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Use floating point values for viewport, clip rectangle, and texture sizes
These are integer values internally, but the API has been changed to make it easier to mix other render code with querying those values. Fixes https://github.com/libsdl-org/SDL/issues/7519
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29 changed files with 624 additions and 585 deletions
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@ -45,7 +45,7 @@ static void DrawPoints(SDL_Renderer *renderer)
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{
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int i;
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float x, y;
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SDL_Rect viewport;
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SDL_FRect viewport;
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/* Query the sizes */
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SDL_GetRenderViewport(renderer, &viewport);
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@ -77,8 +77,8 @@ static void DrawPoints(SDL_Renderer *renderer)
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SDL_SetRenderDrawColor(renderer, 255, (Uint8)current_color,
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(Uint8)current_color, (Uint8)current_alpha);
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x = (float)(rand() % viewport.w);
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y = (float)(rand() % viewport.h);
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x = (float)(rand() % (int)viewport.w);
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y = (float)(rand() % (int)viewport.h);
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SDL_RenderPoint(renderer, x, y);
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}
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}
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@ -107,7 +107,7 @@ static int add_line(float x1, float y1, float x2, float y2)
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static void DrawLines(SDL_Renderer *renderer)
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{
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int i;
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SDL_Rect viewport;
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SDL_FRect viewport;
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/* Query the sizes */
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SDL_GetRenderViewport(renderer, &viewport);
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@ -116,10 +116,10 @@ static void DrawLines(SDL_Renderer *renderer)
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for (i = 0; i < num_lines; ++i) {
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if (i == -1) {
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SDL_RenderLine(renderer, 0.0f, 0.0f, (float)(viewport.w - 1), (float)(viewport.h - 1));
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SDL_RenderLine(renderer, 0.0f, (float)(viewport.h - 1), (float)(viewport.w - 1), 0.0f);
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SDL_RenderLine(renderer, 0.0f, (float)(viewport.h / 2), (float)(viewport.w - 1), (float)(viewport.h / 2));
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SDL_RenderLine(renderer, (float)(viewport.w / 2), 0.0f, (float)(viewport.w / 2), (float)(viewport.h - 1));
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SDL_RenderLine(renderer, 0.0f, 0.0f, (viewport.w - 1), (viewport.h - 1));
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SDL_RenderLine(renderer, 0.0f, (viewport.h - 1), (viewport.w - 1), 0.0f);
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SDL_RenderLine(renderer, 0.0f, (viewport.h / 2), (viewport.w - 1), (viewport.h / 2));
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SDL_RenderLine(renderer, (viewport.w / 2), 0.0f, (viewport.w / 2), (viewport.h - 1));
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} else {
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SDL_RenderLine(renderer, lines[i].x, lines[i].y, lines[i].w, lines[i].h);
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}
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