#define SDL_MAIN_USE_CALLBACKS #include #include #include #include #include class PixelApp { public: static constexpr int WIDTH = 160; static constexpr int HEIGHT = 160; static constexpr int SIZE = WIDTH * HEIGHT; static constexpr int ZOOM = 4; PixelApp() = default; ~PixelApp() { cleanup(); } bool init() { if (!SDL_Init(SDL_INIT_VIDEO)) return false; window.reset(SDL_CreateWindow("pixels", WIDTH * ZOOM, HEIGHT * ZOOM, 0)); renderer.reset(SDL_CreateRenderer(window.get(), nullptr)); SDL_SetRenderLogicalPresentation(renderer.get(), WIDTH, HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE); texture.reset(SDL_CreateTexture(renderer.get(), SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, WIDTH, HEIGHT)); SDL_SetTextureScaleMode(texture.get(), SDL_SCALEMODE_NEAREST); palette = { 0xFF000000, 0xFFFFFFFF }; surface.fill(0); return true; } void handleEvent(const SDL_Event& e, SDL_AppResult& result) { if (e.type == SDL_EVENT_QUIT || (e.type == SDL_EVENT_KEY_DOWN && e.key.key == SDLK_ESCAPE)) { result = SDL_APP_SUCCESS; } } void update() { Uint32* pixels; int pitch; SDL_LockTexture(texture.get(), nullptr, (void**)&pixels, &pitch); surface.fill(0); float time = SDL_GetTicks() / 1000.0f; int rad = 96; int dx = (WIDTH - rad * 2) / 2; int dy = (HEIGHT - rad * 2) / 2; for (int j = -rad; j <= rad; j += 3) { for (int i = -rad; i <= rad; i += 2) { float dist = std::sqrt(float(i * i + j * j)); float z = std::cos((dist / 40 - time) * M_PI * 2) * 6; int X = rad + i + dx; int Y = rad + j - z + dy; if (X >= 0 && X < WIDTH && Y >= 0 && Y < HEIGHT) surface[X + Y * WIDTH] = 1; } } int pixel_pitch = pitch / sizeof(Uint32); for (int y = 0; y < HEIGHT; ++y) { for (int x = 0; x < WIDTH; ++x) { pixels[x + y * pixel_pitch] = palette[surface[x + y * WIDTH]]; } } SDL_UnlockTexture(texture.get()); SDL_RenderTexture(renderer.get(), texture.get(), nullptr, nullptr); SDL_RenderPresent(renderer.get()); } private: struct SDL_Deleter { void operator()(SDL_Window* p) const { SDL_DestroyWindow(p); } void operator()(SDL_Renderer* p) const { SDL_DestroyRenderer(p); } void operator()(SDL_Texture* p) const { SDL_DestroyTexture(p); } }; std::unique_ptr window; std::unique_ptr renderer; std::unique_ptr texture; std::array surface; std::array palette; void cleanup() { texture.reset(); renderer.reset(); window.reset(); SDL_Quit(); } }; // Instancia global controlada por SDL (no por nosotros) static PixelApp app; SDL_AppResult SDL_AppInit(void**, int, char**) { return app.init() ? SDL_APP_CONTINUE : SDL_APP_FAILURE; } SDL_AppResult SDL_AppEvent(void*, SDL_Event* e) { SDL_AppResult result = SDL_APP_CONTINUE; app.handleEvent(*e, result); return result; } SDL_AppResult SDL_AppIterate(void*) { app.update(); return SDL_APP_CONTINUE; } void SDL_AppQuit(void*, SDL_AppResult) { // RAII se encarga de todo }