| /* |
| * This example creates an SDL window and renderer, and then draws some text |
| * using SDL_RenderDebugText() 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 Debug Texture", "1.0", "com.example.renderer-debug-text"); |
| |
| if (!SDL_Init(SDL_INIT_VIDEO)) { |
| SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| |
| if (!SDL_CreateWindowAndRenderer("examples/renderer/debug-text", 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); |
| |
| 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 int charsize = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE; |
| |
| /* 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_RenderDebugText(renderer, 272, 100, "Hello world!"); |
| SDL_RenderDebugText(renderer, 224, 150, "This is some debug text."); |
| |
| SDL_SetRenderDrawColor(renderer, 51, 102, 255, SDL_ALPHA_OPAQUE); /* light blue, full alpha */ |
| SDL_RenderDebugText(renderer, 184, 200, "You can do it in different colors."); |
| SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */ |
| |
| SDL_SetRenderScale(renderer, 4.0f, 4.0f); |
| SDL_RenderDebugText(renderer, 14, 65, "It can be scaled."); |
| SDL_SetRenderScale(renderer, 1.0f, 1.0f); |
| SDL_RenderDebugText(renderer, 64, 350, "This only does ASCII chars. So this laughing emoji won't draw: 🤣"); |
| |
| SDL_RenderDebugTextFormat(renderer, (float) ((WINDOW_WIDTH - (charsize * 46)) / 2), 400, "(This program has been running for %" SDL_PRIu64 " seconds.)", SDL_GetTicks() / 1000); |
| |
| 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. */ |
| } |
| |