Selaa lähdekoodia

Support resizable windows with most examples

Cameron Cawley 1 päivä sitten
vanhempi
commit
0bbbf3d43b
30 muutettua tiedostoa jossa 60 lisäystä ja 30 poistoa
  1. 2 1
      examples/asyncio/01-load-bitmaps/load-bitmaps.c
  2. 2 1
      examples/audio/01-simple-playback/simple-playback.c
  3. 2 1
      examples/audio/02-simple-playback-callback/simple-playback-callback.c
  4. 2 1
      examples/audio/03-load-wav/load-wav.c
  5. 2 1
      examples/audio/04-multiple-streams/multiple-streams.c
  6. 3 1
      examples/audio/05-planar-data/planar-data.c
  7. 2 1
      examples/camera/01-read-and-draw/read-and-draw.c
  8. 2 1
      examples/demo/01-snake/snake.c
  9. 1 1
      examples/demo/02-woodeneye-008/woodeneye-008.c
  10. 1 1
      examples/input/02-joystick-events/joystick-events.c
  11. 1 1
      examples/input/04-gamepad-events/gamepad-events.c
  12. 2 1
      examples/misc/01-power/power.c
  13. 3 1
      examples/misc/02-clipboard/clipboard.c
  14. 2 1
      examples/renderer/01-clear/clear.c
  15. 2 1
      examples/renderer/02-primitives/primitives.c
  16. 2 1
      examples/renderer/03-lines/lines.c
  17. 2 1
      examples/renderer/04-points/points.c
  18. 2 1
      examples/renderer/05-rectangles/rectangles.c
  19. 2 1
      examples/renderer/06-textures/textures.c
  20. 2 1
      examples/renderer/07-streaming-textures/streaming-textures.c
  21. 2 1
      examples/renderer/08-rotating-textures/rotating-textures.c
  22. 2 1
      examples/renderer/09-scaling-textures/scaling-textures.c
  23. 2 1
      examples/renderer/10-geometry/geometry.c
  24. 2 1
      examples/renderer/11-color-mods/color-mods.c
  25. 2 1
      examples/renderer/14-viewport/viewport.c
  26. 2 1
      examples/renderer/15-cliprect/cliprect.c
  27. 2 1
      examples/renderer/17-read-pixels/read-pixels.c
  28. 2 1
      examples/renderer/18-debug-text/debug-text.c
  29. 2 1
      examples/renderer/19-affine-textures/affine-textures.c
  30. 3 1
      examples/template.c

+ 2 - 1
examples/asyncio/01-load-bitmaps/load-bitmaps.c

@@ -33,10 +33,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/asyncio/load-bitmaps", 640, 480, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/asyncio/load-bitmaps", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     queue = SDL_CreateAsyncIOQueue();
     if (!queue) {

+ 2 - 1
examples/audio/01-simple-playback/simple-playback.c

@@ -29,10 +29,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
     }
 
     /* we don't _need_ a window for audio-only things but it's good policy to have one. */
-    if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback", 640, 480, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     /* We're just playing a single thing here, so we'll use the simplified option.
        We are always going to feed audio in as mono, float32 data at 8000Hz.

+ 2 - 1
examples/audio/02-simple-playback-callback/simple-playback-callback.c

@@ -63,10 +63,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
     }
 
     /* we don't _need_ a window for audio-only things but it's good policy to have one. */
-    if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback-callback", 640, 480, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback-callback", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     /* We're just playing a single thing here, so we'll use the simplified option.
        We are always going to feed audio in as mono, float32 data at 8000Hz.

+ 2 - 1
examples/audio/03-load-wav/load-wav.c

@@ -39,10 +39,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
     }
 
     /* we don't _need_ a window for audio-only things but it's good policy to have one. */
-    if (!SDL_CreateWindowAndRenderer("examples/audio/load-wav", 640, 480, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/audio/load-wav", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     /* Load the .wav file from wherever the app is being run from. */
     SDL_asprintf(&wav_path, "%ssample.wav", SDL_GetBasePath());  /* allocate a string of the full file path */

+ 2 - 1
examples/audio/04-multiple-streams/multiple-streams.c

@@ -65,10 +65,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/audio/multiple-streams", 640, 480, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/audio/multiple-streams", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     /* open the default audio device in whatever format it prefers; our audio streams will adjust to it. */
     audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);

+ 3 - 1
examples/audio/05-planar-data/planar-data.c

@@ -39,10 +39,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/audio/planar-data", 640, 480, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/audio/planar-data", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL);
     if (!stream) {
@@ -58,6 +59,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
 /* This function runs when a new event (mouse input, keypresses, etc) occurs. */
 SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
 {
+    SDL_ConvertEventToRenderCoordinates(renderer, event);
     if (event->type == SDL_EVENT_QUIT) {
         return SDL_APP_SUCCESS;  /* end the program, reporting success to the OS. */
     } else if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) {

+ 2 - 1
examples/camera/01-read-and-draw/read-and-draw.c

@@ -33,7 +33,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/camera/read-and-draw", 640, 480, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/camera/read-and-draw", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
@@ -83,6 +83,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
            the window when we get a first frame from the camera. */
         if (!texture) {
             SDL_SetWindowSize(window, frame->w, frame->h);  /* Resize the window to match */
+            SDL_SetRenderLogicalPresentation(renderer, frame->w, frame->h, SDL_LOGICAL_PRESENTATION_LETTERBOX);
             texture = SDL_CreateTexture(renderer, frame->format, SDL_TEXTUREACCESS_STREAMING, frame->w, frame->h);
         }
 

+ 2 - 1
examples/demo/01-snake/snake.c

@@ -340,9 +340,10 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
 
     *appstate = as;
 
