SDL: examples: Added renderer/06-textures

From 2bd3d9cfb7b645f6717f86eb56107fd8759c5347 Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Sat, 21 Sep 2024 20:39:02 -0400
Subject: [PATCH] examples: Added renderer/06-textures

---
 examples/CMakeLists.txt                       |   1 +
 examples/renderer/06-textures/README.txt      |   3 +
 .../renderer/06-textures/renderer-textures.c  | 124 ++++++++++++++++++
 3 files changed, 128 insertions(+)
 create mode 100644 examples/renderer/06-textures/README.txt
 create mode 100644 examples/renderer/06-textures/renderer-textures.c

diff --git a/examples/CMakeLists.txt b/examples/CMakeLists.txt
index 10ccb05dac119..ec38246fab16d 100644
--- a/examples/CMakeLists.txt
+++ b/examples/CMakeLists.txt
@@ -125,6 +125,7 @@ add_sdl_example_executable(renderer-primitives SOURCES renderer/02-primitives/re
 add_sdl_example_executable(renderer-lines SOURCES renderer/03-lines/renderer-lines.c)
 add_sdl_example_executable(renderer-points SOURCES renderer/04-points/renderer-points.c)
 add_sdl_example_executable(renderer-rectangles SOURCES renderer/05-rectangles/renderer-rectangles.c)
+add_sdl_example_executable(renderer-textures SOURCES renderer/06-textures/renderer-textures.c)
 add_sdl_example_executable(audio-simple-playback SOURCES audio/01-simple-playback/simple-playback.c)
 add_sdl_example_executable(audio-simple-playback-callback SOURCES audio/02-simple-playback-callback/simple-playback-callback.c)
 add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav)
diff --git a/examples/renderer/06-textures/README.txt b/examples/renderer/06-textures/README.txt
new file mode 100644
index 0000000000000..21c3f0bcf94ea
--- /dev/null
+++ b/examples/renderer/06-textures/README.txt
@@ -0,0 +1,3 @@
+This example creates an SDL window and renderer, loads a texture from a
+.bmp file, and then draws it a few times each frame.
+
diff --git a/examples/renderer/06-textures/renderer-textures.c b/examples/renderer/06-textures/renderer-textures.c
new file mode 100644
index 0000000000000..406342b1cba35
--- /dev/null
+++ b/examples/renderer/06-textures/renderer-textures.c
@@ -0,0 +1,124 @@
+/*
+ * This example creates an SDL window and renderer, and then draws some
+ * textures to it every frame.
+ *
+ * This code is public domain. Feel free to use it for any purpose!
+ */
+
+#define SDL_MAIN_USE_CALLBACKS 1  /* use the callbacks instead of main() */
+#include <SDL3/SDL.h>
+#include <SDL3/SDL_main.h>
+
+/* We will use this renderer to draw into this window every frame. */
+static SDL_Window *window = NULL;
+static SDL_Renderer *renderer = NULL;
+static SDL_Texture *texture = NULL;
+static int texture_width = 0;
+static int texture_height = 0;
+
+#define WINDOW_WIDTH 640
+#define WINDOW_HEIGHT 480
+
+/* This function runs once at startup. */
+SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
+{
+    SDL_Surface *surface = NULL;
+    char *bmp_path = NULL;
+
+    if (!SDL_Init(SDL_INIT_VIDEO)) {
+        SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
+        return SDL_APP_FAILURE;
+    }
+
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+        SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
+        return SDL_APP_FAILURE;
+    }
+
+    /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
+       engines refer to these as "sprites." We'll do a static texture (upload once, draw many
+       times) with data from a bitmap file. */
+
+    /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
+       Load a .bmp into a surface, move it to a texture from there. */
+    SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath());  /* allocate a string of the full file path */
+    surface = SDL_LoadBMP(bmp_path);
+    if (!surface) {
+        SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't load bitmap!", SDL_GetError(), NULL);
+        return SDL_APP_FAILURE;
+    }
+
+    SDL_free(bmp_path);  /* done with this, the file is loaded. */
+
+    texture_width = surface->w;
+    texture_height = surface->h;
+
+    texture = SDL_CreateTextureFromSurface(renderer, surface);
+    if (!texture) {
+        SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create static texture!", SDL_GetError(), NULL);
+        return SDL_APP_FAILURE;
+    }
+
+    SDL_DestroySurface(surface);  /* done with this, the texture has a copy of the pixels now. */
+
+    return SDL_APP_CONTINUE;  /* carry on with the program! */
+}
+
+/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
+SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
+{
+    if (event->type == SDL_EVENT_QUIT) {
+        return SDL_APP_SUCCESS;  /* end the program, reporting success to the OS. */
+    }
+    return SDL_APP_CONTINUE;  /* carry on with the program! */
+}
+
+/* This function runs once per frame, and is the heart of the program. */
+SDL_AppResult SDL_AppIterate(void *appstate)
+{
+    SDL_FRect dst_rect;
+    const Uint64 now = SDL_GetTicks();
+
+    /* we'll have some textures move around over a few seconds. */
+    const float direction = ((now % 2000) >= 1000) ? 1.0f : -1.0f;
+    const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction;
+
+    /* as you can see from this, rendering draws over whatever was drawn before it. */
+    SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);  /* black, full alpha */
+    SDL_RenderClear(renderer);  /* start with a blank canvas. */
+
+    /* Just draw the static texture a few times. You can think of it like a
+       stamp, there isn't a limit to the number of times you can draw with it. */
+
+    /* top left */
+    dst_rect.x = (100.0f * scale);
+    dst_rect.y = 0.0f;
+    dst_rect.w = (float) texture_width;
+    dst_rect.h = (float) texture_height;
+    SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
+
+    /* center this one. */
+    dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f;
+    dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f;
+    dst_rect.w = (float) texture_width;
+    dst_rect.h = (float) texture_height;
+    SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
+
+    /* bottom right. */
+    dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) - (100.0f * scale);
+    dst_rect.y = (float) (WINDOW_HEIGHT - texture_height);
+    dst_rect.w = (float) texture_width;
+    dst_rect.h = (float) texture_height;
+    SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
+
+    SDL_RenderPresent(renderer);  /* put it all on the screen! */
+
+    return SDL_APP_CONTINUE;  /* carry on with the program! */
+}
+
+/* This function runs once at shutdown. */
+void SDL_AppQuit(void *appstate)
+{
+    /* SDL will clean up the window/renderer for us. */
+}
+