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name: Build | ||
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on: [push, pull_request] | ||
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jobs: | ||
Build: | ||
name: ${{ matrix.platform.name }} | ||
runs-on: ${{ matrix.platform.os }} | ||
strategy: | ||
matrix: | ||
platform: | ||
- { name: Linux, os: ubuntu-latest } | ||
- { name: Windows, os: windows-latest } | ||
- { name: MacOS, os: macos-latest } | ||
- { name: UWP, os: windows-latest } | ||
- name: Set up SDL | ||
id: sdl | ||
uses: libsdl-org/setup-sdl@v1 | ||
with: | ||
version: sdl3-head | ||
- name: Get project sources | ||
uses: actions/checkout@v3 | ||
- name: Configure CMake | ||
run: cmake -B build ${{ matrix.platform.flags }} | ||
- name: Build | ||
run: cmake --build build/ |
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cmake_minimum_required(VERSION 3.12.0) | ||
project(SDL_helloworld) | ||
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find_package(SDL3 CONFIG REQUIRED) | ||
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# WinRT/UWP/WindowsPhone needs a little more magic. | ||
# If you never care about this target, you can delete this block and window-uwp-main.cpp, too. | ||
if(WINDOWS_STORE) | ||
target_compile_definitions(sdl-helloworld PRIVATE "SDL_MAIN_NOIMPL") | ||
set_property(TARGET sdl-helloworld PROPERTY WIN32_EXECUTABLE TRUE) | ||
add_library(main_uwp OBJECT windows-uwp-main.cpp) | ||
target_link_libraries(main_uwp PRIVATE SDL3::Headers) | ||
target_compile_options(main_uwp PRIVATE "/ZW") | ||
set(EXTRA_LIBRARIES main_uwp) | ||
endif() | ||
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add_executable(sdl-helloworld | ||
main.c | ||
) | ||
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target_link_libraries(sdl-helloworld PRIVATE SDL3::SDL3-shared) | ||
target_link_libraries(sdl-helloworld PUBLIC SDL3::Headers ${EXTRA_LIBRARIES}) | ||
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All code in this sample is public domain. Do whatever you want with it. | ||
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We recommend you replace this text with your own license, unless you also | ||
want your code to be public domain. | ||
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# SDL_helloworld | ||
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This is a simple skeleton program that builds an extremely simple SDL-based | ||
program, setting up CI for GitHub Actions and such. | ||
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Feel free to use this as a starting point for your own code. | ||
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#include <SDL3/SDL.h> | ||
#include <SDL3/SDL_main.h> | ||
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static SDL_Window *window = NULL; | ||
static SDL_Renderer *renderer = NULL; | ||
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static int setup_program(int argc, char **argv) | ||
{ | ||
if (SDL_Init(SDL_INIT_VIDEO) == -1) { | ||
SDL_Log("SDL_Init(SDL_INIT_VIDEO) failed: %s", SDL_GetError()); | ||
return -1; | ||
} | ||
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window = SDL_CreateWindow("Hello SDL", 640, 480, 0); | ||
if (!window) { | ||
SDL_Log("SDL_CreateWindow() failed: %s", SDL_GetError()); | ||
return -1; | ||
} | ||
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renderer = SDL_CreateRenderer(window, NULL, 0); | ||
if (!renderer) { | ||
SDL_Log("SDL_CreateRenderer() failed: %s", SDL_GetError()); | ||
return -1; | ||
} | ||
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return 0; | ||
} | ||
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static void mainloop(void) | ||
{ | ||
SDL_FRect mouseposrect; | ||
Uint8 r; | ||
SDL_bool keep_going = SDL_TRUE; | ||
SDL_Event event; | ||
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mouseposrect.x = mouseposrect.y = -1000; /* -1000 so it's offscreen at start */ | ||
mouseposrect.w = mouseposrect.h = 50; | ||
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/* run the program until told to stop. */ | ||
while (keep_going) { | ||
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/* run through all pending events until we run out. */ | ||
while (SDL_PollEvent(&event)) { | ||
switch (event.type) { | ||
case SDL_EVENT_QUIT: /* triggers on last window close and other things. End the program. */ | ||
keep_going = SDL_FALSE; | ||
break; | ||
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case SDL_EVENT_KEY_DOWN: /* quit if user hits ESC key */ | ||
if (event.key.keysym.sym == SDLK_ESCAPE) { | ||
keep_going = SDL_FALSE; | ||
} | ||
break; | ||
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case SDL_EVENT_MOUSE_MOTION: /* keep track of the latest mouse position */ | ||
/* center the square where the mouse is */ | ||
mouseposrect.x = event.motion.x - (mouseposrect.w / 2); | ||
mouseposrect.y = event.motion.y - (mouseposrect.h / 2); | ||
break; | ||
} | ||
} | ||
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/* fade between shades of red every 3 seconds, from 0 to 255. */ | ||
r = (Uint8) ((((float) (SDL_GetTicks() % 3000)) / 3000.0f) * 255.0f); | ||
SDL_SetRenderDrawColor(renderer, r, 0, 0, 255); | ||
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/* you have to draw the whole window every frame. Clearing it makes sure the whole thing is sane. */ | ||
SDL_RenderClear(renderer); /* clear whole window to that fade color. */ | ||
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/* set the color to white */ | ||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); | ||
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/* draw a square where the mouse cursor currently is. */ | ||
SDL_RenderFillRect(renderer, &mouseposrect); | ||
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/* put everything we drew to the screen. */ | ||
SDL_RenderPresent(renderer); | ||
} | ||
} | ||
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static void shutdown_program(void) | ||
{ | ||
SDL_DestroyRenderer(renderer); | ||
SDL_DestroyWindow(window); | ||
SDL_Quit(); | ||
} | ||
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/* this is always a main() function, even if you're on a platform that uses | ||
something else. SDL_main.h takes care of figuring out the details and | ||
making sure the program starts here. */ | ||
int main(int argc, char **argv) | ||
{ | ||
if (setup_program(argc, argv) == 0) { | ||
mainloop(); | ||
} | ||
shutdown_program(); | ||
return 0; | ||
} | ||
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/* | ||
* For Windows UWP/Windows Phone/WinRT, you need to have your entry point | ||
* function in a .cpp file. If you're not building for this platform, | ||
* (and you probably aren't) don't bother with this file. | ||
* | ||
* The CMakeLists.txt file knows to only compile this for the one | ||
* platform, so this can just sit here and be ignored. | ||
*/ | ||
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/* Sets up WinMain and stuff, which we're doing here in a C++ file. */ | ||
#include <SDL3/SDL_main.h> | ||
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