Use PNG files for tests and examples
These are much smaller than the previous BMP files Fixes https://github.com/libsdl-org/SDL/issues/14159
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@@ -388,7 +388,7 @@ static SDL_Texture *CreateTexture(SDL_Renderer *renderer, unsigned char *data, u
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SDL_Surface *surface;
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SDL_IOStream *src = SDL_IOFromConstMem(data, len);
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if (src) {
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surface = SDL_LoadBMP_IO(src, true);
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surface = SDL_LoadPNG_IO(src, true);
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if (surface) {
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texture = SDL_CreateTextureFromSurface(renderer, surface);
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SDL_DestroySurface(surface);
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@@ -402,32 +402,32 @@ GamepadImage *CreateGamepadImage(SDL_Renderer *renderer)
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GamepadImage *ctx = SDL_calloc(1, sizeof(*ctx));
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if (ctx) {
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ctx->renderer = renderer;
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ctx->front_texture = CreateTexture(renderer, gamepad_front_bmp, gamepad_front_bmp_len);
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ctx->back_texture = CreateTexture(renderer, gamepad_back_bmp, gamepad_back_bmp_len);
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ctx->front_texture = CreateTexture(renderer, gamepad_front_png, gamepad_front_png_len);
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ctx->back_texture = CreateTexture(renderer, gamepad_back_png, gamepad_back_png_len);
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SDL_GetTextureSize(ctx->front_texture, &ctx->gamepad_width, &ctx->gamepad_height);
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ctx->face_abxy_texture = CreateTexture(renderer, gamepad_face_abxy_bmp, gamepad_face_abxy_bmp_len);
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ctx->face_axby_texture = CreateTexture(renderer, gamepad_face_axby_bmp, gamepad_face_axby_bmp_len);
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ctx->face_bayx_texture = CreateTexture(renderer, gamepad_face_bayx_bmp, gamepad_face_bayx_bmp_len);
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ctx->face_sony_texture = CreateTexture(renderer, gamepad_face_sony_bmp, gamepad_face_sony_bmp_len);
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ctx->face_abxy_texture = CreateTexture(renderer, gamepad_face_abxy_png, gamepad_face_abxy_png_len);
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ctx->face_axby_texture = CreateTexture(renderer, gamepad_face_axby_png, gamepad_face_axby_png_len);
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ctx->face_bayx_texture = CreateTexture(renderer, gamepad_face_bayx_png, gamepad_face_bayx_png_len);
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ctx->face_sony_texture = CreateTexture(renderer, gamepad_face_sony_png, gamepad_face_sony_png_len);
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SDL_GetTextureSize(ctx->face_abxy_texture, &ctx->face_width, &ctx->face_height);
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ctx->connection_texture[0] = CreateTexture(renderer, gamepad_wired_bmp, gamepad_wired_bmp_len);
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ctx->connection_texture[1] = CreateTexture(renderer, gamepad_wireless_bmp, gamepad_wireless_bmp_len);
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ctx->connection_texture[0] = CreateTexture(renderer, gamepad_wired_png, gamepad_wired_png_len);
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ctx->connection_texture[1] = CreateTexture(renderer, gamepad_wireless_png, gamepad_wireless_png_len);
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SDL_GetTextureSize(ctx->connection_texture[0], &ctx->connection_width, &ctx->connection_height);
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ctx->battery_texture[0] = CreateTexture(renderer, gamepad_battery_bmp, gamepad_battery_bmp_len);
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ctx->battery_texture[1] = CreateTexture(renderer, gamepad_battery_wired_bmp, gamepad_battery_wired_bmp_len);
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ctx->battery_texture[0] = CreateTexture(renderer, gamepad_battery_png, gamepad_battery_png_len);
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ctx->battery_texture[1] = CreateTexture(renderer, gamepad_battery_wired_png, gamepad_battery_wired_png_len);
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SDL_GetTextureSize(ctx->battery_texture[0], &ctx->battery_width, &ctx->battery_height);
