Clarified that the clip rectangle is defined relative to the viewport, and added a clip test to testviewport.c

Sam Lantinga 2020-03-08 21:02:40 -07:00
parent c8c05a9fc3
commit 611403dd0e
2 changed files with 80 additions and 18 deletions

View File

@ -618,8 +618,8 @@ extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
* \brief Set the clip rectangle for the current target.
*
* \param renderer The renderer for which clip rectangle should be set.
* \param rect A pointer to the rectangle to set as the clip rectangle, or
* NULL to disable clipping.
* \param rect A pointer to the rectangle to set as the clip rectangle,
* relative to the viewport, or NULL to disable clipping.
*
* \return 0 on success, or -1 on error
*

View File

@ -25,12 +25,14 @@
static SDLTest_CommonState *state;
SDL_Rect viewport;
int done, j;
SDL_bool use_target = SDL_FALSE;
static SDL_Rect viewport;
static int done, j;
static SDL_bool use_target = SDL_FALSE;
#ifdef __EMSCRIPTEN__
Uint32 wait_start;
static Uint32 wait_start;
#endif
static SDL_Texture *sprite;
static int sprite_w, sprite_h;
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
@ -40,6 +42,55 @@ quit(int rc)
exit(rc);
}
int
LoadSprite(char *file, SDL_Renderer *renderer)
{
SDL_Surface *temp;
/* Load the sprite image */
temp = SDL_LoadBMP(file);
if (temp == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", file, SDL_GetError());
return (-1);
}
sprite_w = temp->w;
sprite_h = temp->h;
/* Set transparent pixel as the pixel at (0,0) */
if (temp->format->palette) {
SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
} else {
switch (temp->format->BitsPerPixel) {
case 15:
SDL_SetColorKey(temp, SDL_TRUE,
(*(Uint16 *) temp->pixels) & 0x00007FFF);
break;
case 16:
SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
break;
case 24:
SDL_SetColorKey(temp, SDL_TRUE,
(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
break;
case 32:
SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
break;
}
}
/* Create textures from the image */
sprite = SDL_CreateTextureFromSurface(renderer, temp);
if (!sprite) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
SDL_FreeSurface(temp);
return (-1);
}
SDL_FreeSurface(temp);
/* We're ready to roll. :) */
return (0);
}
void
DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport)
{
@ -53,11 +104,11 @@ DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport)
SDL_RenderClear(renderer);
/* Test inside points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xF, 0xFF);
SDL_RenderDrawPoint(renderer, viewport.h/2 + 10, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 - 10, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - 10);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + 10);
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
SDL_RenderDrawPoint(renderer, viewport.h/2 + 20, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 - 20, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - 20);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + 20);
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
@ -68,17 +119,15 @@ DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport)
/* Test diagonal lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
SDL_RenderDrawLine(renderer, 0, 0,
viewport.w-1, viewport.h-1);
SDL_RenderDrawLine(renderer, viewport.w-1, 0,
0, viewport.h-1);
SDL_RenderDrawLine(renderer, 0, 0, viewport.w-1, viewport.h-1);
SDL_RenderDrawLine(renderer, viewport.w-1, 0, 0, viewport.h-1);
/* Test outside points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xF, 0xFF);
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
SDL_RenderDrawPoint(renderer, viewport.h/2 + viewport.h, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 - viewport.h, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - viewport.w);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + viewport.w);
SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 - viewport.w);
SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 + viewport.w);
/* Add a box at the top */
rect.w = 8;
@ -86,6 +135,14 @@ DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport)
rect.x = (viewport.w - rect.w) / 2;
rect.y = 0;
SDL_RenderFillRect(renderer, &rect);
/* Add a clip rect and fill it with the sprite */
SDL_QueryTexture(sprite, NULL, NULL, &rect.w, &rect.h);
rect.x = (viewport.w - rect.w) / 2;
rect.y = (viewport.h - rect.h) / 2;
SDL_RenderSetClipRect(renderer, &rect);
SDL_RenderCopy(renderer, sprite, NULL, &rect);
SDL_RenderSetClipRect(renderer, NULL);
}
void
@ -149,6 +206,7 @@ main(int argc, char *argv[])
return 1;
}
for (i = 1; i < argc;) {
int consumed;
@ -171,6 +229,10 @@ main(int argc, char *argv[])
quit(2);
}
if (LoadSprite("icon.bmp", state->renderers[0]) < 0) {
quit(2);
}
if (use_target) {
int w, h;