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- /*
- * This example creates an SDL window and renderer, and then draws some
- * rectangles 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;
- #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_SetAppMetadata("Example Renderer Rectangles", "1.0", "com.example.renderer-rectangles");
- if (!SDL_Init(SDL_INIT_VIDEO)) {
- SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- if (!SDL_CreateWindowAndRenderer("examples/renderer/rectangles", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
- SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- 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 rects[16];
- const Uint64 now = SDL_GetTicks();
- int i;
- /* we'll have the rectangles grow and shrink 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. */
- /* Rectangles are comprised of set of X and Y coordinates, plus width and
- height. (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. */
- /* Let's draw a single rectangle (square, really). */
- rects[0].x = rects[0].y = 100;
- rects[0].w = rects[0].h = 100 + (100 * scale);
- SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE); /* red, full alpha */
- SDL_RenderRect(renderer, &rects[0]);
- /* Now let's draw several rectangles with one function call. */
- for (i = 0; i < 3; i++) {
- const float size = (i+1) * 50.0f;
- rects[i].w = rects[i].h = size + (size * scale);
- rects[i].x = (WINDOW_WIDTH - rects[i].w) / 2; /* center it. */
- rects[i].y = (WINDOW_HEIGHT - rects[i].h) / 2; /* center it. */
- }
- SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE); /* green, full alpha */
- SDL_RenderRects(renderer, rects, 3); /* draw three rectangles at once */
- /* those were rectangle _outlines_, really. You can also draw _filled_ rectangles! */
- rects[0].x = 400;
- rects[0].y = 50;
- rects[0].w = 100 + (100 * scale);
- rects[0].h = 50 + (50 * scale);
- SDL_SetRenderDrawColor(renderer, 0, 0, 255, SDL_ALPHA_OPAQUE); /* blue, full alpha */
- SDL_RenderFillRect(renderer, &rects[0]);
- /* ...and also fill a bunch of rectangles at once... */
- for (i = 0; i < SDL_arraysize(rects); i++) {
- const float w = (float) (WINDOW_WIDTH / SDL_arraysize(rects));
- const float h = i * 8.0f;
- rects[i].x = i * w;
- rects[i].y = WINDOW_HEIGHT - h;
- rects[i].w = w;
- rects[i].h = h;
- }
- SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */
- SDL_RenderFillRects(renderer, rects, SDL_arraysize(rects));
- 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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