examples: Added renderer/primitives example.

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Ryan C. Gordon 2024-07-23 10:37:14 -04:00
parent 266744af03
commit 4d8b938969
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3 changed files with 91 additions and 0 deletions

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@ -177,6 +177,7 @@ macro(add_sdl_example_executable TARGET)
endmacro()
add_sdl_example_executable(renderer-clear SOURCES renderer/01-clear/renderer-clear.c)
add_sdl_example_executable(renderer-primitives SOURCES renderer/02-primitives/renderer-primitives.c)
if(PSP)

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@ -0,0 +1,89 @@
/*
* This example code creates an SDL window and renderer, and then draws a few
* lines and rectangles 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. */
int SDL_AppInit(void **appstate, int argc, char *argv[])
{
int i;
if (SDL_CreateWindowAndRenderer("examples/renderer/clear", 640, 480, 0, &window, &renderer) == -1) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
return SDL_APP_FAILURE;
}
/* set up some random points */
SDL_srand(0); /* seed the random number generator with current time */
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. */
int SDL_AppEvent(void *appstate, const 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. */
int SDL_AppIterate(void *appstate)
{
SDL_FRect rect;
/* as you can see from this, rendering draws over whatever was drawn before it. */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, 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, 255); /* blue, full alpha */
rect.x = rect.y = 100;
rect.w = 440;
rect.h = 280;
SDL_RenderFillRect(renderer, &rect);
/* draw a unfilled rectangle in-set a little bit. */
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); /* 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, 255); /* yellow, full alpha */
SDL_RenderLine(renderer, 0, 0, 640, 480);
SDL_RenderLine(renderer, 0, 480, 640, 0);
/* draw some points across the canvas. */
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); /* red, full alpha */
SDL_RenderPoints(renderer, points, SDL_arraysize(points));
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 will clean up the window/renderer for us. */
}

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@ -35,6 +35,7 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
/* This function runs once per frame, and is the heart of the program. */
int SDL_AppIterate(void *appstate)
{
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once at shutdown. */