/* cliprect.c ... */ /* * This example creates an SDL window and renderer, and then draws a scene * to it every frame, while sliding around a clipping rectangle. * * This code is public domain. Feel free to use it for any purpose! */ #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ #include <SDL3/SDL.h> #include <SDL3/SDL_main.h> #define WINDOW_WIDTH 640 #define WINDOW_HEIGHT 480 #define CLIPRECT_SIZE 250 #define CLIPRECT_SPEED 200 /* pixels per second */ /* We will use this renderer to draw into this window every frame. */ static SDL_Window *window = NULL; static SDL_Renderer *renderer = NULL; static SDL_Texture *texture = NULL; static SDL_FPoint cliprect_position; static SDL_FPoint cliprect_direction; static Uint64 last_time = 0; /* A lot of this program is examples/renderer/02-primitives, so we have a good visual that we can slide a clip rect around. The actual new magic in here is the SDL_SetRenderClipRect() function. */ /* This function runs once at startup. */ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) { SDL_Surface *surface = NULL; char *bmp_path = NULL; SDL_SetAppMetadata("Example Renderer Clipping Rectangle", "1.0", "com.example.renderer-cliprect"); if (!SDL_Init(SDL_INIT_VIDEO)) { SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); return SDL_APP_FAILURE; } if (!SDL_CreateWindowAndRenderer("examples/renderer/cliprect", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); return SDL_APP_FAILURE; } cliprect_direction.x = cliprect_direction.y = 1.0f; last_time = SDL_GetTicks(); /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D engines refer to these as "sprites." We'll do a static texture (upload once, draw many times) with data from a bitmap file. */ /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access. Load a .bmp into a surface, move it to a texture from there. */ SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */ surface = SDL_LoadBMP(bmp_path); if (!surface) { SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); return SDL_APP_FAILURE; } SDL_free(bmp_path); /* done with this, the file is loaded. */ texture = SDL_CreateTextureFromSurface(renderer, surface); if (!texture) { SDL_Log("Couldn't create static texture: %s", SDL_GetError()); return SDL_APP_FAILURE; } SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */ return SDL_APP_CONTINUE; /* carry on with the program! */ } /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) { if (event->type == SDL_EVENT_QUIT) { return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ } return SDL_APP_CONTINUE; /* carry on with the program! */ } /* This function runs once per frame, and is the heart of the program. */ SDL_AppResult SDL_AppIterate(void *appstate) { const SDL_Rect cliprect = { (int) SDL_roundf(cliprect_position.x), (int) SDL_roundf(cliprect_position.y), CLIPRECT_SIZE, CLIPRECT_SIZE }; const Uint64 now = SDL_GetTicks(); const float elapsed = ((float) (now - last_time)) / 1000.0f; /* seconds since last iteration */ const float distance = elapsed * CLIPRECT_SPEED; /* Set a new clipping rectangle position */ cliprect_position.x += distance * cliprect_direction.x; if (cliprect_position.x < 0.0f) { cliprect_position.x = 0.0f; cliprect_direction.x = 1.0f; } else if (cliprect_position.x >= (WINDOW_WIDTH - CLIPRECT_SIZE)) { cliprect_position.x = (WINDOW_WIDTH - CLIPRECT_SIZE) - 1; cliprect_direction.x = -1.0f; } cliprect_position.y += distance * cliprect_direction.y; if (cliprect_position.y < 0.0f) { cliprect_position.y = 0.0f; cliprect_direction.y = 1.0f; } else if (cliprect_position.y >= (WINDOW_HEIGHT - CLIPRECT_SIZE)) { cliprect_position.y = (WINDOW_HEIGHT - CLIPRECT_SIZE) - 1; cliprect_direction.y = -1.0f; } SDL_SetRenderClipRect(renderer, &cliprect); last_time = now; /* okay, now draw! */ /* Note that SDL_RenderClear is _not_ affected by the clipping rectangle! */ SDL_SetRenderDrawColor(renderer, 33, 33, 33, SDL_ALPHA_OPAQUE); /* grey, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ /* stretch the texture across the entire window. Only the piece in the clipping rectangle will actually render, though! */ SDL_RenderTexture(renderer, texture, NULL, NULL); SDL_RenderPresent(renderer); /* put it all on the screen! */ return SDL_APP_CONTINUE; /* carry on with the program! */ } /* This function runs once at shutdown. */ void SDL_AppQuit(void *appstate, SDL_AppResult result) { SDL_DestroyTexture(texture); /* SDL will clean up the window/renderer for us. */ }