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https://github.com/libsdl-org/SDL.git
synced 2025-09-29 14:38:29 +00:00
Simplified the transparent software renderer test
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@@ -12,93 +12,66 @@
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include "glass.h"
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#define SQUARE_SIZE 100.0f
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/* Draw opaque red squares at the four corners of the form, and draw a red square with an alpha value of 180 in the center of the form */
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static void draw(SDL_Renderer *renderer)
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{
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SDL_FRect rect = { 0.0f, 0.0f, SQUARE_SIZE, SQUARE_SIZE };
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int w, h;
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SDL_GetCurrentRenderOutputSize(renderer, &w, &h);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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if (w >= 3 * SQUARE_SIZE && h >= 3 * SQUARE_SIZE) {
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
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rect.x = 0.0f;
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rect.y = 0.0f;
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SDL_RenderFillRect(renderer, &rect);
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rect.y = h - SQUARE_SIZE;
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SDL_RenderFillRect(renderer, &rect);
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rect.x = w - SQUARE_SIZE;
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SDL_RenderFillRect(renderer, &rect);
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rect.y = 0.0f;
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SDL_RenderFillRect(renderer, &rect);
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}
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 180);
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rect.x = (w - SQUARE_SIZE) / 2;
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rect.y = (h - SQUARE_SIZE) / 2;
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SDL_RenderFillRect(renderer, &rect);
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}
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int main(int argc, char *argv[])
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{
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SDL_Window *window = NULL;
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SDL_Renderer *renderer = NULL;
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SDL_Texture *texture = NULL;
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SDL_WindowFlags flags;
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bool done = false;
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SDL_Event event;
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int return_code = 1;
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int windowWidth = 800;
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int windowHeight = 600;
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SDL_FRect destRect;
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destRect.x = 0;
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destRect.y = 0;
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destRect.w = 100;
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destRect.h = 100;
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SDL_FRect destRect2;
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destRect2.x = 700;
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destRect2.y = 0;
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destRect2.w = 100;
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destRect2.h = 100;
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SDL_FRect destRect3;
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destRect3.x = 0;
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destRect3.y = 500;
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destRect3.w = 100;
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destRect3.h = 100;
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SDL_FRect destRect4;
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destRect4.x = 700;
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destRect4.y = 500;
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destRect4.w = 100;
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destRect4.h = 100;
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SDL_FRect destRect5;
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destRect5.x = 350;
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destRect5.y = 250;
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destRect5.w = 100;
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destRect5.h = 100;
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/* Create the window hidden */
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flags = (SDL_WINDOW_HIDDEN | SDL_WINDOW_TRANSPARENT);
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/*flags |= SDL_WINDOW_BORDERLESS;*/
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window = SDL_CreateWindow("SDL Software Renderer Transparent Test", windowWidth, windowHeight, flags);
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window = SDL_CreateWindow("SDL Software Renderer Transparent Test", 800, 600, SDL_WINDOW_TRANSPARENT | SDL_WINDOW_RESIZABLE);
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if (!window) {
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SDL_Log("Couldn't create transparent window: %s", SDL_GetError());
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goto quit;
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}
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/* Create a software renderer and set the blend mode */
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/* Create a software renderer */
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renderer = SDL_CreateRenderer(window, SDL_SOFTWARE_RENDERER);
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if (!renderer) {
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SDL_Log("Couldn't create renderer: %s", SDL_GetError());
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goto quit;
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}
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if (!SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND)) {
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SDL_Log("Couldn't set renderer blend mode: %s\n", SDL_GetError());
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return false;
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}
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/* Create texture and set the blend mode */
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/* texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, windowWidth, windowHeight); */
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/* texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, windowWidth, windowHeight); */
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/* texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_BGRA32, SDL_TEXTUREACCESS_TARGET, windowWidth, windowHeight); */
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_BGRA8888, SDL_TEXTUREACCESS_TARGET, windowWidth, windowHeight);
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if (texture == NULL) {
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SDL_Log("Couldn't create texture: %s\n", SDL_GetError());
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return false;
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}
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if (!SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND_PREMULTIPLIED)) {
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SDL_Log("Couldn't set texture blend mode: %s\n", SDL_GetError());
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return false;
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}
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/* Show */
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SDL_ShowWindow(window);
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/* Make sure we're setting the alpha channel while drawing */
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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/* We're ready to go! */
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while (!done) {
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@@ -109,6 +82,10 @@ int main(int argc, char *argv[])
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done = true;
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}
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break;
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case SDL_EVENT_WINDOW_EXPOSED:
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/* The software renderer is persistent, so only redraw as-needed */
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draw(renderer);
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break;
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case SDL_EVENT_QUIT:
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done = true;
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break;
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@@ -117,26 +94,6 @@ int main(int argc, char *argv[])
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}
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}
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/* Draw opaque red squares at the four corners of the form, and draw a red square with an alpha value of 180 in the center of the form */
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SDL_SetRenderTarget(renderer, texture);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
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SDL_RenderFillRect(renderer, &destRect);
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SDL_RenderFillRect(renderer, &destRect2);
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SDL_RenderFillRect(renderer, &destRect3);
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SDL_RenderFillRect(renderer, &destRect4);
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 180);
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SDL_RenderFillRect(renderer, &destRect5);
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SDL_SetRenderTarget(renderer, NULL);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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SDL_RenderTexture(renderer, texture, NULL, NULL);
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/* Show everything on the screen and wait a bit */
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SDL_RenderPresent(renderer);
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SDL_Delay(100);
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@@ -146,7 +103,6 @@ int main(int argc, char *argv[])
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return_code = 0;
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quit:
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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