Thread: C or C++

  1. #1
    Registered User AcerN30's Avatar
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    Question C or C++

    Alright people.

    I would like to know where do I start writing up C, um...and any tutorials on creating a square and then moving it around? And then eventually using a button, several too.

  2. #2
    Supermassive black hole cboard_member's Avatar
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    Have you learnt the language first? There are plenty of tutorials out there - we also have a FAQ and everyone here will be happy to help you.
    Good class architecture is not like a Swiss Army Knife; it should be more like a well balanced throwing knife.

    - Mike McShaffry

  3. #3
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    Drawing a square and moving it around would be graphics programming by the sounds of it. Starting with graphics programming requires a sound foundation in the language you are doing the work in - at least if you want to make some progress and something a bit complicated (like reacting to keypresses and/or mouse/pointer/touchpad movement).

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    Mats
    Compilers can produce warnings - make the compiler programmers happy: Use them!
    Please don't PM me for help - and no, I don't do help over instant messengers.

  4. #4
    Registered User AcerN30's Avatar
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    Well, lets say a small square on the screen and then press the arrow key?

    No I haven't done any of this...

  5. #5
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    Quote Originally Posted by AcerN30 View Post
    Well, lets say a small square on the screen and then press the arrow key?

    No I haven't done any of this...
    Right, I presume you are talking of moving a box in a graphical environment, rather than a text one? In which case, you need to know C or C++ quite well BEFORE starting on this subject.

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    Mats
    Compilers can produce warnings - make the compiler programmers happy: Use them!
    Please don't PM me for help - and no, I don't do help over instant messengers.

  6. #6
    Registered User AcerN30's Avatar
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    I am focusing on 2D. Nothing to do with any 3D.

  7. #7
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    Quote Originally Posted by AcerN30 View Post
    I am focusing on 2D. Nothing to do with any 3D.
    Yes, but it's still graphics - just a bit simpler. You STILL need to know C or C++ fairly well to do that. Is there anything in that answer that you don't understand?

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    Mats
    Compilers can produce warnings - make the compiler programmers happy: Use them!
    Please don't PM me for help - and no, I don't do help over instant messengers.

  8. #8
    Registered User AcerN30's Avatar
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    Um, no. I thought it mainly applied to 3D...

    For anyone who has used VB. Do you know say e.graphics(pens.white, 20, 20, 20, 20)

    Just a line.

    ?

  9. #9
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    For Windows, this would be an example:
    Create a window
    Set a pen colour
    select the pen
    draw a line
    deselect the pen.
    close the window (after waiting for some time, perhaps).

    If you have no experience in C, you will not be able to do that - it's non-trivial stuff.

    Start writing simple console applications first.

    --
    Mats
    Compilers can produce warnings - make the compiler programmers happy: Use them!
    Please don't PM me for help - and no, I don't do help over instant messengers.

  10. #10
    Registered User AcerN30's Avatar
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    Um, could you give me an example?

    Of a line or shape in C?

    Then that code is debugged and then displays on the screen.
    Last edited by AcerN30; 04-30-2008 at 10:06 AM. Reason: Added.

  11. #11
    Supermassive black hole cboard_member's Avatar
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    matsp has already said that, in C, doing this is non-trivial. An example would be very long and you would likely not understand most of it unless you know C.

    Listen to what we're saying here, learn C thoroghly first, then try your hand at graphics.
    Good class architecture is not like a Swiss Army Knife; it should be more like a well balanced throwing knife.

    - Mike McShaffry

  12. #12
    Crazy Fool Perspective's Avatar
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    Quote Originally Posted by AcerN30 View Post
    Um, could you give me an example?

    Of a line or shape in C?

    Then that code is debugged and then displays on the screen.

    Draws an uncolored triangle to the screen.

