add code
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3
Example/.gitignore
vendored
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3
Example/.gitignore
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build
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recovery
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BeefSpace_User.toml
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7
Example/BeefProj.toml
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7
Example/BeefProj.toml
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FileVersion = 1
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Dependencies = {corlib = "*", SDL3 = "*"}
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[Project]
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Name = "SDL3.Example"
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TargetType = "BeefGUIApplication"
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StartupObject = "SDL3.Example.Program"
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6
Example/BeefSpace.toml
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6
Example/BeefSpace.toml
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FileVersion = 1
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Projects = {"SDL3.Example" = {Path = "."}, SDL3 = {Path = ".."}}
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ExtraPlatforms = ["Linux32", "Linux64", "macOS"]
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[Workspace]
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StartupProject = "SDL3.Example"
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81
Example/src/Program.bf
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81
Example/src/Program.bf
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using System;
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using SDL3;
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namespace SDL3.Example;
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class Program
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{
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/*
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* This example code creates an SDL window and renderer, and then clears the
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* window to a different color every frame, so you'll effectively get a window
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* that's smoothly fading between colors.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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/* We will use this renderer to draw into this window every frame. */
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static SDL.Window *window = null;
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static SDL.Renderer *renderer = null;
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/* This function runs once at startup. */
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static SDL.AppResult AppInit(void **appstate, int32 argc, char8 **argv)
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{
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SDL.SetAppMetadata("Example Renderer Clear", "1.0", "com.example.renderer-clear");
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if (!SDL.Init(.Video)) {
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SDL.Log("Couldn't initialize SDL: %s", SDL.GetError());
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return .Failure;
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}
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if (!SDL.CreateWindowAndRenderer("examples/renderer/clear", 640, 480, .Resizable, &window, &renderer)) {
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SDL.Log("Couldn't create window/renderer: %s", SDL.GetError());
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return .Failure;
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}
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SDL.SetRenderLogicalPresentation(renderer, 640, 480, .Letterbox);
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return .Continue; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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static SDL.AppResult AppEvent(void *appstate, SDL.Event *event)
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{
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if (event.type == (.)SDL.EventType.Quit) {
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return .Success; /* end the program, reporting success to the OS. */
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}
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return .Continue; /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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static SDL.AppResult AppIterate(void *appstate)
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{
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double now = ((double)SDL.GetTicks()) / 1000.0; /* convert from milliseconds to seconds. */
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/* choose the color for the frame we will draw. The sine wave trick makes it fade between colors smoothly. */
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float red = (float) (0.5 + 0.5 * SDL.sin(now));
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float green = (float) (0.5 + 0.5 * SDL.sin(now + SDL.PI_D * 2 / 3));
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float blue = (float) (0.5 + 0.5 * SDL.sin(now + SDL.PI_D * 4 / 3));
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SDL.SetRenderDrawColorFloat(renderer, red, green, blue, SDL.ALPHA_OPAQUE_FLOAT); /* new color, full alpha. */
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/* clear the window to the draw color. */
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SDL.RenderClear(renderer);
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/* put the newly-cleared rendering on the screen. */
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SDL.RenderPresent(renderer);
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return .Continue; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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static void AppQuit(void *appstate, SDL.AppResult result)
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{
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/* SDL will clean up the window/renderer for us. */
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}
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public static int Main(String[] args)
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{
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char8*[] argv = scope .[args.Count];
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for (var arg in ref argv)
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arg = args[@arg].Ptr;
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return SDL.EnterAppMainCallbacks((.)argv.Count, argv.Ptr, => AppInit, => AppIterate, => AppEvent, => AppQuit);
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}
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}
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