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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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parent
463984ec20
commit
9fb5a9ccac
29 changed files with 624 additions and 585 deletions
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@ -51,7 +51,7 @@ quit(int rc)
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static SDL_bool
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DrawComposite(DrawState *s)
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{
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SDL_Rect viewport;
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SDL_FRect viewport;
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SDL_FRect R;
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SDL_Texture *target;
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SDL_Surface *surface;
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@ -91,7 +91,7 @@ DrawComposite(DrawState *s)
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SDL_GetRenderViewport(s->renderer, &viewport);
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target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, (int)viewport.w, (int)viewport.h);
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SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
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SDL_SetRenderTarget(s->renderer, target);
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@ -113,8 +113,8 @@ DrawComposite(DrawState *s)
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s->scale_direction = 1;
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}
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}
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s->sprite_rect.x = (float)((viewport.w - s->sprite_rect.w) / 2);
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s->sprite_rect.y = (float)((viewport.h - s->sprite_rect.h) / 2);
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s->sprite_rect.x = ((viewport.w - s->sprite_rect.w) / 2);
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s->sprite_rect.y = ((viewport.h - s->sprite_rect.h) / 2);
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SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
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@ -141,12 +141,12 @@ DrawComposite(DrawState *s)
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static SDL_bool
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Draw(DrawState *s)
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{
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SDL_Rect viewport;
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SDL_FRect viewport;
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SDL_Texture *target;
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SDL_GetRenderViewport(s->renderer, &viewport);
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target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, (int)viewport.w, (int)viewport.h);
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if (!target) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s\n", SDL_GetError());
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return SDL_FALSE;
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@ -168,8 +168,8 @@ Draw(DrawState *s)
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s->scale_direction = 1;
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}
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}
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s->sprite_rect.x = (float)((viewport.w - s->sprite_rect.w) / 2);
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s->sprite_rect.y = (float)((viewport.h - s->sprite_rect.h) / 2);
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s->sprite_rect.x = ((viewport.w - s->sprite_rect.w) / 2);
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s->sprite_rect.y = ((viewport.h - s->sprite_rect.h) / 2);
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SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
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@ -251,7 +251,7 @@ int main(int argc, char *argv[])
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drawstates = SDL_stack_alloc(DrawState, state->num_windows);
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for (i = 0; i < state->num_windows; ++i) {
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DrawState *drawstate = &drawstates[i];
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int w, h;
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float w, h;
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drawstate->window = state->windows[i];
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drawstate->renderer = state->renderers[i];
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@ -264,9 +264,9 @@ int main(int argc, char *argv[])
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if (!drawstate->sprite || !drawstate->background) {
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quit(2);
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}
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SDL_QueryTexture(drawstate->sprite, NULL, NULL, &w, &h);
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drawstate->sprite_rect.w = (float)w;
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drawstate->sprite_rect.h = (float)h;
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SDL_GetTextureSize(drawstate->sprite, &w, &h);
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drawstate->sprite_rect.w = w;
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drawstate->sprite_rect.h = h;
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drawstate->scale_direction = 1;
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}
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