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+/*
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+ * This example code creates an SDL window and renderer, and then draws a few
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+ * lines and rectangles 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 SDL_FPoint points[500];
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+
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+/* This function runs once at startup. */
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+int 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_CreateWindowAndRenderer("examples/renderer/clear", 640, 480, 0, &window, &renderer) == -1) {
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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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+ /* set up some random points */
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+ SDL_srand(0); /* seed the random number generator with current time */
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+ for (i = 0; i < SDL_arraysize(points); i++) {
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+ points[i].x = (SDL_randf() * 440.0f) + 100.0f;
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+ points[i].y = (SDL_randf() * 280.0f) + 100.0f;
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+ }
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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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+int SDL_AppEvent(void *appstate, const 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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+int SDL_AppIterate(void *appstate)
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+{
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+ SDL_FRect rect;
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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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+
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+ /* draw a filled rectangle in the middle of the canvas. */
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+ SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255); /* blue, full alpha */
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+ rect.x = rect.y = 100;
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+ rect.w = 440;
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+ rect.h = 280;
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+ SDL_RenderFillRect(renderer, &rect);
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+
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+ /* draw a unfilled rectangle in-set a little bit. */
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+ SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); /* green, full alpha */
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+ rect.x += 30;
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+ rect.y += 30;
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+ rect.w -= 60;
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+ rect.h -= 60;
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+ SDL_RenderRect(renderer, &rect);
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+
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+ /* draw two lines in an X across the whole canvas. */
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+ SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255); /* yellow, full alpha */
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+ SDL_RenderLine(renderer, 0, 0, 640, 480);
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+ SDL_RenderLine(renderer, 0, 480, 640, 0);
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+
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+ /* draw some points across the canvas. */
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+ SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); /* red, full alpha */
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+ SDL_RenderPoints(renderer, points, SDL_arraysize(points));
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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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