Removed width/height parameters from LoadTexture()
You can directly access the texture width and height now.
This commit is contained in:
parent
dcb97a5f49
commit
efe122be4d
14 changed files with 49 additions and 70 deletions
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@ -56,8 +56,7 @@ static struct
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static SDL_AudioStream *stream;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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static void quit(int rc)
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{
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SDL_free(sprites);
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SDL_DestroyAudioStream(stream);
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@ -80,8 +79,7 @@ static int fillerup(void)
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return 0;
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}
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void
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UserLoggedIn(XUserHandle user)
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static void UserLoggedIn(XUserHandle user)
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{
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HRESULT hr;
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char gamertag[128];
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@ -96,8 +94,7 @@ UserLoggedIn(XUserHandle user)
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XUserCloseHandle(user);
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}
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void
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AddUserUICallback(XAsyncBlock *asyncBlock)
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static void AddUserUICallback(XAsyncBlock *asyncBlock)
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{
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HRESULT hr;
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XUserHandle user = NULL;
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@ -123,8 +120,7 @@ AddUserUICallback(XAsyncBlock *asyncBlock)
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delete asyncBlock;
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}
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void
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AddUserUI()
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static void AddUserUI()
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{
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HRESULT hr;
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XAsyncBlock *asyncBlock = new XAsyncBlock;
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@ -141,8 +137,7 @@ AddUserUI()
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}
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}
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void
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AddUserSilentCallback(XAsyncBlock *asyncBlock)
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static void AddUserSilentCallback(XAsyncBlock *asyncBlock)
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{
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HRESULT hr;
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XUserHandle user = NULL;
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@ -168,8 +163,7 @@ AddUserSilentCallback(XAsyncBlock *asyncBlock)
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delete asyncBlock;
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}
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void
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AddUserSilent()
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static void AddUserSilent()
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{
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HRESULT hr;
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XAsyncBlock *asyncBlock = new XAsyncBlock;
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@ -186,30 +180,27 @@ AddUserSilent()
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}
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}
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int
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LoadSprite(const char *file)
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static bool LoadSprite(const char *file)
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{
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int i;
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for (i = 0; i < state->num_windows; ++i) {
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/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
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sprites[i] = LoadTexture(state->renderers[i], file, true, &sprite_w, &sprite_h);
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sprites[i] = LoadTexture(state->renderers[i], file, true);
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if (!sprites[i]) {
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return -1;
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}
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if (!SDL_SetTextureBlendMode(sprites[i], blendMode)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s", SDL_GetError());
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SDL_DestroyTexture(sprites[i]);
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return -1;
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return false;
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}
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sprite_w = sprites[i]->w;
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sprite_h = sprites[i]->h;
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SDL_SetTextureBlendMode(sprites[i], blendMode);
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}
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/* We're ready to roll. :) */
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return 0;
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return true;
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}
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void
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DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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static void DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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{
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SDL_Rect viewport;
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SDL_FRect temp;
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@ -300,8 +291,7 @@ DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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SDL_RenderPresent(renderer);
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}
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void
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loop()
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static void loop()
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{
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int i;
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SDL_Event event;
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@ -329,8 +319,7 @@ loop()
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fillerup();
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}
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int
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main(int argc, char *argv[])
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int main(int argc, char *argv[])
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{
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int i;
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const char *icon = "icon.bmp";
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@ -413,7 +402,7 @@ main(int argc, char *argv[])
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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}
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if (LoadSprite(icon) < 0) {
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if (!LoadSprite(icon)) {
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quit(2);
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}
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@ -718,16 +718,15 @@ static Texture *CreateTexture(const char *fname)
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if (!tex) {
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SDL_Log("Out of memory!");
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} else {
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int texw, texh;
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tex->texture = LoadTexture(state->renderers[0], fname, true, &texw, &texh);
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tex->texture = LoadTexture(state->renderers[0], fname, true);
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if (!tex->texture) {
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SDL_Log("Failed to load '%s': %s", fname, SDL_GetError());
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SDL_free(tex);
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return NULL;
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}
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SDL_SetTextureBlendMode(tex->texture, SDL_BLENDMODE_BLEND);
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tex->w = (float) texw;
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tex->h = (float) texh;
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tex->w = (float)tex->texture->w;
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tex->h = (float)tex->texture->h;
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}
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return tex;
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}
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@ -28,7 +28,6 @@ static bool use_texture = false;
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static SDL_Texture **sprites;
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static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
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static float angle = 0.0f;
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static int sprite_w, sprite_h;
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static int translate_cx = 0;
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static int translate_cy = 0;
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@ -52,7 +51,7 @@ static int LoadSprite(const char *file)
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for (i = 0; i < state->num_windows; ++i) {
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/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
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sprites[i] = LoadTexture(state->renderers[i], file, true, &sprite_w, &sprite_h);
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sprites[i] = LoadTexture(state->renderers[i], file, true);
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if (!sprites[i]) {
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return -1;
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}
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@ -263,13 +263,13 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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background = LoadTexture(renderer, "sample.bmp", false, NULL, NULL);
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background = LoadTexture(renderer, "sample.bmp", false);
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if (!background) {
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SDL_Log("Couldn't create background: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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sprite = LoadTexture(renderer, "icon.bmp", true, NULL, NULL);
