| /* |
| * 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, 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); |
| |
| /* 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. */ |
| } |
| |