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https://github.com/Relintai/sdl2_frt.git
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Clarified that the clip rectangle is defined relative to the viewport, and added a clip test to testviewport.c
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c8c05a9fc3
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@ -618,8 +618,8 @@ extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
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* \brief Set the clip rectangle for the current target.
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*
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* \param renderer The renderer for which clip rectangle should be set.
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* \param rect A pointer to the rectangle to set as the clip rectangle, or
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* NULL to disable clipping.
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* \param rect A pointer to the rectangle to set as the clip rectangle,
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* relative to the viewport, or NULL to disable clipping.
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*
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* \return 0 on success, or -1 on error
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*
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@ -25,12 +25,14 @@
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static SDLTest_CommonState *state;
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SDL_Rect viewport;
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int done, j;
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SDL_bool use_target = SDL_FALSE;
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static SDL_Rect viewport;
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static int done, j;
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static SDL_bool use_target = SDL_FALSE;
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#ifdef __EMSCRIPTEN__
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Uint32 wait_start;
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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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@ -40,6 +42,55 @@ quit(int rc)
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exit(rc);
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}
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int
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LoadSprite(char *file, SDL_Renderer *renderer)
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{
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SDL_Surface *temp;
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/* Load the sprite image */
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temp = SDL_LoadBMP(file);
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if (temp == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", file, SDL_GetError());
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return (-1);
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}
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sprite_w = temp->w;
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sprite_h = temp->h;
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/* Set transparent pixel as the pixel at (0,0) */
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if (temp->format->palette) {
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
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} else {
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switch (temp->format->BitsPerPixel) {
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case 15:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint16 *) temp->pixels) & 0x00007FFF);
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break;
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case 16:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
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break;
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case 24:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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break;
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case 32:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
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break;
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}
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}
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/* Create textures from the image */
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sprite = SDL_CreateTextureFromSurface(renderer, temp);
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if (!sprite) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
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SDL_FreeSurface(temp);
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return (-1);
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}
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SDL_FreeSurface(temp);
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/* We're ready to roll. :) */
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return (0);
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}
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void
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DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport)
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{
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@ -53,11 +104,11 @@ DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport)
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SDL_RenderClear(renderer);
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/* Test inside points */
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xF, 0xFF);
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SDL_RenderDrawPoint(renderer, viewport.h/2 + 10, viewport.w/2);
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SDL_RenderDrawPoint(renderer, viewport.h/2 - 10, viewport.w/2);
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SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - 10);
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SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + 10);
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
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SDL_RenderDrawPoint(renderer, viewport.h/2 + 20, viewport.w/2);
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SDL_RenderDrawPoint(renderer, viewport.h/2 - 20, viewport.w/2);
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SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - 20);
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SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + 20);
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/* Test horizontal and vertical lines */
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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@ -68,17 +119,15 @@ DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport)
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/* Test diagonal lines */
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
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SDL_RenderDrawLine(renderer, 0, 0,
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viewport.w-1, viewport.h-1);
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SDL_RenderDrawLine(renderer, viewport.w-1, 0,
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0, viewport.h-1);
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SDL_RenderDrawLine(renderer, 0, 0, viewport.w-1, viewport.h-1);
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SDL_RenderDrawLine(renderer, viewport.w-1, 0, 0, viewport.h-1);
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/* Test outside points */
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xF, 0xFF);
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
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SDL_RenderDrawPoint(renderer, viewport.h/2 + viewport.h, viewport.w/2);
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SDL_RenderDrawPoint(renderer, viewport.h/2 - viewport.h, viewport.w/2);
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SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - viewport.w);
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SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + viewport.w);
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SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 - viewport.w);
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SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 + viewport.w);
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/* Add a box at the top */
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rect.w = 8;
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@ -86,6 +135,14 @@ DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport)
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rect.x = (viewport.w - rect.w) / 2;
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rect.y = 0;
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SDL_RenderFillRect(renderer, &rect);
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/* Add a clip rect and fill it with the sprite */
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SDL_QueryTexture(sprite, NULL, NULL, &rect.w, &rect.h);
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rect.x = (viewport.w - rect.w) / 2;
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rect.y = (viewport.h - rect.h) / 2;
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SDL_RenderSetClipRect(renderer, &rect);
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SDL_RenderCopy(renderer, sprite, NULL, &rect);
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SDL_RenderSetClipRect(renderer, NULL);
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}
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void
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@ -149,6 +206,7 @@ main(int argc, char *argv[])
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return 1;
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}
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for (i = 1; i < argc;) {
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int consumed;
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@ -171,6 +229,10 @@ main(int argc, char *argv[])
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quit(2);
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}
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if (LoadSprite("icon.bmp", state->renderers[0]) < 0) {
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quit(2);
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}
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if (use_target) {
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int w, h;
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