/* 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. */
}