    Code:
    /*
     *		This Code Was Created By Jeff Molofee 2000
     *		A HUGE Thanks To Fredric Echols For Cleaning Up
     *		And Optimizing The Base Code, Making It More Flexible!
     *		If You've Found This Code Useful, Please Let Me Know.
     *		Visit My Site At nehe.gamedev.net
     */
    
    #include <windows.h>		// Header File For Windows
    #include <gl\gl.h>			// Header File For The OpenGL32 Library
    #include <gl\glu.h>			// Header File For The GLu32 Library
    #include <gl\glaux.h>		// Header File For The Glaux Library
    
    HDC			hDC=NULL;		// Private GDI Device Context
    HGLRC		hRC=NULL;		// Permanent Rendering Context
    HWND		hWnd=NULL;		// Holds Our Window Handle
    HINSTANCE	hInstance;		// Holds The Instance Of The Application
    
    bool	keys[256];			// Array Used For The Keyboard Routine
    bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
    bool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default
    
    LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc
    
    GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
    {
    	if (height==0)										// Prevent A Divide By Zero By
    	{
    		height=1;										// Making Height Equal One
    	}
    
    	glViewport(0,0,width,height);						// Reset The Current Viewport
    
    	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
    	glLoadIdentity();									// Reset The Projection Matrix
    
    	// Calculate The Aspect Ratio Of The Window
    	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
    
    	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
    	glLoadIdentity();									// Reset The Modelview Matrix
    }
    
    int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
    {
    	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
    	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
    	glClearDepth(1.0f);									// Depth Buffer Setup
    	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
    	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
    	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
    	return TRUE;										// Initialization Went OK
    }
    
    int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
    {
    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
    	glLoadIdentity();									// Reset The Current Modelview Matrix
    	glTranslatef(-1.5f,0.0f,-6.0f);						// Move Left 1.5 Units And Into The Screen 6.0
    	glBegin(GL_TRIANGLES);								// Drawing Using Triangles
    		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top
    		glVertex3f(-1.0f,-1.0f, 0.0f);					// Bottom Left
    		glVertex3f( 1.0f,-1.0f, 0.0f);					// Bottom Right
    	glEnd();											// Finished Drawing The Triangle
    	glTranslatef(3.0f,0.0f,0.0f);						// Move Right 3 Units
    	glBegin(GL_QUADS);									// Draw A Quad
    		glVertex3f(-1.0f, 1.0f, 0.0f);					// Top Left
    		glVertex3f( 1.0f, 1.0f, 0.0f);					// Top Right
    		glVertex3f( 1.0f,-1.0f, 0.0f);					// Bottom Right
    		glVertex3f(-1.0f,-1.0f, 0.0f);					// Bottom Left
    	glEnd();											// Done Drawing The Quad
    	return TRUE;										// Keep Going
    }
    
    GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
    {
    	if (fullscreen)										// Are We In Fullscreen Mode?
    	{
    		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
    		ShowCursor(TRUE);								// Show Mouse Pointer
    	}
    
    	if (hRC)											// Do We Have A Rendering Context?
    	{
    		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
    		{
    			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		}
    
    		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
    		{
    			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		}
    		hRC=NULL;										// Set RC To NULL
    	}
    
    	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
    	{
    		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		hDC=NULL;										// Set DC To NULL
    	}
    
    	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
    	{
    		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		hWnd=NULL;										// Set hWnd To NULL
    	}
    
    	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
    	{
    		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		hInstance=NULL;									// Set hInstance To NULL
    	}
    }
    
    /*	This Code Creates Our OpenGL Window.  Parameters Are:					*
     *	title			- Title To Appear At The Top Of The Window				*
     *	width			- Width Of The GL Window Or Fullscreen Mode				*
     *	height			- Height Of The GL Window Or Fullscreen Mode			*
     *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
     *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/
     
    BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
    {
    	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
    	WNDCLASS	wc;						// Windows Class Structure
    	DWORD		dwExStyle;				// Window Extended Style
    	DWORD		dwStyle;				// Window Style
    	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
    	WindowRect.left=(long)0;			// Set Left Value To 0
    	WindowRect.right=(long)width;		// Set Right Value To Requested Width
    	WindowRect.top=(long)0;				// Set Top Value To 0
    	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height
    
    	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag
    
    	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
    	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
    	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
    	wc.cbClsExtra		= 0;									// No Extra Window Data
    	wc.cbWndExtra		= 0;									// No Extra Window Data
    	wc.hInstance		= hInstance;							// Set The Instance
    	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
    	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
    	wc.hbrBackground	= NULL;									// No Background Required For GL
    	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
    	wc.lpszClassName	= "OpenGL";								// Set The Class Name
    
