
-    rect.h = 40;
+    rect.x = 10.0f;
+    rect.y = 10.0f;
+    rect.w = 60.0f;
+    rect.h = 40.0f;
     ret = SDL_SetRenderDrawColor(renderer, 200, 0, 100, SDL_ALPHA_OPAQUE);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_SetRenderDrawColor, expected: 0, got: %i", ret);
 
@@ -146,7 +146,7 @@ int render_testPrimitives(void *arg)
                 checkFailCount1++;
             }
 
-            ret = SDL_RenderPoint(renderer, x, y);
+            ret = SDL_RenderPoint(renderer, (float)x, (float)y);
             if (ret != 0) {
                 checkFailCount2++;
             }
@@ -159,28 +159,28 @@ int render_testPrimitives(void *arg)
     ret = SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_SetRenderDrawColor");
 
-    ret = SDL_RenderLine(renderer, 0, 30, TESTRENDER_SCREEN_W, 30);
+    ret = SDL_RenderLine(renderer, 0.0f, 30.0f, (float)TESTRENDER_SCREEN_W, 30.0f);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_RenderLine, expected: 0, got: %i", ret);
 
     ret = SDL_SetRenderDrawColor(renderer, 55, 55, 5, SDL_ALPHA_OPAQUE);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_SetRenderDrawColor, expected: 0, got: %i", ret);
 
-    ret = SDL_RenderLine(renderer, 40, 30, 40, 60);
+    ret = SDL_RenderLine(renderer, 40.0f, 30.0f, 40.0f, 60.0f);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_RenderLine, expected: 0, got: %i", ret);
 
     ret = SDL_SetRenderDrawColor(renderer, 5, 105, 105, SDL_ALPHA_OPAQUE);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_SetRenderDrawColor, expected: 0, got: %i", ret);
 
-    ret = SDL_RenderLine(renderer, 0, 0, 29, 29);
+    ret = SDL_RenderLine(renderer, 0.0f, 0.0f, 29.0f, 29.0f);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_RenderLine, expected: 0, got: %i", ret);
 
-    ret = SDL_RenderLine(renderer, 29, 30, 0, 59);
+    ret = SDL_RenderLine(renderer, 29.0f, 30.0f, 0.0f, 59.0f);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_RenderLine, expected: 0, got: %i", ret);
 
-    ret = SDL_RenderLine(renderer, 79, 0, 50, 29);
+    ret = SDL_RenderLine(renderer, 79.0f, 0.0f, 50.0f, 29.0f);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_RenderLine, expected: 0, got: %i", ret);
 
-    ret = SDL_RenderLine(renderer, 79, 59, 50, 30);
+    ret = SDL_RenderLine(renderer, 79.0f, 59.0f, 50.0f, 30.0f);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_RenderLine, expected: 0, got: %i", ret);
 
     /* See if it's the same. */
@@ -209,7 +209,7 @@ int render_testPrimitivesBlend(void *arg)
 {
     int ret;
     int i, j;
-    SDL_Rect rect;
+    SDL_FRect rect;
     SDL_Surface *referenceSurface = NULL;
     int checkFailCount1;
     int checkFailCount2;
@@ -232,10 +232,10 @@ int render_testPrimitivesBlend(void *arg)
     ret = SDL_RenderFillRect(renderer, NULL);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_RenderFillRect, expected: 0, got: %i", ret);
 
-    rect.x = 10;
-    rect.y = 25;
-    rect.w = 40;
-    rect.h = 25;
+    rect.x = 10.0f;
+    rect.y = 25.0f;
+    rect.w = 40.0f;
+    rect.h = 25.0f;
     ret = SDL_SetRenderDrawColor(renderer, 240, 10, 10, 75);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_SetRenderDrawColor, expected: 0, got: %i", ret);
 
@@ -245,10 +245,10 @@ int render_testPrimitivesBlend(void *arg)
     ret = SDL_RenderFillRect(renderer, &rect);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_RenderFillRect, expected: 0, got: %i", ret);
 
-    rect.x = 30;
-    rect.y = 40;
-    rect.w = 45;
-    rect.h = 15;
+    rect.x = 30.0f;
+    rect.y = 40.0f;
+    rect.w = 45.0f;
+    rect.h = 15.0f;
     ret = SDL_SetRenderDrawColor(renderer, 10, 240, 10, 100);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_SetRenderDrawColor, expected: 0, got: %i", ret);
 
@@ -258,10 +258,10 @@ int render_testPrimitivesBlend(void *arg)
     ret = SDL_RenderFillRect(renderer, &rect);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_RenderFillRect, expected: 0, got: %i", ret);
 
-    rect.x = 25;
-    rect.y = 25;
-    rect.w = 25;
-    rect.h = 25;
+    rect.x = 25.0f;
+    rect.y = 25.0f;
+    rect.w = 25.0f;
+    rect.h = 25.0f;
     ret = SDL_SetRenderDrawColor(renderer, 10, 10, 240, 125);
     SDLTest_AssertCheck(ret == 0, "Validate result from SDL_SetRenderDrawColor, expected: 0, got: %i", ret);
 
@@ -287,7 +287,7 @@ int render_testPrimitivesBlend(void *arg)
             checkFailCount2++;
         }
 
-        ret = SDL_RenderLine(renderer, 0, 0, i, 59);
+        ret = SDL_RenderLine(renderer, 0.0f, 0.0f, (float)i, 59.0f);
         if (ret != 0) {
             checkFailCount3++;
         }
@@ -311,7 +311,7 @@ int render_testPrimitivesBlend(void *arg)
             checkFailCount2++;
         }
 
-        ret = SDL_RenderLine(renderer, 0, 0, 79, i);
+        ret = SDL_RenderLine(renderer, 0.0f, 0.0f, 79.0f, (float)i);
         if (ret != 0) {
             checkFailCount3++;
         }
@@ -337,7 +337,7 @@ int render_testPrimitivesBlend(void *arg)
                 checkFailCount2++;
             }
 
-            ret = SDL_RenderPoint(renderer, i, j);
+            ret = SDL_RenderPoint(renderer, (float)i, (float)j);
             if (ret != 0) {
                 checkFailCount3++;
             }
@@ -371,7 +371,7 @@ int render_testPrimitivesBlend(void *arg)
 int render_testBlit(void *arg)
 {
     int ret;
-    SDL_Rect rect;
+    SDL_FRect rect;
     SDL_Texture *tface;
     SDL_Surface *referenceSurface = NULL;
     Uint32 tformat;
@@ -395,8 +395,8 @@ int render_testBlit(void *arg)
     /* Constant values. */
     ret = SDL_QueryTexture(tface, &tformat, &taccess, &tw, &th);
     SDLTest_AssertCheck(ret == 0, "Verify result from SDL_QueryTexture, expected 0, got %i", ret);
-    rect.w = tw;
-    rect.h = th;
+    rect.w = (float)tw;
+    rect.h = (float)th;
     ni = TESTRENDER_SCREEN_W - tw;
     nj = TESTRENDER_SCREEN_H - th;
 
