Welcome to Simple 2D!
Simple 2D is a small, open-source graphics engine providing essential 2D drawing, media, and input capabilities. It's written in C and works across many platforms, creating native windows and interacting with hardware using SDL while rendering content with OpenGL.
Please note this README will be continuously updated as new features are added, bugs are fixed, and other changes are made. View the release notes for a link to that version's documentation.
If you encounter any issues, ping the mailing list. Learn about contributing below.
Getting started
Simple 2D supports all major operating systems and hardware platforms, and is tested on the latest releases of macOS, iOS, tvOS, Windows, Ubuntu, and Raspbian (on the Raspberry Pi).
To install the latest release...
...on macOS
Use Homebrew:
brew tap simple2d/tap
brew install simple2d
iOS and tvOS
The Homebrew formula above will also install the iOS and tvOS frameworks to /usr/local/Frameworks/Simple2D
by default. After installing, run the simple2d simulator
command to see available options for interacting with the iOS and tvOS simulators. Run simple2d build
to learn how to build Xcode projects with the iOS and tvOS SDKs. Example Xcode projects can be found in the deps
repository.
...on Windows
Download the Windows installer for Visual C++ or MinGW.
For MinGW, we recommend using an MSYS2 environment (also available on Chocolatey). Simple 2D can also be installed on MinGW using the Linux instructions below.
...on Linux
Run the simple2d.sh
Bash script. Everything will be explained along the way and you'll be prompted before any action is taken. To run the script from the web, paste this snippet in your terminal:
url='https://raw.githubusercontent.com/simple2d/simple2d/master/bin/simple2d.sh'; which curl > /dev/null && cmd='curl -fsSL' || cmd='wget -qO -'; bash <($cmd $url) install
Linux/ARM platforms
Simple 2D supports ARM platforms running Linux, like the Raspberry Pi and CHIP. Since most Linux distributions have SDL packages configured for traditional desktop platforms, the install script will compile SDL from source when ARM is detected, disabling windowing systems (like X11) and OpenGL (forcing OpenGL ES).
The command-line utility
Once installed, use the simple2d
command-line utility to update Simple 2D, check for issues, output the libraries needed to compile applications, and more. Simply run simple2d
to see all available commands and options.
Building from source
Alternatively, you can compile and install Simple 2D from source. First clone this repo using:
git clone --recursive https://github.com/simple2d/simple2d.git
To keep the size of this repository small, Git submodules are used to reference test media and dependencies. The --recursive
flag ensures submodules are initialize and updated when this repo is cloned. If you happened to clone this repo without the --recursive
flag, you can still initialize and update submodules with:
git submodule init
git submodule update --remote
Update these submodules at any time using git submodule update --remote
Next, build and install on Unix-like systems, including Windows using MinGW, by running:
make && make install
On Windows using Visual C++, open a 64-bit Visual Studio command prompt and run:
nmake /f NMakefile all install
Note that on macOS and Linux, the makefile will not check for or install dependencies, unlike installing via Homebrew or the simple2d.sh
script, respectively. Dependencies for Windows, supporting both Visual C++ and MinGW, are included in this repo (referenced by the deps
submodule) and installed by both makefiles.
On Windows using Visual C++, Simple 2D will be installed to %LOCALAPPDATA%\simple2d
, so make sure to add that to your path (for example with set PATH=%PATH%;%LOCALAPPDATA%\simple2d
). In all other cases, it will be installed to /usr/local/
. On Windows using MinGW, make sure to add /usr/local/bin
to your path as well.
Building release archives
To build the release archives, which are attached as downloads with each release, run make release
on macOS and Windows using MinGW, and nmake /f NMakefile release
on Windows using Visual C++.
Tests
Simple 2D has a few test programs to make sure everything is working as it should.
auto.c
— A set of automated unit tests for the public interface.triangle.c
— The "Hello Triangle" example in this README.testcard.c
— A graphical card, similar to TV test cards, with the goal of ensuring visuals and inputs are working properly.audio.c
— Tests audio functions with various file formats interpreted as sound samples and music.controller.c
— Provides visual and numeric feedback of game controller input.triangle-ios-tvos.c
— A modifiedtriangle.c
designed for iOS and tvOS devices.
