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SDL API renaming: SDL_render.h
Fixes https://github.com/libsdl-org/SDL/issues/6883
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@@ -93,7 +93,7 @@ void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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SDL_Rect *position, *velocity;
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/* Query the sizes */
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SDL_RenderGetViewport(renderer, &viewport);
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SDL_GetRenderViewport(renderer, &viewport);
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/* Cycle the color and alpha, if desired */
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if (cycle_color) {
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@@ -128,17 +128,17 @@ void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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/* Test points */
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SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
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SDL_RenderDrawPoint(renderer, 0, 0);
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SDL_RenderDrawPoint(renderer, viewport.w - 1, 0);
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SDL_RenderDrawPoint(renderer, 0, viewport.h - 1);
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SDL_RenderDrawPoint(renderer, viewport.w - 1, viewport.h - 1);
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SDL_RenderPoint(renderer, 0, 0);
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SDL_RenderPoint(renderer, viewport.w - 1, 0);
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SDL_RenderPoint(renderer, 0, viewport.h - 1);
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SDL_RenderPoint(renderer, viewport.w - 1, viewport.h - 1);
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/* Test horizontal and vertical lines */
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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SDL_RenderDrawLine(renderer, 1, 0, viewport.w - 2, 0);
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SDL_RenderDrawLine(renderer, 1, viewport.h - 1, viewport.w - 2, viewport.h - 1);
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SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h - 2);
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SDL_RenderDrawLine(renderer, viewport.w - 1, 1, viewport.w - 1, viewport.h - 2);
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SDL_RenderLine(renderer, 1, 0, viewport.w - 2, 0);
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SDL_RenderLine(renderer, 1, viewport.h - 1, viewport.w - 2, viewport.h - 1);
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SDL_RenderLine(renderer, 0, 1, 0, viewport.h - 2);
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SDL_RenderLine(renderer, viewport.w - 1, 1, viewport.w - 1, viewport.h - 2);
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/* Test fill and copy */
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
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@@ -178,31 +178,31 @@ void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
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}
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SDL_RenderCopy(renderer, sprite, NULL, &temp);
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SDL_RenderTexture(renderer, sprite, NULL, &temp);
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temp.x = viewport.w - sprite_w - 1;
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temp.y = 1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderCopy(renderer, sprite, NULL, &temp);
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SDL_RenderTexture(renderer, sprite, NULL, &temp);
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temp.x = 1;
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temp.y = viewport.h - sprite_h - 1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderCopy(renderer, sprite, NULL, &temp);
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SDL_RenderTexture(renderer, sprite, NULL, &temp);
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temp.x = viewport.w - sprite_w - 1;
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temp.y = viewport.h - sprite_h - 1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderCopy(renderer, sprite, NULL, &temp);
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SDL_RenderTexture(renderer, sprite, NULL, &temp);
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/* Test diagonal lines */
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
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SDL_RenderLine(renderer, sprite_w, sprite_h,
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viewport.w - sprite_w - 2, viewport.h - sprite_h - 2);
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SDL_RenderDrawLine(renderer, viewport.w - sprite_w - 2, sprite_h,
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SDL_RenderLine(renderer, viewport.w - sprite_w - 2, sprite_h,
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sprite_w, viewport.h - sprite_h - 2);
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/* Conditionally move the sprites, bounce at the wall */
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@@ -238,7 +238,7 @@ void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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position = &positions[i];
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/* Blit the sprite onto the screen */
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SDL_RenderCopy(renderer, sprite, NULL, position);
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SDL_RenderTexture(renderer, sprite, NULL, position);
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}
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} else if (use_rendergeometry == 1) {
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/*
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