@@ -405,8 +405,8 @@ int render_testBlit(void *arg)
     for (j = 0; j <= nj; j += 4) {
         for (i = 0; i <= ni; i += 4) {
             /* Blitting. */
-            rect.x = i;
-            rect.y = j;
+            rect.x = (float)i;
+            rect.y = (float)j;
             ret = SDL_RenderTexture(renderer, tface, NULL, &rect);
             if (ret != 0) {
                 checkFailCount1++;
@@ -441,7 +441,7 @@ int render_testBlit(void *arg)
 int render_testBlitColor(void *arg)
 {
     int ret;
-    SDL_Rect rect;
+    SDL_FRect rect;
     SDL_Texture *tface;
     SDL_Surface *referenceSurface = NULL;
     Uint32 tformat;
@@ -463,8 +463,8 @@ int render_testBlitColor(void *arg)
     /* Constant values. */
     ret = SDL_QueryTexture(tface, &tformat, &taccess, &tw, &th);
     SDLTest_AssertCheck(ret == 0, "Verify result from SDL_QueryTexture, expected 0, got %i", ret);
-    rect.w = tw;
-    rect.h = th;
+    rect.w = (float)tw;
+    rect.h = (float)th;
     ni = TESTRENDER_SCREEN_W - tw;
     nj = TESTRENDER_SCREEN_H - th;
 
@@ -480,8 +480,8 @@ int render_testBlitColor(void *arg)
             }
 
             /* Blitting. */
-            rect.x = i;
-            rect.y = j;
+            rect.x = (float)i;
+            rect.y = (float)j;
             ret = SDL_RenderTexture(renderer, tface, NULL, &rect);
             if (ret != 0) {
                 checkFailCount2++;
@@ -517,7 +517,7 @@ int render_testBlitColor(void *arg)
 int render_testBlitAlpha(void *arg)
 {
     int ret;
-    SDL_Rect rect;
+    SDL_FRect rect;
     SDL_Texture *tface;
     SDL_Surface *referenceSurface = NULL;
     Uint32 tformat;
@@ -542,8 +542,8 @@ int render_testBlitAlpha(void *arg)
     /* Constant values. */
     ret = SDL_QueryTexture(tface, &tformat, &taccess, &tw, &th);
     SDLTest_AssertCheck(ret == 0, "Verify result from SDL_QueryTexture, expected 0, got %i", ret);
-    rect.w = tw;
-    rect.h = th;
+    rect.w = (float)tw;
+    rect.h = (float)th;
     ni = TESTRENDER_SCREEN_W - tw;
     nj = TESTRENDER_SCREEN_H - th;
 
@@ -559,8 +559,8 @@ int render_testBlitAlpha(void *arg)
             }
 
             /* Blitting. */
-            rect.x = i;
-            rect.y = j;
+            rect.x = (float)i;
+            rect.y = (float)j;
             ret = SDL_RenderTexture(renderer, tface, NULL, &rect);
             if (ret != 0) {
                 checkFailCount2++;
@@ -601,7 +601,7 @@ testBlitBlendMode(SDL_Texture *tface, int mode)
     Uint32 tformat;
     int taccess, tw, th;
     int i, j, ni, nj;
-    SDL_Rect rect;
+    SDL_FRect rect;
     int checkFailCount1;
     int checkFailCount2;
 
@@ -611,8 +611,8 @@ testBlitBlendMode(SDL_Texture *tface, int mode)
     /* Constant values. */
     ret = SDL_QueryTexture(tface, &tformat, &taccess, &tw, &th);
     SDLTest_AssertCheck(ret == 0, "Verify result from SDL_QueryTexture, expected 0, got %i", ret);
-    rect.w = tw;
-    rect.h = th;
+    rect.w = (float)tw;
+    rect.h = (float)th;
     ni = TESTRENDER_SCREEN_W - tw;
     nj = TESTRENDER_SCREEN_H - th;
 
@@ -628,8 +628,8 @@ testBlitBlendMode(SDL_Texture *tface, int mode)
             }
 
             /* Blitting. */
-            rect.x = i;
-            rect.y = j;
+            rect.x = (float)i;
+            rect.y = (float)j;
             ret = SDL_RenderTexture(renderer, tface, NULL, &rect);
             if (ret != 0) {
                 checkFailCount2++;
@@ -652,7 +652,7 @@ testBlitBlendMode(SDL_Texture *tface, int mode)
 int render_testBlitBlend(void *arg)
 {
     int ret;
-    SDL_Rect rect;
+    SDL_FRect rect;
     SDL_Texture *tface;
     SDL_Surface *referenceSurface = NULL;
     Uint32 tformat;
@@ -678,8 +678,8 @@ int render_testBlitBlend(void *arg)
     /* Constant values. */
     ret = SDL_QueryTexture(tface, &tformat, &taccess, &tw, &th);
     SDLTest_AssertCheck(ret == 0, "Verify result from SDL_QueryTexture, expected 0, got %i", ret);
-    rect.w = tw;
-    rect.h = th;
+    rect.w = (float)tw;
+    rect.h = (float)th;
     ni = TESTRENDER_SCREEN_W - tw;
     nj = TESTRENDER_SCREEN_H - th;
 
@@ -771,8 +771,8 @@ int render_testBlitBlend(void *arg)
             }
 
             /* Blitting. */
-            rect.x = i;
-            rect.y = j;
+            rect.x = (float)i;
+            rect.y = (float)j;
             ret = SDL_RenderTexture(renderer, tface, NULL, &rect);
             if (ret != 0) {
                 checkFailCount4++;

+ 17 - 17
test/testdraw2.c

@@ -41,7 +41,7 @@ int done;
 void DrawPoints(SDL_Renderer *renderer)
 {
     int i;
-    int x, y;
+    float x, y;
     SDL_Rect viewport;
 
     /* Query the sizes */
@@ -74,8 +74,8 @@ void DrawPoints(SDL_Renderer *renderer)
         SDL_SetRenderDrawColor(renderer, 255, (Uint8)current_color,
                                (Uint8)current_color, (Uint8)current_alpha);
 
-        x = rand() % viewport.w;
-        y = rand() % viewport.h;
+        x = (float)(rand() % viewport.w);
+        y = (float)(rand() % viewport.h);
         SDL_RenderPoint(renderer, x, y);
     }
 }
@@ -83,7 +83,7 @@ void DrawPoints(SDL_Renderer *renderer)
 void DrawLines(SDL_Renderer *renderer)
 {
     int i;
-    int x1, y1, x2, y2;
+    float x1, y1, x2, y2;
     SDL_Rect viewport;
 
