/* primitives.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; SDL_SetAppMetadata("Example Renderer Primitives", "1.0", "com.example.renderer-primitives"); if (!SDL_Init(SDL_INIT_VIDEO)) { SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); return SDL_APP_FAILURE; } if (!SDL_CreateWindowAndRenderer("examples/renderer/primitives", 640, 480, 0, &window, &renderer)) { SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); 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, 33, 33, 33, SDL_ALPHA_OPAQUE); /* dark gray, 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, SDL_ALPHA_OPAQUE); /* 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, SDL_ALPHA_OPAQUE); /* 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, SDL_ALPHA_OPAQUE); /* 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, SDL_ALPHA_OPAQUE); /* 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_AppResult result) { /* SDL will clean up the window/renderer for us. */ }