#define SDL_MAIN_USE_CALLBACKS 1 #include #include static SDL_Window *window = NULL; static SDL_Renderer *renderer = NULL; static int width = 640; static int height = 480; static int grid_width = 32; static int grid_height = 24; enum TILES { EMPTY, SNAKE, FRUIT }; void log_game_grid(int *game_grid) { char *buf = SDL_malloc(sizeof(char) * grid_width * 2 + 1); for (int i = 0; i < grid_height; i++) { for (int j = 0; j < grid_width; j++) { buf[2 * j] = '0' + game_grid[i * grid_width + j]; buf[2 * j + 1] = ' '; } buf[2 * grid_width] = '\0'; SDL_Log("%s", buf); } SDL_free(buf); } SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) { 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", width, height, 0, &window, &renderer)) { SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); return SDL_APP_FAILURE; } int *game_grid = SDL_malloc(sizeof(int) * grid_width * grid_height); for (int i = 0; i < grid_height; i++) { for (int j = 0; j < grid_width; j++) { game_grid[i * grid_width + j] = EMPTY; } } game_grid[16 * grid_width + 12] = SNAKE; game_grid[12 * grid_width + 4] = FRUIT; game_grid[5 * grid_width + 18] = FRUIT; *appstate = game_grid; log_game_grid(*appstate); return SDL_APP_CONTINUE; } SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) { if ((event->type == SDL_EVENT_KEY_UP && event->key.scancode == SDL_SCANCODE_ESCAPE) || event->type == SDL_EVENT_QUIT) { return SDL_APP_SUCCESS; } return SDL_APP_CONTINUE; } SDL_AppResult SDL_AppIterate(void *appstate) { const double now = ((double)SDL_GetTicks()) / 1000.0; 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); SDL_RenderClear(renderer); SDL_RenderPresent(renderer); return SDL_APP_CONTINUE; } void SDL_AppQuit(void *appstate, SDL_AppResult result) { /* SDL will clean up the window/renderer for us. */ }