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				synced 2025-11-04 01:34:38 +00:00 
			
		
		
		
	render: Updates to format-string versions of SDL_RenderDebugText.
- Removes SDL_RenderDebugTextV - Changes SDL_RenderDebugTextF to SDL_RenderDebugTextFormat and tweaks it to work in a world without SDL_RenderDebugTextV. - Tweaked rendering position of formatted text in the example program.
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		@@ -46,6 +46,8 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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    const int charsize = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE;
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    /* as you can see from this, rendering draws over whatever was drawn before it. */
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    SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);  /* black, full alpha */
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    SDL_RenderClear(renderer);  /* start with a blank canvas. */
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@@ -63,7 +65,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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    SDL_SetRenderScale(renderer, 1.0f, 1.0f);
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    SDL_RenderDebugText(renderer, 64, 350, "This only does ASCII chars. So this laughing emoji won't draw: 🤣");
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    SDL_RenderDebugTextF(renderer, 0, 0, "This program has been running for %" SDL_PRIu64 " seconds.", SDL_GetTicks() / 1000);
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    SDL_RenderDebugTextFormat(renderer, (float) ((WINDOW_WIDTH - (charsize * 46)) / 2), 400, "(This program has been running for %" SDL_PRIu64 " seconds.)", SDL_GetTicks() / 1000);
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    SDL_RenderPresent(renderer);  /* put it all on the screen! */
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@@ -2530,8 +2530,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int
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 *
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 * \since This function is available since SDL 3.1.6.
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 *
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 * \sa SDL_RenderDebugTextF
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 * \sa SDL_RenderDebugTextV
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 * \sa SDL_RenderDebugTextFormat
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 * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
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 */
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extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *str);
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@@ -2539,9 +2538,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, flo
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/**
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 * Draw debug text to an SDL_Renderer.
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 *
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 * This function will render a printf() style format string to a renderer. Note
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 * that this is a convinence function for debugging, with severe limitations,
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 * and is not intended to be used for production apps and games.
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 * This function will render a printf()-style format string to a renderer.
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 * Note that this is a convinence function for debugging, with severe
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 * limitations, and is not intended to be used for production apps and games.
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 *
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 * For the full list of limitations and other useful information,
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 * see SDL_RenderDebugText.
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@@ -2550,7 +2549,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, flo
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 * \param x the x coordinate where the top-left corner of the text will draw.
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 * \param y the y coordinate where the top-left corner of the text will draw.
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 * \param fmt the format string to draw.
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 * \param ... format arguments
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 * \param ... additional parameters matching % tokens in the `fmt` string, if
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 *            any.
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 * \returns true on success or false on failure; call SDL_GetError() for more
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 *          information.
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 *
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@@ -2559,38 +2559,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, flo
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 * \since This function is available since SDL 3.1.7.
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 *
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 * \sa SDL_RenderDebugText
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 * \sa SDL_RenderDebugTextV
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 * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
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 */
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extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugTextF(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(4);
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/**
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 * Draw debug text to an SDL_Renderer.
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 *
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 * This function will render a printf() style format string to a renderer. Note
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 * that this is a convinence function for debugging, with severe limitations,
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 * and is not intended to be used for production apps and games.
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 *
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 * For the full list of limitations and other useful information,
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 * see SDL_RenderDebugText.
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 *
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 * \param renderer the renderer which should draw the text.
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 * \param x the x coordinate where the top-left corner of the text will draw.
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 * \param y the y coordinate where the top-left corner of the text will draw.
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 * \param fmt the format string to draw.
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 * \param ap a variable argument lists representing the format arguments
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 * \returns true on success or false on failure; call SDL_GetError() for more
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 *          information.
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 *
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 * \threadsafety This function should only be called on the main thread.
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 *
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 * \since This function is available since SDL 3.1.7.
