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			82 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			82 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * This example creates an SDL window and renderer, and then draws some text
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 * using SDL_RenderDebugText() 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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#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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/* 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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#define WINDOW_WIDTH 640
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#define WINDOW_HEIGHT 480
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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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    SDL_SetAppMetadata("Example Renderer Debug Texture", "1.0", "com.example.renderer-debug-text");
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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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    if (!SDL_CreateWindowAndRenderer("examples/renderer/debug-text", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &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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    SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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    return SDL_APP_CONTINUE;  /* carry on with the program! */
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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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/* 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 int charsize = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE;
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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_RenderDebugText(renderer, 272, 100, "Hello world!");
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    SDL_RenderDebugText(renderer, 224, 150, "This is some debug text.");
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    SDL_SetRenderDrawColor(renderer, 51, 102, 255, SDL_ALPHA_OPAQUE);  /* light blue, full alpha */
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    SDL_RenderDebugText(renderer, 184, 200, "You can do it in different colors.");
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    SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE);  /* white, full alpha */
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    SDL_SetRenderScale(renderer, 4.0f, 4.0f);
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    SDL_RenderDebugText(renderer, 14, 65, "It can be scaled.");
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    SDL_SetRenderScale(renderer, 1.0f, 1.0f);
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    SDL_RenderDebugText(renderer, 64, 350, "This only does ASCII chars. So this laughing emoji won't draw: 🤣");
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    SDL_RenderDebugTextFormat(renderer, (float) ((WINDOW_WIDTH - (charsize * 46)) / 2), 400, "(This program has been running for %" SDL_PRIu64 " seconds.)", SDL_GetTicks() / 1000);
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    SDL_RenderPresent(renderer);  /* put it all on the screen! */
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    return SDL_APP_CONTINUE;  /* carry on with the program! */
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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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