#include <SDL3/SDL.h>
#if _WIN32 // PLATFORM_WINDOWS
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
#include <windows.h>
static int texture_width = 0;
static int texture_height = 0;
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 Load and move a texture", WINDOW_WIDTH, WINDOW_HEIGHT, 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;
}
// Textures are pixel data (image/sprite) that are uploaded to GPU memory for fast drawing
// Upload once, draw many times with pixel data from a bitmap file
// SDL_Surface is pixel data the CPU can access
// SDL_Texture is pixel data the GPU can access
// Load a .bmp into a surface and move it to a texture
SDL_Surface* surface = SDL_LoadBMP("abc.bmp");
if (!surface) {
// SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
MessageBoxA(0, SDL_GetError(), "Couldn't load bitmap", MB_OK);
return SDL_APP_FAILURE;
}
texture_width = surface->w;
texture_height = surface->h;
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
if (!texture) {
// SDL_Log("Couldn't create texture: %s", SDL_GetError());
MessageBoxA(0, SDL_GetError(), "Couldn't create texture", MB_OK);
return SDL_APP_FAILURE;
}
SDL_DestroySurface(surface); // the texture has a copy of the pixels now
SDL_Event event;
while (1) {
SDL_PollEvent(&event);
if (event.type == SDL_EVENT_QUIT) {
break;
}
// clear the windows with a black color
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_RenderClear(renderer); // start with a blank canvas
SDL_FRect dst_rect;
// Center the texture
dst_rect.x = ((float)(WINDOW_WIDTH - texture_width)) / 2.0f;
dst_rect.y = ((float)(WINDOW_HEIGHT - texture_height)) / 2.0f;
dst_rect.w = (float)texture_width;
dst_rect.h = (float)texture_height;
SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
SDL_RenderPresent(renderer); // put it all on the screen
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
#endif