Simple Directmedia Layer
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1/* 2 * This example creates an SDL window and renderer, and then draws some points 3 * to it every frame. 4 * 5 * This code is public domain. Feel free to use it for any purpose! 6 */ 7 8#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ 9#include <SDL3/SDL.h> 10#include <SDL3/SDL_main.h> 11 12/* We will use this renderer to draw into this window every frame. */ 13static SDL_Window *window = NULL; 14static SDL_Renderer *renderer = NULL; 15static Uint64 last_time = 0; 16 17#define WINDOW_WIDTH 640 18#define WINDOW_HEIGHT 480 19 20#define NUM_POINTS 500 21#define MIN_PIXELS_PER_SECOND 30 /* move at least this many pixels per second. */ 22#define MAX_PIXELS_PER_SECOND 60 /* move this many pixels per second at most. */ 23 24/* (track everything as parallel arrays instead of a array of structs, 25 so we can pass the coordinates to the renderer in a single function call.) */ 26 27/* Points are plotted as a set of X and Y coordinates. 28 (0, 0) is the top left of the window, and larger numbers go down 29 and to the right. This isn't how geometry works, but this is pretty 30 standard in 2D graphics. */ 31static SDL_FPoint points[NUM_POINTS]; 32static float point_speeds[NUM_POINTS]; 33 34/* This function runs once at startup. */ 35SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) 36{ 37 int i; 38 39 SDL_SetAppMetadata("Example Renderer Points", "1.0", "com.example.renderer-points"); 40 41 if (!SDL_Init(SDL_INIT_VIDEO)) { 42 SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); 43 return SDL_APP_FAILURE; 44 } 45 46 if (!SDL_CreateWindowAndRenderer("examples/renderer/points", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { 47 SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); 48 return SDL_APP_FAILURE; 49 } 50 51 /* set up the data for a bunch of points. */ 52 for (i = 0; i < SDL_arraysize(points); i++) { 53 points[i].x = SDL_randf() * ((float) WINDOW_WIDTH); 54 points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT); 55 point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND)); 56 } 57 58 last_time = SDL_GetTicks(); 59 60 return SDL_APP_CONTINUE; /* carry on with the program! */ 61} 62 63/* This function runs when a new event (mouse input, keypresses, etc) occurs. */ 64SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) 65{ 66 if (event->type == SDL_EVENT_QUIT) { 67 return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ 68 } 69 return SDL_APP_CONTINUE; /* carry on with the program! */ 70} 71 72/* This function runs once per frame, and is the heart of the program. */ 73SDL_AppResult SDL_AppIterate(void *appstate) 74{ 75 const Uint64 now = SDL_GetTicks(); 76 const float elapsed = ((float) (now - last_time)) / 1000.0f; /* seconds since last iteration */ 77 int i; 78 79 /* let's move all our points a little for a new frame. */ 80 for (i = 0; i < SDL_arraysize(points); i++) { 81 const float distance = elapsed * point_speeds[i]; 82 points[i].x += distance; 83 points[i].y += distance; 84 if ((points[i].x >= WINDOW_WIDTH) || (points[i].y >= WINDOW_HEIGHT)) { 85 /* off the screen; restart it elsewhere! */ 86 if (SDL_rand(2)) { 87 points[i].x = SDL_randf() * ((float) WINDOW_WIDTH); 88 points[i].y = 0.0f; 89 } else { 90 points[i].x = 0.0f; 91 points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT); 92 } 93 point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND)); 94 } 95 } 96 97 last_time = now; 98 99 /* as you can see from this, rendering draws over whatever was drawn before it. */ 100 SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ 101 SDL_RenderClear(renderer); /* start with a blank canvas. */ 102 SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */ 103 SDL_RenderPoints(renderer, points, SDL_arraysize(points)); /* draw all the points! */ 104 105 /* You can also draw single points with SDL_RenderPoint(), but it's 106 cheaper (sometimes significantly so) to do them all at once. */ 107 108 SDL_RenderPresent(renderer); /* put it all on the screen! */ 109 110 return SDL_APP_CONTINUE; /* carry on with the program! */ 111} 112 113/* This function runs once at shutdown. */ 114void SDL_AppQuit(void *appstate, SDL_AppResult result) 115{ 116 /* SDL will clean up the window/renderer for us. */ 117} 118