examples: Much, much easier way to generate thumbnail and onmouseover files.

This commit is contained in:
Ryan C. Gordon
2025-09-16 12:04:40 -04:00
parent 8bc4e029bd
commit 85ea2bfbf0
2 changed files with 61 additions and 20 deletions

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@@ -69,34 +69,26 @@ everything consistent. You can ignore it.
(Since I have to figure this out every time.)
This is how Ryan is doing it currently, although this could be automated
_much_ better:
This is how Ryan is doing it currently.
- Launch the example app on Desktop Linux. Gnome currently always puts it at
the same location.
- Hit PrtScr for capture.
- Highlight exactly the window without the titlebar. Usually I take an
initial screenshot, paste it into Gimp, zoom in and make sure it's
pixel-perfect. Repeat. This takes too much effort and should be automated.
- Take a screenshot for thumbnail.png if it makes sense.
- Take a video of a few seconds of the example app running.
- Take the video and turn it into webp format:
- `rm -f frame*.bmp`
- Temporarily add `#include "../../save-rendering-to-bitmaps.h"` after any SDL
includes in the example program.
- Launch the example app, interact with it, let it run for a few seconds, quit.
- This will dump a "frameX.bmp" file for each frame rendered.
- Make a video in webp format from the bitmaps (this assumes the bitmaps were
stored at 60fps, you might have to tweak).
```bash
ffmpeg -i video.mp4 -loop 0 -quality 40 -framerate 10 -frames:v 40 onmouseover.webp
ffmpeg -framerate 60 -pattern_type glob -i 'frame*.bmp' -loop 0 -quality 40 -r 10 -frames:v 40 onmouseover.webp
```
You might need to start in the middle of the video, or mess with quality or
number of frames to generate, ymmv.
- If you didn't take a screenshot for the thumbnail, extract a frame from the
video. The 0 means "the first frame of the video" but you can choose another:
- Pick a frame for the thumbnail, make it a .png, and run that png through
pngquant for massive file size reduction without any obvious loss in quality:
```bash
ffmpeg -i video.mp4 -vf "select=eq(n\,0)" thumbnail.png
convert frame00000.bmp cvt.png ; pngquant cvt.png --output thumbnail.png ; rm -f cvt.png
```
- Run the thumbnail through pngquant for massive file size reduction without
any obvious loss in quality:
```bash
pngquant thumbnail.png --output new_thumbnail.png
```

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@@ -0,0 +1,49 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/*
This is for generating thumbnails and videos of examples. Just include it
temporarily and let it override SDL_RenderPresent, etc, and it'll dump each
frame rendered to a new .bmp file.
*/
static bool SAVERENDERING_SDL_RenderPresent(SDL_Renderer *renderer)
{
static unsigned int framenum = 0;
SDL_Surface *surface = SDL_RenderReadPixels(renderer, NULL);
if (!surface) {
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to read pixels for frame #%u! (%s)", framenum, SDL_GetError());
} else {
char fname[64];
SDL_snprintf(fname, sizeof (fname), "frame%05u.bmp", framenum);
if (!SDL_SaveBMP(surface, fname)) {
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to save bmp for frame #%u! (%s)", framenum, SDL_GetError());
}
SDL_DestroySurface(surface);
}
framenum++;
return SDL_RenderPresent(renderer);
}
#define SDL_RenderPresent SAVERENDERING_SDL_RenderPresent