Mercurial > sdl-ios-xcode
view test/testnative.c @ 4451:033c455bbe99
Refactored automated rwops tests so read and write directories can be more easily customized.
The refactored tests were written in recognition that Mac and iPhone current working directories are usually not going to work. Resource directories are in bundles and write directories are restricted to certain areas. In theory, other platforms may have this problem too, hence the refactoring.
Also updated the Xcode iPhone project to use 3.2 as the Base SDK, but 3.1 as the Deployment SDK (for iPhone/iPad compatibility.)
author | Eric Wing <ewing . public |-at-| gmail . com> |
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date | Sun, 09 May 2010 06:58:30 -0700 |
parents | 64ce267332c6 |
children | e8916fe9cfc8 |
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/* Simple program: Create a native window and attach an SDL renderer */ #include <stdio.h> #include "testnative.h" #define WINDOW_W 640 #define WINDOW_H 480 #define NUM_SPRITES 100 #define MAX_SPEED 1 static NativeWindowFactory *factories[] = { #ifdef TEST_NATIVE_WIN32 &Win32WindowFactory, #endif #ifdef TEST_NATIVE_X11 &X11WindowFactory, #endif #ifdef TEST_NATIVE_COCOA &CocoaWindowFactory, #endif NULL }; static NativeWindowFactory *factory = NULL; static void *native_window; static SDL_Rect *positions, *velocities; /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { SDL_VideoQuit(); if (native_window) { factory->DestroyNativeWindow(native_window); } exit(rc); } SDL_Texture * LoadSprite(SDL_Window * window, char *file) { SDL_Surface *temp; SDL_Texture *sprite; /* Load the sprite image */ temp = SDL_LoadBMP(file); if (temp == NULL) { fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); return 0; } /* Set transparent pixel as the pixel at (0,0) */ if (temp->format->palette) { SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels); } /* Create textures from the image */ SDL_SelectRenderer(window); sprite = SDL_CreateTextureFromSurface(0, temp); if (!sprite) { fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); SDL_FreeSurface(temp); return 0; } SDL_FreeSurface(temp); /* We're ready to roll. :) */ return sprite; } void MoveSprites(SDL_Window * window, SDL_Texture * sprite) { int i, n; int window_w, window_h; int sprite_w, sprite_h; SDL_Rect *position, *velocity; SDL_SelectRenderer(window); /* Query the sizes */ SDL_GetWindowSize(window, &window_w, &window_h); SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h); /* Move the sprite, bounce at the wall, and draw */ n = 0; SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); SDL_RenderClear(); for (i = 0; i < NUM_SPRITES; ++i) { position = &positions[i]; velocity = &velocities[i]; position->x += velocity->x; if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { velocity->x = -velocity->x; position->x += velocity->x; } position->y += velocity->y; if ((position->y < 0) || (position->y >= (window_h - sprite_h))) { velocity->y = -velocity->y; position->y += velocity->y; } /* Blit the sprite onto the screen */ SDL_RenderCopy(sprite, NULL, position); } /* Update the screen! */ SDL_RenderPresent(); } int main(int argc, char *argv[]) { int i, done; const char *driver; SDL_Window *window; SDL_Texture *sprite; int window_w, window_h; int sprite_w, sprite_h; SDL_Event event; if (SDL_VideoInit(NULL, 0) < 0) { fprintf(stderr, "Couldn't initialize SDL video: %s\n", SDL_GetError()); exit(1); } driver = SDL_GetCurrentVideoDriver(); /* Find a native window driver and create a native window */ for (i = 0; factories[i]; ++i) { if (SDL_strcmp(driver, factories[i]->tag) == 0) { factory = factories[i]; break; } } if (!factory) { fprintf(stderr, "Couldn't find native window code for %s driver\n", driver); quit(2); } printf("Creating native window for %s driver\n", driver); native_window = factory->CreateNativeWindow(WINDOW_W, WINDOW_H); if (!native_window) { fprintf(stderr, "Couldn't create native window\n"); quit(3); } window = SDL_CreateWindowFrom(native_window); if (!window) { fprintf(stderr, "Couldn't create SDL window: %s\n", SDL_GetError()); quit(4); } SDL_SetWindowTitle(window, "SDL Native Window Test"); /* Create the renderer */ if (SDL_CreateRenderer(window, -1, 0) < 0) { fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError()); quit(5); } /* Clear the window, load the sprite and go! */ SDL_SelectRenderer(window); SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); SDL_RenderClear(); sprite = LoadSprite(window, "icon.bmp"); if (!sprite) { quit(6); } /* Allocate memory for the sprite info */ SDL_GetWindowSize(window, &window_w, &window_h); SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h); positions = (SDL_Rect *) SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect)); velocities = (SDL_Rect *) SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect)); if (!positions || !velocities) { fprintf(stderr, "Out of memory!\n"); quit(2); } srand(time(NULL)); for (i = 0; i < NUM_SPRITES; ++i) { positions[i].x = rand() % (window_w - sprite_w); positions[i].y = rand() % (window_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 && !velocities[i].y) { velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; } } /* Main render loop */ done = 0; while (!done) { /* Check for events */ while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_WINDOWEVENT: switch (event.window.event) { case SDL_WINDOWEVENT_EXPOSED: SDL_SelectRenderer(event.window.windowID); SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); SDL_RenderClear(); break; } break; case SDL_QUIT: done = 1; break; default: break; } } MoveSprites(window, sprite); } quit(0); } /* vi: set ts=4 sw=4 expandtab: */