#include <SDL3/SDL.h>
#if _WIN32 // PLATFORM_WINDOWS
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
#include <windows.h>
int APIENTRY wWinMain(_In_ HINSTANCE hInstance,
_In_opt_ HINSTANCE hPrevInstance,
_In_ LPWSTR lpCmdLine,
_In_ int nCmdShow) {
if (!SDL_Init(SDL_INIT_VIDEO)) {
//SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
MessageBoxA(0, SDL_GetError(), "Couldn't initialize SDL", MB_OK);
return 3;
}
SDL_Window* window;
SDL_Renderer* renderer;
if (!SDL_CreateWindowAndRenderer("SDL3 Create Window and Renderer with smooth fading between colors", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
//SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window and renderer: %s", SDL_GetError());
MessageBoxA(0, SDL_GetError(), "Couldn't create window and renderer", MB_OK);
return 3;
}
SDL_Event event;
while (1) {
SDL_PollEvent(&event);
if (event.type == SDL_EVENT_QUIT) {
break;
}
// convert from milliseconds to seconds
const double now = ((double)SDL_GetTicks()) / 1000.0;
// The sine wave 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);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
#endif