| /* |
| * This example creates an SDL window and renderer, and then draws some lines |
| * 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; |
| |
| /* This function runs once at startup. */ |
| SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) |
| { |
| SDL_SetAppMetadata("Example Renderer Lines", "1.0", "com.example.renderer-lines"); |
| |
| if (!SDL_Init(SDL_INIT_VIDEO)) { |
| SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| |
| if (!SDL_CreateWindowAndRenderer("examples/renderer/lines", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) { |
| SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| SDL_SetRenderLogicalPresentation(renderer, 640, 480, 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) |
| { |
| int i; |
| |
| /* Lines (line segments, really) are drawn in terms of points: a set of |
| X and Y coordinates, one set for each end of the line. |
| (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 const SDL_FPoint line_points[] = { |
| { 100, 354 }, { 220, 230 }, { 140, 230 }, { 320, 100 }, { 500, 230 }, |
| { 420, 230 }, { 540, 354 }, { 400, 354 }, { 100, 354 } |
| }; |
| |
| /* as you can see from this, rendering draws over whatever was drawn before it. */ |
| SDL_SetRenderDrawColor(renderer, 100, 100, 100, SDL_ALPHA_OPAQUE); /* grey, full alpha */ |
| SDL_RenderClear(renderer); /* start with a blank canvas. */ |
| |
| /* You can draw lines, one at a time, like these brown ones... */ |
| SDL_SetRenderDrawColor(renderer, 127, 49, 32, SDL_ALPHA_OPAQUE); |
| SDL_RenderLine(renderer, 240, 450, 400, 450); |
| SDL_RenderLine(renderer, 240, 356, 400, 356); |
| SDL_RenderLine(renderer, 240, 356, 240, 450); |
| SDL_RenderLine(renderer, 400, 356, 400, 450); |
| |
| /* You can also draw a series of connected lines in a single batch... */ |
| SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE); |
| SDL_RenderLines(renderer, line_points, SDL_arraysize(line_points)); |
| |
| /* here's a bunch of lines drawn out from a center point in a circle. */ |
| /* we randomize the color of each line, so it functions as animation. */ |
| for (i = 0; i < 360; i++) { |
| const float size = 30.0f; |
| const float x = 320.0f; |
| const float y = 95.0f - (size / 2.0f); |
| const float r = (float) i * (SDL_PI_F / 180.0f); |
| SDL_SetRenderDrawColor(renderer, SDL_rand(256), SDL_rand(256), SDL_rand(256), SDL_ALPHA_OPAQUE); |
| SDL_RenderLine(renderer, x, y, x + SDL_cosf(r) * size, y + SDL_sinf(r) * size); |
| } |
| |
| 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. */ |
| } |
| |