Mercurial > sdl-ios-xcode
view test/testshape.c @ 4801:506a9165491b
Added #define's for error codes returned from SDL shaped-window API.
author | Eli Gottlieb <eligottlieb@gmail.com> |
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date | Sun, 18 Jul 2010 22:24:52 -0400 |
parents | 6d4be626225f |
children | f14a8c05f5bb |
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#include <stdlib.h> #include <math.h> #include <SDL_events.h> #include <SDL_rect.h> #include <SDL_pixels.h> #include <SDL_video.h> #include <SDL_shape.h> #define SHAPED_WINDOW_X 150 #define SHAPED_WINDOW_Y 150 #define SHAPED_WINDOW_DIMENSION 640 int main(int argc,char** argv) { if(argc < 2) { printf("SDL_Shape requires at least one bitmap file as argument.\n"); exit(-1); } if(SDL_VideoInit(NULL,0) == -1) { printf("Could not initialize SDL video.\n"); exit(-2); } Uint8 num_pictures = argc - 1; SDL_Surface **pictures = malloc(sizeof(SDL_Surface*)*num_pictures); int i = 0; for(i=0;i<num_pictures;i++) pictures[i] = NULL; for(i=0;i<num_pictures;i++) { SDL_Surface *original = SDL_LoadBMP(argv[i+1]); if(original == NULL) { int j = 0; for(j=0;j<num_pictures;j++) if(pictures[j] != NULL) SDL_FreeSurface(pictures[j]); free(pictures); SDL_VideoQuit(); printf("Could not load surface from named bitmap file.\n"); exit(-3); } //THIS CONVERSION ROUTINE IS FRAGILE! It relies in the fact that only certain portions of the format structure must be filled in to use it. SDL_PixelFormat format = {NULL,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; int bpp = 0; SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_RGBA8888,&bpp,&format.Rmask,&format.Gmask,&format.Bmask,&format.Amask); format.BitsPerPixel = bpp; format.BytesPerPixel = format.BitsPerPixel / 8 + (format.BitsPerPixel % 8 > 0 ? 1 : 0); pictures[i] = SDL_ConvertSurface(original,&format,0); //We have no more need of the original now that we have our desired format. SDL_FreeSurface(original); if(pictures[i] == NULL) { int j = 0; for(j=0;j<num_pictures;j++) if(pictures[j] != NULL) SDL_FreeSurface(pictures[j]); free(pictures); SDL_VideoQuit(); printf("Could not convert bitmap surface to desired format.\n"); exit(-3); } if(SDL_MUSTLOCK(pictures[i])) SDL_LockSurface(pictures[i]); void* pixels = pictures[i]->pixels; unsigned int pitch = pictures[i]->pitch; int y =0,x = 0; for(y=0;y<pictures[i]->h;y++) for(x=0;x<pictures[i]->w;x++) { Uint32* pixel = pixels + y * pitch + x * pictures[i]->format->BytesPerPixel; Uint8 r = 0,g = 0,b = 0; SDL_GetRGB(*pixel,pictures[i]->format,&r,&g,&b); //if(r == g == b == 0xff) // *pixel = SDL_MapRGBA(pictures[i]->format,r,g,b,0); } if(SDL_MUSTLOCK(pictures[i])) SDL_UnlockSurface(pictures[i]); } SDL_Window *window = SDL_CreateShapedWindow("SDL_Shape test",SHAPED_WINDOW_X,SHAPED_WINDOW_Y,SHAPED_WINDOW_DIMENSION,SHAPED_WINDOW_DIMENSION,SDL_WINDOW_RESIZABLE | SDL_WINDOW_SHOWN); if(window == NULL) { for(i=0;i<num_pictures;i++) SDL_FreeSurface(pictures[i]); free(pictures); SDL_VideoQuit(); printf("Could not create shaped window for SDL_Shape.\n"); exit(-4); } if(SDL_CreateRenderer(window,-1,SDL_RENDERER_PRESENTFLIP2) == -1) { SDL_DestroyWindow(window); for(i=0;i<num_pictures;i++) SDL_FreeSurface(pictures[i]); free(pictures); SDL_VideoQuit(); printf("Could not create rendering context for SDL_Shape window.\n"); exit(-5); } SDL_Texture **textures = malloc(sizeof(SDL_Texture*)*num_pictures); for(i=0;i<num_pictures;i++) textures[i] = NULL; for(i=0;i<num_pictures;i++) { textures[i] = SDL_CreateTextureFromSurface(0,pictures[i]); if(textures[i] == NULL) { int j = 0; for(j=0;j<num_pictures;i++) if(textures[i] != NULL) SDL_DestroyTexture(textures[i]); free(textures); for(i=0;i<num_pictures;i++) SDL_FreeSurface(pictures[i]); free(pictures); SDL_DestroyRenderer(window); SDL_DestroyWindow(window); SDL_VideoQuit(); printf("Could not create texture for SDL_shape.\n"); exit(-6); } } SDL_Event event; int event_pending = 0,should_exit = 0; event_pending = SDL_PollEvent(&event); unsigned int current_picture = 0; SDL_WindowShapeMode mode = {ShapeModeDefault,1}; SDL_SetWindowShape(window,pictures[current_picture],&mode); int mouse_down = 0; Uint32 format,access; SDL_Rect texture_dimensions = {0,0,0,0}; SDL_QueryTexture(textures[current_picture],&format,&access,&texture_dimensions.w,&texture_dimensions.h); SDL_SetWindowSize(window,texture_dimensions.w,texture_dimensions.h); while(should_exit == 0) { event_pending = SDL_PollEvent(&event); if(event_pending == 1) { if(event.type == SDL_MOUSEBUTTONDOWN) mouse_down = 1; if(mouse_down && event.type == SDL_MOUSEBUTTONUP) { mouse_down = 0; current_picture += 1; if(current_picture >= num_pictures) current_picture = 0; SDL_QueryTexture(textures[current_picture],&format,&access,&texture_dimensions.w,&texture_dimensions.h); SDL_SetWindowSize(window,texture_dimensions.w,texture_dimensions.h); SDL_SetWindowShape(window,pictures[current_picture],&mode); } if(event.type == SDL_QUIT) should_exit = 1; event_pending = 0; } SDL_SelectRenderer(window); //Clear render-target to blue. SDL_SetRenderDrawColor(0x00,0x00,0xff,0xff); SDL_RenderClear(); //Render the texture. SDL_RenderCopy(textures[current_picture],&texture_dimensions,&texture_dimensions); SDL_RenderPresent(); } //Free the textures. for(i=0;i<num_pictures;i++) SDL_DestroyTexture(textures[i]); free(textures); //Destroy the window. SDL_DestroyWindow(window); //Free the original surfaces backing the textures. for(i=0;i<num_pictures;i++) SDL_FreeSurface(pictures[i]); free(pictures); //Call SDL_VideoQuit() before quitting. SDL_VideoQuit(); }