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
119 lines
4.4 KiB
C
119 lines
4.4 KiB
C
/*
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* This example creates an SDL window and renderer, and then draws some points
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* to it every frame.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static Uint64 last_time = 0;
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#define WINDOW_WIDTH 640
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#define WINDOW_HEIGHT 480
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#define NUM_POINTS 500
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#define MIN_PIXELS_PER_SECOND 30 /* move at least this many pixels per second. */
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#define MAX_PIXELS_PER_SECOND 60 /* move this many pixels per second at most. */
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/* (track everything as parallel arrays instead of a array of structs,
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so we can pass the coordinates to the renderer in a single function call.) */
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/* Points are plotted as a set of X and Y coordinates.
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(0, 0) is the top left of the window, and larger numbers go down
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and to the right. This isn't how geometry works, but this is pretty
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standard in 2D graphics. */
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static SDL_FPoint points[NUM_POINTS];
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static float point_speeds[NUM_POINTS];
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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int i;
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/renderer/points", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
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return SDL_APP_FAILURE;
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}
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SDL_srand(0); /* seed the random number generator */
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/* set up the data for a bunch of points. */
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for (i = 0; i < SDL_arraysize(points); i++) {
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points[i].x = SDL_randf() * ((float) WINDOW_WIDTH);
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points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT);
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point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND));
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}
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last_time = SDL_GetTicks();
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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const Uint64 now = SDL_GetTicks();
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const float elapsed = ((float) (now - last_time)) / 1000.0f; /* seconds since last iteration */
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int i;
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/* let's move all our points a little for a new frame. */
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for (i = 0; i < SDL_arraysize(points); i++) {
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const float distance = elapsed * point_speeds[i];
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points[i].x += distance;
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points[i].y += distance;
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if ((points[i].x >= WINDOW_WIDTH) || (points[i].y >= WINDOW_HEIGHT)) {
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/* off the screen; restart it elsewhere! */
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if (SDL_rand(2)) {
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points[i].x = SDL_randf() * ((float) WINDOW_WIDTH);
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points[i].y = 0.0f;
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} else {
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points[i].x = 0.0f;
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points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT);
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}
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point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND));
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}
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}
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last_time = now;
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/* as you can see from this, rendering draws over whatever was drawn before it. */
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */
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SDL_RenderClear(renderer); /* start with a blank canvas. */
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); /* white, full alpha */
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SDL_RenderPoints(renderer, points, SDL_arraysize(points)); /* draw all the points! */
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/* You can also draw single points with SDL_RenderPoint(), but it's
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cheaper (sometimes significantly so) to do them all at once. */
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SDL_RenderPresent(renderer); /* put it all on the screen! */
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate)
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{
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/* SDL will clean up the window/renderer for us. */
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}
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