#include //printf and shit #include const int width = 800; const int height = 600; int main(){ //legally required print (it broke without it) printf("asd"); //general setup SDL_Init(SDL_INIT_EVERYTHING); SDL_Window *window = SDL_CreateWindow("amogus", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, SDL_WINDOW_OPENGL); SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, 0); //clear //this kinda doesnt work SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_RenderClear(renderer); int mousex; int mousey; SDL_Rect rect; rect.x = 250; rect.y = 150; rect.w = 10; rect.h = 10; while (1) { //update mouse SDL_PumpEvents(); const Uint8 *state = SDL_GetKeyboardState(NULL); SDL_GetMouseState(&mousex, &mousey); if (state[SDL_SCANCODE_Q]) { goto cleanup; } if (state[SDL_SCANCODE_W]) { rect.y -= 1; } if (state[SDL_SCANCODE_A]) { rect.x -= 1; } if (state[SDL_SCANCODE_S]) { rect.y += 1; } if (state[SDL_SCANCODE_D]) { rect.x += 1; } if (state[SDL_SCANCODE_T]) { rect.x = 10; rect.y = 10; } SDL_Delay(1); //render loop SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_RenderClear(renderer); SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); SDL_RenderDrawPoint(renderer, mousex, mousey); SDL_RenderFillRect(renderer, &rect); SDL_RenderPresent(renderer); } SDL_RenderPresent(renderer); cleanup: //CLEANUP SDL_DestroyWindow(window); SDL_Quit; return 0; }