     /* Query the sizes */
@@ -117,15 +117,15 @@ void DrawLines(SDL_Renderer *renderer)
                                (Uint8)current_color, (Uint8)current_alpha);
 
         if (i == 0) {
-            SDL_RenderLine(renderer, 0, 0, viewport.w - 1, viewport.h - 1);
-            SDL_RenderLine(renderer, 0, viewport.h - 1, viewport.w - 1, 0);
-            SDL_RenderLine(renderer, 0, viewport.h / 2, viewport.w - 1, viewport.h / 2);
-            SDL_RenderLine(renderer, viewport.w / 2, 0, viewport.w / 2, viewport.h - 1);
+            SDL_RenderLine(renderer, 0.0f, 0.0f, (float)(viewport.w - 1), (float)(viewport.h - 1));
+            SDL_RenderLine(renderer, 0.0f, (float)(viewport.h - 1), (float)(viewport.w - 1), 0.0f);
+            SDL_RenderLine(renderer, 0.0f, (float)(viewport.h / 2), (float)(viewport.w - 1), (float)(viewport.h / 2));
+            SDL_RenderLine(renderer, (float)(viewport.w / 2), 0.0f, (float)(viewport.w / 2), (float)(viewport.h - 1));
         } else {
-            x1 = (rand() % (viewport.w * 2)) - viewport.w;
-            x2 = (rand() % (viewport.w * 2)) - viewport.w;
-            y1 = (rand() % (viewport.h * 2)) - viewport.h;
-            y2 = (rand() % (viewport.h * 2)) - viewport.h;
+            x1 = (float)((rand() % (viewport.w * 2)) - viewport.w);
+            x2 = (float)((rand() % (viewport.w * 2)) - viewport.w);
+            y1 = (float)((rand() % (viewport.h * 2)) - viewport.h);
+            y2 = (float)((rand() % (viewport.h * 2)) - viewport.h);
             SDL_RenderLine(renderer, x1, y1, x2, y2);
         }
     }
@@ -134,7 +134,7 @@ void DrawLines(SDL_Renderer *renderer)
 void DrawRects(SDL_Renderer *renderer)
 {
     int i;
-    SDL_Rect rect;
+    SDL_FRect rect;
     SDL_Rect viewport;
 
     /* Query the sizes */
@@ -167,10 +167,10 @@ void DrawRects(SDL_Renderer *renderer)
         SDL_SetRenderDrawColor(renderer, 255, (Uint8)current_color,
                                (Uint8)current_color, (Uint8)current_alpha);
 
-        rect.w = rand() % (viewport.h / 2);
-        rect.h = rand() % (viewport.h / 2);
-        rect.x = (rand() % (viewport.w * 2) - viewport.w) - (rect.w / 2);
-        rect.y = (rand() % (viewport.h * 2) - viewport.h) - (rect.h / 2);
+        rect.w = (float)(rand() % (viewport.h / 2));
+        rect.h = (float)(rand() % (viewport.h / 2));
+        rect.x = (float)((rand() % (viewport.w * 2) - viewport.w) - (rect.w / 2));
+        rect.y = (float)((rand() % (viewport.h * 2) - viewport.h) - (rect.h / 2));
         SDL_RenderFillRect(renderer, &rect);
     }
 }

+ 6 - 5
test/testdrawchessboard.c

@@ -29,7 +29,8 @@ int done;
 void DrawChessBoard()
 {
     int row = 0, column = 0, x = 0;
-    SDL_Rect rect, darea;
+    SDL_FRect rect;
+    SDL_Rect darea;
 
     /* Get the Size of drawing surface */
     SDL_GetRenderViewport(renderer, &darea);
@@ -40,10 +41,10 @@ void DrawChessBoard()
         for (; column < 4 + (row % 2); column++) {
             SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);
 
-            rect.w = darea.w / 8;
-            rect.h = darea.h / 8;
-            rect.x = x * rect.w;
-            rect.y = row * rect.h;
+            rect.w = (float)(darea.w / 8);
+            rect.h = (float)(darea.h / 8);
+            rect.x = (float)(x * rect.w);
+            rect.y = (float)(row * rect.h);
             x = x + 2;
             SDL_RenderFillRect(renderer, &rect);
         }

+ 15 - 15
test/testgamepad.c

@@ -687,11 +687,11 @@ void loop(void *arg)
             if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton)i) == SDL_PRESSED) {
                 SDL_bool on_front = (i < SDL_GAMEPAD_BUTTON_PADDLE1 || i > SDL_GAMEPAD_BUTTON_PADDLE4);
                 if (on_front == showing_front) {
-                    SDL_Rect dst;
-                    dst.x = button_positions[i].x;
-                    dst.y = button_positions[i].y;
-                    dst.w = BUTTON_SIZE;
-                    dst.h = BUTTON_SIZE;
+                    SDL_FRect dst;
+                    dst.x = (float)button_positions[i].x;
+                    dst.y = (float)button_positions[i].y;
+                    dst.w = (float)BUTTON_SIZE;
+                    dst.h = (float)BUTTON_SIZE;
                     SDL_RenderTextureRotated(screen, button_texture, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
                 }
             }
@@ -703,19 +703,19 @@ void loop(void *arg)
                 const Sint16 value = SDL_GetGamepadAxis(gamepad, (SDL_GamepadAxis)(i));
                 if (value < -deadzone) {
                     const double angle = axis_positions[i].angle;
-                    SDL_Rect dst;
-                    dst.x = axis_positions[i].x;
-                    dst.y = axis_positions[i].y;
-                    dst.w = AXIS_SIZE;
-                    dst.h = AXIS_SIZE;
+                    SDL_FRect dst;
+                    dst.x = (float)axis_positions[i].x;
+                    dst.y = (float)axis_positions[i].y;
+                    dst.w = (float)AXIS_SIZE;
+                    dst.h = (float)AXIS_SIZE;
                     SDL_RenderTextureRotated(screen, axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
                 } else if (value > deadzone) {
                     const double angle = axis_positions[i].angle + 180.0;
-                    SDL_Rect dst;
-                    dst.x = axis_positions[i].x;
-                    dst.y = axis_positions[i].y;
-                    dst.w = AXIS_SIZE;
-                    dst.h = AXIS_SIZE;
+                    SDL_FRect dst;
+                    dst.x = (float)axis_positions[i].x;
+                    dst.y = (float)axis_positions[i].y;
+                    dst.w = (float)AXIS_SIZE;
+                    dst.h = (float)AXIS_SIZE;
                     SDL_RenderTextureRotated(screen, axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
                 }
             }

+ 6 - 1
test/testhittesting.c

@@ -21,6 +21,11 @@ const SDL_Rect drag_areas[] = {
     { 200, 70, 100, 100 },
     { 400, 90, 100, 100 }
 };
+const SDL_FRect render_areas[] = {
+    { 20.0f, 20.0f, 100.0f, 100.0f },
+    { 200.0f, 70.0f, 100.0f, 100.0f },
+    { 400.0f, 90.0f, 100.0f, 100.0f }
+};
 
 static const SDL_Rect *areas = drag_areas;
 static int numareas = SDL_arraysize(drag_areas);
@@ -92,7 +97,7 @@ int main(int argc, char **argv)
         SDL_SetRenderDrawColor(renderer, 0, 0, 127, 255);
         SDL_RenderClear(renderer);
         SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
-        SDL_RenderFillRects(renderer, areas, SDL_arraysize(drag_areas));
+        SDL_RenderFillRects(renderer, render_areas, SDL_arraysize(render_areas));
         SDL_RenderPresent(renderer);
 
         while (SDL_PollEvent(&e)) {

+ 18 - 10
test/testime.c

@@ -41,7 +41,7 @@
 #define MAX_TEXT_LENGTH 256
 
 static SDLTest_CommonState *state;
-static SDL_Rect textRect, markedRect;
+static SDL_FRect textRect, markedRect;
 static SDL_Color lineColor = { 0, 0, 0, 255 };
 static SDL_Color backColor = { 255, 255, 255, 255 };
 static SDL_Color textColor = { 0, 0, 0, 255 };
@@ -326,7 +326,7 @@ static int unifont_load_texture(Uint32 textureID)
     return 0;
 }
 
