Mercurial > sdl-ios-xcode
view test/testshape.c @ 5150:ad50b3db78bd
The rendering functions take a context so it's clear what window they're drawing to. This also potentially opens to the door to multi-threaded rendering in the future.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 01 Feb 2011 19:19:43 -0800 |
parents | c8e049de174c |
children | b3ccd1947786 |
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#include <stdlib.h> #include <math.h> #include <stdio.h> #include "SDL.h" #include "SDL_shape.h" #define SHAPED_WINDOW_X 150 #define SHAPED_WINDOW_Y 150 #define SHAPED_WINDOW_DIMENSION 640 #define TICK_INTERVAL 1000/10 typedef struct LoadedPicture { SDL_Surface *surface; SDL_Texture *texture; SDL_WindowShapeMode mode; } LoadedPicture; void render(SDL_Renderer *renderer,SDL_Texture *texture,SDL_Rect texture_dimensions) { //Clear render-target to blue. SDL_SetRenderDrawColor(renderer,0x00,0x00,0xff,0xff); SDL_RenderClear(renderer); //Render the texture. SDL_RenderCopy(renderer,texture,&texture_dimensions,&texture_dimensions); SDL_RenderPresent(renderer); } static Uint32 next_time; Uint32 time_left() { Uint32 now = SDL_GetTicks(); if(next_time <= now) return 0; else return next_time - now; } int main(int argc,char** argv) { Uint8 num_pictures; LoadedPicture* pictures; int i, j; SDL_PixelFormat* format = NULL; SDL_Window *window; SDL_Renderer *renderer; SDL_Color black = {0,0,0,0xff}; SDL_Event event; int event_pending = 0; int should_exit = 0; unsigned int current_picture; int button_down; Uint32 pixelFormat = 0; int access = 0; SDL_Rect texture_dimensions;; if(argc < 2) { printf("SDL_Shape requires at least one bitmap file as argument.\n"); exit(-1); } if(SDL_VideoInit(NULL) == -1) { printf("Could not initialize SDL video.\n"); exit(-2); } num_pictures = argc - 1; pictures = (LoadedPicture *)malloc(sizeof(LoadedPicture)*num_pictures); for(i=0;i<num_pictures;i++) pictures[i].surface = NULL; for(i=0;i<num_pictures;i++) { pictures[i].surface = SDL_LoadBMP(argv[i+1]); if(pictures[i].surface == NULL) { j = 0; for(j=0;j<num_pictures;j++) if(pictures[j].surface != NULL) SDL_FreeSurface(pictures[j].surface); free(pictures); SDL_VideoQuit(); printf("Could not load surface from named bitmap file.\n"); exit(-3); } format = pictures[i].surface->format; if(format->Amask != 0) { pictures[i].mode.mode = ShapeModeBinarizeAlpha; pictures[i].mode.parameters.binarizationCutoff = 255; } else { pictures[i].mode.mode = ShapeModeColorKey; pictures[i].mode.parameters.colorKey = black; } } 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].surface); free(pictures); SDL_VideoQuit(); printf("Could not create shaped window for SDL_Shape.\n"); exit(-4); } renderer = SDL_CreateRenderer(window,-1,0); if (!renderer) { SDL_DestroyWindow(window); for(i=0;i<num_pictures;i++) SDL_FreeSurface(pictures[i].surface); free(pictures); SDL_VideoQuit(); printf("Could not create rendering context for SDL_Shape window.\n"); exit(-5); } for(i=0;i<num_pictures;i++) pictures[i].texture = NULL; for(i=0;i<num_pictures;i++) { pictures[i].texture = SDL_CreateTextureFromSurface(renderer,0,pictures[i].surface); if(pictures[i].texture == NULL) { j = 0; for(j=0;j<num_pictures;i++) if(pictures[i].texture != NULL) SDL_DestroyTexture(pictures[i].texture); for(i=0;i<num_pictures;i++) SDL_FreeSurface(pictures[i].surface); free(pictures); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_VideoQuit(); printf("Could not create texture for SDL_shape.\n"); exit(-6); } } event_pending = 0; should_exit = 0; event_pending = SDL_PollEvent(&event); current_picture = 0; button_down = 0; texture_dimensions.h = 0; texture_dimensions.w = 0; texture_dimensions.x = 0; texture_dimensions.y = 0; SDL_QueryTexture(pictures[current_picture].texture,(Uint32 *)&pixelFormat,(int *)&access,&texture_dimensions.w,&texture_dimensions.h); SDL_SetWindowSize(window,texture_dimensions.w,texture_dimensions.h); SDL_SetWindowShape(window,pictures[current_picture].surface,&pictures[current_picture].mode); next_time = SDL_GetTicks() + TICK_INTERVAL; while(should_exit == 0) { event_pending = SDL_PollEvent(&event); if(event_pending == 1) { if(event.type == SDL_KEYDOWN) { button_down = 1; if(event.key.keysym.sym == SDLK_ESCAPE) should_exit = 1; } if(button_down && event.type == SDL_KEYUP) { button_down = 0; current_picture += 1; if(current_picture >= num_pictures) current_picture = 0; SDL_QueryTexture(pictures[current_picture].texture,(Uint32 *)&pixelFormat,(int *)&access,&texture_dimensions.w,&texture_dimensions.h); SDL_SetWindowSize(window,texture_dimensions.w,texture_dimensions.h); SDL_SetWindowShape(window,pictures[current_picture].surface,&pictures[current_picture].mode); } if(event.type == SDL_QUIT) should_exit = 1; event_pending = 0; } render(renderer,pictures[current_picture].texture,texture_dimensions); SDL_Delay(time_left()); next_time += TICK_INTERVAL; } //Free the textures. for(i=0;i<num_pictures;i++) SDL_DestroyTexture(pictures[i].texture); SDL_DestroyRenderer(renderer); //Destroy the window. SDL_DestroyWindow(window); //Free the original surfaces backing the textures. for(i=0;i<num_pictures;i++) SDL_FreeSurface(pictures[i].surface); free(pictures); //Call SDL_VideoQuit() before quitting. SDL_VideoQuit(); return 0; } /* vi: set ts=4 sw=4 expandtab: */