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- /*
- * This example creates an SDL window and renderer, and then draws some lines,
- * rectangles and 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 SDL_FPoint points[500];
- /* This function runs once at startup. */
- SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
- {
- int i;
- SDL_SetAppMetadata("Example Renderer Primitives", "1.0", "com.example.renderer-primitives");
- if (!SDL_Init(SDL_INIT_VIDEO)) {
- SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- if (!SDL_CreateWindowAndRenderer("examples/renderer/primitives", 640, 480, 0, &window, &renderer)) {
- SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- /* set up some random points */
- for (i = 0; i < SDL_arraysize(points); i++) {
- points[i].x = (SDL_randf() * 440.0f) + 100.0f;
- points[i].y = (SDL_randf() * 280.0f) + 100.0f;
- }
- 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 rect;
- /* as you can see from this, rendering draws over whatever was drawn before it. */
- SDL_SetRenderDrawColor(renderer, 33, 33, 33, SDL_ALPHA_OPAQUE); /* dark gray, full alpha */
- SDL_RenderClear(renderer); /* start with a blank canvas. */
- /* draw a filled rectangle in the middle of the canvas. */
- SDL_SetRenderDrawColor(renderer, 0, 0, 255, SDL_ALPHA_OPAQUE); /* blue, full alpha */
- rect.x = rect.y = 100;
- rect.w = 440;
- rect.h = 280;
- SDL_RenderFillRect(renderer, &rect);
- /* draw some points across the canvas. */
- SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE); /* red, full alpha */
- SDL_RenderPoints(renderer, points, SDL_arraysize(points));
- /* draw a unfilled rectangle in-set a little bit. */
- SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE); /* green, full alpha */
- rect.x += 30;
- rect.y += 30;
- rect.w -= 60;
- rect.h -= 60;
- SDL_RenderRect(renderer, &rect);
- /* draw two lines in an X across the whole canvas. */
- SDL_SetRenderDrawColor(renderer, 255, 255, 0, SDL_ALPHA_OPAQUE); /* yellow, full alpha */
- SDL_RenderLine(renderer, 0, 0, 640, 480);
- SDL_RenderLine(renderer, 0, 480, 640, 0);
- 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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