SDL: Fixed handling GameCube adapters in PC mode on Linux and macOS (00fc7)

From 00fc74e6af826c44bae6bd9de280f3d62f36a914 Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Mon, 2 Feb 2026 15:43:35 -0800
Subject: [PATCH] Fixed handling GameCube adapters in PC mode on Linux and
 macOS

On Windows there is a separate HIDAPI device for each slot. On Linux and macOS, there is a single HIDAPI device and the slot is included in the report.

(cherry picked from commit cdffbdfeaf59090263e7f4450866eb3a9df3236e)
---
 src/joystick/hidapi/SDL_hidapi_gamecube.c |  27 +-
 test/testsprite.c                         | 616 +---------------------
 2 files changed, 38 insertions(+), 605 deletions(-)

diff --git a/src/joystick/hidapi/SDL_hidapi_gamecube.c b/src/joystick/hidapi/SDL_hidapi_gamecube.c
index 610b9629bbde4..5b39b8b03e953 100644
--- a/src/joystick/hidapi/SDL_hidapi_gamecube.c
+++ b/src/joystick/hidapi/SDL_hidapi_gamecube.c
@@ -202,8 +202,16 @@ static bool HIDAPI_DriverGameCube_InitDevice(SDL_HIDAPI_Device *device)
     }
 
     if (ctx->pc_mode) {
+#ifdef SDL_PLATFORM_WIN32
+        // We get a separate device for each slot
         ResetAxisRange(ctx, 0);
         HIDAPI_JoystickConnected(device, &ctx->joysticks[0]);
+#else
+        for (i = 0; i < MAX_CONTROLLERS; ++i) {
+            ResetAxisRange(ctx, i);
+            HIDAPI_JoystickConnected(device, &ctx->joysticks[i]);
+        }
+#endif
     } else {
         if (!HIDAPI_DriverGameCube_EnableAdapter(device)) {
             return false;
@@ -267,14 +275,25 @@ static void HIDAPI_DriverGameCube_SetDevicePlayerIndex(SDL_HIDAPI_Device *device
 {
 }
 
-static void HIDAPI_DriverGameCube_HandleJoystickPacket(SDL_HIDAPI_Device *device, SDL_DriverGameCube_Context *ctx, const Uint8 *packet, bool invert_c_stick)
+static void HIDAPI_DriverGameCube_HandleJoystickPacket(SDL_HIDAPI_Device *device, SDL_DriverGameCube_Context *ctx, Uint8 slot, const Uint8 *packet, bool invert_c_stick)
 {
     SDL_Joystick *joystick;
-    const Uint8 i = 0;  // We have a separate context for each connected controller in PC mode, just use the first index
+    Uint8 i;
     Uint8 v;
     Sint16 axis_value;
     Uint64 timestamp = SDL_GetTicksNS();
 
+#ifdef SDL_PLATFORM_WIN32
+    // We get a separate device for each slot
+    i = 0;
+#else
+    i = slot;
+    if (i >= MAX_CONTROLLERS) {
+        // Invalid packet?
+        return;
+    }
+#endif
+
     joystick = SDL_GetJoystickFromID(ctx->joysticks[i]);
     if (!joystick) {
         // Hasn't been opened yet, skip
@@ -424,11 +443,11 @@ static bool HIDAPI_DriverGameCube_UpdateDevice(SDL_HIDAPI_Device *device)
                 // This is the older firmware
                 // The first byte is the index of the connected controller
                 // The C stick has an inverted value range compared to the left stick
-                HIDAPI_DriverGameCube_HandleJoystickPacket(device, ctx, &packet[1], true);
+                HIDAPI_DriverGameCube_HandleJoystickPacket(device, ctx, packet[0] - 1, &packet[1], true);
             } else if (size == 9) {
                 // This is the newer firmware (version 0x7)
                 // The C stick has the same value range compared to the left stick
-                HIDAPI_DriverGameCube_HandleJoystickPacket(device, ctx, packet, false);
+                HIDAPI_DriverGameCube_HandleJoystickPacket(device, ctx, 0, packet, false);
             } else {
                 // How do we handle this packet?
