In this section, we will examine a program that draws lines, a dotted line, a rectangle, a solid rectangle, and a triangle to the main window.
When the program runs,
Drawing functions used
main.c file content will be as follows:
#include <SDL3/SDL.h>
// Window width and height
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
// Global variables
int is_running = false; // Variable that controls the execution of the main loop of the program
SDL_Window *window = NULL; // Main window variable
SDL_Renderer *renderer = NULL; // Renderer variable
// Function prototypes
int init_window(void); // Create window and renderer
void init_vals(void); // Initialize values
void process_event(void); // Process events
void update_screen(); // Update values
void draw_screen(void); // Draw screen
void destroy_window(void); // Destroy window
int main(int argc, char* argv[])
{
// Create window and renderer
is_running = init_window();
// Initialize values
init_vals();
// Main loop
while (is_running) {
process_event(); // Processing SDL events (Here keyboard inputs).
draw_screen(); // Drawing objects on the window (Rendering)
}
// Destroy renderer and SDL window
destroy_window();
return 0;
}
// Create window and renderer
int init_window(void)
{
// Initialize the SDL library.
if(SDL_Init(SDL_INIT_VIDEO) == false) {
SDL_Log("SDL init error: %s\n", SDL_GetError());
return false;
}
// Create a window and a 2D rendering context for the window.
if(!SDL_CreateWindowAndRenderer("SDL3 drawings", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
return false;
}
return true;
}
// Initialization function that runs only once at the beginning of the program
void init_vals(void)
{
}
// Function to control SDL events and process keyboard inputs
void process_event(void)
{
SDL_Event event;
// Creating a loop to process user inputs
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_QUIT: // Logout action by the user (x button at the top right of the window)
is_running = false; // Terminates the execution of the program main loop.
break;
case SDL_EVENT_KEY_DOWN: // Indicate that a key was pressed.
if(event.key.key == SDLK_ESCAPE) { // Esc key pressed
is_running = false; // Terminates the execution of the program main loop.
}
break;
}
}
}
void update_screen(void)
{
}
// Render function used to draw game objects in the main window
void draw_screen(void)
{
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); // Set the color used for drawing operations.
SDL_RenderClear(renderer); // Clear the current rendering target with the drawing color.
// Horizontal line
SDL_SetRenderDrawColor(renderer, 255, 0, 255, 255);
SDL_RenderLine(renderer, 40, 40, 250, 40 );
// Vertical line
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
SDL_RenderLine(renderer, 40, 50, 40, 220 );
// Diagonal line
SDL_SetRenderDrawColor(renderer, 0, 255, 255, 255);
SDL_RenderLine(renderer, 50, 50, 125, 105 );
// Cross dotted line
SDL_SetRenderDrawColor(renderer, 125, 175, 225, 255);
for(int x=50, y=220; x < 250; x+=6, y-=5) {
SDL_RenderPoint(renderer, x, y);
}
// Rectangular frame
SDL_SetRenderDrawColor(renderer, 255, 0, 255, 255);
SDL_FRect rect = { 280, 40, 150, 100 };
SDL_RenderRect(renderer, &rect);
// Solid rectangular frame
SDL_SetRenderDrawColor(renderer, 250, 175, 0, 255);
SDL_FRect rect_fill = { 450, 40, 150, 100 };
SDL_RenderFillRect(renderer, &rect_fill);
SDL_Vertex vert_triangle[3];
// Lower left corner of triangle
vert_triangle[0].position.x = 40;
vert_triangle[0].position.y = 350;
vert_triangle[0].color.r = 0.0;
vert_triangle[0].color.g = 0.0;
vert_triangle[0].color.b = 1.0;
vert_triangle[0].color.a = 1.0;
// Triangle vertex
vert_triangle[1].position.x = 120;
vert_triangle[1].position.y = 250;
vert_triangle[1].color.r = 1.0;
vert_triangle[1].color.g = 0.0;
vert_triangle[1].color.b = 0.0;
vert_triangle[1].color.a = 1.0;
// Triangle bottom right corner
vert_triangle[2].position.x = 200;
vert_triangle[2].position.y = 350;
vert_triangle[2].color.r = 0.0;
vert_triangle[2].color.g = 1.0;
vert_triangle[2].color.b = 0.0;
vert_triangle[2].color.a = 1.0;
SDL_RenderGeometry(renderer, NULL, vert_triangle, 3, NULL, 0);
// Loading all objects drawn one by one to the back buffer to the front buffer at once and loading them onto the screen
// This process prevents each drawn object from being displayed on the screen one by one.
SDL_RenderPresent(renderer); // Update on screen all operations performed since the previous call
}
// Destroy Renderer and SDL window, exit from SDL3
void destroy_window(void)
{
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}