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			119 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			119 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|  * This example creates an SDL window and renderer, and then draws some points
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|  * to it every frame.
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|  *
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|  * This code is public domain. Feel free to use it for any purpose!
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|  */
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| 
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| #define SDL_MAIN_USE_CALLBACKS 1  /* use the callbacks instead of main() */
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| #include <SDL3/SDL.h>
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| #include <SDL3/SDL_main.h>
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| 
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| /* We will use this renderer to draw into this window every frame. */
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| static SDL_Window *window = NULL;
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| static SDL_Renderer *renderer = NULL;
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| static Uint64 last_time = 0;
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| 
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| #define WINDOW_WIDTH 640
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| #define WINDOW_HEIGHT 480
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| 
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| #define NUM_POINTS 500
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| #define MIN_PIXELS_PER_SECOND 30  /* move at least this many pixels per second. */
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| #define MAX_PIXELS_PER_SECOND 60  /* move this many pixels per second at most. */
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| 
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| /* (track everything as parallel arrays instead of a array of structs,
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|    so we can pass the coordinates to the renderer in a single function call.) */
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| 
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| /* Points are plotted as a set of X and Y coordinates.
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|    (0, 0) is the top left of the window, and larger numbers go down
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|    and to the right. This isn't how geometry works, but this is pretty
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|    standard in 2D graphics. */
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| static SDL_FPoint points[NUM_POINTS];
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| static float point_speeds[NUM_POINTS];
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| 
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| /* This function runs once at startup. */
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| SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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| {
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|     int i;
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| 
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|     SDL_SetAppMetadata("Example Renderer Points", "1.0", "com.example.renderer-points");
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| 
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|     if (!SDL_Init(SDL_INIT_VIDEO)) {
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|         SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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|         return SDL_APP_FAILURE;
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|     }
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| 
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|     if (!SDL_CreateWindowAndRenderer("examples/renderer/points", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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|         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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|         return SDL_APP_FAILURE;
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|     }
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| 
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|     /* set up the data for a bunch of points. */
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|     for (i = 0; i < SDL_arraysize(points); i++) {
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|         points[i].x = SDL_randf() * ((float) WINDOW_WIDTH);
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|         points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT);
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|         point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND));
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|     }
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| 
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|     last_time = SDL_GetTicks();
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| 
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|     return SDL_APP_CONTINUE;  /* carry on with the program! */
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| }
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| 
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| /* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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| SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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| {
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|     if (event->type == SDL_EVENT_QUIT) {
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|         return SDL_APP_SUCCESS;  /* end the program, reporting success to the OS. */
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|     }
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|     return SDL_APP_CONTINUE;  /* carry on with the program! */
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| }
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| 
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| /* This function runs once per frame, and is the heart of the program. */
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| SDL_AppResult SDL_AppIterate(void *appstate)
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| {
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|     const Uint64 now = SDL_GetTicks();
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|     const float elapsed = ((float) (now - last_time)) / 1000.0f;  /* seconds since last iteration */
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|     int i;
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| 
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|     /* let's move all our points a little for a new frame. */
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|     for (i = 0; i < SDL_arraysize(points); i++) {
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|         const float distance = elapsed * point_speeds[i];
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|         points[i].x += distance;
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|         points[i].y += distance;
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|         if ((points[i].x >= WINDOW_WIDTH) || (points[i].y >= WINDOW_HEIGHT)) {
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|             /* off the screen; restart it elsewhere! */
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|             if (SDL_rand(2)) {
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|                 points[i].x = SDL_randf() * ((float) WINDOW_WIDTH);
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|                 points[i].y = 0.0f;
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|             } else {
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|                 points[i].x = 0.0f;
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|                 points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT);
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|             }
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|             point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND));
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|         }
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|     }
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| 
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|     last_time = now;
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| 
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|     /* as you can see from this, rendering draws over whatever was drawn before it. */
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|     SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);  /* black, full alpha */
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|     SDL_RenderClear(renderer);  /* start with a blank canvas. */
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|     SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE);  /* white, full alpha */
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|     SDL_RenderPoints(renderer, points, SDL_arraysize(points));  /* draw all the points! */
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| 
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|     /* You can also draw single points with SDL_RenderPoint(), but it's
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|        cheaper (sometimes significantly so) to do them all at once. */
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| 
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|     SDL_RenderPresent(renderer);  /* put it all on the screen! */
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| 
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|     return SDL_APP_CONTINUE;  /* carry on with the program! */
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| }
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| 
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| /* This function runs once at shutdown. */
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| void SDL_AppQuit(void *appstate, SDL_AppResult result)
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| {
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|     /* SDL will clean up the window/renderer for us. */
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| }
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| 
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