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			138 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			138 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|  * This example creates an SDL window and renderer, and then draws a scene
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|  * to it every frame, while sliding around a clipping rectangle.
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|  *
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|  * This code is public domain. Feel free to use it for any purpose!
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|  */
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| 
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| #define SDL_MAIN_USE_CALLBACKS 1  /* use the callbacks instead of main() */
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| #include <SDL3/SDL.h>
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| #include <SDL3/SDL_main.h>
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| 
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| #define WINDOW_WIDTH 640
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| #define WINDOW_HEIGHT 480
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| #define CLIPRECT_SIZE 250
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| #define CLIPRECT_SPEED 200   /* pixels per second */
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| 
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| /* We will use this renderer to draw into this window every frame. */
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| static SDL_Window *window = NULL;
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| static SDL_Renderer *renderer = NULL;
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| static SDL_Texture *texture = NULL;
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| static SDL_FPoint cliprect_position;
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| static SDL_FPoint cliprect_direction;
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| static Uint64 last_time = 0;
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| 
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| /* A lot of this program is examples/renderer/02-primitives, so we have a good
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|    visual that we can slide a clip rect around. The actual new magic in here
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|    is the SDL_SetRenderClipRect() function. */
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| 
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| /* This function runs once at startup. */
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| SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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| {
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|     SDL_Surface *surface = NULL;
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|     char *bmp_path = NULL;
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| 
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|     SDL_SetAppMetadata("Example Renderer Clipping Rectangle", "1.0", "com.example.renderer-cliprect");
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| 
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|     if (!SDL_Init(SDL_INIT_VIDEO)) {
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|         SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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|         return SDL_APP_FAILURE;
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|     }
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| 
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|     if (!SDL_CreateWindowAndRenderer("examples/renderer/cliprect", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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|         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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|         return SDL_APP_FAILURE;
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|     }
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| 
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|     cliprect_direction.x = cliprect_direction.y = 1.0f;
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| 
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|     last_time = SDL_GetTicks();
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| 
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|     /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
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|        engines refer to these as "sprites." We'll do a static texture (upload once, draw many
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|        times) with data from a bitmap file. */
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| 
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|     /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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|        Load a .bmp into a surface, move it to a texture from there. */
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|     SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath());  /* allocate a string of the full file path */
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|     surface = SDL_LoadBMP(bmp_path);
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|     if (!surface) {
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|         SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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|         return SDL_APP_FAILURE;
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|     }
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| 
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|     SDL_free(bmp_path);  /* done with this, the file is loaded. */
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| 
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|     texture = SDL_CreateTextureFromSurface(renderer, surface);
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|     if (!texture) {
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|         SDL_Log("Couldn't create static texture: %s", SDL_GetError());
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|         return SDL_APP_FAILURE;
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|     }
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| 
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|     SDL_DestroySurface(surface);  /* done with this, the texture has a copy of the pixels now. */
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| 
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|     return SDL_APP_CONTINUE;  /* carry on with the program! */
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| }
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| 
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| /* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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| SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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| {
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|     if (event->type == SDL_EVENT_QUIT) {
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|         return SDL_APP_SUCCESS;  /* end the program, reporting success to the OS. */
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|     }
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|     return SDL_APP_CONTINUE;  /* carry on with the program! */
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| }
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| 
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| /* This function runs once per frame, and is the heart of the program. */
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| SDL_AppResult SDL_AppIterate(void *appstate)
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| {
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|     const SDL_Rect cliprect = { (int) SDL_roundf(cliprect_position.x), (int) SDL_roundf(cliprect_position.y), CLIPRECT_SIZE, CLIPRECT_SIZE };
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|     const Uint64 now = SDL_GetTicks();
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|     const float elapsed = ((float) (now - last_time)) / 1000.0f;  /* seconds since last iteration */
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|     const float distance = elapsed * CLIPRECT_SPEED;
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| 
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|     /* Set a new clipping rectangle position */
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|     cliprect_position.x += distance * cliprect_direction.x;
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|     if (cliprect_position.x < 0.0f) {
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|         cliprect_position.x = 0.0f;
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|         cliprect_direction.x = 1.0f;
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|     } else if (cliprect_position.x >= (WINDOW_WIDTH - CLIPRECT_SIZE)) {
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|         cliprect_position.x = (WINDOW_WIDTH - CLIPRECT_SIZE) - 1;
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|         cliprect_direction.x = -1.0f;
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|     }
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| 
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|     cliprect_position.y += distance * cliprect_direction.y;
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|     if (cliprect_position.y < 0.0f) {
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|         cliprect_position.y = 0.0f;
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|         cliprect_direction.y = 1.0f;
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|     } else if (cliprect_position.y >= (WINDOW_HEIGHT - CLIPRECT_SIZE)) {
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|         cliprect_position.y = (WINDOW_HEIGHT - CLIPRECT_SIZE) - 1;
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|         cliprect_direction.y = -1.0f;
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|     }
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|     SDL_SetRenderClipRect(renderer, &cliprect);
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| 
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|     last_time = now;
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| 
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|     /* okay, now draw! */
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| 
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|     /* Note that SDL_RenderClear is _not_ affected by the clipping rectangle! */
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|     SDL_SetRenderDrawColor(renderer, 33, 33, 33, SDL_ALPHA_OPAQUE);  /* grey, full alpha */
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|     SDL_RenderClear(renderer);  /* start with a blank canvas. */
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| 
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|     /* stretch the texture across the entire window. Only the piece in the
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|        clipping rectangle will actually render, though! */
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|     SDL_RenderTexture(renderer, texture, NULL, NULL);
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| 
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|     SDL_RenderPresent(renderer);  /* put it all on the screen! */
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| 
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|     return SDL_APP_CONTINUE;  /* carry on with the program! */
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| }
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| 
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| /* This function runs once at shutdown. */
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| void SDL_AppQuit(void *appstate, SDL_AppResult result)
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| {
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|     SDL_DestroyTexture(texture);
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|     /* SDL will clean up the window/renderer for us. */
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| }
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| 
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