much of this is based on cross-referencing from the sdl3 snake demo: https://examples.libsdl.org/SDL3/demo/01-snake/ i need to work out an elegant system for logging. probably involving macro wonk.
77 lines
1.5 KiB
C
77 lines
1.5 KiB
C
#define SDL_MAIN_USE_CALLBACKS
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include "dat.h"
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void
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SDL_AppQuit(void *as, SDL_AppResult res)
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{
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State *st;
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st = as;
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if (st) {
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SDL_Log("destroy renderer...");
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SDL_DestroyRenderer(st->ren);
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SDL_Log("destroy window...");
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SDL_DestroyWindow(st->win);
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SDL_Log("free state...");
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SDL_free(st);
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}
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SDL_Log("bye!");
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return;
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}
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SDL_AppResult
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SDL_AppEvent(void *as, SDL_Event *ev)
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{
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switch (ev->type) {
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case SDL_EVENT_QUIT:
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SDL_Log("quit requested");
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return SDL_APP_SUCCESS;
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break; /* unreachable; here for visual symmetry */
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult
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SDL_AppIterate(void *as)
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{
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult
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SDL_AppInit(void **as, int argc, char **argv)
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{
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State *st;
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SDL_Log("init sdl...");
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_LogCritical(SDL_LOG_CATEGORY_APPLICATION,
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"sdl init fail: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_Log("alloc state...");
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st = SDL_calloc(1, sizeof(State));
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if (!st) {
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SDL_LogCritical(SDL_LOG_CATEGORY_APPLICATION,
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"mem alloc fail: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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*as = st;
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SDL_Log("create win+render...");
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if (!SDL_CreateWindowAndRenderer("slutpet", 320, 240,
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SDL_WINDOW_TRANSPARENT | SDL_WINDOW_BORDERLESS,
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&st->win, &st->ren)) {
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SDL_LogCritical(SDL_LOG_CATEGORY_APPLICATION,
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"win creation fail: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_Log("it work");
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return SDL_APP_CONTINUE;
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}
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