mirror of
				https://github.com/libsdl-org/SDL.git
				synced 2025-10-26 12:27:44 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			115 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			115 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
 | |
|  * This example creates an SDL window and renderer, and then draws some
 | |
|  * rotated textures 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_Texture *texture = NULL;
 | |
| static int texture_width = 0;
 | |
| static int texture_height = 0;
 | |
| 
 | |
| #define WINDOW_WIDTH 640
 | |
| #define WINDOW_HEIGHT 480
 | |
| 
 | |
| /* This function runs once at startup. */
 | |
| SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
 | |
| {
 | |
|     SDL_Surface *surface = NULL;
 | |
|     char *png_path = NULL;
 | |
| 
 | |
|     SDL_SetAppMetadata("Example Renderer Rotating Textures", "1.0", "com.example.renderer-rotating-textures");
 | |
| 
 | |
|     if (!SDL_Init(SDL_INIT_VIDEO)) {
 | |
|         SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
 | |
|         return SDL_APP_FAILURE;
 | |
|     }
 | |
| 
 | |
|     if (!SDL_CreateWindowAndRenderer("examples/renderer/rotating-textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
 | |
|         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
 | |
|         return SDL_APP_FAILURE;
 | |
|     }
 | |
|     SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
 | |
| 
 | |
|     /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
 | |
|        engines refer to these as "sprites." We'll do a static texture (upload once, draw many
 | |
|        times) with data from a bitmap file. */
 | |
| 
 | |
|     /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
 | |
|        Load a .png into a surface, move it to a texture from there. */
 | |
|     SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath());  /* allocate a string of the full file path */
 | |
|     surface = SDL_LoadPNG(png_path);
 | |
|     if (!surface) {
 | |
|         SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
 | |
|         return SDL_APP_FAILURE;
 | |
|     }
 | |
| 
 | |
|     SDL_free(png_path);  /* done with this, the file is loaded. */
 | |
| 
 | |
|     texture_width = surface->w;
 | |
|     texture_height = surface->h;
 | |
| 
 | |
|     texture = SDL_CreateTextureFromSurface(renderer, surface);
 | |
|     if (!texture) {
 | |
|         SDL_Log("Couldn't create static texture: %s", SDL_GetError());
 | |
|         return SDL_APP_FAILURE;
 | |
|     }
 | |
| 
 | |
|     SDL_DestroySurface(surface);  /* done with this, the texture has a copy of the pixels now. */
 | |
| 
 | |
|     return SDL_APP_CONTINUE;  /* carry on with the program! */
 | |
| }
 | |
| 
 | |
| /* This function runs when a new event (mouse input, keypresses, etc) occurs. */
 | |
| SDL_AppResult SDL_AppEvent(void *appstate, 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. */
 | |
| SDL_AppResult SDL_AppIterate(void *appstate)
 | |
| {
 | |
|     SDL_FPoint center;
 | |
|     SDL_FRect dst_rect;
 | |
|     const Uint64 now = SDL_GetTicks();
 | |
| 
 | |
|     /* we'll have a texture rotate around over 2 seconds (2000 milliseconds). 360 degrees in a circle! */
 | |
|     const float rotation = (((float) ((int) (now % 2000))) / 2000.0f) * 360.0f;
 | |
| 
 | |
|     /* as you can see from this, rendering draws over whatever was drawn before it. */
 | |
|     SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);  /* black, full alpha */
 | |
|     SDL_RenderClear(renderer);  /* start with a blank canvas. */
 | |
| 
 | |
|     /* Center this one, and draw it with some rotation so it spins! */
 | |
|     dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f;
 | |
|     dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f;
 | |
|     dst_rect.w = (float) texture_width;
 | |
|     dst_rect.h = (float) texture_height;
 | |
|     /* rotate it around the center of the texture; you can rotate it from a different point, too! */
 | |
|     center.x = texture_width / 2.0f;
 | |
|     center.y = texture_height / 2.0f;
 | |
|     SDL_RenderTextureRotated(renderer, texture, NULL, &dst_rect, rotation, ¢er, SDL_FLIP_NONE);
 | |
| 
 | |
|     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_AppResult result)
 | |
| {
 | |
|     SDL_DestroyTexture(texture);
 | |
|     /* SDL will clean up the window/renderer for us. */
 | |
| }
 | |
| 
 | 