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 *
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 * \sa SDL_RenderDebugText
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 * \sa SDL_RenderDebugTextF
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 * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
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 */
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extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugTextV(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(4);
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extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugTextFormat(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(4);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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@@ -149,15 +149,29 @@ static void SDL_InitDynamicAPI(void);
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        va_end(ap);                                                                                                                       \
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        return result;                                                                                                                    \
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    }                                                                                                                                     \
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    _static bool SDLCALL SDL_RenderDebugTextF##name(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) \
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    _static bool SDLCALL SDL_RenderDebugTextFormat##name(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) \
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    {                                                                                                                                     \
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        bool result;                                                                                                                      \
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        char buf[128], *str = buf;                                                                                                        \
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        int result;                                                                                                                       \
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        va_list ap;                                                                                                                       \
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        initcall;                                                                                                                         \
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        va_start(ap, fmt);                                                                                                                \
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        result = jump_table.SDL_RenderDebugTextV(renderer, x, y, fmt, ap);                                                                \
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        result = jump_table.SDL_vsnprintf(buf, sizeof(buf), fmt, ap);                                                                     \
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        va_end(ap);                                                                                                                       \
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        return result;                                                                                                                    \
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        if (result >= 0 && (size_t)result >= sizeof(buf)) {                                                                               \
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            str = NULL;                                                                                                                   \
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            va_start(ap, fmt);                                                                                                            \
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            result = jump_table.SDL_vasprintf(&str, fmt, ap);                                                                             \
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            va_end(ap);                                                                                                                   \
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        }                                                                                                                                 \
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        bool retval = false;                                                                                                              \
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        if (result >= 0) {                                                                                                                \
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            retval = jump_table.SDL_RenderDebugTextFormat(renderer, x, y, "%s", str);                                                     \
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        }                                                                                                                                 \
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        if (str != buf) {                                                                                                                 \
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            jump_table.SDL_free(str);                                                                                                     \
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        }                                                                                                                                 \
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        return retval;                                                                                                                    \
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    }                                                                                                                                     \
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    _static void SDLCALL SDL_Log##name(SDL_PRINTF_FORMAT_STRING const char *fmt, ...)                                                     \
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    {                                                                                                                                     \
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@@ -1207,8 +1207,7 @@ SDL3_0.0.0 {
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    SDL_SetGPUAllowedFramesInFlight;
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    SDL_RenderTextureAffine;
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    SDL_WaitAndAcquireGPUSwapchainTexture;
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    SDL_RenderDebugTextF;
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    SDL_RenderDebugTextV;
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    SDL_RenderDebugTextFormat;
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    # extra symbols go here (don't modify this line)
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  local: *;
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};
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@@ -1232,5 +1232,4 @@
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#define SDL_SetGPUAllowedFramesInFlight SDL_SetGPUAllowedFramesInFlight_REAL
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#define SDL_RenderTextureAffine SDL_RenderTextureAffine_REAL
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#define SDL_WaitAndAcquireGPUSwapchainTexture SDL_WaitAndAcquireGPUSwapchainTexture_REAL
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#define SDL_RenderDebugTextF SDL_RenderDebugTextF_REAL
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#define SDL_RenderDebugTextV SDL_RenderDebugTextV_REAL
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#define SDL_RenderDebugTextFormat SDL_RenderDebugTextFormat_REAL
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@@ -1239,6 +1239,5 @@ SDL_DYNAPI_PROC(bool,SDL_SetGPUAllowedFramesInFlight,(SDL_GPUDevice *a,Uint32 b)
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SDL_DYNAPI_PROC(bool,SDL_RenderTextureAffine,(SDL_Renderer *a,SDL_Texture *b,const SDL_FRect *c,const SDL_FPoint *d,const SDL_FPoint *e,const SDL_FPoint *f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(bool,SDL_WaitAndAcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a,SDL_Window *b,SDL_GPUTexture **c,Uint32 *d,Uint32 *e),(a,b,c,d,e),return)
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#ifndef SDL_DYNAPI_PROC_NO_VARARGS
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SDL_DYNAPI_PROC(bool,SDL_RenderDebugTextF,(SDL_Renderer *a,float b,float c,SDL_PRINTF_FORMAT_STRING const char *d,...),(a,b,c,d),return)
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SDL_DYNAPI_PROC(bool,SDL_RenderDebugTextFormat,(SDL_Renderer *a,float b,float c,SDL_PRINTF_FORMAT_STRING const char *d,...),(a,b,c,d),return)
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#endif
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SDL_DYNAPI_PROC(bool,SDL_RenderDebugTextV,(SDL_Renderer *a,float b,float c,SDL_PRINTF_FORMAT_STRING const char *d,va_list e),(a,b,c,d,e),return)
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@@ -5590,45 +5590,28 @@ bool SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *s
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    return result;
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}
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bool SDL_RenderDebugTextF(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...)
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bool SDL_RenderDebugTextFormat(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...)
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{
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    va_list ap;
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    va_start(ap, fmt);
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    bool result = SDL_RenderDebugTextV(renderer, x, y, fmt, ap);
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    // fast path to avoid unnecessary allocation and copy. If you're going through the dynapi, there's a good chance
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    // you _always_ hit this path, since it probably had to process varargs before calling into the jumptable.
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    if (SDL_strcmp(fmt, "%s") == 0) {
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        const char *str = va_arg(ap, const char *);
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        va_end(ap);
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        return SDL_RenderDebugText(renderer, x, y, str);
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    }
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    char *str = NULL;
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    const int rc = SDL_vasprintf(&str, fmt, ap);
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    va_end(ap);
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    return result;
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}
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bool SDL_RenderDebugTextV(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap)
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{
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    // Probably for the best to check this here, so we don't do a bunch of string formatting before realizing the renderer isn't even valid...
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    CHECK_RENDERER_MAGIC(renderer, false);
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    va_list apc;
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    va_copy(apc, ap); // vsnprintf mangles ap, so copy it so it can be used again later
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    int len = SDL_vsnprintf(NULL, 0, fmt, apc);
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    va_end(apc);
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    if (len < 0) {
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        return SDL_SetError("Failed to format debug text");
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    }
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    char *buf = SDL_malloc(len + 1);
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    if (buf == NULL) {
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        return SDL_OutOfMemory();
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    }
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    len = SDL_vsnprintf(buf, len + 1, fmt, ap);
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    if (len < 0) {
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        SDL_free(buf);
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        return SDL_SetError("Failed to format debug text");
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    }
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    bool result = SDL_RenderDebugText(renderer, x, y, buf);
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    SDL_free(buf);
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    return result;
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    if (rc == -1) {
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        return false;
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    }
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    const bool retval = SDL_RenderDebugText(renderer, x, y, str);
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    SDL_free(str);
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    return retval;
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}
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