Files
kaizen/examples/renderer/03-lines/lines.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

94 lines
3.6 KiB
C

/*
* 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[])
{
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/lines", 640, 480, 0, &window, &renderer)) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
return SDL_APP_FAILURE;
}
SDL_srand(0); /* seed the random number generator */
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, 255); /* 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, 255);
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, 255);
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);
SDL_SetRenderDrawColor(renderer, SDL_rand(256), SDL_rand(256), SDL_rand(256), 255);
SDL_RenderLine(renderer, x, y, x + SDL_sinf((float) i) * size, y + SDL_cosf((float) i) * 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 will clean up the window/renderer for us. */
}