| /* |
| * 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, SDL_WINDOW_RESIZABLE, &window, &renderer)) { |
| SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX); |
| |
| /* 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. */ |
| } |
| |