             }
diff --git a/test/testsprite.c b/test/testsprite.c
index 575be116303fc..8984ff67f8eda 100644
--- a/test/testsprite.c
+++ b/test/testsprite.c
@@ -1,603 +1,17 @@
-/*
-  Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
-
-  This software is provided 'as-is', without any express or implied
-  warranty.  In no event will the authors be held liable for any damages
-  arising from the use of this software.
-
-  Permission is granted to anyone to use this software for any purpose,
-  including commercial applications, and to alter it and redistribute it
-  freely.
-*/
-/* Simple program:  Move N sprites around on the screen as fast as possible */
-
-#define SDL_MAIN_USE_CALLBACKS 1
-#include <SDL3/SDL_test.h>
-#include <SDL3/SDL_test_common.h>
-#include <SDL3/SDL_main.h>
-#include "testutils.h"
-
-#define NUM_SPRITES 100
-#define MAX_SPEED   1
-
-static SDLTest_CommonState *state;
-static const char *icon = "icon.png";
-static int num_sprites;
-static SDL_Texture **sprites;
-static bool cycle_color;
-static bool cycle_alpha;
-static int cycle_direction = 1;
-static int current_alpha = 0;
-static int current_color = 0;
-static SDL_FRect *positions;
-static SDL_FRect *velocities;
-static float sprite_w, sprite_h;
-static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
-static Uint64 next_fps_check;
-static Uint32 frames;
-static const int fps_check_delay = 5000;
-static int use_rendergeometry = 0;
-static bool suspend_when_occluded;
-
-/* Number of iterations to move sprites - used for visual tests. */
-/* -1: infinite random moves (default); >=0: enables N deterministic moves */
-static int iterations = -1;
-
-void SDL_AppQuit(void *appstate, SDL_AppResult result)
-{
-    SDL_free(sprites);
-    SDL_free(positions);
-    SDL_free(velocities);
-    SDLTest_CommonQuit(state);
-}
-
-static bool LoadSprite(const char *file)
-{
-    int i;
-
-    for (i = 0; i < state->num_windows; ++i) {
-        /* This does the SDL_LoadPNG step repeatedly, but that's OK for test code. */
-        if (sprites[i]) {
-            SDL_DestroyTexture(sprites[i]);
-        }
-        sprites[i] = LoadTexture(state->renderers[i], file, true);
-        if (sprites[i]) {
-            sprite_w = (float)sprites[i]->w;
-            sprite_h = (float)sprites[i]->h;
-        }
-        if (!sprites[i]) {
-            return false;
-        }
-        if (!SDL_SetTextureBlendMode(sprites[i], blendMode)) {
-            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s", SDL_GetError());
-            SDL_DestroyTexture(sprites[i]);
-            return false;
-        }
-    }
-
-    /* We're ready to roll. :) */
-    return true;
-}
-
-static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
-{
-    int i;
-    SDL_Rect viewport;
-    SDL_FRect temp;
-    SDL_FRect *position, *velocity;
-
-    /* Query the sizes */
-    SDL_SetRenderViewport(renderer, NULL);
-    SDL_GetRenderSafeArea(renderer, &viewport);
-    SDL_SetRenderViewport(renderer, &viewport);
-
-    /* Cycle the color and alpha, if desired */
-    if (cycle_color) {
-        current_color += cycle_direction;
-        if (current_color < 0) {
-            current_color = 0;
-            cycle_direction = -cycle_direction;
-        }
-        if (current_color > 255) {
-            current_color = 255;
-            cycle_direction = -cycle_direction;
-        }
-        SDL_SetTextureColorMod(sprite, 255, (Uint8)current_color,
-                               (Uint8)current_color);
-    }
-    if (cycle_alpha) {
-        current_alpha += cycle_direction;
-        if (current_alpha < 0) {
-            current_alpha = 0;
-            cycle_direction = -cycle_direction;
-        }
-        if (current_alpha > 255) {
-            current_alpha = 255;
-            cycle_direction = -cycle_direction;
-        }
-        SDL_SetTextureAlphaMod(sprite, (Uint8)current_alpha);
-    }
-
-    /* Draw a gray background */
-    if (SDL_GetWindowFlags(SDL_GetRenderWindow(renderer)) & SDL_WINDOW_TRANSPARENT) {
-        SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, SDL_ALPHA_TRANSPARENT);
-    } else {
-        SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, SDL_ALPHA_OPAQUE);
-    }
-    SDL_RenderClear(renderer);
-
-    /* Test points */
-    SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
-    SDL_RenderPoint(renderer, 0.0f, 0.0f);
-    SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f);
-    SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1));
-    SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1));
-
