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+/*
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+ * This example creates an SDL window and renderer, and then draws some points
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+ * to it every frame.
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+ *
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+ * This code is public domain. Feel free to use it for any purpose!
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+ */
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+
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+#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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+#include <SDL3/SDL.h>
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+#include <SDL3/SDL_main.h>
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+
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+/* We will use this renderer to draw into this window every frame. */
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+static SDL_Window *window = NULL;
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+static SDL_Renderer *renderer = NULL;
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+static Uint64 last_time = 0;
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+
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+#define WINDOW_WIDTH 640
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+#define WINDOW_HEIGHT 480
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+
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+#define NUM_POINTS 500
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+#define MIN_PIXELS_PER_SECOND 30 /* move at least this many pixels per second. */
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+#define MAX_PIXELS_PER_SECOND 60 /* move this many pixels per second at most. */
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+
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+/* (track everything as parallel arrays instead of a array of structs,
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+ so we can pass the coordinates to the renderer in a single function call.) */
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+
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+/* Points are plotted as a set of X and Y coordinates.
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+ (0, 0) is the top left of the window, and larger numbers go down
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+ and to the right. This isn't how geometry works, but this is pretty
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+ standard in 2D graphics. */
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+static SDL_FPoint points[NUM_POINTS];
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+static float point_speeds[NUM_POINTS];
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+
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+/* This function runs once at startup. */
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+SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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+{
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+ int i;
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+
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+ if (!SDL_Init(SDL_INIT_VIDEO)) {
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ if (!SDL_CreateWindowAndRenderer("examples/renderer/points", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ SDL_srand(0); /* seed the random number generator */
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+
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+ /* set up the data for a bunch of points. */
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+ for (i = 0; i < SDL_arraysize(points); i++) {
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+ points[i].x = SDL_randf() * ((float) WINDOW_WIDTH);
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+ points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT);
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+ point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND));
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+ }
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+
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+ last_time = SDL_GetTicks();
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+
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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+SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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+{
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+ if (event->type == SDL_EVENT_QUIT) {
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+ return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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+ }
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs once per frame, and is the heart of the program. */
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+SDL_AppResult SDL_AppIterate(void *appstate)
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+{
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+ const Uint64 now = SDL_GetTicks();
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+ const float elapsed = ((float) (now - last_time)) / 1000.0f; /* seconds since last iteration */
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+ int i;
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+
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+ /* let's move all our points a little for a new frame. */
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+ for (i = 0; i < SDL_arraysize(points); i++) {
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+ const float distance = elapsed * point_speeds[i];
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+ points[i].x += distance;
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+ points[i].y += distance;
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+ if ((points[i].x >= WINDOW_WIDTH) || (points[i].y >= WINDOW_HEIGHT)) {
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+ /* off the screen; restart it elsewhere! */
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+ if (SDL_rand(2)) {
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+ points[i].x = SDL_randf() * ((float) WINDOW_WIDTH);
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+ points[i].y = 0.0f;
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+ } else {
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+ points[i].x = 0.0f;
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+ points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT);
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+ }
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+ point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND));
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+ }
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+ }
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+
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+ last_time = now;
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+
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+ /* as you can see from this, rendering draws over whatever was drawn before it. */
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+ SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */
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+ SDL_RenderClear(renderer); /* start with a blank canvas. */
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+ SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); /* white, full alpha */
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+ SDL_RenderPoints(renderer, points, SDL_arraysize(points)); /* draw all the points! */
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+
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+ /* You can also draw single points with SDL_RenderPoint(), but it's
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+ cheaper (sometimes significantly so) to do them all at once. */
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+
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+ SDL_RenderPresent(renderer); /* put it all on the screen! */
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+
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs once at shutdown. */
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+void SDL_AppQuit(void *appstate)
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+{
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+ /* SDL will clean up the window/renderer for us. */
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+}
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+
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