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Differences between revisions 8 and 9
Revision 8 as of 2011-03-06 22:13:34
Size: 1615
Editor: KenBull
Comment: Added renderer instance to example code
Revision 9 as of 2011-03-07 19:53:36
Size: 1848
Editor: Sam Lantinga
Comment: Fixed variable declaration for C syntax
Deletions are marked like this. Additions are marked like this.
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#include <SDL/SDL.h> #include "SDL.h"
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int main(int argc, char** argv) int main(int argc, char* argv[])
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 // Initialize SDL.
 if (SDL_Init(SDL_INIT_VIDEO) < 0)
  return 1;
   // Create the window were we will draw.
 SDL_Window* window =
  
SDL_CreateWindow("SDL_RenderClear",
  SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
  512, 512,
  SDL_WINDOW_SHOWN);
   // We must call SDL_CreateRenderer in order for draw calls to affect this window.
 SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, 0);
   // Select the color for drawing. It is set to red here.
 SDL_SetRenderDrawColor(renderer, 255, 0, 0, 0);
   // Clear the entire screen to our selected color.
 SDL_RenderClear(renderer);
   // Up until now everything was drawn behind the scenes.
 // This will show the new, red contents of the window.
 SDL_RenderPresent(renderer);
   // Give us time to see the window.
 SDL_Delay(5000);
   // Always be sure to clean up
 SDL_Quit();
 return 0;
        SDL_Window* window;
        SDL_Renderer* renderer;

        
// Initialize SDL.
        if (SDL_Init(SDL_INIT_VIDEO) < 0)
                return 1;

        
// Create the window where we will draw.
        window = SDL_CreateWindow("SDL_RenderClear",
                        SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
                        512, 512,
                        SDL_WINDOW_SHOWN);

        
// We must call SDL_CreateRenderer in order for draw calls to affect this window.
        renderer = SDL_CreateRenderer(window, -1, 0);

        
// Select the color for drawing. It is set to red here.
        SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);

        
// Clear the entire screen to our selected color.
        SDL_RenderClear(renderer);

        
// Up until now everything was drawn behind the scenes.
        // This will show the new, red contents of the window.
        SDL_RenderPresent(renderer);

        
// Give us time to see the window.
        SDL_Delay(5000);

        
// Always be sure to clean up
        SDL_Quit();
        return 0;

SDL_RenderClear

Use this function to clear the current rendering target with the drawing color.

Syntax

int SDL_RenderClear(SDL_Renderer* renderer)

Function Parameters

renderer

the rendering context

Return Value

Returns 0 on success or a negative error code on failure; call SDL_GetError() for more information.

Code Examples

#include "SDL.h"

int main(int argc, char* argv[])
{
        SDL_Window* window;
        SDL_Renderer* renderer;

        // Initialize SDL.
        if (SDL_Init(SDL_INIT_VIDEO) < 0)
                return 1;

        // Create the window where we will draw.
        window = SDL_CreateWindow("SDL_RenderClear",
                        SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
                        512, 512,
                        SDL_WINDOW_SHOWN);

        // We must call SDL_CreateRenderer in order for draw calls to affect this window.
        renderer = SDL_CreateRenderer(window, -1, 0);

        // Select the color for drawing. It is set to red here.
        SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);

        // Clear the entire screen to our selected color.
        SDL_RenderClear(renderer);

        // Up until now everything was drawn behind the scenes.
        // This will show the new, red contents of the window.
        SDL_RenderPresent(renderer);

        // Give us time to see the window.
        SDL_Delay(5000);

        // Always be sure to clean up
        SDL_Quit();
        return 0;
}

Remarks

You can add useful comments here


CategoryAPI, CategoryRender

None: SDL_RenderClear (last edited 2016-10-08 22:48:20 by PhilippWiesemann)

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