-static Sint32 unifont_draw_glyph(Uint32 codepoint, int rendererID, SDL_Rect *dstrect)
+static Sint32 unifont_draw_glyph(Uint32 codepoint, int rendererID, SDL_FRect *dst)
 {
     SDL_Texture *texture;
     const Uint32 textureID = codepoint / UNIFONT_GLYPHS_IN_TEXTURE;
@@ -345,7 +345,7 @@ static Sint32 unifont_draw_glyph(Uint32 codepoint, int rendererID, SDL_Rect *dst
         const Uint32 cInTex = codepoint % UNIFONT_GLYPHS_IN_TEXTURE;
         srcrect.x = cInTex % UNIFONT_GLYPHS_IN_ROW * 16;
         srcrect.y = cInTex / UNIFONT_GLYPHS_IN_ROW * 16;
-        SDL_RenderTexture(state->renderers[rendererID], texture, &srcrect, dstrect);
+        SDL_RenderTexture(state->renderers[rendererID], texture, &srcrect, dst);
     }
     return unifontGlyph[codepoint].width;
 }
@@ -453,9 +453,9 @@ static void usage(void)
 static void InitInput(void)
 {
     /* Prepare a rect for text input */
-    textRect.x = textRect.y = 100;
+    textRect.x = textRect.y = 100.0f;
     textRect.w = DEFAULT_WINDOW_WIDTH - 2 * textRect.x;
-    textRect.h = 50;
+    textRect.h = 50.0f;
 
     text[0] = 0;
     markedRect = textRect;
@@ -478,8 +478,8 @@ static void CleanupVideo(void)
 static void _Redraw(int rendererID)
 {
     SDL_Renderer *renderer = state->renderers[rendererID];
-    SDL_Rect drawnTextRect, cursorRect, underlineRect;
-    drawnTextRect = textRect;
+    SDL_FRect drawnTextRect, cursorRect, underlineRect;
+    drawnTextRect.x = textRect.x;
     drawnTextRect.w = 0;
 
     SDL_SetRenderDrawColor(renderer, backColor.r, backColor.g, backColor.b, backColor.a);
@@ -504,7 +504,7 @@ static void _Redraw(int rendererID)
         char *utext = text;
         Uint32 codepoint;
         size_t len;
-        SDL_Rect dstrect;
+        SDL_FRect dstrect;
 
         dstrect.x = textRect.x;
         dstrect.y = textRect.y + (textRect.h - 16 * UNIFONT_DRAW_SCALE) / 2;
@@ -576,7 +576,7 @@ static void _Redraw(int rendererID)
         char *utext = markedText;
         Uint32 codepoint;
         size_t len;
-        SDL_Rect dstrect;
+        SDL_FRect dstrect;
 
         dstrect.x = drawnTextRect.x;
         dstrect.y = textRect.y + (textRect.h - 16 * UNIFONT_DRAW_SCALE) / 2;
@@ -614,7 +614,15 @@ static void _Redraw(int rendererID)
     SDL_SetRenderDrawColor(renderer, lineColor.r, lineColor.g, lineColor.b, lineColor.a);
     SDL_RenderFillRect(renderer, &cursorRect);
 
-    SDL_SetTextInputRect(&markedRect);
+    {
+        SDL_Rect inputrect;
+
+        inputrect.x = (int)markedRect.x;
+        inputrect.y = (int)markedRect.y;
+        inputrect.w = (int)markedRect.w;
+        inputrect.h = (int)markedRect.h;
+        SDL_SetTextInputRect(&inputrect);
+    }
 }
 
 static void Redraw(void)

+ 11 - 11
test/testintersections.c

@@ -45,7 +45,7 @@ int done;
 void DrawPoints(SDL_Renderer *renderer)
 {
     int i;
-    int x, y;
+    float x, y;
     SDL_Rect viewport;
 
     /* Query the sizes */
@@ -78,8 +78,8 @@ void DrawPoints(SDL_Renderer *renderer)
         SDL_SetRenderDrawColor(renderer, 255, (Uint8)current_color,
                                (Uint8)current_color, (Uint8)current_alpha);
 
-        x = rand() % viewport.w;
-        y = rand() % viewport.h;
+        x = (float)(rand() % viewport.w);
+        y = (float)(rand() % viewport.h);
         SDL_RenderPoint(renderer, x, y);
     }
 }
@@ -118,12 +118,12 @@ void DrawLines(SDL_Renderer *renderer)
 
     for (i = 0; i < num_lines; ++i) {
         if (i == -1) {
-            SDL_RenderLine(renderer, 0, 0, viewport.w - 1, viewport.h - 1);
-            SDL_RenderLine(renderer, 0, viewport.h - 1, viewport.w - 1, 0);
-            SDL_RenderLine(renderer, 0, viewport.h / 2, viewport.w - 1, viewport.h / 2);
-            SDL_RenderLine(renderer, viewport.w / 2, 0, viewport.w / 2, viewport.h - 1);
+            SDL_RenderLine(renderer, 0.0f, 0.0f, (float)(viewport.w - 1), (float)(viewport.h - 1));
+            SDL_RenderLine(renderer, 0.0f, (float)(viewport.h - 1), (float)(viewport.w - 1), 0.0f);
+            SDL_RenderLine(renderer, 0.0f, (float)(viewport.h / 2), (float)(viewport.w - 1), (float)(viewport.h / 2));
+            SDL_RenderLine(renderer, (float)(viewport.w / 2), 0.0f, (float)(viewport.w / 2), (float)(viewport.h - 1));
         } else {
-            SDL_RenderLineFloat(renderer, lines[i].x, lines[i].y, lines[i].w, lines[i].h);
+            SDL_RenderLine(renderer, lines[i].x, lines[i].y, lines[i].w, lines[i].h);
         }
     }
 }
@@ -163,7 +163,7 @@ static void
 DrawRects(SDL_Renderer *renderer)
 {
     SDL_SetRenderDrawColor(renderer, 255, 127, 0, 255);
-    SDL_RenderFillRectsFloat(renderer, rects, num_rects);
+    SDL_RenderFillRects(renderer, rects, num_rects);
 }
 
 static void
@@ -185,7 +185,7 @@ DrawRectLineIntersections(SDL_Renderer *renderer)
             y2 = lines[j].h;
 
             if (SDL_GetRectAndLineIntersectionFloat(&r, &x1, &y1, &x2, &y2)) {
-                SDL_RenderLineFloat(renderer, x1, y1, x2, y2);
+                SDL_RenderLine(renderer, x1, y1, x2, y2);
             }
         }
     }
@@ -202,7 +202,7 @@ DrawRectRectIntersections(SDL_Renderer *renderer)
         for (j = i + 1; j < num_rects; j++) {
             SDL_FRect r;
             if (SDL_GetRectIntersectionFloat(&rects[i], &rects[j], &r)) {
-                SDL_RenderFillRectFloat(renderer, &r);
+                SDL_RenderFillRect(renderer, &r);
             }
         }
     }

+ 5 - 5
test/testjoystick.c

@@ -91,11 +91,11 @@ PrintJoystick(SDL_Joystick *joy)
 static void
 DrawRect(SDL_Renderer *r, const int x, const int y, const int w, const int h)
 {
-    SDL_Rect area;
-    area.x = x;
-    area.y = y;
-    area.w = w;
-    area.h = h;
+    SDL_FRect area;
+    area.x = (float)x;
+    area.y = (float)y;
+    area.w = (float)w;
+    area.h = (float)h;
     SDL_RenderFillRect(r, &area);
 }
 

