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- /*
- * This example creates an SDL window and renderer, and then draws some points
- * to it every frame.
- *
- * This code is public domain. Feel free to use it for any purpose!
- */
- #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
- #include <SDL3/SDL.h>
- #include <SDL3/SDL_main.h>
- /* We will use this renderer to draw into this window every frame. */
- static SDL_Window *window = NULL;
- static SDL_Renderer *renderer = NULL;
- static Uint64 last_time = 0;
- #define WINDOW_WIDTH 640
- #define WINDOW_HEIGHT 480
- #define NUM_POINTS 500
- #define MIN_PIXELS_PER_SECOND 30 /* move at least this many pixels per second. */
- #define MAX_PIXELS_PER_SECOND 60 /* move this many pixels per second at most. */
- /* (track everything as parallel arrays instead of a array of structs,
- so we can pass the coordinates to the renderer in a single function call.) */
- /* Points are plotted as a set of X and Y coordinates.
- (0, 0) is the top left of the window, and larger numbers go down
- and to the right. This isn't how geometry works, but this is pretty
- standard in 2D graphics. */
- static SDL_FPoint points[NUM_POINTS];
- static float point_speeds[NUM_POINTS];
- /* This function runs once at startup. */
- SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
- {
- int i;
- SDL_SetAppMetadata("Example Renderer Points", "1.0", "com.example.renderer-points");
- if (!SDL_Init(SDL_INIT_VIDEO)) {
- SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- if (!SDL_CreateWindowAndRenderer("examples/renderer/points", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
- SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- /* set up the data for a bunch of points. */
- for (i = 0; i < SDL_arraysize(points); i++) {
- points[i].x = SDL_randf() * ((float) WINDOW_WIDTH);
- points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT);
- point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND));
- }
- last_time = SDL_GetTicks();
- return SDL_APP_CONTINUE; /* carry on with the program! */
- }
- /* This function runs when a new event (mouse input, keypresses, etc) occurs. */
- SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
- {
- if (event->type == SDL_EVENT_QUIT) {
- return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
- }
- return SDL_APP_CONTINUE; /* carry on with the program! */
- }
- /* This function runs once per frame, and is the heart of the program. */
- SDL_AppResult SDL_AppIterate(void *appstate)
- {
- const Uint64 now = SDL_GetTicks();
- const float elapsed = ((float) (now - last_time)) / 1000.0f; /* seconds since last iteration */
- int i;
- /* let's move all our points a little for a new frame. */
- for (i = 0; i < SDL_arraysize(points); i++) {
- const float distance = elapsed * point_speeds[i];
- points[i].x += distance;
- points[i].y += distance;
- if ((points[i].x >= WINDOW_WIDTH) || (points[i].y >= WINDOW_HEIGHT)) {
- /* off the screen; restart it elsewhere! */
- if (SDL_rand(2)) {
- points[i].x = SDL_randf() * ((float) WINDOW_WIDTH);
- points[i].y = 0.0f;
- } else {
- points[i].x = 0.0f;
- points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT);
- }
- point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND));
- }
- }
- last_time = now;
- /* as you can see from this, rendering draws over whatever was drawn before it. */
- SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */
- SDL_RenderClear(renderer); /* start with a blank canvas. */
- SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */
- SDL_RenderPoints(renderer, points, SDL_arraysize(points)); /* draw all the points! */
- /* You can also draw single points with SDL_RenderPoint(), but it's
- cheaper (sometimes significantly so) to do them all at once. */
- SDL_RenderPresent(renderer); /* put it all on the screen! */
- return SDL_APP_CONTINUE; /* carry on with the program! */
- }
- /* This function runs once at shutdown. */
- void SDL_AppQuit(void *appstate, SDL_AppResult result)
- {
- /* SDL will clean up the window/renderer for us. */
- }
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