Mercurial > sdl-ios-xcode
view test/testnative.c @ 3294:470d0a416aa7
Fixed bug #714
fuzzyTew@gmail.com 2009-03-14 15:18:45 PDT
patch to change HAVE_ICONV to HAVE_ICONV_H
There are two separate iconv checks in configure -- one for the header file and
one for the library. include/SDL_stdinc.h uses the library define to see
whether or not it should reference the types defined in the header, which
naturally breaks if the library exists and the header does not.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 21 Sep 2009 11:04:01 +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); } /* vi: set ts=4 sw=4 expandtab: */