+ 4 - 4
test/testmouse.c

@@ -74,9 +74,9 @@ void DrawObject(SDL_Renderer *renderer, Object *object)
             rect.h = object->y2 - object->y1;
         }
 
-        SDL_RenderFillRectFloat(renderer, &rect);
+        SDL_RenderFillRect(renderer, &rect);
     } else {
-        SDL_RenderLineFloat(renderer, object->x1, object->y1, object->x2, object->y2);
+        SDL_RenderLine(renderer, object->x1, object->y1, object->x2, object->y2);
     }
 }
 
@@ -226,10 +226,10 @@ void loop(void *arg)
     /* Mouse wheel */
     SDL_SetRenderDrawColor(renderer, 0, 255, 128, 255);
     if (wheel_x_active) {
-        SDL_RenderLineFloat(renderer, wheel_x, 0.0f, wheel_x, (float)SCREEN_HEIGHT);
+        SDL_RenderLine(renderer, wheel_x, 0.0f, wheel_x, (float)SCREEN_HEIGHT);
     }
     if (wheel_y_active) {
-        SDL_RenderLineFloat(renderer, 0.0f, wheel_y, (float)SCREEN_WIDTH, wheel_y);
+        SDL_RenderLine(renderer, 0.0f, wheel_y, (float)SCREEN_WIDTH, wheel_y);
     }
 
     /* Objects from mouse clicks */

+ 12 - 12
test/testnative.c

@@ -38,7 +38,7 @@ static NativeWindowFactory *factories[] = {
 };
 static NativeWindowFactory *factory = NULL;
 static void *native_window;
-static SDL_Rect *positions, *velocities;
+static SDL_FRect *positions, *velocities;
 
 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
 static void
@@ -56,7 +56,7 @@ void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
     int sprite_w, sprite_h;
     int i;
     SDL_Rect viewport;
-    SDL_Rect *position, *velocity;
+    SDL_FRect *position, *velocity;
 
     /* Query the sizes */
     SDL_GetRenderViewport(renderer, &viewport);
@@ -154,23 +154,23 @@ int main(int argc, char *argv[])
     /* Allocate memory for the sprite info */
     SDL_GetWindowSize(window, &window_w, &window_h);
     SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
-    positions = (SDL_Rect *)SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect));
-    velocities = (SDL_Rect *)SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect));
+    positions = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*positions));
+    velocities = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*velocities));
     if (positions == NULL || velocities == NULL) {
         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
         quit(2);
     }
     srand((unsigned int)time(NULL));
     for (i = 0; i < NUM_SPRITES; ++i) {
-        positions[i].x = rand() % (window_w - sprite_w);
-        positions[i].y = rand() % (window_h - sprite_h);
-        positions[i].w = sprite_w;
-        positions[i].h = sprite_h;
-        velocities[i].x = 0;
-        velocities[i].y = 0;
+        positions[i].x = (float)(rand() % (window_w - sprite_w));
+        positions[i].y = (float)(rand() % (window_h - sprite_h));
+        positions[i].w = (float)sprite_w;
+        positions[i].h = (float)sprite_h;
+        velocities[i].x = 0.0f;
+        velocities[i].y = 0.0f;
         while (!velocities[i].x && !velocities[i].y) {
-            velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
-            velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
+            velocities[i].x = (float)((rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
+            velocities[i].y = (float)((rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
         }
     }
 

+ 6 - 6
test/testoffscreen.c

@@ -33,18 +33,18 @@ static unsigned int max_frames = 200;
 
 void draw()
 {
-    SDL_Rect Rect;
+    SDL_FRect rect;
 
     SDL_SetRenderDrawColor(renderer, 0x10, 0x9A, 0xCE, 0xFF);
     SDL_RenderClear(renderer);
 
     /* Grow based on the frame just to show a difference per frame of the region */
-    Rect.x = 0;
-    Rect.y = 0;
-    Rect.w = (frame_number * 2) % width;
-    Rect.h = (frame_number * 2) % height;
+    rect.x = 0.0f;
+    rect.y = 0.0f;
+    rect.w = (float)((frame_number * 2) % width);
+    rect.h = (float)((frame_number * 2) % height);
     SDL_SetRenderDrawColor(renderer, 0xFF, 0x10, 0x21, 0xFF);
-    SDL_RenderFillRect(renderer, &Rect);
+    SDL_RenderFillRect(renderer, &rect);
 
     SDL_RenderPresent(renderer);
 }

+ 2 - 2
test/testoverlay2.c

@@ -192,7 +192,7 @@ void MoveSprites(SDL_Renderer *renderer)
             SDL_UpdateTexture(MooseTexture, NULL, MooseYUVSurfaces[i]->pixels, MooseYUVSurfaces[i]->pitch);
         }
         SDL_RenderClear(renderer);
-        SDL_RenderTextureFloat(renderer, MooseTexture, NULL, &displayrect);
+        SDL_RenderTexture(renderer, MooseTexture, NULL, &displayrect);
         SDL_RenderPresent(renderer);
     } else {
         SDL_Texture *tmp;
@@ -209,7 +209,7 @@ void MoveSprites(SDL_Renderer *renderer)
         }
 
         SDL_RenderClear(renderer);
-        SDL_RenderTextureFloat(renderer, tmp, NULL, &displayrect);
+        SDL_RenderTexture(renderer, tmp, NULL, &displayrect);
         SDL_RenderPresent(renderer);
         SDL_DestroyTexture(tmp);
     }

+ 3 - 3
test/testrelative.c

@@ -25,15 +25,15 @@
 static SDLTest_CommonState *state;
 static int i, done;
 static float mouseX, mouseY;
-static SDL_Rect rect;
+static SDL_FRect rect;
 static SDL_Event event;
 
 static void
 DrawRects(SDL_Renderer *renderer)
 {
     SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
-    rect.x = (int)mouseX;
-    rect.y = (int)mouseY;
+    rect.x = mouseX;
+    rect.y = mouseY;
     SDL_RenderFillRect(renderer, &rect);
 }
 

+ 9 - 7
test/testrendercopyex.c

@@ -29,7 +29,7 @@ typedef struct
     SDL_Renderer *renderer;
     SDL_Texture *background;
     SDL_Texture *sprite;
-    SDL_Rect sprite_rect;
+    SDL_FRect sprite_rect;
     int scale_direction;
 } DrawState;
 
@@ -48,8 +48,8 @@ void Draw(DrawState *s)
 {
     SDL_Rect viewport;
     SDL_Texture *target;
-    SDL_Point *center = NULL;
-    SDL_Point origin = { 0, 0 };
+    SDL_FPoint *center = NULL;
+    SDL_FPoint origin = { 0.0f, 0.0f };
 
     SDL_GetRenderViewport(s->renderer, &viewport);
 
@@ -72,8 +72,8 @@ void Draw(DrawState *s)
             s->scale_direction = 1;
         }
     }
-    s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
-    s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
+    s->sprite_rect.x = (float)((viewport.w - s->sprite_rect.w) / 2);
+    s->sprite_rect.y = (float)((viewport.h - s->sprite_rect.h) / 2);
 
     SDL_RenderTextureRotated(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, (SDL_RendererFlip)s->scale_direction);
 