Building and running tests
Run make test
, or nmake /f NMakefile test
on Windows using Visual C++, to compile tests to the test/
directory. The resulting executables will have the same name as their C source file. Since media paths are set relatively in these test programs, make sure to cd
into the test/
directory before running a test, for example:
# on Unix-like systems
make test && cd test/ && ./testcard
# on Windows using MinGW
make test & cd test\ & testcard.exe
# on Windows using Visual C++
nmake /f NMakefile test & cd test\ & testcard.exe
Each test also has a makefile target, so you can build and run tests using, for example, make test testcard
. Or, conveniently uninstall everything, rebuild Simple 2D and tests from source, and run tests using make rebuild <name_of_test>
, for example:
# rebuild and run `auto.c` then `testcard.c`
# on Unix-like systems and Windows using MinGW
make rebuild auto testcard
# on Windows using Visual C++
nmake /f NMakefile rebuild auto testcard
iOS and tvOS
To run the iOS and tvOS test, first run make frameworks && make install-frameworks
to build and install the iOS and tvOS frameworks. Next, run make ios
to run the test in an iOS simulator and make tvos
to run in a tvOS Simulator.
Creating apps with Simple 2D
Making 2D apps is simple! Let's create a window and draw a triangle...
#include <simple2d.h>
void render() {
S2D_DrawTriangle(
320, 50, 1, 0, 0, 1,
540, 430, 0, 1, 0, 1,
100, 430, 0, 0, 1, 1
);
}
int main() {
S2D_Window *window = S2D_CreateWindow(
"Hello Triangle", 640, 480, NULL, render, 0
);
S2D_Show(window);
S2D_FreeWindow(window);
return 0;
}
Save the code above to a file called triangle.c
and compile it by running simple2d build triangle.c
on the command line (in MinGW, run this in a Bash prompt). Now run the app using ./triangle
on macOS and Linux, or triangle.exe
on Windows, and enjoy your stunning triangle in a 640x480 window at 60 frames per second!
The simple2d build
command is a helpful shortcut for compiling a single source file. Of course, you can also use a compiler directly, for example on Unix-like systems:
cc triangle.c `simple2d --libs` -o triangle
And on Windows using Visual C++ in a developer command prompt:
cl triangle.c /I %LOCALAPPDATA%\simple2d /link /LIBPATH %LOCALAPPDATA%\simple2d\simple2d.lib /SUBSYSTEM:CONSOLE
# as a PowerShell command
iex "cl triangle.c $(simple2d --libs)"
2D basics
Let's learn more about structuring applications for 2D drawing and more.
The window
All rendered content, input, and sound is controlled by the window, and so creating a window is the first thing you'll do. Start by declaring a pointer to a Window
structure and initializing it using S2D_CreateWindow
.
S2D_Window *window = S2D_CreateWindow(
"Hello World!", // title of the window
800, 600, // width and height
update, render, // callback function pointers (these can be NULL)
0 // flags
);
To set the window width and height to the display's dimensions, use S2D_DISPLAY_WIDTH
and S2D_DISPLAY_HEIGHT
for those values, respectively.
The window flags can be 0
or any one of the following:
S2D_RESIZABLE // allow window to be resized
S2D_BORDERLESS // show window without a border
S2D_FULLSCREEN // show window at fullscreen
S2D_HIGHDPI // enable high DPI mode
Flags can also be combined using the bitwise OR operator, for example: S2D_RESIZABLE | S2D_BORDERLESS
The viewport can also be set independently of the window size, for example:
window->viewport.width = 400;
window->viewport.height = 300;
The viewport has various scaling modes, such as S2D_FIXED
(viewport stays the same size as window size changes), S2D_EXPAND
(viewport expands to fill the window when resized), S2D_SCALE
(the default, where the viewport scales proportionately and is centered in the window), or S2D_STRETCH
(viewport stretches to fill the entire window). Set the mode like so:
window->viewport.mode = S2D_FIXED;
Before showing the window, this attribute can be set:
window->vsync = false; // set the vertical sync, true by default
Once your window is ready to go, show it using:
S2D_Show(window);
Any time before or during the window is being shown, these attributes can be set:
// Cap the frame rate, 60 frames per second by default
window->fps_cap = 30;
// Set the window background color, black by default
window->background.r = 1.0;
window->background.g = 0.5;
window->background.b = 0.8;
window->background.a = 1.0;
Callback functions can also be changed any time — more on that below. Many values can also be read from the Window
structure, see the simple2d.h
header file for details.
