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chore(build): use SDL3
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3286 changed files with 866354 additions and 554996 deletions
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vendor/sdl-3.2.10/examples/renderer/14-viewport/README.txt
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vendor/sdl-3.2.10/examples/renderer/14-viewport/README.txt
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This example creates an SDL window and renderer, loads a texture
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from a .bmp file, and then draws it a few times each frame, adjusting
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the viewport before each draw.
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vendor/sdl-3.2.10/examples/renderer/14-viewport/thumbnail.png
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vendor/sdl-3.2.10/examples/renderer/14-viewport/thumbnail.png
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vendor/sdl-3.2.10/examples/renderer/14-viewport/viewport.c
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vendor/sdl-3.2.10/examples/renderer/14-viewport/viewport.c
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/*
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* This example creates an SDL window and renderer, and then draws some
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* textures to it every frame, adjusting the viewport.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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#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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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_Texture *texture = NULL;
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static int texture_width = 0;
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static int texture_height = 0;
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#define WINDOW_WIDTH 640
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#define WINDOW_HEIGHT 480
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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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SDL_SetAppMetadata("Example Renderer Viewport", "1.0", "com.example.renderer-viewport");
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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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if (!SDL_CreateWindowAndRenderer("examples/renderer/viewport", 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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/* 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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/* 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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SDL_free(bmp_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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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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SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
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return SDL_APP_CONTINUE; /* carry on with the program! */
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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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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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SDL_FRect dst_rect = { 0, 0, (float) texture_width, (float) texture_height };
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SDL_Rect viewport;
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/* Setting a viewport has the effect of limiting the area that rendering
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can happen, and making coordinate (0, 0) live somewhere else in the
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window. It does _not_ scale rendering to fit the viewport. */
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/* as you can see from this, rendering draws over whatever was drawn before it. */
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */
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SDL_RenderClear(renderer); /* start with a blank canvas. */
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/* Draw once with the whole window as the viewport. */
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viewport.x = 0;
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viewport.y = 0;
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viewport.w = WINDOW_WIDTH / 2;
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viewport.h = WINDOW_HEIGHT / 2;
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SDL_SetRenderViewport(renderer, NULL); /* NULL means "use the whole window" */
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SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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/* top right quarter of the window. */
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viewport.x = WINDOW_WIDTH / 2;
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viewport.y = WINDOW_HEIGHT / 2;
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viewport.w = WINDOW_WIDTH / 2;
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viewport.h = WINDOW_HEIGHT / 2;
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SDL_SetRenderViewport(renderer, &viewport);
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SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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/* bottom 20% of the window. Note it clips the width! */
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viewport.x = 0;
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viewport.y = WINDOW_HEIGHT - (WINDOW_HEIGHT / 5);
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viewport.w = WINDOW_WIDTH / 5;
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viewport.h = WINDOW_HEIGHT / 5;
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SDL_SetRenderViewport(renderer, &viewport);
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SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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/* what happens if you try to draw above the viewport? It should clip! */
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viewport.x = 100;
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viewport.y = 200;
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viewport.w = WINDOW_WIDTH;
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viewport.h = WINDOW_HEIGHT;
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SDL_SetRenderViewport(renderer, &viewport);
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dst_rect.y = -50;
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SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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SDL_RenderPresent(renderer); /* put it all on the screen! */
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return SDL_APP_CONTINUE; /* carry on with the program! */
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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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