@@ -132,6 +132,7 @@ int main(int argc, char *argv[])
     drawstates = SDL_stack_alloc(DrawState, state->num_windows);
     for (i = 0; i < state->num_windows; ++i) {
         DrawState *drawstate = &drawstates[i];
+        int w, h;
 
         drawstate->window = state->windows[i];
         drawstate->renderer = state->renderers[i];
@@ -140,8 +141,9 @@ int main(int argc, char *argv[])
         if (!drawstate->sprite || !drawstate->background) {
             quit(2);
         }
-        SDL_QueryTexture(drawstate->sprite, NULL, NULL,
-                         &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
+        SDL_QueryTexture(drawstate->sprite, NULL, NULL, &w, &h);
+        drawstate->sprite_rect.w = (float)w;
+        drawstate->sprite_rect.h = (float)h;
         drawstate->scale_direction = 1;
     }
 

+ 15 - 12
test/testrendertarget.c

@@ -29,7 +29,7 @@ typedef struct
     SDL_Renderer *renderer;
     SDL_Texture *background;
     SDL_Texture *sprite;
-    SDL_Rect sprite_rect;
+    SDL_FRect sprite_rect;
     int scale_direction;
 } DrawState;
 
@@ -48,7 +48,8 @@ quit(int rc)
 SDL_bool
 DrawComposite(DrawState *s)
 {
-    SDL_Rect viewport, R;
+    SDL_Rect viewport;
+    SDL_FRect R;
     SDL_Texture *target;
 
     static SDL_bool blend_tested = SDL_FALSE;
@@ -103,8 +104,8 @@ DrawComposite(DrawState *s)
             s->scale_direction = 1;
         }
     }
-    s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
-    s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
+    s->sprite_rect.x = (float)((viewport.w - s->sprite_rect.w) / 2);
+    s->sprite_rect.y = (float)((viewport.h - s->sprite_rect.h) / 2);
 
     SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
 
@@ -113,10 +114,10 @@ DrawComposite(DrawState *s)
 
     SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND);
     SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80);
-    R.x = 0;
-    R.y = 0;
-    R.w = 100;
-    R.h = 100;
+    R.x = 0.0f;
+    R.y = 0.0f;
+    R.w = 100.0f;
+    R.h = 100.0f;
     SDL_RenderFillRect(s->renderer, &R);
     SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE);
 
@@ -158,8 +159,8 @@ Draw(DrawState *s)
             s->scale_direction = 1;
         }
     }
-    s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
-    s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
+    s->sprite_rect.x = (float)((viewport.w - s->sprite_rect.w) / 2);
+    s->sprite_rect.y = (float)((viewport.h - s->sprite_rect.h) / 2);
 
     SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
 
@@ -241,6 +242,7 @@ int main(int argc, char *argv[])
     drawstates = SDL_stack_alloc(DrawState, state->num_windows);
     for (i = 0; i < state->num_windows; ++i) {
         DrawState *drawstate = &drawstates[i];
+        int w, h;
 
         drawstate->window = state->windows[i];
         drawstate->renderer = state->renderers[i];
@@ -253,8 +255,9 @@ int main(int argc, char *argv[])
         if (!drawstate->sprite || !drawstate->background) {
             quit(2);
         }
-        SDL_QueryTexture(drawstate->sprite, NULL, NULL,
-                         &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
+        SDL_QueryTexture(drawstate->sprite, NULL, NULL, &w, &h);
+        drawstate->sprite_rect.w = (float)w;
+        drawstate->sprite_rect.h = (float)h;
         drawstate->scale_direction = 1;
     }
 

+ 7 - 5
test/testscale.c

@@ -32,7 +32,7 @@ typedef struct
     SDL_Renderer *renderer;
     SDL_Texture *background;
     SDL_Texture *sprite;
-    SDL_Rect sprite_rect;
+    SDL_FRect sprite_rect;
     int scale_direction;
 } DrawState;
 
@@ -68,8 +68,8 @@ void Draw(DrawState *s)
             s->scale_direction = 1;
         }
     }
-    s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
-    s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
+    s->sprite_rect.x = (float)((viewport.w - s->sprite_rect.w) / 2);
+    s->sprite_rect.y = (float)((viewport.h - s->sprite_rect.h) / 2);
 
     SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
 
@@ -122,6 +122,7 @@ int main(int argc, char *argv[])
     drawstates = SDL_stack_alloc(DrawState, state->num_windows);
     for (i = 0; i < state->num_windows; ++i) {
         DrawState *drawstate = &drawstates[i];
+        int w, h;
 
         drawstate->window = state->windows[i];
         drawstate->renderer = state->renderers[i];
@@ -130,8 +131,9 @@ int main(int argc, char *argv[])
         if (!drawstate->sprite || !drawstate->background) {
             quit(2);
         }
-        SDL_QueryTexture(drawstate->sprite, NULL, NULL,
-                         &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
+        SDL_QueryTexture(drawstate->sprite, NULL, NULL, &w, &h);
+        drawstate->sprite_rect.w = (float)w;
+        drawstate->sprite_rect.h = (float)h;
         drawstate->scale_direction = 1;
     }
 

+ 7 - 1
test/testshape.c

@@ -28,12 +28,18 @@ typedef struct LoadedPicture
 
 void render(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Rect texture_dimensions)
 {
+    SDL_FRect dst;
+
     /* Clear render-target to blue. */
     SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xff, 0xff);
     SDL_RenderClear(renderer);
 
     /* Render the texture. */
-    SDL_RenderTexture(renderer, texture, &texture_dimensions, &texture_dimensions);
+    dst.x = (float)texture_dimensions.x;
+    dst.y = (float)texture_dimensions.y;
+    dst.w = (float)texture_dimensions.w;
+    dst.h = (float)texture_dimensions.h;
+    SDL_RenderTexture(renderer, texture, &texture_dimensions, &dst);
 
     SDL_RenderPresent(renderer);
 }

+ 58 - 55
test/testsprite2.c

@@ -34,9 +34,9 @@ static SDL_bool cycle_alpha;
 static int cycle_direction = 1;
 static int current_alpha = 0;
 static int current_color = 0;
-static SDL_Rect *positions;
-static SDL_Rect *velocities;
-static int sprite_w, sprite_h;
+static SDL_FRect *positions;
+static SDL_FRect *velocities;
+static float sprite_w, sprite_h;
 static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
 static Uint64 next_fps_check;
 static Uint32 frames;
@@ -67,11 +67,13 @@ quit(int rc)
 
 int LoadSprite(const char *file)
 {
-    int i;
+    int i, w, h;
 
     for (i = 0; i < state->num_windows; ++i) {
         /* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
-        sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &sprite_w, &sprite_h);
+        sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &w, &h);
+        sprite_w = (float)w;
+        sprite_h = (float)h;
         if (!sprites[i]) {
             return -1;
         }
@@ -89,8 +91,9 @@ int LoadSprite(const char *file)
 void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
 {
     int i;
-    SDL_Rect viewport, temp;
-    SDL_Rect *position, *velocity;
+    SDL_Rect viewport;
+    SDL_FRect temp;
+    SDL_FRect *position, *velocity;
 
     /* Query the sizes */
     SDL_GetRenderViewport(renderer, &viewport);
@@ -128,22 +131,22 @@ void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
 
     /* Test points */
     SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
-    SDL_RenderPoint(renderer, 0, 0);
-    SDL_RenderPoint(renderer, viewport.w - 1, 0);
-    SDL_RenderPoint(renderer, 0, viewport.h - 1);
-    SDL_RenderPoint(renderer, viewport.w - 1, viewport.h - 1);
+    SDL_RenderPoint(renderer, 0.0f, 0.0f);
+    SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f);
+    SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1));
+    SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1));
 