When you're done with the window, free it using:
S2D_FreeWindow(window);
Update and render
The window loop is where all the action takes place: the frame rate is set, input is handled, the app state is updated, and visuals are rendered. You'll want to declare two essential functions which will be called by the window loop: update
and render
. Like a traditional game loop, update
is used for updating the application state, and render
is used for drawing the scene. Simple 2D optimizes both functions for performance and accuracy, so it's good practice to keep those updating and rendering tasks separate.
The update and render functions should look like this:
void update() { /* update your application state */ }
void render() { /* draw stuff */ }
Remember to add these function names when calling S2D_CreateWindow
(see "The Window" section above for an example).
To exit the window loop at any time, call the following function:
S2D_Close(window);
Drawing basics
Where a vertex is present, like with shapes, there will be six values which need to be set for each: the x
and y
coordinates, and four color values. Most values are floats, although x
and y
coordinates are typically integers expressed as whole numbers (from 0 to whatever). When vertices have different color values, the space between them are blended in a gradient.
The shorthand for the examples below are:
x = x coordinate
y = y coordinate
// Color range is from 0.0 to 1.0
r = red
g = green
b = blue
a = alpha
Using this notation, x2
would be the second x
coordinate, and b2
would be the blue value at that vertex.
Shapes
There are two fundamental shapes available: triangles and quadrilaterals. Triangles are drawn with the function S2D_DrawTriangle
:
S2D_DrawTriangle(x1, y1, r1, g1, b1, a1,
x2, y2, r2, g2, b2, a2,
x3, y3, r3, g3, b3, a3);
Quadrilaterals are drawn with S2D_DrawQuad
:
S2D_DrawQuad(x1, y1, r1, g1, b1, a1,
x2, y2, r2, g2, b2, a2,
x3, y3, r3, g3, b3, a3,
x4, y4, r4, g4, b4, a4);
Lines are drawn with S2D_DrawLine
:
S2D_DrawLine(x1, y1, x2, y2,
width,
r1, g1, b1, a1,
r2, g2, b2, a2,
r3, g3, b3, a3,
r4, g4, b4, a4);
Images
Images in many popular formats, like JPEG, PNG, and BMP can be drawn in the window. Unlike shapes, images need to be read from files and stored in memory. Simply declare a pointer to an S2D_Image
structure and initialize it using S2D_CreateImage
providing the file path to the image.
S2D_Image *img = S2D_CreateImage("image.png");
If the image can't be found, S2D_CreateImage
will return NULL
.
Once you have your image, you can then change its x, y
position like so:
img->x = 125;
img->y = 350;
Change the size of the image by adjusting its width and height:
img->width = 256;
img->height = 512;
You can also adjust the color of the image like this:
// Default is 1.0 for each, a white color filter
img->color.r = 1.0;
img->color.g = 0.8;
img->color.b = 0.2;
img->color.a = 1.0;
Finally, draw the image using:
S2D_DrawImage(img);
Since the image was allocated dynamically, you'll eventually need to free it using:
S2D_FreeImage(img);
Sprites
Sprites are special kinds of images which can be used to create animations. To create a sprite, declare a pointer to an S2D_Sprite
structure and initialize it using S2D_CreateSprite
providing the file path to the sprite sheet image.
S2D_Sprite spr = S2D_CreateSprite("sprite_sheet.png");
If the sprite image can't be found, S2D_CreateSprite
will return NULL
.
