view test/testnative.c @ 3474:1edb86163d62

Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later. If we have to, we can use vertical line and horizontal line textures for vertical and horizontal lines, and then create custom textures for diagonal lines and software render those. It's terrible, but at least it would be pixel perfect.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Nov 2009 07:22:59 +0000
parents 4cf533f434d8
children 0267b8b1595c
line wrap: on
line source

/* Simple program:  Create a native window and attach an SDL renderer */

#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_TextureID
LoadSprite(SDL_WindowID window, char *file)
{
    SDL_Surface *temp;
    SDL_TextureID 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_WindowID window, SDL_TextureID 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_RenderFill(NULL);
    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_WindowID window;
    SDL_TextureID 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_RenderFill(NULL);

    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_RenderFill(NULL);
                    break;
                }
                break;
            case SDL_QUIT:
                done = 1;
                break;
            default:
                break;
            }
        }
        MoveSprites(window, sprite);
    }

    quit(0);
}

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