/* points.c ... */ /* * This example creates an SDL window and renderer, and then draws some 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 Uint64 last_time = 0; #define WINDOW_WIDTH 640 #define WINDOW_HEIGHT 480 #define NUM_POINTS 500 #define MIN_PIXELS_PER_SECOND 30 /* move at least this many pixels per second. */ #define MAX_PIXELS_PER_SECOND 60 /* move this many pixels per second at most. */ /* (track everything as parallel arrays instead of a array of structs, so we can pass the coordinates to the renderer in a single function call.) */ /* Points are plotted as a set of X and Y coordinates. (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 SDL_FPoint points[NUM_POINTS]; static float point_speeds[NUM_POINTS]; /* This function runs once at startup. */ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) { int i; SDL_SetAppMetadata("Example Renderer Points", "1.0", "com.example.renderer-points"); if (!SDL_Init(SDL_INIT_VIDEO)) { SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); return SDL_APP_FAILURE; } if (!SDL_CreateWindowAndRenderer("examples/renderer/points", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); return SDL_APP_FAILURE; } /* set up the data for a bunch of points. */ for (i = 0; i < SDL_arraysize(points); i++) { points[i].x = SDL_randf() * ((float) WINDOW_WIDTH); points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT); point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND)); } last_time = SDL_GetTicks(); 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) { const Uint64 now = SDL_GetTicks(); const float elapsed = ((float) (now - last_time)) / 1000.0f; /* seconds since last iteration */ int i; /* let's move all our points a little for a new frame. */ for (i = 0; i < SDL_arraysize(points); i++) { const float distance = elapsed * point_speeds[i]; points[i].x += distance; points[i].y += distance; if ((points[i].x >= WINDOW_WIDTH) || (points[i].y >= WINDOW_HEIGHT)) { /* off the screen; restart it elsewhere! */ if (SDL_rand(2)) { points[i].x = SDL_randf() * ((float) WINDOW_WIDTH); points[i].y = 0.0f; } else { points[i].x = 0.0f; points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT); } point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND)); } } last_time = now; /* as you can see from this, rendering draws over whatever was drawn before it. */ SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */ SDL_RenderPoints(renderer, points, SDL_arraysize(points)); /* draw all the points! */ /* You can also draw single points with SDL_RenderPoint(), but it's cheaper (sometimes significantly so) to do them all at once. */ 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. */ }