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https://github.com/love2d/megasource.git
synced 2026-08-17 19:24:09 +02:00
update SDL3 to latest commit
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+25
-25
@@ -11,15 +11,15 @@
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*/
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/* Simple program: Create a native window and attach an SDL renderer */
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#include "testnative.h"
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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#include "testnative.h"
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#include "testutils.h"
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#include <stdlib.h> /* for srand() */
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#include <time.h> /* for time() */
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#include <stdlib.h>
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#define WINDOW_W 640
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#define WINDOW_H 480
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@@ -63,14 +63,12 @@ quit(int rc)
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static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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{
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int sprite_w, sprite_h;
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int i;
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SDL_Rect viewport;
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SDL_FRect *position, *velocity;
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/* Query the sizes */
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SDL_GetRenderViewport(renderer, &viewport);
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SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
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/* Draw a gray background */
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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@@ -81,12 +79,12 @@ static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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position = &positions[i];
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velocity = &velocities[i];
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position->x += velocity->x;
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if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
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if ((position->x < 0) || (position->x >= (viewport.w - sprite->w))) {
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velocity->x = -velocity->x;
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position->x += velocity->x;
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}
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position->y += velocity->y;
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if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
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if ((position->y < 0) || (position->y >= (viewport.h - sprite->h))) {
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velocity->y = -velocity->y;
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position->y += velocity->y;
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}
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@@ -108,7 +106,6 @@ int main(int argc, char *argv[])
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SDL_Renderer *renderer;
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SDL_Texture *sprite;
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int window_w, window_h;
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int sprite_w, sprite_h;
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SDL_Event event;
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/* Initialize test framework */
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@@ -117,15 +114,12 @@ int main(int argc, char *argv[])
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return 1;
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}
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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/* Parse commandline */
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if (!SDLTest_CommonDefaultArgs(state, argc, argv)) {
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return 1;
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}
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL video: %s\n",
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SDL_GetError());
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exit(1);
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@@ -151,8 +145,8 @@ int main(int argc, char *argv[])
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quit(3);
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}
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props = SDL_CreateProperties();
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SDL_SetProperty(props, "sdl2-compat.external_window", native_window);
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SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, SDL_TRUE);
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SDL_SetPointerProperty(props, "sdl2-compat.external_window", native_window);
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SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, true);
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, WINDOW_W);
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, WINDOW_H);
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window = SDL_CreateWindowWithProperties(props);
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@@ -164,7 +158,7 @@ int main(int argc, char *argv[])
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SDL_SetWindowTitle(window, "SDL Native Window Test");
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/* Create the renderer */
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renderer = SDL_CreateRenderer(window, NULL, 0);
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renderer = SDL_CreateRenderer(window, NULL);
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if (!renderer) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
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quit(5);
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@@ -174,31 +168,29 @@ int main(int argc, char *argv[])
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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sprite = LoadTexture(renderer, "icon.bmp", SDL_TRUE, NULL, NULL);
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sprite = LoadTexture(renderer, "icon.bmp", true, NULL, NULL);
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if (!sprite) {
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quit(6);
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}
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/* Allocate memory for the sprite info */
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SDL_GetWindowSize(window, &window_w, &window_h);
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SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
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positions = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*positions));
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velocities = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*velocities));
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if (!positions || !velocities) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
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quit(2);
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}
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srand((unsigned int)time(NULL));
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for (i = 0; i < NUM_SPRITES; ++i) {
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positions[i].x = (float)(rand() % (window_w - sprite_w));
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positions[i].y = (float)(rand() % (window_h - sprite_h));
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positions[i].w = (float)sprite_w;
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positions[i].h = (float)sprite_h;
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positions[i].x = (float)SDL_rand(window_w - sprite->w);
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positions[i].y = (float)SDL_rand(window_h - sprite->h);
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positions[i].w = (float)sprite->w;
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positions[i].h = (float)sprite->h;
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velocities[i].x = 0.0f;
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velocities[i].y = 0.0f;
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while (!velocities[i].x && !velocities[i].y) {
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velocities[i].x = (float)((rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
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velocities[i].y = (float)((rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
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while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
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velocities[i].x = (float)(SDL_rand(MAX_SPEED * 2 + 1) - MAX_SPEED);
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velocities[i].y = (float)(SDL_rand(MAX_SPEED * 2 + 1) - MAX_SPEED);
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}
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}
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@@ -207,6 +199,14 @@ int main(int argc, char *argv[])
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while (!done) {
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/* Check for events */
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while (SDL_PollEvent(&event)) {
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if (state->verbose & VERBOSE_EVENT) {
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if (((event.type != SDL_EVENT_MOUSE_MOTION) &&
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(event.type != SDL_EVENT_FINGER_MOTION)) ||
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(state->verbose & VERBOSE_MOTION)) {
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SDLTest_PrintEvent(&event);
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}
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}
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switch (event.type) {
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case SDL_EVENT_WINDOW_EXPOSED:
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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