    	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
    	{
    		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;											// Return FALSE
    	}
    	
    	if (fullscreen)												// Attempt Fullscreen Mode?
    	{
    		DEVMODE dmScreenSettings;								// Device Mode
    		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
    		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
    		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
    		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
    		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
    		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
    
    		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
    		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
    		{
    			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
    			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
    			{
    				fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
    			}
    			else
    			{
    				// Pop Up A Message Box Letting User Know The Program Is Closing.
    				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
    				return FALSE;									// Return FALSE
    			}
    		}
    	}
    
    	if (fullscreen)												// Are We Still In Fullscreen Mode?
    	{
    		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
    		dwStyle=WS_POPUP;										// Windows Style
    		ShowCursor(FALSE);										// Hide Mouse Pointer
    	}
    	else
    	{
    		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
    		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
    	}
    
    	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size
    
    	// Create The Window
    	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
    								"OpenGL",							// Class Name
    								title,								// Window Title
    								dwStyle |							// Defined Window Style
    								WS_CLIPSIBLINGS |					// Required Window Style
    								WS_CLIPCHILDREN,					// Required Window Style
    								0, 0,								// Window Position
    								WindowRect.right-WindowRect.left,	// Calculate Window Width
    								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
    								NULL,								// No Parent Window
    								NULL,								// No Menu
    								hInstance,							// Instance
    								NULL)))								// Dont Pass Anything To WM_CREATE
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
    	{
    		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
    		1,											// Version Number
    		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
    		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
    		PFD_DOUBLEBUFFER,							// Must Support Double Buffering
    		PFD_TYPE_RGBA,								// Request An RGBA Format
    		bits,										// Select Our Color Depth
    		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
    		0,											// No Alpha Buffer
    		0,											// Shift Bit Ignored
    		0,											// No Accumulation Buffer
    		0, 0, 0, 0,									// Accumulation Bits Ignored
    		16,											// 16Bit Z-Buffer (Depth Buffer)  
    		0,											// No Stencil Buffer
    		0,											// No Auxiliary Buffer
    		PFD_MAIN_PLANE,								// Main Drawing Layer
    		0,											// Reserved
    		0, 0, 0										// Layer Masks Ignored
    	};
    	
    	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	ShowWindow(hWnd,SW_SHOW);						// Show The Window
    	SetForegroundWindow(hWnd);						// Slightly Higher Priority
    	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
    	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen
    
    	if (!InitGL())									// Initialize Our Newly Created GL Window
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	return TRUE;									// Success
    }
    
    LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
    							UINT	uMsg,			// Message For This Window
    							WPARAM	wParam,			// Additional Message Information
    							LPARAM	lParam)			// Additional Message Information
    {
    	switch (uMsg)									// Check For Windows Messages
    	{
    		case WM_ACTIVATE:							// Watch For Window Activate Message
    		{
    			if (!HIWORD(wParam))					// Check Minimization State
    			{
    				active=TRUE;						// Program Is Active
    			}
    			else
    			{
    				active=FALSE;						// Program Is No Longer Active
    			}
    
    			return 0;								// Return To The Message Loop
    		}
    
    		case WM_SYSCOMMAND:
    		{
    			switch (wParam)
    			{
    				case SC_SCREENSAVE:
    				case SC_MONITORPOWER:
    					return 0;
    			}
    			break;
    		}
    
    		case WM_CLOSE:								// Did We Receive A Close Message?
    		{
    			PostQuitMessage(0);						// Send A Quit Message
    			return 0;								// Jump Back
    		}
    
    		case WM_KEYDOWN:							// Is A Key Being Held Down?
    		{
    			keys[wParam] = TRUE;					// If So, Mark It As TRUE
    			return 0;								// Jump Back
    		}
    
    		case WM_KEYUP:								// Has A Key Been Released?
    		{
    			keys[wParam] = FALSE;					// If So, Mark It As FALSE
    			return 0;								// Jump Back
    		}
    
    		case WM_SIZE:								// Resize The OpenGL Window
    		{
    			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
    			return 0;								// Jump Back
    		}
    	}
    
    	// Pass All Unhandled Messages To DefWindowProc
    	return DefWindowProc(hWnd,uMsg,wParam,lParam);
    }
    
    int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance
    					HINSTANCE	hPrevInstance,		// Previous Instance
    					LPSTR		lpCmdLine,			// Command Line Parameters
    					int			nCmdShow)			// Window Show State
    {
    	MSG		msg;									// Windows Message Structure
    	BOOL	done=FALSE;								// Bool Variable To Exit Loop
    