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sprite = LoadTexture(renderer, "icon.bmp", true);
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if (!sprite) {
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SDL_Log("Couldn't create sprite: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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@ -55,7 +55,7 @@ static GlyphInfo glyphs[128];
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static bool LoadFontTexture(void)
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{
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font_texture = LoadTexture(renderer, "msdf_font.bmp", false, NULL, NULL);
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font_texture = LoadTexture(renderer, "msdf_font.bmp", false);
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if (!font_texture) {
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SDL_Log("Failed to create font texture: %s", SDL_GetError());
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return false;
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@ -987,18 +987,19 @@ int main(int argc, char *argv[])
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WindowState *ctx = &windowstate[i];
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SDL_Window *window = state->windows[i];
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SDL_Renderer *renderer = state->renderers[i];
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int icon_w = 0, icon_h = 0;
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SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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ctx->window = window;
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ctx->renderer = renderer;
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ctx->rendererID = i;
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ctx->settings_icon = LoadTexture(renderer, "icon.bmp", true, &icon_w, &icon_h);
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ctx->settings_rect.x = (float)WINDOW_WIDTH - icon_w - MARGIN;
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ctx->settings_icon = LoadTexture(renderer, "icon.bmp", true);
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if (ctx->settings_icon) {
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ctx->settings_rect.w = (float)ctx->settings_icon->w;
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ctx->settings_rect.h = (float)ctx->settings_icon->h;
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ctx->settings_rect.x = (float)WINDOW_WIDTH - ctx->settings_rect.w - MARGIN;
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ctx->settings_rect.y = MARGIN;
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ctx->settings_rect.w = (float)icon_w;
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ctx->settings_rect.h = (float)icon_h;
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}
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InitInput(ctx);
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@ -168,7 +168,7 @@ int main(int argc, char *argv[])
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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sprite = LoadTexture(renderer, "icon.bmp", true, NULL, NULL);
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sprite = LoadTexture(renderer, "icon.bmp", true);
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if (!sprite) {
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quit(6);
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}
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@ -135,8 +135,8 @@ int main(int argc, char *argv[])
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drawstate->window = state->windows[i];
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drawstate->renderer = state->renderers[i];
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drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", true, NULL, NULL);
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drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", false, NULL, NULL);
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drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", true);
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drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", false);
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if (!drawstate->sprite || !drawstate->background) {
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quit(2);
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}
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@ -253,11 +253,11 @@ int main(int argc, char *argv[])
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drawstate->window = state->windows[i];
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drawstate->renderer = state->renderers[i];
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if (test_composite) {
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drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", true, NULL, NULL);
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drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", true);
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} else {
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drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", true, NULL, NULL);
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drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", true);
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}
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drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", false, NULL, NULL);
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drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", false);
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if (!drawstate->sprite || !drawstate->background) {
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quit(2);
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}
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@ -126,8 +126,8 @@ int main(int argc, char *argv[])
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drawstate->window = state->windows[i];
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drawstate->renderer = state->renderers[i];
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drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", true, NULL, NULL);
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drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", false, NULL, NULL);
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drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", true);
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drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", false);
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if (!drawstate->sprite || !drawstate->background) {
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quit(2);
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}
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@ -53,16 +53,18 @@ void SDL_AppQuit(void *appstate, SDL_AppResult result)
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static int LoadSprite(const char *file)
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{
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int i, w, h;
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int i;
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for (i = 0; i < state->num_windows; ++i) {
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/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
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if (sprites[i]) {
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SDL_DestroyTexture(sprites[i]);
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}
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sprites[i] = LoadTexture(state->renderers[i], file, true, &w, &h);
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sprite_w = (float)w;
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sprite_h = (float)h;
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sprites[i] = LoadTexture(state->renderers[i], file, true);
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if (sprites[i]) {
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sprite_w = (float)sprites[i]->w;
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sprite_h = (float)sprites[i]->h;
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}
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if (!sprites[i]) {
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return -1;
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}
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@ -72,7 +72,7 @@ char *GetResourceFilename(const char *user_specified, const char *def)
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*
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* If height_out is non-NULL, set it to the texture height.
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*/
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SDL_Texture *LoadTexture(SDL_Renderer *renderer, const char *file, bool transparent, int *width_out, int *height_out)
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SDL_Texture *LoadTexture(SDL_Renderer *renderer, const char *file, bool transparent)
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{
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SDL_Surface *temp = NULL;
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SDL_Texture *texture = NULL;
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@ -117,14 +117,6 @@ SDL_Texture *LoadTexture(SDL_Renderer *renderer, const char *file, bool transpar
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}
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}
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if (width_out) {
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*width_out = temp->w;
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}
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if (height_out) {
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*height_out = temp->h;
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}
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texture = SDL_CreateTextureFromSurface(renderer, temp);
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if (!texture) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s", SDL_GetError());
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@ -16,8 +16,7 @@
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#include <SDL3/SDL.h>
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SDL_Texture *LoadTexture(SDL_Renderer *renderer, const char *file, bool transparent,
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int *width_out, int *height_out);
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SDL_Texture *LoadTexture(SDL_Renderer *renderer, const char *file, bool transparent);
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char *GetNearbyFilename(const char *file);
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char *GetResourceFilename(const char *user_specified, const char *def);
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@ -31,7 +31,6 @@ static bool use_target = false;
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static Uint32 wait_start;
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#endif
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static SDL_Texture *sprite;
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static int sprite_w, sprite_h;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(2);
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}
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sprite = LoadTexture(state->renderers[0], "icon.bmp", true, &sprite_w, &sprite_h);
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sprite = LoadTexture(state->renderers[0], "icon.bmp", true);
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if (!sprite) {
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quit(2);
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}
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