-    /* Test horizontal and vertical lines */
-    SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
-    SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
-    SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
-    SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
-    SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
-    SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
-    SDL_RenderLine(renderer, (float)(viewport.w - 1), 1.0f, (float)(viewport.w - 1), (float)(viewport.h - 2));
-
-    /* Test fill and copy */
-    SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
-    temp.x = 1.0f;
-    temp.y = 1.0f;
-    temp.w = sprite_w;
-    temp.h = sprite_h;
-    if (use_rendergeometry == 0) {
-        SDL_RenderFillRect(renderer, &temp);
-    } else {
-        /* Draw two triangles, filled, uniform */
-        SDL_FColor color;
-        SDL_Vertex verts[3];
-        SDL_zeroa(verts);
-        color.r = 1.0f;
-        color.g = 1.0f;
-        color.b = 1.0f;
-        color.a = 1.0f;
-
-        verts[0].position.x = temp.x;
-        verts[0].position.y = temp.y;
-        verts[0].color = color;
-
-        verts[1].position.x = temp.x + temp.w;
-        verts[1].position.y = temp.y;
-        verts[1].color = color;
-
-        verts[2].position.x = temp.x + temp.w;
-        verts[2].position.y = temp.y + temp.h;
-        verts[2].color = color;
-
-        SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
-
-        verts[1].position.x = temp.x;
-        verts[1].position.y = temp.y + temp.h;
-        verts[1].color = color;
-
-        SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
-    }
-    SDL_RenderTexture(renderer, sprite, NULL, &temp);
-    temp.x = viewport.w - sprite_w - 1;
-    temp.y = 1.0f;
-    temp.w = sprite_w;
-    temp.h = sprite_h;
-    SDL_RenderFillRect(renderer, &temp);
-    SDL_RenderTexture(renderer, sprite, NULL, &temp);
-    temp.x = 1.0f;
-    temp.y = viewport.h - sprite_h - 1;
-    temp.w = sprite_w;
-    temp.h = sprite_h;
-    SDL_RenderFillRect(renderer, &temp);
-    SDL_RenderTexture(renderer, sprite, NULL, &temp);
-    temp.x = viewport.w - sprite_w - 1;
-    temp.y = viewport.h - sprite_h - 1;
-    temp.w = sprite_w;
-    temp.h = sprite_h;
-    SDL_RenderFillRect(renderer, &temp);
-    SDL_RenderTexture(renderer, sprite, NULL, &temp);
-
-    /* Test diagonal lines */
-    SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
-    SDL_RenderLine(renderer, sprite_w, sprite_h,
-                       viewport.w - sprite_w - 2, viewport.h - sprite_h - 2);
-    SDL_RenderLine(renderer, viewport.w - sprite_w - 2, sprite_h,
-                       sprite_w, viewport.h - sprite_h - 2);
-
-    /* Conditionally move the sprites, bounce at the wall */
-    if (iterations == -1 || iterations > 0) {
-        for (i = 0; i < num_sprites; ++i) {
-            position = &positions[i];
-            velocity = &velocities[i];
-            position->x += velocity->x;
-            if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
-                velocity->x = -velocity->x;
-                position->x += velocity->x;
-            }
-            position->y += velocity->y;
-            if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
-                velocity->y = -velocity->y;
-                position->y += velocity->y;
-            }
-        }
-
-        /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
-        if (iterations > 0) {
-            iterations--;
-            if (iterations == 0) {
-                cycle_alpha = false;
-                cycle_color = false;
-            }
-        }
-    }
-
-    /* Draw sprites */
-    if (use_rendergeometry == 0) {
-        for (i = 0; i < num_sprites; ++i) {
-            position = &positions[i];
-
-            /* Blit the sprite onto the screen */
-            SDL_RenderTexture(renderer, sprite, NULL, position);
-        }
-    } else if (use_rendergeometry == 1) {
-        /*
-         *   0--1
-         *   | /|
-         *   |/ |
-         *   3--2
-         *
-         *  Draw sprite2 as triangles that can be recombined as rect by software renderer
-         */
-        SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 6);
-        SDL_Vertex *verts2 = verts;
-        if (verts) {
-            SDL_FColor color;
-            SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
-            SDL_GetTextureAlphaModFloat(sprite, &color.a);
-            for (i = 0; i < num_sprites; ++i) {
-                position = &positions[i];
-                /* 0 */
-                verts->position.x = position->x;
