Atlas - viewport.c
Home / ext / SDL / examples / renderer / 14-viewport Lines: 1 | Size: 5159 bytes [Download] [Show on GitHub] [Search similar files] [Raw] [Raw (proxy)][FILE BEGIN]1/* 2 * This example creates an SDL window and renderer, and then draws some 3 * textures to it every frame, adjusting the viewport. 4 * 5 * This code is public domain. Feel free to use it for any purpose! 6 */ 7 8#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ 9#include <SDL3/SDL.h> 10#include <SDL3/SDL_main.h> 11 12/* We will use this renderer to draw into this window every frame. */ 13static SDL_Window *window = NULL; 14static SDL_Renderer *renderer = NULL; 15static SDL_Texture *texture = NULL; 16static int texture_width = 0; 17static int texture_height = 0; 18 19#define WINDOW_WIDTH 640 20#define WINDOW_HEIGHT 480 21 22/* This function runs once at startup. */ 23SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) 24{ 25 SDL_Surface *surface = NULL; 26 char *png_path = NULL; 27 28 SDL_SetAppMetadata("Example Renderer Viewport", "1.0", "com.example.renderer-viewport"); 29 30 if (!SDL_Init(SDL_INIT_VIDEO)) { 31 SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); 32 return SDL_APP_FAILURE; 33 } 34 35 if (!SDL_CreateWindowAndRenderer("examples/renderer/viewport", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) { 36 SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); 37 return SDL_APP_FAILURE; 38 } 39 SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX); 40 41 /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D 42 engines refer to these as "sprites." We'll do a static texture (upload once, draw many 43 times) with data from a bitmap file. */ 44 45 /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access. 46 Load a .png into a surface, move it to a texture from there. */ 47 SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */ 48 surface = SDL_LoadPNG(png_path); 49 if (!surface) { 50 SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); 51 return SDL_APP_FAILURE; 52 } 53 54 SDL_free(png_path); /* done with this, the file is loaded. */ 55 56 texture_width = surface->w; 57 texture_height = surface->h; 58 59 texture = SDL_CreateTextureFromSurface(renderer, surface); 60 if (!texture) { 61 SDL_Log("Couldn't create static texture: %s", SDL_GetError()); 62 return SDL_APP_FAILURE; 63 } 64 65 SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */ 66 67 return SDL_APP_CONTINUE; /* carry on with the program! */ 68} 69 70/* This function runs when a new event (mouse input, keypresses, etc) occurs. */ 71SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) 72{ 73 if (event->type == SDL_EVENT_QUIT) { 74 return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ 75 } 76 return SDL_APP_CONTINUE; /* carry on with the program! */ 77} 78 79/* This function runs once per frame, and is the heart of the program. */ 80SDL_AppResult SDL_AppIterate(void *appstate) 81{ 82 SDL_FRect dst_rect = { 0, 0, (float) texture_width, (float) texture_height }; 83 SDL_Rect viewport; 84 85 /* Setting a viewport has the effect of limiting the area that rendering 86 can happen, and making coordinate (0, 0) live somewhere else in the 87 window. It does _not_ scale rendering to fit the viewport. */ 88 89 /* as you can see from this, rendering draws over whatever was drawn before it. */ 90 SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ 91 SDL_RenderClear(renderer); /* start with a blank canvas. */ 92 93 /* Draw once with the whole window as the viewport. */ 94 viewport.x = 0; 95 viewport.y = 0; 96 viewport.w = WINDOW_WIDTH / 2; 97 viewport.h = WINDOW_HEIGHT / 2; 98 SDL_SetRenderViewport(renderer, NULL); /* NULL means "use the whole window" */ 99 SDL_RenderTexture(renderer, texture, NULL, &dst_rect); 100 101 /* top right quarter of the window. */ 102 viewport.x = WINDOW_WIDTH / 2; 103 viewport.y = WINDOW_HEIGHT / 2; 104 viewport.w = WINDOW_WIDTH / 2; 105 viewport.h = WINDOW_HEIGHT / 2; 106 SDL_SetRenderViewport(renderer, &viewport); 107 SDL_RenderTexture(renderer, texture, NULL, &dst_rect); 108 109 /* bottom 20% of the window. Note it clips the width! */ 110 viewport.x = 0; 111 viewport.y = WINDOW_HEIGHT - (WINDOW_HEIGHT / 5); 112 viewport.w = WINDOW_WIDTH / 5; 113 viewport.h = WINDOW_HEIGHT / 5; 114 SDL_SetRenderViewport(renderer, &viewport); 115 SDL_RenderTexture(renderer, texture, NULL, &dst_rect); 116 117 /* what happens if you try to draw above the viewport? It should clip! */ 118 viewport.x = 100; 119 viewport.y = 200; 120 viewport.w = WINDOW_WIDTH; 121 viewport.h = WINDOW_HEIGHT; 122 SDL_SetRenderViewport(renderer, &viewport); 123 dst_rect.y = -50; 124 SDL_RenderTexture(renderer, texture, NULL, &dst_rect); 125 126 SDL_RenderPresent(renderer); /* put it all on the screen! */ 127 128 return SDL_APP_CONTINUE; /* carry on with the program! */ 129} 130 131/* This function runs once at shutdown. */ 132void SDL_AppQuit(void *appstate, SDL_AppResult result) 133{ 134 SDL_DestroyTexture(texture); 135 /* SDL will clean up the window/renderer for us. */ 136} 137 138[FILE END](C) 2025 0x4248 (C) 2025 4248 Media and 4248 Systems, All part of 0x4248 See LICENCE files for more information. Not all files are by 0x4248 always check Licencing.