Backed out the viewport and cliprect changes in 9fb5a9ccac
This ended up being lots of application code churn without any real benefit in practice.
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@@ -51,7 +51,7 @@ quit(int rc)
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static SDL_bool
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DrawComposite(DrawState *s)
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{
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SDL_FRect viewport;
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SDL_Rect viewport;
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SDL_FRect R;
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SDL_Texture *target;
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SDL_Surface *surface;
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@@ -91,7 +91,7 @@ DrawComposite(DrawState *s)
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SDL_GetRenderViewport(s->renderer, &viewport);
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target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, (int)viewport.w, (int)viewport.h);
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target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
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SDL_SetRenderTarget(s->renderer, target);
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@@ -113,8 +113,8 @@ DrawComposite(DrawState *s)
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s->scale_direction = 1;
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}
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}
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s->sprite_rect.x = ((viewport.w - s->sprite_rect.w) / 2);
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s->sprite_rect.y = ((viewport.h - s->sprite_rect.h) / 2);
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s->sprite_rect.x = (float)((viewport.w - s->sprite_rect.w) / 2);
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s->sprite_rect.y = (float)((viewport.h - s->sprite_rect.h) / 2);
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SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
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@@ -141,12 +141,12 @@ DrawComposite(DrawState *s)
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static SDL_bool
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Draw(DrawState *s)
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{
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SDL_FRect viewport;
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SDL_Rect viewport;
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SDL_Texture *target;
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SDL_GetRenderViewport(s->renderer, &viewport);
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target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, (int)viewport.w, (int)viewport.h);
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target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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if (!target) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s\n", SDL_GetError());
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return SDL_FALSE;
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@@ -168,8 +168,8 @@ Draw(DrawState *s)
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s->scale_direction = 1;
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}
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}
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s->sprite_rect.x = ((viewport.w - s->sprite_rect.w) / 2);
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s->sprite_rect.y = ((viewport.h - s->sprite_rect.h) / 2);
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s->sprite_rect.x = (float)((viewport.w - s->sprite_rect.w) / 2);
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s->sprite_rect.y = (float)((viewport.h - s->sprite_rect.h) / 2);
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SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
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@@ -251,7 +251,6 @@ int main(int argc, char *argv[])
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drawstates = SDL_stack_alloc(DrawState, state->num_windows);
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for (i = 0; i < state->num_windows; ++i) {
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DrawState *drawstate = &drawstates[i];
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float w, h;
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drawstate->window = state->windows[i];
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drawstate->renderer = state->renderers[i];
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@@ -264,9 +263,7 @@ int main(int argc, char *argv[])
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if (!drawstate->sprite || !drawstate->background) {
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quit(2);
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}
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SDL_GetTextureSize(drawstate->sprite, &w, &h);
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drawstate->sprite_rect.w = w;
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drawstate->sprite_rect.h = h;
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SDL_GetTextureSize(drawstate->sprite, &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
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drawstate->scale_direction = 1;
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}
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