The rendering functions take a context so it's clear what window they're drawing to. This also potentially opens to the door to multi-threaded rendering in the future.
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15 changed files with 617 additions and 690 deletions
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@ -20,7 +20,7 @@ static int current_color = 255;
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static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
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void
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DrawPoints(SDL_Window * window)
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DrawPoints(SDL_Window * window, SDL_Renderer * renderer)
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{
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int i;
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int x, y;
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@ -29,7 +29,6 @@ DrawPoints(SDL_Window * window)
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/* Query the sizes */
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SDL_GetWindowSize(window, &window_w, &window_h);
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SDL_SetRenderDrawBlendMode(blendMode);
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for (i = 0; i < num_objects * 4; ++i) {
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/* Cycle the color and alpha, if desired */
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if (cycle_color) {
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@ -54,14 +53,13 @@ DrawPoints(SDL_Window * window)
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cycle_direction = -cycle_direction;
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}
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}
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SDL_SetRenderDrawColor(255, (Uint8) current_color,
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SDL_SetRenderDrawColor(renderer, 255, (Uint8) current_color,
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(Uint8) current_color, (Uint8) current_alpha);
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x = rand() % window_w;
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y = rand() % window_h;
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SDL_RenderDrawPoint(x, y);
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SDL_RenderDrawPoint(renderer, x, y);
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}
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SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
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}
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#define MAX_LINES 16
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@ -86,7 +84,7 @@ add_line(int x1, int y1, int x2, int y2)
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void
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DrawLines(SDL_Window * window)
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DrawLines(SDL_Window * window, SDL_Renderer * renderer)
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{
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int i;
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int x1, y1, x2, y2;
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@ -95,20 +93,18 @@ DrawLines(SDL_Window * window)
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/* Query the sizes */
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SDL_GetWindowSize(window, &window_w, &window_h);
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SDL_SetRenderDrawBlendMode(blendMode);
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for (i = 0; i < num_lines; ++i) {
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SDL_SetRenderDrawColor(255, 255, 255, 255);
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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if (i == -1) {
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SDL_RenderDrawLine(0, 0, window_w - 1, window_h - 1);
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SDL_RenderDrawLine(0, window_h - 1, window_w - 1, 0);
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SDL_RenderDrawLine(0, window_h / 2, window_w - 1, window_h / 2);
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SDL_RenderDrawLine(window_w / 2, 0, window_w / 2, window_h - 1);
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SDL_RenderDrawLine(renderer, 0, 0, window_w - 1, window_h - 1);
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SDL_RenderDrawLine(renderer, 0, window_h - 1, window_w - 1, 0);
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SDL_RenderDrawLine(renderer, 0, window_h / 2, window_w - 1, window_h / 2);
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SDL_RenderDrawLine(renderer, window_w / 2, 0, window_w / 2, window_h - 1);
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} else {
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SDL_RenderDrawLine(lines[i].x, lines[i].y, lines[i].w, lines[i].h);
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SDL_RenderDrawLine(renderer, lines[i].x, lines[i].y, lines[i].w, lines[i].h);
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}
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}
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SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
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}
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#define MAX_RECTS 16
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@ -139,7 +135,7 @@ add_rect(int x1, int y1, int x2, int y2)
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}
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static void
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DrawRects(SDL_Window * window)
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DrawRects(SDL_Window * window, SDL_Renderer * renderer)
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{
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int i;
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int window_w, window_h;
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@ -147,24 +143,20 @@ DrawRects(SDL_Window * window)
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/* Query the sizes */
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SDL_GetWindowSize(window, &window_w, &window_h);
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SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
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for (i = 0; i < num_rects; ++i) {
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SDL_SetRenderDrawColor(255, 127, 0, 255);
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SDL_RenderFillRect(&rects[i]);
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SDL_SetRenderDrawColor(renderer, 255, 127, 0, 255);
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SDL_RenderFillRect(renderer, &rects[i]);
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}
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SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
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}
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static void
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DrawRectLineIntersections(SDL_Window * window)
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DrawRectLineIntersections(SDL_Window * window, SDL_Renderer * renderer)
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{
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int i, j, window_w, window_h;
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/* Query the sizes */
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SDL_GetWindowSize(window, &window_w, &window_h);
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SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
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for (i = 0; i < num_rects; i++)
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for (j = 0; j < num_lines; j++) {
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int x1, y1, x2, y2;
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@ -177,31 +169,25 @@ DrawRectLineIntersections(SDL_Window * window)
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y2 = lines[j].h;
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if (SDL_IntersectRectAndLine(&r, &x1, &y1, &x2, &y2)) {
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SDL_SetRenderDrawColor(0, 255, 55, 255);
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SDL_RenderDrawLine(x1, y1, x2, y2);
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SDL_SetRenderDrawColor(renderer, 0, 255, 55, 255);
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SDL_RenderDrawLine(renderer, x1, y1, x2, y2);
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}
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}
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SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
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}
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static void
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DrawRectRectIntersections(SDL_Window * window)
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DrawRectRectIntersections(SDL_Window * window, SDL_Renderer * renderer)
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{
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int i, j;
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SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
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for (i = 0; i < num_rects; i++)
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for (j = i + 1; j < num_rects; j++) {
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SDL_Rect r;
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if (SDL_IntersectRect(&rects[i], &rects[j], &r)) {
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SDL_SetRenderDrawColor(255, 200, 0, 255);
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SDL_RenderFillRect(&r);
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SDL_SetRenderDrawColor(renderer, 255, 200, 0, 255);
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SDL_RenderFillRect(renderer, &r);
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}
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}
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SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
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}
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int
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@ -264,9 +250,10 @@ main(int argc, char *argv[])
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/* Create the windows and initialize the renderers */
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for (i = 0; i < state->num_windows; ++i) {
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SDL_SelectRenderer(state->windows[i]);
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SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear();
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SDL_Renderer *renderer = state->renderers[i];
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SDL_SetRenderDrawBlendMode(renderer, blendMode);
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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}
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srand(time(NULL));
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@ -311,31 +298,22 @@ main(int argc, char *argv[])
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break;
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}
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break;
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_EXPOSED:
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SDL_SelectRenderer(SDL_GetWindowFromID(event.window.windowID));
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SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear();
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break;
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}
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break;
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default:
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break;
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}
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}
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for (i = 0; i < state->num_windows; ++i) {
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SDL_SelectRenderer(state->windows[i]);
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SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear();
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SDL_Renderer *renderer = state->renderers[i];
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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DrawRects(state->windows[i]);
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DrawPoints(state->windows[i]);
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DrawRectRectIntersections(state->windows[i]);
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DrawLines(state->windows[i]);
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DrawRectLineIntersections(state->windows[i]);
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DrawRects(state->windows[i], renderer);
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DrawPoints(state->windows[i], renderer);
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DrawRectRectIntersections(state->windows[i], renderer);
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DrawLines(state->windows[i], renderer);
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DrawRectLineIntersections(state->windows[i], renderer);
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SDL_RenderPresent();
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SDL_RenderPresent(renderer);
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}
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}
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