     /* Test horizontal and vertical lines */
     SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
-    SDL_RenderLine(renderer, 1, 0, viewport.w - 2, 0);
-    SDL_RenderLine(renderer, 1, viewport.h - 1, viewport.w - 2, viewport.h - 1);
-    SDL_RenderLine(renderer, 0, 1, 0, viewport.h - 2);
-    SDL_RenderLine(renderer, viewport.w - 1, 1, viewport.w - 1, viewport.h - 2);
+    SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
+    SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
+    SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
+    SDL_RenderLine(renderer, (float)(viewport.w - 1), 1.0f, (float)(viewport.w - 1), (float)(viewport.h - 2));
 
     /* Test fill and copy */
     SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
-    temp.x = 1;
-    temp.y = 1;
+    temp.x = 1.0f;
+    temp.y = 1.0f;
     temp.w = sprite_w;
     temp.h = sprite_h;
     if (use_rendergeometry == 0) {
@@ -158,34 +161,34 @@ void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
         color.b = 0xFF;
         color.a = 0xFF;
 
-        verts[0].position.x = (float)temp.x;
-        verts[0].position.y = (float)temp.y;
+        verts[0].position.x = temp.x;
+        verts[0].position.y = temp.y;
         verts[0].color = color;
 
-        verts[1].position.x = (float)temp.x + temp.w;
-        verts[1].position.y = (float)temp.y;
+        verts[1].position.x = temp.x + temp.w;
+        verts[1].position.y = temp.y;
         verts[1].color = color;
 
-        verts[2].position.x = (float)temp.x + temp.w;
-        verts[2].position.y = (float)temp.y + temp.h;
+        verts[2].position.x = temp.x + temp.w;
+        verts[2].position.y = temp.y + temp.h;
         verts[2].color = color;
 
         SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
 
-        verts[1].position.x = (float)temp.x;
-        verts[1].position.y = (float)temp.y + temp.h;
+        verts[1].position.x = temp.x;
+        verts[1].position.y = temp.y + temp.h;
         verts[1].color = color;
 
         SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
     }
     SDL_RenderTexture(renderer, sprite, NULL, &temp);
     temp.x = viewport.w - sprite_w - 1;
-    temp.y = 1;
+    temp.y = 1.0f;
     temp.w = sprite_w;
     temp.h = sprite_h;
     SDL_RenderFillRect(renderer, &temp);
     SDL_RenderTexture(renderer, sprite, NULL, &temp);
-    temp.x = 1;
+    temp.x = 1.0f;
     temp.y = viewport.h - sprite_h - 1;
     temp.w = sprite_w;
     temp.h = sprite_h;
@@ -258,43 +261,43 @@ void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
             for (i = 0; i < num_sprites; ++i) {
                 position = &positions[i];
                 /* 0 */
-                verts->position.x = (float)position->x;
-                verts->position.y = (float)position->y;
+                verts->position.x = position->x;
+                verts->position.y = position->y;
                 verts->color = color;
                 verts->tex_coord.x = 0.0f;
                 verts->tex_coord.y = 0.0f;
                 verts++;
                 /* 1 */
-                verts->position.x = (float)position->x + position->w;
-                verts->position.y = (float)position->y;
+                verts->position.x = position->x + position->w;
+                verts->position.y = position->y;
                 verts->color = color;
                 verts->tex_coord.x = 1.0f;
                 verts->tex_coord.y = 0.0f;
                 verts++;
                 /* 2 */
-                verts->position.x = (float)position->x + position->w;
-                verts->position.y = (float)position->y + position->h;
+                verts->position.x = position->x + position->w;
+                verts->position.y = position->y + position->h;
                 verts->color = color;
                 verts->tex_coord.x = 1.0f;
                 verts->tex_coord.y = 1.0f;
                 verts++;
                 /* 0 */
-                verts->position.x = (float)position->x;
-                verts->position.y = (float)position->y;
+                verts->position.x = position->x;
+                verts->position.y = position->y;
                 verts->color = color;
                 verts->tex_coord.x = 0.0f;
                 verts->tex_coord.y = 0.0f;
                 verts++;
                 /* 2 */
-                verts->position.x = (float)position->x + position->w;
-                verts->position.y = (float)position->y + position->h;
+                verts->position.x = position->x + position->w;
+                verts->position.y = position->y + position->h;
                 verts->color = color;
                 verts->tex_coord.x = 1.0f;
                 verts->tex_coord.y = 1.0f;
                 verts++;
                 /* 3 */
-                verts->position.x = (float)position->x;
-                verts->position.y = (float)position->y + position->h;
+                verts->position.x = position->x;
+                verts->position.y = position->y + position->h;
                 verts->color = color;
                 verts->tex_coord.x = 0.0f;
                 verts->tex_coord.y = 1.0f;
@@ -329,36 +332,36 @@ void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
             for (i = 0; i < num_sprites; ++i) {
                 position = &positions[i];
                 /* 0 */
-                verts->position.x = (float)position->x;
-                verts->position.y = (float)position->y;
+                verts->position.x = position->x;
+                verts->position.y = position->y;
                 verts->color = color;
                 verts->tex_coord.x = 0.0f;
                 verts->tex_coord.y = 0.0f;
                 verts++;
                 /* 1 */
-                verts->position.x = (float)position->x + position->w;
-                verts->position.y = (float)position->y;
+                verts->position.x = position->x + position->w;
+                verts->position.y = position->y;
                 verts->color = color;
                 verts->tex_coord.x = 1.0f;
                 verts->tex_coord.y = 0.0f;
                 verts++;
                 /* 2 */
-                verts->position.x = (float)position->x + position->w / 2.0f;
-                verts->position.y = (float)position->y + position->h / 2.0f;
+                verts->position.x = position->x + position->w / 2.0f;
+                verts->position.y = position->y + position->h / 2.0f;
                 verts->color = color;
                 verts->tex_coord.x = 0.5f;
                 verts->tex_coord.y = 0.5f;
                 verts++;
                 /* 3 */
-                verts->position.x = (float)position->x;
-                verts->position.y = (float)position->y + position->h;
+                verts->position.x = position->x;
+                verts->position.y = position->y + position->h;
                 verts->color = color;
                 verts->tex_coord.x = 0.0f;
                 verts->tex_coord.y = 1.0f;
                 verts++;
                 /* 4 */
-                verts->position.x = (float)position->x + position->w;
-                verts->position.y = (float)position->y + position->h;
+                verts->position.x = position->x + position->w;
+                verts->position.y = position->y + position->h;
                 verts->color = color;
                 verts->tex_coord.x = 1.0f;
                 verts->tex_coord.y = 1.0f;
@@ -540,8 +543,8 @@ int main(int argc, char *argv[])
     }
 