-                verts->position.y = position->y;
-                verts->color = color;
-                verts->tex_coord.x = 0.0f;
-                verts->tex_coord.y = 0.0f;
-                verts++;
-                /* 1 */
-                verts->position.x = position->x + position->w;
-                verts->position.y = position->y;
-                verts->color = color;
-                verts->tex_coord.x = 1.0f;
-                verts->tex_coord.y = 0.0f;
-                verts++;
-                /* 2 */
-                verts->position.x = position->x + position->w;
-                verts->position.y = position->y + position->h;
-                verts->color = color;
-                verts->tex_coord.x = 1.0f;
-                verts->tex_coord.y = 1.0f;
-                verts++;
-                /* 0 */
-                verts->position.x = position->x;
-                verts->position.y = position->y;
-                verts->color = color;
-                verts->tex_coord.x = 0.0f;
-                verts->tex_coord.y = 0.0f;
-                verts++;
-                /* 2 */
-                verts->position.x = position->x + position->w;
-                verts->position.y = position->y + position->h;
-                verts->color = color;
-                verts->tex_coord.x = 1.0f;
-                verts->tex_coord.y = 1.0f;
-                verts++;
-                /* 3 */
-                verts->position.x = position->x;
-                verts->position.y = position->y + position->h;
-                verts->color = color;
-                verts->tex_coord.x = 0.0f;
-                verts->tex_coord.y = 1.0f;
-                verts++;
-            }
-
-            /* Blit sprites as triangles onto the screen */
-            SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 6, NULL, 0);
-            SDL_free(verts2);
-        }
-    } else if (use_rendergeometry == 2) {
-        /*   0-----1
-         *   |\ A /|
-         *   | \ / |
-         *   |D 2 B|
-         *   | / \ |
-         *   |/ C \|
-         *   3-----4
-         *
-         * Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
-         * Use an 'indices' array
-         */
-        SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 5);
-        SDL_Vertex *verts2 = verts;
-        int *indices = (int *)SDL_malloc(num_sprites * sizeof(int) * 4 * 3);
-        int *indices2 = indices;
-        if (verts && indices) {
-            int pos = 0;
-            SDL_FColor color;
-            SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
-            SDL_GetTextureAlphaModFloat(sprite, &color.a);
-            for (i = 0; i < num_sprites; ++i) {
-                position = &positions[i];
-                /* 0 */
-                verts->position.x = position->x;
-                verts->position.y = position->y;
-                verts->color = color;
-                verts->tex_coord.x = 0.0f;
-                verts->tex_coord.y = 0.0f;
-                verts++;
-                /* 1 */
-                verts->position.x = position->x + position->w;
-                verts->position.y = position->y;
-                verts->color = color;
-                verts->tex_coord.x = 1.0f;
-                verts->tex_coord.y = 0.0f;
-                verts++;
-                /* 2 */
-                verts->position.x = position->x + position->w / 2.0f;
-                verts->position.y = position->y + position->h / 2.0f;
-                verts->color = color;
-                verts->tex_coord.x = 0.5f;
-                verts->tex_coord.y = 0.5f;
-                verts++;
-                /* 3 */
-                verts->position.x = position->x;
-                verts->position.y = position->y + position->h;
-                verts->color = color;
-                verts->tex_coord.x = 0.0f;
-                verts->tex_coord.y = 1.0f;
-                verts++;
-                /* 4 */
-                verts->position.x = position->x + position->w;
-                verts->position.y = position->y + position->h;
-                verts->color = color;
-                verts->tex_coord.x = 1.0f;
-                verts->tex_coord.y = 1.0f;
-                verts++;
-                /* A */
-                *indices++ = pos + 0;
-                *indices++ = pos + 1;
-                *indices++ = pos + 2;
-                /* B */
-                *indices++ = pos + 1;
-                *indices++ = pos + 2;
-                *indices++ = pos + 4;
-                /* C */
-                *indices++ = pos + 3;
