-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy path18-debug-text.zig
93 lines (72 loc) · 3.35 KB
/
18-debug-text.zig
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
const std = @import("std");
pub extern fn main() void; // Zig Main, ignored, using SDL3
const sdl = @cImport({
// NOTE: Need full path to SDL3/include
// Remember to copy SDL3.dll to Zig.exe folder PATH
@cDefine("SDL_MAIN_USE_CALLBACKS", "1");
@cInclude("SDL.h");
@cInclude("SDL_main.h");
});
var window: *sdl.SDL_Window = undefined;
var renderer: *sdl.SDL_Renderer = undefined;
const WINDOW_WIDTH = 640;
const WINDOW_HEIGHT = 480;
//* This function runs once at startup. */
pub export fn SDL_AppInit(appstate: ?*anyopaque, argc: c_int, argv: [*][*]u8) sdl.SDL_AppResult {
_ = appstate; _ = argc; _ = argv;
const appTitle = "SDL3 Example Renderer Debug Texture";
_ = sdl.SDL_SetAppMetadata(appTitle, "1.0", "com.example.renderer-debug-text");
if (!sdl.SDL_Init(sdl.SDL_INIT_VIDEO)) {
sdl.SDL_Log("Couldn't initialize SDL: %s", sdl.SDL_GetError());
return sdl.SDL_APP_FAILURE;
}
if (!sdl.SDL_CreateWindowAndRenderer(appTitle, WINDOW_WIDTH, WINDOW_HEIGHT, 0, @ptrCast(&window), @ptrCast(&renderer))) {
sdl.SDL_Log("Couldn't create window/renderer: %s", sdl.SDL_GetError());
return sdl.SDL_APP_FAILURE;
}
return sdl.SDL_APP_CONTINUE; // carry on with the program!
}
//* This function runs when a new event (mouse input, keypresses, etc) occurs. */
pub export fn SDL_AppEvent(appstate: ?*anyopaque, event: *sdl.SDL_Event) sdl.SDL_AppResult {
_ = appstate;
// SHIFT + ESC to quit
if (event.key.key == sdl.SDLK_ESCAPE
and event.key.mod & sdl.SDL_KMOD_LSHIFT == 1) {
return sdl.SDL_EVENT_QUIT;
}
if (event.*.type == sdl.SDL_EVENT_QUIT) {
return sdl.SDL_APP_SUCCESS; // end the program, reporting success to the OS
}
return sdl.SDL_APP_CONTINUE; // carry on with the program
}
//* This function runs once per frame, and is the heart of the program. */
pub export fn SDL_AppIterate(appstate: ?*anyopaque) sdl.SDL_AppResult {
_ = appstate;
_ = sdl.SDL_SetRenderDrawColor(renderer, 0, 0, 0, sdl.SDL_ALPHA_OPAQUE);
_ = sdl.SDL_RenderClear(renderer);
_ = sdl.SDL_SetRenderDrawColor(renderer, 255, 255, 255, sdl.SDL_ALPHA_OPAQUE);
_ = sdl.SDL_RenderDebugText(renderer, 272, 100, "Hello world!");
_ = sdl.SDL_RenderDebugText(renderer, 224, 150, "This is some debug text.");
_ = sdl.SDL_SetRenderDrawColor(renderer, 51, 102, 255, sdl.SDL_ALPHA_OPAQUE);
_ = sdl.SDL_RenderDebugText(renderer, 184, 200, "You can do it in different colors.");
_ = sdl.SDL_SetRenderDrawColor(renderer, 255, 255, 255, sdl.SDL_ALPHA_OPAQUE);
_ = sdl.SDL_SetRenderScale(renderer, 4.0, 4.0);
_ = sdl.SDL_RenderDebugText(renderer, 14, 65, "It can be scaled.");
_ = sdl.SDL_SetRenderScale(renderer, 1.0, 1.0);
_ = sdl.SDL_RenderDebugText(renderer, 64, 350, "This only does ASCII chars. So this laughing emoji won't draw: 🤣");
{
const charsize = sdl.SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE;
var buf: [*c]u8 = undefined;
_ = sdl.SDL_asprintf(&buf,
"(This program has been running for %d seconds.)",
sdl.SDL_GetTicks() / 1000);
_ = sdl.SDL_RenderDebugText(renderer, ((WINDOW_WIDTH - (charsize * 46)) / 2), 400, buf);
}
_ = sdl.SDL_RenderPresent(renderer);
return sdl.SDL_APP_CONTINUE; // carry on with the program
}
//* This function runs once at shutdown. */
pub export fn SDL_AppQuit(appstate: ?*anyopaque, result: sdl.SDL_AppResult) void {
_ = appstate; _ = result;
//* SDL will clean up the window/renderer for us. */
}