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
94 lines
3.2 KiB
C
94 lines
3.2 KiB
C
/*
|
|
* 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;
|
|
|
|
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/primitives", 640, 480, 0, &window, &renderer)) {
|
|
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
|
|
/* 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, 0, 0, 0, 255); /* black, 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, 255); /* 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, 255); /* 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, 255); /* 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, 255); /* 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 will clean up the window/renderer for us. */
|
|
}
|
|
|