-                *indices++ = pos + 2;
-                *indices++ = pos + 4;
-                /* D */
-                *indices++ = pos + 3;
-                *indices++ = pos + 2;
-                *indices++ = pos + 0;
-                pos += 5;
-            }
-        }
-
-        /* Blit sprites as triangles onto the screen */
-        SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 5, indices2, num_sprites * 4 * 3);
-        SDL_free(verts2);
-        SDL_free(indices2);
-    }
-
-    /* Update the screen! */
-    SDL_RenderPresent(renderer);
-}
-
-SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
-{
-    SDL_Rect safe_area;
-    int i;
-    Uint64 seed;
-
-    /* Initialize parameters */
-    num_sprites = NUM_SPRITES;
-
-    /* Initialize test framework */
-    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
-    if (!state) {
-        return SDL_APP_FAILURE;
-    }
-
-    for (i = 1; i < argc;) {
-        int consumed;
-
-        consumed = SDLTest_CommonArg(state, i);
-        if (consumed == 0) {
-            consumed = -1;
-            if (SDL_strcasecmp(argv[i], "--blend") == 0) {
-                if (argv[i + 1]) {
-                    if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
-                        blendMode = SDL_BLENDMODE_NONE;
-                        consumed = 2;
-                    } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
-                        blendMode = SDL_BLENDMODE_BLEND;
-                        consumed = 2;
-                    } else if (SDL_strcasecmp(argv[i + 1], "blend_premultiplied") == 0) {
-                        blendMode = SDL_BLENDMODE_BLEND_PREMULTIPLIED;
-                        consumed = 2;
-                    } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
-                        blendMode = SDL_BLENDMODE_ADD;
-                        consumed = 2;
-                    } else if (SDL_strcasecmp(argv[i + 1], "add_premultiplied") == 0) {
-                        blendMode = SDL_BLENDMODE_ADD_PREMULTIPLIED;
-                        consumed = 2;
-                    } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
-                        blendMode = SDL_BLENDMODE_MOD;
-                        consumed = 2;
-                    } else if (SDL_strcasecmp(argv[i + 1], "mul") == 0) {
-                        blendMode = SDL_BLENDMODE_MUL;
-                        consumed = 2;
-                    } else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
-                        blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
-                        consumed = 2;
-                    }
-                }
-            } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
-                if (argv[i + 1]) {
-                    iterations = SDL_atoi(argv[i + 1]);
-                    if (iterations < -1) {
-                        iterations = -1;
-                    }
-                    consumed = 2;
-                }
-            } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
-                cycle_color = true;
-                consumed = 1;
-            } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
-                cycle_alpha = true;
-                consumed = 1;
-            } else if (SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) {
-                suspend_when_occluded = true;
-                consumed = 1;
-            } else if (SDL_strcasecmp(argv[i], "--use-rendergeometry") == 0) {
-                if (argv[i + 1]) {
-                    if (SDL_strcasecmp(argv[i + 1], "mode1") == 0) {
-                        /* Draw sprite2 as triangles that can be recombined as rect by software renderer */
-                        use_rendergeometry = 1;
-                    } else if (SDL_strcasecmp(argv[i + 1], "mode2") == 0) {
-                        /* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
-                         * Use an 'indices' array */
-                        use_rendergeometry = 2;
-                    } else {
-                        return SDL_APP_FAILURE;
-                    }
-                }
-                consumed = 2;
-            } else if (SDL_isdigit(*argv[i])) {
-                num_sprites = SDL_atoi(argv[i]);
-                consumed = 1;
-            } else if (argv[i][0] != '-') {
-                icon = argv[i];
-                consumed = 1;
-            }
-        }
-        if (consumed < 0) {
-            static const char *options[] = {
-                "[--blend none|blend|blend_premultiplied|add|add_premultiplied|mod|mul|sub]",
