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SDL3 + C on Windows 11 (using w64devkit)
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| #!/bin/sh | |
| EXE=main | |
| SDL3=C:/Libs/SDL3/x86_64-w64-mingw32 | |
| if [ ! -e "SDL3.dll" ]; then | |
| cp ${SDL3}/bin/SDL3.dll . | |
| fi | |
| cc -I${SDL3}/include -L${SDL3}/bin -o ${EXE} main.c -lSDL3 |
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| /* https://examples.libsdl.org/SDL3/renderer/01-clear/ */ | |
| /* clear.c ... */ | |
| /* | |
| * This example code creates an SDL window and renderer, and then clears the | |
| * window to a different color every frame, so you'll effectively get a window | |
| * that's smoothly fading between colors. | |
| * | |
| * 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 <SDL3/SDL.h> | |
| #include <SDL3/SDL_main.h> | |
| /* We will use this renderer to draw into this window every frame. */ | |
| static SDL_Window *window = NULL; | |
| static SDL_Renderer *renderer = NULL; | |
| /* This function runs once at startup. */ | |
| SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) | |
| { | |
| SDL_SetAppMetadata("Example Renderer Clear", "1.0", "com.example.renderer-clear"); | |
| 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", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) { | |
| SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); | |
| return SDL_APP_FAILURE; | |
| } | |
| SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX); | |
| 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 double now = ((double)SDL_GetTicks()) / 1000.0; /* convert from milliseconds to seconds. */ | |
| /* choose the color for the frame we will draw. The sine wave trick makes it fade between colors smoothly. */ | |
| 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); /* new color, full alpha. */ | |
| /* clear the window to the draw color. */ | |
| SDL_RenderClear(renderer); | |
| /* put the newly-cleared rendering on the screen. */ | |
| SDL_RenderPresent(renderer); | |
| 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. */ | |
| } |
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