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hello.c
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/* points.c ... */
/*
* This example creates an SDL window and renderer, and then draws some points
* to it every frame.
*
* This code is public domain. Feel free to use it for any purpose!
* https://examples.libsdl.org/SDL3/renderer/18-debug-text/
*/
/* debug-text.c ... */
/*
* This example creates an SDL window and renderer, and then draws some text
* using SDL_RenderDebugText() 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;
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
SDL_SetAppMetadata("Example Renderer Debug Texture", "1.0", "com.example.renderer-debug-text");
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("VersionDevCamp 2025 Hello World", 800, 600, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_TRANSPARENT, &window, &renderer)) {
/* if (!SDL_CreateWindowAndRenderer("examples/renderer/debug-text", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { */
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (SDL_SetWindowOpacity(window, 0.1) < 0) {
SDL_Log("Couldn't initialize Window opacity: %s", SDL_GetError());
}
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)
{
const int charsize = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE;
/* 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. */
SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */
SDL_RenderDebugText(renderer, 272, 100, "Hello world!");
SDL_RenderDebugText(renderer, 224, 150, "This is some debug text.");
SDL_SetRenderDrawColor(renderer, 51, 102, 255, SDL_ALPHA_OPAQUE); /* light blue, full alpha */
SDL_RenderDebugText(renderer, 184, 200, "You can do it in different colors.");
SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */
SDL_SetRenderScale(renderer, 4.0f, 4.0f);
SDL_RenderDebugText(renderer, 14, 65, "It can be scaled.");
SDL_SetRenderScale(renderer, 1.0f, 1.0f);
SDL_RenderDebugText(renderer, 64, 350, "This only does ASCII chars. So this laughing emoji won't draw: 🤣");
SDL_RenderDebugTextFormat(renderer, (float) ((WINDOW_WIDTH - (charsize * 46)) / 2), 400, "(This program has been running for %" SDL_PRIu64 " seconds.)", SDL_GetTicks() / 1000);
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 will clean up the window/renderer for us. */
}