-                "[--cyclecolor]",
-                "[--cyclealpha]",
-                "[--suspend-when-occluded]",
-                "[--iterations N]",
-                "[--use-rendergeometry mode1|mode2]",
-                "[num_sprites]",
-                "[icon.png]",
-                NULL
-            };
-            SDLTest_CommonLogUsage(state, argv[0], options);
-            return SDL_APP_FAILURE;
-        }
-        i += consumed;
-    }
-    if (!SDLTest_CommonInit(state)) {
-        return SDL_APP_FAILURE;
-    }
-
-    /* Create the windows, initialize the renderers, and load the textures */
-    sprites =
-        (SDL_Texture **)SDL_calloc(state->num_windows, sizeof(*sprites));
-    if (!sprites) {
-        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
-        return SDL_APP_FAILURE;
-    }
-    for (i = 0; i < state->num_windows; ++i) {
-        SDL_Renderer *renderer = state->renderers[i];
-        SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
-        SDL_RenderClear(renderer);
-    }
-    if (!LoadSprite(icon)) {
-        return SDL_APP_FAILURE;
-    }
-
-    /* Allocate memory for the sprite info */
-    positions = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*positions));
-    velocities = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*velocities));
-    if (!positions || !velocities) {
-        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
-        return SDL_APP_FAILURE;
+#include <SDL3/SDL.h>
+
+int main(void) {
+    SDL_Init(SDL_INIT_VIDEO);
+    SDL_Window *window = SDL_CreateWindow("", 500, 500, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
+    SDL_Renderer *renderer = SDL_CreateRenderer(window, NULL);
+    SDL_Event event;
+    bool running = true;
+
+    while (running) {
+      while (SDL_PollEvent(&event)) {
+        if (event.type == SDL_EVENT_QUIT) running = false;
+        if (event.type == SDL_EVENT_MOUSE_MOTION) SDL_Log("%f\n", event.motion.x);
+      }
+      SDL_RenderPresent(renderer);
     }
-
-    /* Position sprites and set their velocities using the fuzzer */
-    /* Really we should be using per-window safe area, but this is fine for a simple test */
-    SDL_GetRenderSafeArea(state->renderers[0], &safe_area);
-    if (iterations >= 0) {
-        /* Deterministic seed - used for visual tests */
-        seed = (Uint64)iterations;
-    } else {
-        /* Pseudo-random seed generated from the time */
-        seed = SDL_GetPerformanceCounter();
-    }
-    SDLTest_FuzzerInit(seed);
-    for (i = 0; i < num_sprites; ++i) {
-        positions[i].x = (float)SDLTest_RandomIntegerInRange(0, (int)(safe_area.w - sprite_w));
-        positions[i].y = (float)SDLTest_RandomIntegerInRange(0, (int)(safe_area.h - sprite_h));
-        positions[i].w = sprite_w;
-        positions[i].h = sprite_h;
-        velocities[i].x = 0;
-        velocities[i].y = 0;
-        while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
-            velocities[i].x = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
-            velocities[i].y = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
-        }
-    }
-
-    /* Main render loop in SDL_AppIterate will begin when this function returns. */
-    frames = 0;
-    next_fps_check = SDL_GetTicks() + fps_check_delay;
-
-    return SDL_APP_CONTINUE;
-}
-
-
-SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
-{
-    if (event->type == SDL_EVENT_RENDER_DEVICE_RESET) {
-        LoadSprite(icon);
-    }
-    return SDLTest_CommonEventMainCallbacks(state, event);
-}
-
-SDL_AppResult SDL_AppIterate(void *appstate)
-{
-    Uint64 now;
-    int i;
-    int active_windows = 0;
-
-    for (i = 0; i < state->num_windows; ++i) {
-        if (state->windows[i] == NULL ||
-            (suspend_when_occluded && (SDL_GetWindowFlags(state->windows[i]) & SDL_WINDOW_OCCLUDED))) {
-            continue;
-        }
-        ++active_windows;
-        MoveSprites(state->renderers[i], sprites[i]);
-    }
-
-    /* If all windows are occluded, throttle the event polling to 15hz. */
-    if (!active_windows) {
-        SDL_DelayNS(SDL_NS_PER_SECOND / 15);
-    }
-
-    frames++;
-    now = SDL_GetTicks();
-    if (now >= next_fps_check) {
-        /* Print out some timing information */
-        const Uint64 then = next_fps_check - fps_check_delay;
-        const double fps = ((double)frames * 1000) / (now - then);
-        SDL_Log("%2.2f frames per second", fps);
-        next_fps_check = now + fps_check_delay;
-        frames = 0;
-    }
-
-    return SDL_APP_CONTINUE;
 }