#define SDL_MAIN_USE_CALLBACKS #include #include #include "dat.h" void SDL_AppQuit(void *as, SDL_AppResult res) { State *st; st = as; if (st) { SDL_Log("destroy renderer..."); SDL_DestroyRenderer(st->ren); SDL_Log("destroy window..."); SDL_DestroyWindow(st->win); SDL_Log("free state..."); SDL_free(st); } SDL_Log("bye!"); return; } SDL_AppResult SDL_AppEvent(void *as, SDL_Event *ev) { switch (ev->type) { case SDL_EVENT_QUIT: SDL_Log("quit requested"); return SDL_APP_SUCCESS; break; /* unreachable; here for visual symmetry */ } return SDL_APP_CONTINUE; } SDL_AppResult SDL_AppIterate(void *as) { return SDL_APP_CONTINUE; } SDL_AppResult SDL_AppInit(void **as, int argc, char **argv) { State *st; SDL_Log("init sdl..."); if (!SDL_Init(SDL_INIT_VIDEO)) { SDL_LogCritical(SDL_LOG_CATEGORY_APPLICATION, "sdl init fail: %s", SDL_GetError()); return SDL_APP_FAILURE; } SDL_Log("alloc state..."); st = SDL_calloc(1, sizeof(State)); if (!st) { SDL_LogCritical(SDL_LOG_CATEGORY_APPLICATION, "mem alloc fail: %s", SDL_GetError()); return SDL_APP_FAILURE; } *as = st; SDL_Log("create win+render..."); if (!SDL_CreateWindowAndRenderer("slutpet", 320, 240, SDL_WINDOW_TRANSPARENT | SDL_WINDOW_BORDERLESS, &st->win, &st->ren)) { SDL_LogCritical(SDL_LOG_CATEGORY_APPLICATION, "win creation fail: %s", SDL_GetError()); return SDL_APP_FAILURE; } SDL_Log("it work"); return SDL_APP_CONTINUE; }