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https://github.com/robloach/sdl_app
Application wrapper for SDL to unify desktop, mobile, and web SDL code.
https://github.com/robloach/sdl_app
sdl sdl2
Last synced: 3 months ago
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Application wrapper for SDL to unify desktop, mobile, and web SDL code.
- Host: GitHub
- URL: https://github.com/robloach/sdl_app
- Owner: RobLoach
- License: zlib
- Archived: true
- Created: 2023-01-01T09:36:45.000Z (about 2 years ago)
- Default Branch: master
- Last Pushed: 2024-04-05T20:53:53.000Z (10 months ago)
- Last Synced: 2024-04-05T21:42:14.196Z (10 months ago)
- Topics: sdl, sdl2
- Language: C
- Homepage:
- Size: 16.6 KB
- Stars: 4
- Watchers: 3
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
- awesome-sdl - SDL_App
README
# SDL_App
Application wrapper for [SDL](https://libsdl.org/) to accomodate desktop, mobile, and web.
## Deprecated
With SDL3, this is no longer required as you can use `SDL_MAIN_USE_CALLBACKS`. See https://github.com/Ravbug/sdl3-sample for a demonstration.
## Introduction
When building SDL applications for desktop, mobile, and web, there are subtle differences to accomodate the application workflow. [*SDL_App.h*](include/SDL_App.h) aims to clean up those differences, and make the code easier to read for a unified application entry. This pattern is inspired by [sokol_app](https://github.com/floooh/sokol#sokol_apph).
## Example
``` c
#include#define SDL_APP_IMPLEMENTATION
#include "SDL_App.h"typedef struct AppData {
SDL_Window* window;
SDL_Renderer* renderer;
} AppData;SDL_bool Init(void* userData) {
SDL_Init(SDL_INIT_EVERYTHING);AppData* appData = (AppData*)userData;
appData->window = SDL_CreateWindow("SDL_App: Example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 450, SDL_WINDOW_SHOWN);
appData>renderer = SDL_CreateRenderer(appData->window, -1, SDL_RENDERER_PRESENTVSYNC);return SDL_TRUE;
}SDL_bool Update(void* userData) {
AppData* appData = (AppData*)userData;SDL_Event event;
while (SDL_PollEvent(&event) != 0) {
switch (event.type) {
case SDL_QUIT:
return SDL_FALSE;
}
}SDL_SetRenderDrawColor(appData->renderer, 102, 191, 255, 255);
SDL_RenderClear(appData->renderer);
SDL_RenderPresent(appData->renderer);return SDL_TRUE;
}void Close(void* userData) {
AppData* appData = (AppData*)userData;
SDL_DestroyRenderer(appData->renderer);
SDL_DestroyWindow(appData->window);
SDL_Quit();
}SDL_App Main(int argc, char* argv[]) {
return (SDL_App) {
.init = Init,
.update = Update,
.close = Close,
.userData = SDL_malloc(sizeof(AppData)), // Optional
};
}
```## API
### `SDL_App Main(int argc, char* argv[])`
Rather than having your own `int main()`, define your own `Main` function.
``` c
SDL_App Main(int argc, char* argv[]) {
return (SDL_App) {
.init = Init, // The init callback that is called when the application initializes
.update = Update, // The update callback that is called when the application should render
.close = Close, // The close callback which is called when the application is closed
.userData = NULL // Custom user data that is passed through all the callbacks (Optional)
};
}
```## License
*SDL_App* is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](LICENSE) for further details.