[SDL3] Simple DirectMedia Layer 3 Setup and Getting Started - SDL3 설정 및 초기화
C, C++ 2025. 3. 30. 00:17 |
2024.01.22 - [C, C++] - [SDL] Simple DirectMedia Layer Setup and Getting Started - SDL 설정 및 초기화
SDL3를 사용해 보자.
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/*
* 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!
*/
#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;
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
SDL_SetAppMetadata("Example Renderer Clear", "1.0", "com.example.renderer-clear");
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", 640, 480, 0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
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 double now = ((double)SDL_GetTicks()) / 1000.0; /* convert from milliseconds to seconds. */
/* choose the color for the frame we will draw. The sine wave trick makes it fade between colors smoothly. */
const float red = (float)(0.5 + 0.5 * SDL_sin(now));
const float green = (float)(0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 2 / 3));
const float blue = (float)(0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 4 / 3));
SDL_SetRenderDrawColorFloat(renderer, red, green, blue, SDL_ALPHA_OPAQUE_FLOAT); /* new color, full alpha. */
/* clear the window to the draw color. */
SDL_RenderClear(renderer);
/* put the newly-cleared rendering on the screen. */
SDL_RenderPresent(renderer);
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. */
}
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키보드 입력
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#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <stdio.h>
static SDL_Window* window = NULL;
static SDL_Renderer* renderer = NULL;
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
SDL_SetAppMetadata("Example Renderer Clear", "1.0", "com.example.renderer-clear");
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", 640, 480, 0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
switch (event->type) {
case SDL_EVENT_QUIT:
return SDL_APP_SUCCESS;
case SDL_EVENT_KEY_DOWN:
printf("Key pressed: %s\n", SDL_GetKeyName(event->key.key));
if (event->key.key == SDLK_ESCAPE)
return SDL_APP_SUCCESS;
break;
default:
break;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void* appstate)
{
SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void* appstate, SDL_AppResult result)
{
}
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윈도우 핸들 구하기
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#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <stdio.h>
#include <Windows.h>
static SDL_Window* window = NULL;
static SDL_Renderer* renderer = NULL;
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
SDL_SetAppMetadata("Example Renderer Clear", "1.0", "com.example.renderer-clear");
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", 640, 480, 0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_PropertiesID prop = SDL_GetWindowProperties(window);
HWND hwnd = (HWND)SDL_GetPointerProperty(prop, SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
if (hwnd)
printf("Window handle: %p", hwnd);
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
switch (event->type) {
case SDL_EVENT_QUIT:
return SDL_APP_SUCCESS;
case SDL_EVENT_KEY_DOWN:
printf("Key pressed: %s\n", SDL_GetKeyName(event->key.key));
if (event->key.key == SDLK_ESCAPE)
return SDL_APP_SUCCESS;
break;
default:
break;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void* appstate)
{
SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void* appstate, SDL_AppResult result)
{
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
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