Created
April 9, 2015 19:47
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Test of SDL2 main loop.
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| #include <stdio.h> | |
| #include <SDL.h> | |
| #include <SDL_image.h> | |
| #include <Windows.h> | |
| #include <time.h> | |
| #include <stdio.h> | |
| int main(int argc, char* argv[]) { | |
| const int WIDTH = 640; | |
| const int HEIGHT = 480; | |
| SDL_Window* window = NULL; | |
| SDL_Renderer* renderer = NULL; | |
| SDL_Texture* image = NULL; | |
| SDL_Rect rectImage; | |
| int w, h; | |
| int frames = 0; | |
| clock_t last_tick = clock(); | |
| SDL_Init(SDL_INIT_VIDEO); | |
| window = SDL_CreateWindow("Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN); | |
| renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); | |
| IMG_Init(IMG_INIT_PNG); | |
| image = IMG_LoadTexture(renderer, "img/boot.png"); // Change as needed | |
| SDL_QueryTexture(image, NULL, NULL, &w, &h); | |
| rectImage = { 0, 0, w, h }; | |
| bool running = true; | |
| SDL_Event e; | |
| while (running) { | |
| while (SDL_PollEvent(&e) != 0) { | |
| if (e.type == SDL_QUIT) { | |
| running = false; | |
| } | |
| } | |
| rectImage.x += 4; | |
| rectImage.y += 4; | |
| if (rectImage.x > WIDTH) rectImage.x = 0; | |
| if (rectImage.y > HEIGHT) rectImage.y = 0; | |
| SDL_RenderClear(renderer); | |
| SDL_SetRenderDrawColor(renderer, 200, 0, 0, 255); | |
| SDL_RenderFillRect(renderer, NULL); | |
| SDL_RenderCopy(renderer, image, NULL, &rectImage); | |
| SDL_RenderPresent(renderer); | |
| frames++; | |
| clock_t now = clock(); | |
| if (now > (last_tick + CLOCKS_PER_SEC)) | |
| { | |
| char buff[52]; | |
| _snprintf(buff, 52, "%d fps\n", frames); | |
| OutputDebugStringA(buff); | |
| frames = 0; | |
| last_tick = now; | |
| } | |
| } | |
| SDL_DestroyTexture(image); | |
| SDL_DestroyWindow(window); | |
| SDL_Quit(); | |
| return 0; | |
| } |
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