clockwork/main.c
2026-01-17 23:44:01 -03:00

87 lines
2.7 KiB
C

/*
* This example code creates an SDL window and renderer, and then clears the
* window to a different color every frame, so you'll effectively get a window
* that's smoothly fading between colors.
*
* This code is public domain. Feel free to use it for any purpose!
*/
#include <malloc.h>
#include <stdio.h>
#include <SDL3/SDL_pixels.h>
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL_render.h>
#include <SDL3/SDL_video.h>
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include "include/glad/gl.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_GLContext context = NULL;
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
SDL_SetAppMetadata("Heartbeat", "1.0", "io.typetrait.heartbeat");
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("Heartbeat", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
int version = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress);
if (version == 0) {
printf("Failed to initialize OpenGL context\n");
return SDL_APP_FAILURE;
}
context = SDL_GL_CreateContext(window);
SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
return SDL_APP_CONTINUE;
}
/* 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;
}
return SDL_APP_CONTINUE;
}
/* This function runs once per frame, and is the heart of the program. */
SDL_AppResult SDL_AppIterate(void *appstate)
{
SDL_RenderLine(renderer, 0.0f, 0.0f, 15.0f, 15.0f);
glClearColor(1.0f, 0.8f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_GL_SwapWindow(window);
return SDL_APP_CONTINUE;
}
/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
/* SDL will clean up the window/renderer for us. */
SDL_GL_DestroyContext(context);
// SDL_DestroyWindow(window);
// SDL_Quit();
}