Removed non-float versions of SDL render API drawing functions

This simplifies the API and removes a level of API translation between the int variants of the functions and the float implementation

Fixes https://github.com/libsdl-org/SDL/issues/6656
This commit is contained in:
Sam Lantinga
2022-12-31 11:19:32 -08:00
parent bf76fc6b05
commit 9c1a9ecb4b
29 changed files with 465 additions and 1119 deletions

View File

@@ -38,7 +38,7 @@ static NativeWindowFactory *factories[] = {
};
static NativeWindowFactory *factory = NULL;
static void *native_window;
static SDL_Rect *positions, *velocities;
static SDL_FRect *positions, *velocities;
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
@@ -56,7 +56,7 @@ void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
int sprite_w, sprite_h;
int i;
SDL_Rect viewport;
SDL_Rect *position, *velocity;
SDL_FRect *position, *velocity;
/* Query the sizes */
SDL_GetRenderViewport(renderer, &viewport);
@@ -154,23 +154,23 @@ int main(int argc, char *argv[])
/* Allocate memory for the sprite info */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
positions = (SDL_Rect *)SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect));
velocities = (SDL_Rect *)SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect));
positions = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*positions));
velocities = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*velocities));
if (positions == NULL || velocities == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
quit(2);
}
srand((unsigned int)time(NULL));
for (i = 0; i < NUM_SPRITES; ++i) {
positions[i].x = rand() % (window_w - sprite_w);
positions[i].y = rand() % (window_h - sprite_h);
positions[i].w = sprite_w;
positions[i].h = sprite_h;
velocities[i].x = 0;
velocities[i].y = 0;
positions[i].x = (float)(rand() % (window_w - sprite_w));
positions[i].y = (float)(rand() % (window_h - sprite_h));
positions[i].w = (float)sprite_w;
positions[i].h = (float)sprite_h;
velocities[i].x = 0.0f;
velocities[i].y = 0.0f;
while (!velocities[i].x && !velocities[i].y) {
velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
velocities[i].x = (float)((rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
velocities[i].y = (float)((rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
}
}