Clip the sprite sheet to a single image using S2D_ClipSprite
and providing a clipping rectangle:
S2D_ClipSprite(spr, x, y, width, height);
The x, y
position of the sprite itself can be changed like so:
spr->x = 150;
spr->y = 275;
Change the size of the sprite by adjusting its width and height:
spr->width = 100;
spr->height = 100;
You can also adjust the color of the sprite image like this:
// Default is 1.0 for each, a white color filter
spr->color.r = 1.0;
spr->color.g = 0.8;
spr->color.b = 0.2;
spr->color.a = 1.0;
Finally, draw the sprite using:
S2D_DrawSprite(spr);
Since the sprite was allocated dynamically, you'll eventually need to free it using:
S2D_FreeSprite(spr);
Text
Text is drawn much like images. Start by finding your favorite OpenType font (with a .ttf
or .otf
file extension), then declare a pointer to a S2D_Text
structure, and initialize it using S2D_CreateText
providing the file path to the font, the message to display, and the size:
S2D_Text *txt = S2D_CreateText("vera.ttf", "Hello world!", 20);
You can then change the x, y
position of the text, for example:
txt->x = 127;
txt->y = 740;
Change the color of the text like this:
// Default is 1.0 for each, a white color filter
txt->color.r = 0.5;
txt->color.g = 1.0;
txt->color.b = 0.0;
txt->color.a = 0.7;
Finally, draw the text using:
S2D_DrawText(txt);
You can also change the text message at any time. Use S2D_SetText
and provide the Text
pointer along with the new message:
S2D_SetText(txt, "A different message!");
Since the text was allocated dynamically, you'll eventually need to free it using:
S2D_FreeText(txt);
Audio
Simple 2D supports a number of popular audio formats, including WAV, MP3, Ogg Vorbis, and FLAC. There are two kinds of audio concepts: sounds and music. Sounds are intended to be short samples, played without interruption, like an effect. Music is for longer pieces which can be played, paused, stopped, resumed, and faded out, like a background soundtrack.
Sounds
Create a sound by first declaring a pointer to a S2D_Sound
structure and initialize it using S2D_CreateSound
providing the path to the audio file:
S2D_Sound *snd = S2D_CreateSound("sound.wav");
Then play the sound like this:
S2D_PlaySound(snd);
Since sounds are allocated dynamically, free them using:
S2D_FreeSound(snd);
Music
Similarly, to create some music, declare a pointer to a S2D_Music
structure and initialize it using S2D_CreateMusic
providing the path to the audio file:
S2D_Music *mus = S2D_CreateMusic("music.ogg");
Play the music using S2D_PlayMusic
providing the pointer and a boolean denoting whether the music should be repeated.
S2D_PlayMusic(mus, true); // play music looped
Only one piece of music can be played at a time. The following functions for pausing, resuming, stopping, and fading out apply to whatever music is currently playing:
S2D_PauseMusic();
S2D_ResumeMusic();
S2D_StopMusic();
// Fade out over 2000 milliseconds, or 2 seconds
S2D_FadeOutMusic(2000);
Since music is allocated dynamically, free it using:
S2D_FreeMusic(mus);
Input
Simple 2D can capture input from just about anything. Let's learn how to grab input events from the mouse, keyboard, and game controllers.
Keyboard
There are three types of keyboard events captured by the window: when a key is pressed down, a key is being held down, and a key is released. When a keyboard event takes place, the window calls its on_key
function.
To capture keyboard input, first define the on_key
function and read the event details from the S2D_Event
structure, for example:
void on_key(S2D_Event e) {
// Check `e.key` for the key being interacted with
switch (e.type) {
case S2D_KEY_DOWN:
// Key was pressed
break;
case S2D_KEY_HELD:
// Key is being held down
break;
case S2D_KEY_UP:
// Key was released
break;
}
}
Then, attach the callback to the window:
window->on_key = on_key;
Mouse
The cursor position of the mouse or trackpad can be read at any time from the window. Note that the top, left corner is the origin, (0, 0)
.
window->mouse.x;
window->mouse.y;
To capture mouse button input, first define the on_mouse
function and read the event details from the S2D_Event
structure, for example:
// `e.button` can be one of:
// S2D_MOUSE_LEFT
// S2D_MOUSE_MIDDLE
// S2D_MOUSE_RIGHT
// S2D_MOUSE_X1
// S2D_MOUSE_X2
void on_mouse(S2D_Event e) {
switch (e.type) {
case S2D_MOUSE_DOWN:
// Mouse button was pressed
// Use `e.button` to see what button was clicked
// Check `e.dblclick` to see if was a double click
break;
case S2D_MOUSE_UP:
// Mouse button was released
// Use `e.button` to see what button was clicked
// Check `e.dblclick` to see if was a double click
break;
case S2D_MOUSE_SCROLL:
// Mouse was scrolled
// Check `e.direction` for direction being scrolled, normal or inverted:
// S2D_MOUSE_SCROLL_NORMAL
// S2D_MOUSE_SCROLL_INVERTED
// Check `e.delta_x` and `e.delta_y` for the difference in x and y position
break;
case S2D_MOUSE_MOVE:
// Mouse was moved
// Check `e.delta_x` and `e.delta_y` for the difference in x and y position
break;
}
}
Then, attach the callback to the window:
window->on_mouse = on_mouse;
To show or hide the cursor over the window, use S2D_ShowCursor
:
// Show the cursor (true by default)...