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ctx->touchpad_texture = CreateTexture(renderer, gamepad_touchpad_bmp, gamepad_touchpad_bmp_len);
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ctx->touchpad_texture = CreateTexture(renderer, gamepad_touchpad_png, gamepad_touchpad_png_len);
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SDL_GetTextureSize(ctx->touchpad_texture, &ctx->touchpad_width, &ctx->touchpad_height);
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ctx->button_texture = CreateTexture(renderer, gamepad_button_bmp, gamepad_button_bmp_len);
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ctx->button_texture = CreateTexture(renderer, gamepad_button_png, gamepad_button_png_len);
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SDL_GetTextureSize(ctx->button_texture, &ctx->button_width, &ctx->button_height);
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SDL_SetTextureColorMod(ctx->button_texture, 10, 255, 21);
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ctx->axis_texture = CreateTexture(renderer, gamepad_axis_bmp, gamepad_axis_bmp_len);
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ctx->axis_texture = CreateTexture(renderer, gamepad_axis_png, gamepad_axis_png_len);
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SDL_GetTextureSize(ctx->axis_texture, &ctx->axis_width, &ctx->axis_height);
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SDL_SetTextureColorMod(ctx->axis_texture, 10, 255, 21);
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@@ -1001,10 +1001,10 @@ GamepadDisplay *CreateGamepadDisplay(SDL_Renderer *renderer)
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if (ctx) {
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ctx->renderer = renderer;
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ctx->button_texture = CreateTexture(renderer, gamepad_button_small_bmp, gamepad_button_small_bmp_len);
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ctx->button_texture = CreateTexture(renderer, gamepad_button_small_png, gamepad_button_small_png_len);
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SDL_GetTextureSize(ctx->button_texture, &ctx->button_width, &ctx->button_height);
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ctx->arrow_texture = CreateTexture(renderer, gamepad_axis_arrow_bmp, gamepad_axis_arrow_bmp_len);
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ctx->arrow_texture = CreateTexture(renderer, gamepad_axis_arrow_png, gamepad_axis_arrow_png_len);
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SDL_GetTextureSize(ctx->arrow_texture, &ctx->arrow_width, &ctx->arrow_height);
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ctx->element_highlighted = SDL_GAMEPAD_ELEMENT_INVALID;
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@@ -2192,10 +2192,10 @@ JoystickDisplay *CreateJoystickDisplay(SDL_Renderer *renderer)
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if (ctx) {
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ctx->renderer = renderer;
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ctx->button_texture = CreateTexture(renderer, gamepad_button_small_bmp, gamepad_button_small_bmp_len);
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ctx->button_texture = CreateTexture(renderer, gamepad_button_small_png, gamepad_button_small_png_len);
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SDL_GetTextureSize(ctx->button_texture, &ctx->button_width, &ctx->button_height);
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ctx->arrow_texture = CreateTexture(renderer, gamepad_axis_arrow_bmp, gamepad_axis_arrow_bmp_len);
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ctx->arrow_texture = CreateTexture(renderer, gamepad_axis_arrow_png, gamepad_axis_arrow_png_len);
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SDL_GetTextureSize(ctx->arrow_texture, &ctx->arrow_width, &ctx->arrow_height);
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}
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return ctx;
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@@ -2628,7 +2628,7 @@ GamepadButton *CreateGamepadButton(SDL_Renderer *renderer, const char *label)
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if (ctx) {
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ctx->renderer = renderer;
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ctx->background = CreateTexture(renderer, gamepad_button_background_bmp, gamepad_button_background_bmp_len);
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ctx->background = CreateTexture(renderer, gamepad_button_background_png, gamepad_button_background_png_len);
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SDL_GetTextureSize(ctx->background, &ctx->background_width, &ctx->background_height);
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SetGamepadButtonLabel(ctx, label);
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