Mercurial > sdl-ios-xcode
view test/testnative.c @ 3191:91b335df6fc8
Fixed bug #750
Since many different event structures include windowID it should be placed near
the beginning of the structure (preferably right after type) so it's position
is the same between different events.
This is to avoid code like this:
if (event.type == SDL_WINDOWEVENT)
win = event.window.windowID;
else if ((SDL_EVENTMASK(event.type) & SDL_KEYEVENTMASK) != 0)
win = event.key.windowID;
else if (event.type == SDL_TEXTINPUT)
win = event.text.windowID;
else if (event.type == SDL_MOUSEMOTION)
win = event.motion.windowID;
else if ((SDL_EVENTMASK(event.type) & (SDL_MOUBUTTONDOWNMASK |
SDL_MOUBUTTONUPMASK)) != 0)
win = event.button.windowID;
else if (event.type == SDL_MOUSEWHEEL)
win = event.wheel.windowID;
...
in favor of:
win = event.window.windowID;
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 10 Jun 2009 14:00:21 +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: */