S2D_ShowCursor(true);
// ...or hide it
S2D_ShowCursor(false);
Game controllers
All game controllers are automatically detected, added, and removed. There are two types of events captured by the window: axis motion and button presses. When a button is pressed or a joystick moved, the window calls its on_controller
function. Buttons and axes are mapped to a generic Xbox controller layout.
To capture controller input, first define the on_controller
function and read the event details from the S2D_Event
structure, for example:
void on_controller(S2D_Event e) {
// Check `e.which` for the controller being interacted with
switch (e.type) {
case S2D_AXIS:
// Controller axis was moved
// Use `e.axis` to get the axis, either:
// S2D_AXIS_LEFTX, S2D_AXIS_LEFTY,
// S2D_AXIS_RIGHTX, S2D_AXIS_RIGHTY,
// S2D_AXIS_TRIGGERLEFT, S2D_AXIS_TRIGGERRIGHT,
// or S2D_AXIS_INVALID
// Use `e.value` to get the value of the axis
break;
// For the following button events, use `e.button`
// to get the button pressed or released, which can be:
// S2D_BUTTON_A, S2D_BUTTON_B, S2D_BUTTON_X, S2D_BUTTON_Y,
// S2D_BUTTON_BACK, S2D_BUTTON_GUIDE, S2D_BUTTON_START,
// S2D_BUTTON_LEFTSTICK, S2D_BUTTON_RIGHTSTICK,
// S2D_BUTTON_LEFTSHOULDER, S2D_BUTTON_RIGHTSHOULDER,
// S2D_BUTTON_DPAD_UP, S2D_BUTTON_DPAD_DOWN,
// S2D_BUTTON_DPAD_LEFT, S2D_BUTTON_DPAD_RIGHT,
// or S2D_BUTTON_INVALID
case S2D_BUTTON_DOWN:
// Controller button was pressed
break;
case S2D_BUTTON_UP:
// Controller button was released
break;
}
}
Then, attach the callback to the window:
window->on_controller = on_controller;
See the controller.c
test for an exhaustive example of how to interact with game controllers.
You're certain to find controllers that don't yet have button mappings, especially if they're brand new. See the community-sourced database of controller mappings for examples of how to generate mappings strings. Once you have the mapping string, you can add it using the S2D_AddControllerMapping
function, or add a file containing mapping strings using S2D_LoadControllerMappingsFromFile
and passing the file path.
Contributing
"Simple can be harder than complex: You have to work hard to get your thinking clean to make it simple. But it's worth it in the end because once you get there, you can move mountains." — Steve Jobs
Despite the continuing advancement of graphics hardware and software, getting started with simple graphics programming isn't that easy or accessible. We're working to change that.
Check out the open issues and join the mailing list. If you're a hardcore C and OS hacker, you should seriously consider contributing to SDL so we can continue writing games without worrying about the platforms underneath. Take a look at the talks from Steam Dev Days, especially Ryan C. Gordon's talk on Game Development with SDL 2.0.
Preparing a release
- Run tests on all supported platforms
- Update documentation to reflect the current API
- Update the version number in
simple2d.sh
andsimple2d.cmd
, commit changes - Create Windows installers (for Visual C++ and MinGW) and Apple frameworks using the
release
make/nmake target - Create a new release in GitHub, with tag in the form
v#.#.#
; attach Windows installers and Apple frameworks to release notes - Update the Homebrew tap:
- Update formula with new release archive and frameworks resource URLs
- Calculate the new
sha256
checksums for the release and frameworks archive, usingshasum -a 256 <file>
- Run
brew audit --strict ./simple2d.rb
to detect any issues with the formula - Test installation of the formula using
brew install ./simple2d.rb
- Commit and push changes to the formula
- 🎉
About the project
Simple 2D was created by Tom Black, who thought simple graphics programming was way too difficult and decided to do something about it.
Everything is MIT Licensed, so hack away.
Hope you enjoy this project!