Use floating point values for viewport, clip rectangle, and texture sizes

These are integer values internally, but the API has been changed to make it easier to mix other render code with querying those values.

Fixes https://github.com/libsdl-org/SDL/issues/7519
This commit is contained in:
Sam Lantinga
2024-06-12 09:21:02 -07:00
parent 463984ec20
commit 9fb5a9ccac
29 changed files with 624 additions and 585 deletions

View File

@@ -43,7 +43,7 @@ static void DrawPoints(SDL_Renderer *renderer)
{
int i;
float x, y;
SDL_Rect viewport;
SDL_FRect viewport;
/* Query the sizes */
SDL_GetRenderViewport(renderer, &viewport);
@@ -75,8 +75,8 @@ static void DrawPoints(SDL_Renderer *renderer)
SDL_SetRenderDrawColor(renderer, 255, (Uint8)current_color,
(Uint8)current_color, (Uint8)current_alpha);
x = (float)(rand() % viewport.w);
y = (float)(rand() % viewport.h);
x = (float)(rand() % (int)viewport.w);
y = (float)(rand() % (int)viewport.h);
SDL_RenderPoint(renderer, x, y);
}
}
@@ -85,7 +85,7 @@ static void DrawLines(SDL_Renderer *renderer)
{
int i;
float x1, y1, x2, y2;
SDL_Rect viewport;
SDL_FRect viewport;
/* Query the sizes */
SDL_GetRenderViewport(renderer, &viewport);
@@ -118,15 +118,15 @@ static void DrawLines(SDL_Renderer *renderer)
(Uint8)current_color, (Uint8)current_alpha);
if (i == 0) {
SDL_RenderLine(renderer, 0.0f, 0.0f, (float)(viewport.w - 1), (float)(viewport.h - 1));
SDL_RenderLine(renderer, 0.0f, (float)(viewport.h - 1), (float)(viewport.w - 1), 0.0f);
SDL_RenderLine(renderer, 0.0f, (float)(viewport.h / 2), (float)(viewport.w - 1), (float)(viewport.h / 2));
SDL_RenderLine(renderer, (float)(viewport.w / 2), 0.0f, (float)(viewport.w / 2), (float)(viewport.h - 1));
SDL_RenderLine(renderer, 0.0f, 0.0f, (viewport.w - 1), (viewport.h - 1));
SDL_RenderLine(renderer, 0.0f, (viewport.h - 1), (viewport.w - 1), 0.0f);
SDL_RenderLine(renderer, 0.0f, (viewport.h / 2), (viewport.w - 1), (viewport.h / 2));
SDL_RenderLine(renderer, (viewport.w / 2), 0.0f, (viewport.w / 2), (viewport.h - 1));
} else {
x1 = (float)((rand() % (viewport.w * 2)) - viewport.w);
x2 = (float)((rand() % (viewport.w * 2)) - viewport.w);
y1 = (float)((rand() % (viewport.h * 2)) - viewport.h);
y2 = (float)((rand() % (viewport.h * 2)) - viewport.h);
x1 = ((rand() % ((int)viewport.w * 2)) - viewport.w);
x2 = ((rand() % ((int)viewport.w * 2)) - viewport.w);
y1 = ((rand() % ((int)viewport.h * 2)) - viewport.h);
y2 = ((rand() % ((int)viewport.h * 2)) - viewport.h);
SDL_RenderLine(renderer, x1, y1, x2, y2);
}
}
@@ -136,7 +136,7 @@ static void DrawRects(SDL_Renderer *renderer)
{
int i;
SDL_FRect rect;
SDL_Rect viewport;
SDL_FRect viewport;
/* Query the sizes */
SDL_GetRenderViewport(renderer, &viewport);
@@ -168,10 +168,10 @@ static void DrawRects(SDL_Renderer *renderer)
SDL_SetRenderDrawColor(renderer, 255, (Uint8)current_color,
(Uint8)current_color, (Uint8)current_alpha);
rect.w = (float)(rand() % (viewport.h / 2));
rect.h = (float)(rand() % (viewport.h / 2));
rect.x = (float)((rand() % (viewport.w * 2) - viewport.w) - (rect.w / 2));
rect.y = (float)((rand() % (viewport.h * 2) - viewport.h) - (rect.h / 2));
rect.w = (float)(rand() % ((int)viewport.h / 2));
rect.h = (float)(rand() % ((int)viewport.h / 2));
rect.x = ((rand() % ((int)viewport.w * 2) - viewport.w) - (rect.w / 2));
rect.y = ((rand() % ((int)viewport.h * 2) - viewport.h) - (rect.h / 2));
SDL_RenderFillRect(renderer, &rect);
}
}