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
This commit is contained in:
Sam Lantinga 2024-06-12 09:21:02 -07:00
parent 463984ec20
commit 9fb5a9ccac
29 changed files with 624 additions and 585 deletions

View file

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