| /* |
| * 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, 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) |
| { |
| 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. */ |
| } |
| |