-    if (!SDL_CreateWindowAndRenderer("examples/demo/snake", SDL_WINDOW_WIDTH, SDL_WINDOW_HEIGHT, 0, &as->window, &as->renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/demo/snake", SDL_WINDOW_WIDTH, SDL_WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &as->window, &as->renderer)) {
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(as->renderer, SDL_WINDOW_WIDTH, SDL_WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     snake_initialize(&as->snake_ctx);
 

+ 1 - 1
examples/demo/02-woodeneye-008/woodeneye-008.c

@@ -347,7 +347,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
     if (!SDL_Init(SDL_INIT_VIDEO)) {
         return SDL_APP_FAILURE;
     }
-    if (!SDL_CreateWindowAndRenderer("examples/demo/woodeneye-008", 640, 480, 0, &as->window, &as->renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/demo/woodeneye-008", 640, 480, SDL_WINDOW_RESIZABLE, &as->window, &as->renderer)) {
         return SDL_APP_FAILURE;
     }
 

+ 1 - 1
examples/input/02-joystick-events/joystick-events.c

@@ -111,7 +111,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/input/joystick-events", 640, 480, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/input/joystick-events", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }

+ 1 - 1
examples/input/04-gamepad-events/gamepad-events.c

@@ -94,7 +94,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/input/gamepad-events", 640, 480, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/input/gamepad-events", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }

+ 2 - 1
examples/misc/01-power/power.c

@@ -22,10 +22,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/misc/power", 640, 480, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/misc/power", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     return SDL_APP_CONTINUE;  /* carry on with the program! */
 }

+ 3 - 1
examples/misc/02-clipboard/clipboard.c

@@ -47,10 +47,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/misc/clipboard", 640, 480, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/misc/clipboard", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     CalculateCurrentTimeString();
 
@@ -81,6 +82,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
 /* This function runs when a new event (mouse input, keypresses, etc) occurs. */
 SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
 {
+    SDL_ConvertEventToRenderCoordinates(renderer, event);
     if (event->type == SDL_EVENT_QUIT) {
         return SDL_APP_SUCCESS;  /* end the program, reporting success to the OS. */
     } else if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) {

+ 2 - 1
examples/renderer/01-clear/clear.c

@@ -24,10 +24,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", 640, 480, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     return SDL_APP_CONTINUE;  /* carry on with the program! */
 }

+ 2 - 1
examples/renderer/02-primitives/primitives.c

@@ -26,10 +26,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/renderer/primitives", 640, 480, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/primitives", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     /* set up some random points */
     for (i = 0; i < SDL_arraysize(points); i++) {

+ 2 - 1
examples/renderer/03-lines/lines.c

@@ -23,10 +23,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/renderer/lines", 640, 480, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/lines", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     return SDL_APP_CONTINUE;  /* carry on with the program! */
 }

+ 2 - 1
examples/renderer/04-points/points.c

@@ -43,10 +43,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/renderer/points", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/points", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     /* set up the data for a bunch of points. */
     for (i = 0; i < SDL_arraysize(points); i++) {

+ 2 - 1
examples/renderer/05-rectangles/rectangles.c

@@ -26,10 +26,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/renderer/rectangles", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/rectangles", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     return SDL_APP_CONTINUE;  /* carry on with the program! */
 }

+ 2 - 1
examples/renderer/06-textures/textures.c

@@ -32,10 +32,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/renderer/textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     /* 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

+ 2 - 1
examples/renderer/07-streaming-textures/streaming-textures.c

@@ -29,10 +29,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/renderer/streaming-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/streaming-textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE);
     if (!texture) {

+ 2 - 1
examples/renderer/08-rotating-textures/rotating-textures.c

@@ -32,10 +32,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/renderer/rotating-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/rotating-textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     /* 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

+ 2 - 1
examples/renderer/09-scaling-textures/scaling-textures.c

@@ -32,10 +32,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/renderer/scaling-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/scaling-textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     /* 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

+ 2 - 1
examples/renderer/10-geometry/geometry.c

@@ -32,10 +32,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/renderer/geometry", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/geometry", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     /* 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

+ 2 - 1
examples/renderer/11-color-mods/color-mods.c

@@ -32,10 +32,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/renderer/color-mods", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/color-mods", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     /* 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

+ 2 - 1
examples/renderer/14-viewport/viewport.c

@@ -32,10 +32,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/renderer/viewport", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/viewport", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     /* 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

+ 2 - 1
examples/renderer/15-cliprect/cliprect.c

@@ -39,10 +39,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/renderer/cliprect", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/cliprect", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     cliprect_direction.x = cliprect_direction.y = 1.0f;
 

+ 2 - 1
examples/renderer/17-read-pixels/read-pixels.c

@@ -41,10 +41,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/renderer/read-pixels", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/read-pixels", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     /* 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

+ 2 - 1
examples/renderer/18-debug-text/debug-text.c

@@ -26,10 +26,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/renderer/debug-text", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/debug-text", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     return SDL_APP_CONTINUE;  /* carry on with the program! */
 }

+ 2 - 1
examples/renderer/19-affine-textures/affine-textures.c

@@ -34,10 +34,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/renderer/affine-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/affine-textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 
     /* 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

+ 3 - 1
examples/template.c

@@ -23,10 +23,12 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
         return SDL_APP_FAILURE;
     }
 
-    if (!SDL_CreateWindowAndRenderer("examples/CATEGORY/NAME", 640, 480, 0, &window, &renderer)) {
+    if (!SDL_CreateWindowAndRenderer("examples/CATEGORY/NAME", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
         return SDL_APP_FAILURE;
     }
+    SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
+
     return SDL_APP_CONTINUE;  /* carry on with the program! */
 }