Simple Directmedia Layer
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1/* 2 * This example code creates an SDL window and renderer, and then clears the 3 * window to a different color every frame, so you'll effectively get a window 4 * that's smoothly fading between colors. 5 * 6 * This code is public domain. Feel free to use it for any purpose! 7 */ 8 9#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ 10#include <SDL3/SDL.h> 11#include <SDL3/SDL_main.h> 12 13/* We will use this renderer to draw into this window every frame. */ 14static SDL_Window *window = NULL; 15static SDL_Renderer *renderer = NULL; 16 17/* This function runs once at startup. */ 18SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) 19{ 20 SDL_SetAppMetadata("Example Renderer Clear", "1.0", "com.example.renderer-clear"); 21 22 if (!SDL_Init(SDL_INIT_VIDEO)) { 23 SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); 24 return SDL_APP_FAILURE; 25 } 26 27 if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", 640, 480, 0, &window, &renderer)) { 28 SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); 29 return SDL_APP_FAILURE; 30 } 31 32 return SDL_APP_CONTINUE; /* carry on with the program! */ 33} 34 35/* This function runs when a new event (mouse input, keypresses, etc) occurs. */ 36SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) 37{ 38 if (event->type == SDL_EVENT_QUIT) { 39 return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ 40 } 41 return SDL_APP_CONTINUE; /* carry on with the program! */ 42} 43 44/* This function runs once per frame, and is the heart of the program. */ 45SDL_AppResult SDL_AppIterate(void *appstate) 46{ 47 const double now = ((double)SDL_GetTicks()) / 1000.0; /* convert from milliseconds to seconds. */ 48 /* choose the color for the frame we will draw. The sine wave trick makes it fade between colors smoothly. */ 49 const float red = (float) (0.5 + 0.5 * SDL_sin(now)); 50 const float green = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 2 / 3)); 51 const float blue = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 4 / 3)); 52 SDL_SetRenderDrawColorFloat(renderer, red, green, blue, SDL_ALPHA_OPAQUE_FLOAT); /* new color, full alpha. */ 53 54 /* clear the window to the draw color. */ 55 SDL_RenderClear(renderer); 56 57 /* put the newly-cleared rendering on the screen. */ 58 SDL_RenderPresent(renderer); 59 60 return SDL_APP_CONTINUE; /* carry on with the program! */ 61} 62 63/* This function runs once at shutdown. */ 64void SDL_AppQuit(void *appstate, SDL_AppResult result) 65{ 66 /* SDL will clean up the window/renderer for us. */ 67} 68