Files
kaizen/examples/renderer/01-clear/clear.c
SimoneN64 a22ac9e1c8 Squashed 'external/SDL/' changes from 95c3ee77c10..b7362850534
b7362850534 examples/renderer/08-rotating-textures: Fix compiler warning on MSVC .
37d62deca16 examples/renderer/10-geometry: Fixes and cleanups.
0758b2a0c4c examples: Added renderer/10-geometry
1a90e092623 examples: Added renderer/09-scaling-textures
4fdeb6861bd examples: a few renderer fixes.
66b92e95acf examples: renamed renderer sources to match other example directories.
ffcf372d275 examples: Added renderer/08-rotating-textures
0c7334cce39 examples: Added renderer/07-streaming-textures
2bd3d9cfb7b examples: Added renderer/06-textures
9d0b3eded61 examples: added renderer/05-rectangles
3413617cb64 examples: added renderer/04-points
b0e528cc88a Switched ifdef from negative to positive
97d1056e16d GPU: MSAA fixes (#10917)
254b36361e5 Add SDL_PRILL? format specifiers specifically for long long type.
6f80d47d64d Use hexidecimal code for ±
4392233007d Removed tabs from headers
89c6bc5f502 Prefer Vulkan even on Windows (#10912)
980b4ff6dbe GPU: Vulkan descriptor management rewrite (#10910)
fcb8a2c016c wayland: Fix animated cursor timing
ea2e2e451d1 Better fix for initializing Android environment variables
095fb5f5221 Fixed infinite recursion at startup on Android
88a01fbc964 testautomation_stdlib.c: fix -Wformat warnings from mingw with %lld/%llu
b4e2777820c examples/renderer/03-lines: Fix compiler warning on Visual Studio.
2e3e5abd7d4 examples/renderer/03-lines: use a gray background.
fd0ce75e2ea tests: Fix tests when run with the --high-pixel-density flag
745d5e4991d examples/renderer/03-lines: Make this less obnoxious to look at.
1b266ec13d3 examples: added renderer/03-lines
6771a6020da testcamera: don't enable verbose logging
594edb6bd29 Add Thrustmaster TMX VID & PID to wheel device list.
34c60113607 Fixed Windows build
d29a0e3f310 Fixed warning: no previous prototype for function
7a924b36aeb compile_shaders.sh shouldn't be in the SDL framework
1f727b61f3c Sync SDL3 wiki -> header
398dff7c259 Added support for the HORI licensed Steam Controller
481203c074d Fixed Xcode warnings
7edf7fad664 fix bool define when SDL_DEFINE_STDBOOL is defined:
ff90570a3cf define SDL_DEFINE_STDBOOL for gcc < 3

git-subtree-dir: external/SDL
git-subtree-split: b7362850534295f076c19f7f8bffa06e530d0968
2024-09-22 15:30:30 +02:00

86 lines
2.7 KiB
C

/*
* This example code creates an SDL window and renderer, and then clears the
* window to a different color every frame, so you'll effectively get a window
* that's smoothly fading between colors.
*
* 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;
/* the current red color we're clearing to. */
static Uint8 red = 0;
/* When fading up, this is 1, when fading down, it's -1. */
static int fade_direction = 1;
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", 640, 480, 0, &window, &renderer)) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
return SDL_APP_FAILURE;
}
SDL_SetRenderVSync(renderer, 1); /* try to show frames at the monitor refresh rate. */
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)
{
/* since we're always fading red, we leave green and blue at zero.
alpha doesn't mean much here, so leave it at full (255, no transparency). */
SDL_SetRenderDrawColor(renderer, red, 0, 0, 255);
/* clear the window to the draw color. */
SDL_RenderClear(renderer);
/* put the newly-cleared rendering on the screen. */
SDL_RenderPresent(renderer);
/* update the color for the next frame we will draw. */
if (fade_direction > 0) {
if (red == 255) {
fade_direction = -1;
} else {
red++;
}
} else if (fade_direction < 0) {
if (red == 0) {
fade_direction = 1;
} else {
red--;
}
}
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate)
{
/* SDL will clean up the window/renderer for us. */
}