view test/testnative.c @ 4593:3892fe2f6537

Fixed so many things. See the changelog listed below. 1. Use SDL_X11_HAVE_XRENDER to check for RENDER at runtime. 2. Added lots of comments. 3. Added checks and lots of calls to SDL_SetError(). 4. Fixed X11_CreateTexture() so that the pixmap and image created are for the format specified by the user and not the window format. This is only for the RENDER case. 5. The above change required that functions to convert SDL pixel format enums to Visuals and XRenderPictFormats be added. 6. Fixed lots of 'style' issues.
author Sunny Sachanandani <sunnysachanandani@gmail.com>
date Sat, 17 Jul 2010 15:38:24 +0530
parents 64ce267332c6
children e8916fe9cfc8
line wrap: on
line source

/* 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);
}

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