From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- .../SDL-3.2.8/examples/renderer/04-points/points.c | 118 --------------------- 1 file changed, 118 deletions(-) delete mode 100644 contrib/SDL-3.2.8/examples/renderer/04-points/points.c (limited to 'contrib/SDL-3.2.8/examples/renderer/04-points/points.c') diff --git a/contrib/SDL-3.2.8/examples/renderer/04-points/points.c b/contrib/SDL-3.2.8/examples/renderer/04-points/points.c deleted file mode 100644 index b7b5c21..0000000 --- a/contrib/SDL-3.2.8/examples/renderer/04-points/points.c +++ /dev/null @@ -1,118 +0,0 @@ -/* - * This example creates an SDL window and renderer, and then draws some points - * to it every frame. - * - * 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 -#include - -/* We will use this renderer to draw into this window every frame. */ -static SDL_Window *window = NULL; -static SDL_Renderer *renderer = NULL; -static Uint64 last_time = 0; - -#define WINDOW_WIDTH 640 -#define WINDOW_HEIGHT 480 - -#define NUM_POINTS 500 -#define MIN_PIXELS_PER_SECOND 30 /* move at least this many pixels per second. */ -#define MAX_PIXELS_PER_SECOND 60 /* move this many pixels per second at most. */ - -/* (track everything as parallel arrays instead of a array of structs, - so we can pass the coordinates to the renderer in a single function call.) */ - -/* Points are plotted as a set of X and Y coordinates. - (0, 0) is the top left of the window, and larger numbers go down - and to the right. This isn't how geometry works, but this is pretty - standard in 2D graphics. */ -static SDL_FPoint points[NUM_POINTS]; -static float point_speeds[NUM_POINTS]; - -/* This function runs once at startup. */ -SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) -{ - int i; - - SDL_SetAppMetadata("Example Renderer Points", "1.0", "com.example.renderer-points"); - - if (!SDL_Init(SDL_INIT_VIDEO)) { - SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - if (!SDL_CreateWindowAndRenderer("examples/renderer/points", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { - SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); - return SDL_APP_FAILURE; - } - - /* set up the data for a bunch of points. */ - for (i = 0; i < SDL_arraysize(points); i++) { - points[i].x = SDL_randf() * ((float) WINDOW_WIDTH); - points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT); - point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND)); - } - - last_time = SDL_GetTicks(); - - 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 Uint64 now = SDL_GetTicks(); - const float elapsed = ((float) (now - last_time)) / 1000.0f; /* seconds since last iteration */ - int i; - - /* let's move all our points a little for a new frame. */ - for (i = 0; i < SDL_arraysize(points); i++) { - const float distance = elapsed * point_speeds[i]; - points[i].x += distance; - points[i].y += distance; - if ((points[i].x >= WINDOW_WIDTH) || (points[i].y >= WINDOW_HEIGHT)) { - /* off the screen; restart it elsewhere! */ - if (SDL_rand(2)) { - points[i].x = SDL_randf() * ((float) WINDOW_WIDTH); - points[i].y = 0.0f; - } else { - points[i].x = 0.0f; - points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT); - } - point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND)); - } - } - - last_time = now; - - /* as you can see from this, rendering draws over whatever was drawn before it. */ - SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ - SDL_RenderClear(renderer); /* start with a blank canvas. */ - SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); /* white, full alpha */ - SDL_RenderPoints(renderer, points, SDL_arraysize(points)); /* draw all the points! */ - - /* You can also draw single points with SDL_RenderPoint(), but it's - cheaper (sometimes significantly so) to do them all at once. */ - - SDL_RenderPresent(renderer); /* put it all on the screen! */ - - 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. */ -} - -- cgit v1.2.3