87 lines
2.7 KiB
C
87 lines
2.7 KiB
C
/*
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* This example code creates an SDL window and renderer, and then clears the
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* window to a different color every frame, so you'll effectively get a window
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* that's smoothly fading between colors.
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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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#include <malloc.h>
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#include <stdio.h>
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#include <SDL3/SDL_pixels.h>
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#include <SDL3/SDL_rect.h>
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#include <SDL3/SDL_render.h>
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#include <SDL3/SDL_video.h>
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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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#include "include/glad/gl.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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static SDL_GLContext context = NULL;
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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("Heartbeat", "1.0", "io.typetrait.heartbeat");
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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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("Heartbeat", 640, 480, 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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int version = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress);
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if (version == 0) {
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printf("Failed to initialize OpenGL context\n");
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return SDL_APP_FAILURE;
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}
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context = SDL_GL_CreateContext(window);
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SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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return SDL_APP_CONTINUE;
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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;
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}
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return SDL_APP_CONTINUE;
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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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SDL_RenderLine(renderer, 0.0f, 0.0f, 15.0f, 15.0f);
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glClearColor(1.0f, 0.8f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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SDL_GL_SwapWindow(window);
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return SDL_APP_CONTINUE;
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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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SDL_GL_DestroyContext(context);
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// SDL_DestroyWindow(window);
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// SDL_Quit();
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}
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