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diff --git a/src/contrib/SDL-3.2.20/examples/renderer/02-primitives/primitives.c b/src/contrib/SDL-3.2.20/examples/renderer/02-primitives/primitives.c
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1/*
2 * This example creates an SDL window and renderer, and then draws some lines,
3 * rectangles and points 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 SDL_FPoint points[500];
16
17/* This function runs once at startup. */
18SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
19{
20 int i;
21
22 SDL_SetAppMetadata("Example Renderer Primitives", "1.0", "com.example.renderer-primitives");
23
24 if (!SDL_Init(SDL_INIT_VIDEO)) {
25 SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
26 return SDL_APP_FAILURE;
27 }
28
29 if (!SDL_CreateWindowAndRenderer("examples/renderer/primitives", 640, 480, 0, &window, &renderer)) {
30 SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
31 return SDL_APP_FAILURE;
32 }
33
34 /* set up some random points */
35 for (i = 0; i < SDL_arraysize(points); i++) {
36 points[i].x = (SDL_randf() * 440.0f) + 100.0f;
37 points[i].y = (SDL_randf() * 280.0f) + 100.0f;
38 }
39
40 return SDL_APP_CONTINUE; /* carry on with the program! */
41}
42
43/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
44SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
45{
46 if (event->type == SDL_EVENT_QUIT) {
47 return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
48 }
49 return SDL_APP_CONTINUE; /* carry on with the program! */
50}
51
52/* This function runs once per frame, and is the heart of the program. */
53SDL_AppResult SDL_AppIterate(void *appstate)
54{
55 SDL_FRect rect;
56
57 /* as you can see from this, rendering draws over whatever was drawn before it. */
58 SDL_SetRenderDrawColor(renderer, 33, 33, 33, SDL_ALPHA_OPAQUE); /* dark gray, full alpha */
59 SDL_RenderClear(renderer); /* start with a blank canvas. */
60
61 /* draw a filled rectangle in the middle of the canvas. */
62 SDL_SetRenderDrawColor(renderer, 0, 0, 255, SDL_ALPHA_OPAQUE); /* blue, full alpha */
63 rect.x = rect.y = 100;
64 rect.w = 440;
65 rect.h = 280;
66 SDL_RenderFillRect(renderer, &rect);
67
68 /* draw some points across the canvas. */
69 SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE); /* red, full alpha */
70 SDL_RenderPoints(renderer, points, SDL_arraysize(points));
71
72 /* draw a unfilled rectangle in-set a little bit. */
73 SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE); /* green, full alpha */
74 rect.x += 30;
75 rect.y += 30;
76 rect.w -= 60;
77 rect.h -= 60;
78 SDL_RenderRect(renderer, &rect);
79
80 /* draw two lines in an X across the whole canvas. */
81 SDL_SetRenderDrawColor(renderer, 255, 255, 0, SDL_ALPHA_OPAQUE); /* yellow, full alpha */
82 SDL_RenderLine(renderer, 0, 0, 640, 480);
83 SDL_RenderLine(renderer, 0, 480, 640, 0);
84
85 SDL_RenderPresent(renderer); /* put it all on the screen! */
86
87 return SDL_APP_CONTINUE; /* carry on with the program! */
88}
89
90/* This function runs once at shutdown. */
91void SDL_AppQuit(void *appstate, SDL_AppResult result)
92{
93 /* SDL will clean up the window/renderer for us. */
94}
95