    	// Ask The User Which Screen Mode They Prefer
    	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
    	{
    		fullscreen=FALSE;							// Windowed Mode
    	}
    
    	// Create Our OpenGL Window
    	if (!CreateGLWindow("NeHe's First Polygon Tutorial",640,480,16,fullscreen))
    	{
    		return 0;									// Quit If Window Was Not Created
    	}
    
    	while(!done)									// Loop That Runs While done=FALSE
    	{
    		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
    		{
    			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
    			{
    				done=TRUE;							// If So done=TRUE
    			}
    			else									// If Not, Deal With Window Messages
    			{
    				TranslateMessage(&msg);				// Translate The Message
    				DispatchMessage(&msg);				// Dispatch The Message
    			}
    		}
    		else										// If There Are No Messages
    		{
    			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
    			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
    			{
    				done=TRUE;							// ESC or DrawGLScene Signalled A Quit
    			}
    			else									// Not Time To Quit, Update Screen
    			{
    				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
    			}
    
    			if (keys[VK_F1])						// Is F1 Being Pressed?
    			{
    				keys[VK_F1]=FALSE;					// If So Make Key FALSE
    				KillGLWindow();						// Kill Our Current Window
    				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
    				// Recreate Our OpenGL Window
    				if (!CreateGLWindow("NeHe's First Polygon Tutorial",640,480,16,fullscreen))
    				{
    					return 0;						// Quit If Window Was Not Created
    				}
    			}
    		}
    	}
    
    	// Shutdown
    	KillGLWindow();									// Kill The Window
    	return (msg.wParam);							// Exit The Program
    }

    see what they were trying to tell you?

  13. #13
    Registered User AcerN30's Avatar
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    I'd like to run this code, please?

  14. #14
    Registered User
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    umm compile it?

    We are trying to tell you, start small. Don't jump right into graphics. It is just a bad idea. Learn the language. Countless resources for learning C or C++ are lingering around the internet. You need to understand the language and know how to use a compiler to be able to do these things.

  15. #15
    Dr Dipshi++ mike_g's Avatar
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    Well if you know a bit about pointers, and a bit about graphics coding in general then you should be able to have a go at doing some simple graphics stuff in C. That said by the sounds of things you may need to learn some more basic stuff first. You could try SDL, it would be simpler to get into than windows.h with open gl.
    Heres a prog that draws a sinewave:
    Code:
    #include <SDL\SDL.h>
    #include <math.h>
    
    #define GRAPHICS_WIDTH 256
    #define GRAPHICS_HEIGHT 256
    #define BITDEPTH 32
    #define DEG_TO_RAD 0.0174532925
    
    SDL_Surface *screen = NULL; //This will be the screen buffer
    
    void WritePixel(int x, int y, Uint32 col)
    {
        if(x < 0 || x >= GRAPHICS_WIDTH)
            return;
        if(y < 0 || y >= GRAPHICS_HEIGHT)
            return;
        Uint32 *pix;  
        pix=(Uint32*)screen->pixels+(x+y*GRAPHICS_WIDTH)*4;
        *pix=col; 
    }  
    
    int main()
    {
    	//First we set up the screen. If something goes wrong quit the prog.
    	if(SDL_Init(SDL_INIT_VIDEO) !=0) 
    		return 1;
       	screen = SDL_SetVideoMode(GRAPHICS_WIDTH, GRAPHICS_HEIGHT, BITDEPTH, 0);
    	if(screen == NULL) 
    		return 1;
    
    	//Draw a crude sine wave
    	int x;
    	for(x=0; x<GRAPHICS_WIDTH; x++)
    		WritePixel(x, (int)128+cos(x*DEG_TO_RAD)*100, 0xFFFFFFFF);
    
    	//The screen buffer needs to be flipped in order to display
    	if(SDL_Flip(screen)==-1) 
    		return 1;
    
    	SDL_Delay(3000);
    	SDL_Quit();
    	return 0;
    }
    If you can get the SDL development files set up + create a project and link it. Then you can run this code and play around with writing pixels. Theres plenty of SDL tutorials around on the net.

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