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- /*
- * This example creates an SDL window and renderer, and then draws some
- * textures 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 SDL_Texture *texture = NULL;
- static int texture_width = 0;
- static int texture_height = 0;
- #define WINDOW_WIDTH 640
- #define WINDOW_HEIGHT 480
- /* This function runs once at startup. */
- SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
- {
- SDL_Surface *surface = NULL;
- char *bmp_path = NULL;
- SDL_SetAppMetadata("Example Renderer Textures", "1.0", "com.example.renderer-textures");
- if (!SDL_Init(SDL_INIT_VIDEO)) {
- SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- if (!SDL_CreateWindowAndRenderer("examples/renderer/textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
- SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- /* 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
- times) with data from a bitmap file. */
- /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
- Load a .bmp into a surface, move it to a texture from there. */
- SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
- surface = SDL_LoadBMP(bmp_path);
- if (!surface) {
- SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- SDL_free(bmp_path); /* done with this, the file is loaded. */
- texture_width = surface->w;
- texture_height = surface->h;
- texture = SDL_CreateTextureFromSurface(renderer, surface);
- if (!texture) {
- SDL_Log("Couldn't create static texture: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
- 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)
- {
- SDL_FRect dst_rect;
- const Uint64 now = SDL_GetTicks();
- /* we'll have some textures move around over a few seconds. */
- const float direction = ((now % 2000) >= 1000) ? 1.0f : -1.0f;
- const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction;
- /* 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. */
- /* Just draw the static texture a few times. You can think of it like a
- stamp, there isn't a limit to the number of times you can draw with it. */
- /* top left */
- dst_rect.x = (100.0f * scale);
- dst_rect.y = 0.0f;
- dst_rect.w = (float) texture_width;
- dst_rect.h = (float) texture_height;
- SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
- /* center this one. */
- dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f;
- dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f;
- dst_rect.w = (float) texture_width;
- dst_rect.h = (float) texture_height;
- SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
- /* bottom right. */
- dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) - (100.0f * scale);
- dst_rect.y = (float) (WINDOW_HEIGHT - texture_height);
- dst_rect.w = (float) texture_width;
- dst_rect.h = (float) texture_height;
- SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
- 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_DestroyTexture(texture);
- /* SDL will clean up the window/renderer for us. */
- }
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