     /* Allocate memory for the sprite info */
-    positions = (SDL_Rect *)SDL_malloc(num_sprites * sizeof(SDL_Rect));
-    velocities = (SDL_Rect *)SDL_malloc(num_sprites * sizeof(SDL_Rect));
+    positions = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*positions));
+    velocities = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*velocities));
     if (positions == NULL || velocities == NULL) {
         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
         quit(2);
@@ -557,15 +560,15 @@ int main(int argc, char *argv[])
     }
     SDLTest_FuzzerInit(seed);
     for (i = 0; i < num_sprites; ++i) {
-        positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w);
-        positions[i].y = SDLTest_RandomIntegerInRange(0, state->window_h - sprite_h);
+        positions[i].x = (float)SDLTest_RandomIntegerInRange(0, (int)(state->window_w - sprite_w));
+        positions[i].y = (float)SDLTest_RandomIntegerInRange(0, (int)(state->window_h - sprite_h));
         positions[i].w = sprite_w;
         positions[i].h = sprite_h;
         velocities[i].x = 0;
         velocities[i].y = 0;
         while (!velocities[i].x && !velocities[i].y) {
-            velocities[i].x = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
-            velocities[i].y = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
+            velocities[i].x = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
+            velocities[i].y = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
         }
     }
 

+ 11 - 11
test/testspriteminimal.c

@@ -28,8 +28,8 @@
 #define MAX_SPEED     1
 
 static SDL_Texture *sprite;
-static SDL_Rect positions[NUM_SPRITES];
-static SDL_Rect velocities[NUM_SPRITES];
+static SDL_FRect positions[NUM_SPRITES];
+static SDL_FRect velocities[NUM_SPRITES];
 static int sprite_w, sprite_h;
 
 SDL_Renderer *renderer;
@@ -48,7 +48,7 @@ void MoveSprites()
     int i;
     int window_w = WINDOW_WIDTH;
     int window_h = WINDOW_HEIGHT;
-    SDL_Rect *position, *velocity;
+    SDL_FRect *position, *velocity;
 
     /* Draw a gray background */
     SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
@@ -116,15 +116,15 @@ int main(int argc, char *argv[])
     /* Initialize the sprite positions */
     srand((unsigned int)time(NULL));
     for (i = 0; i < NUM_SPRITES; ++i) {
-        positions[i].x = rand() % (WINDOW_WIDTH - sprite_w);
-        positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h);
-        positions[i].w = sprite_w;
-        positions[i].h = sprite_h;
-        velocities[i].x = 0;
-        velocities[i].y = 0;
+        positions[i].x = (float)(rand() % (WINDOW_WIDTH - sprite_w));
+        positions[i].y = (float)(rand() % (WINDOW_HEIGHT - sprite_h));
+        positions[i].w = (float)sprite_w;
+        positions[i].h = (float)sprite_h;
+        velocities[i].x = 0.0f;
+        velocities[i].y = 0.0f;
         while (!velocities[i].x && !velocities[i].y) {
-            velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
-            velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
+            velocities[i].x = (float)((rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
+            velocities[i].y = (float)((rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
         }
     }
 

+ 32 - 24
test/testviewport.c

@@ -43,7 +43,9 @@ quit(int rc)
 
 void DrawOnViewport(SDL_Renderer *renderer)
 {
-    SDL_Rect rect;
+    SDL_FRect rect;
+    SDL_Rect cliprect;
+    int w, h;
 
     /* Set the viewport */
     SDL_SetRenderViewport(renderer, &viewport);
@@ -54,42 +56,48 @@ void DrawOnViewport(SDL_Renderer *renderer)
 
     /* Test inside points */
     SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
-    SDL_RenderPoint(renderer, viewport.h / 2 + 20, viewport.w / 2);
-    SDL_RenderPoint(renderer, viewport.h / 2 - 20, viewport.w / 2);
-    SDL_RenderPoint(renderer, viewport.h / 2, viewport.w / 2 - 20);
-    SDL_RenderPoint(renderer, viewport.h / 2, viewport.w / 2 + 20);
+    SDL_RenderPoint(renderer, (float)(viewport.h / 2 + 20), (float)(viewport.w / 2));
+    SDL_RenderPoint(renderer, (float)(viewport.h / 2 - 20), (float)(viewport.w / 2));
+    SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 - 20));
+    SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 + 20));
 
     /* Test horizontal and vertical lines */
     SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
-    SDL_RenderLine(renderer, 1, 0, viewport.w - 2, 0);
-    SDL_RenderLine(renderer, 1, viewport.h - 1, viewport.w - 2, viewport.h - 1);
-    SDL_RenderLine(renderer, 0, 1, 0, viewport.h - 2);
-    SDL_RenderLine(renderer, viewport.w - 1, 1, viewport.w - 1, viewport.h - 2);
+    SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
+    SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
+    SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
+    SDL_RenderLine(renderer, (float)(viewport.w - 1), 1.0f, (float)(viewport.w - 1), (float)(viewport.h - 2));
 
     /* Test diagonal lines */
-    SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
-    SDL_RenderLine(renderer, 0, 0, viewport.w - 1, viewport.h - 1);
-    SDL_RenderLine(renderer, viewport.w - 1, 0, 0, viewport.h - 1);
+    SDL_SetRenderDrawColor(renderer, 0x00, 0xff, 0xFF, 0xFF);
+    SDL_RenderLine(renderer, 0.0f, 0.0f, (float)(viewport.w - 1), (float)(viewport.h - 1));
+    SDL_RenderLine(renderer, (float)(viewport.w - 1), 0.0f, 0.0f, (float)(viewport.h - 1));
 
     /* Test outside points */
     SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
-    SDL_RenderPoint(renderer, viewport.h / 2 + viewport.h, viewport.w / 2);
-    SDL_RenderPoint(renderer, viewport.h / 2 - viewport.h, viewport.w / 2);
-    SDL_RenderPoint(renderer, viewport.h / 2, viewport.w / 2 - viewport.w);
-    SDL_RenderPoint(renderer, viewport.h / 2, viewport.w / 2 + viewport.w);
+    SDL_RenderPoint(renderer, (float)(viewport.h / 2 + viewport.h), (float)(viewport.w / 2));
+    SDL_RenderPoint(renderer, (float)(viewport.h / 2 - viewport.h), (float)(viewport.w / 2));
+    SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 - viewport.w));
+    SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 + viewport.w));
 
     /* Add a box at the top */
-    rect.w = 8;
-    rect.h = 8;
-    rect.x = (viewport.w - rect.w) / 2;
-    rect.y = 0;
+    rect.w = 8.0f;
+    rect.h = 8.0f;
+    rect.x = (float)((viewport.w - rect.w) / 2);
+    rect.y = 0.0f;
     SDL_RenderFillRect(renderer, &rect);
 
     /* Add a clip rect and fill it with the sprite */
-    SDL_QueryTexture(sprite, NULL, NULL, &rect.w, &rect.h);
-    rect.x = (viewport.w - rect.w) / 2;
-    rect.y = (viewport.h - rect.h) / 2;
-    SDL_SetRenderClipRect(renderer, &rect);
+    SDL_QueryTexture(sprite, NULL, NULL, &w, &h);
+    cliprect.x = (viewport.w - w) / 2;
+    cliprect.y = (viewport.h - h) / 2;
+    cliprect.w = w;
+    cliprect.h = h;
+    rect.x = (float)cliprect.x;
+    rect.y = (float)cliprect.y;
+    rect.w = (float)cliprect.w;
+    rect.h = (float)cliprect.h;
+    SDL_SetRenderClipRect(renderer, &cliprect);
     SDL_RenderTexture(renderer, sprite, NULL, &rect);
     SDL_SetRenderClipRect(renderer, NULL);
 }