Mercurial > sdl-ios-xcode
view test/testshape.c @ 4807:c9eb95f29770
Added color-key mode and redid the code to work with it.
author | Eli Gottlieb <eligottlieb@gmail.com> |
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date | Thu, 22 Jul 2010 23:11:01 -0400 |
parents | de3b3455f8ec |
children | 2ae79ed78a5a |
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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> #include <SDL_keysym.h> #include <SDL_timer.h> #define SHAPED_WINDOW_X 150 #define SHAPED_WINDOW_Y 150 #define SHAPED_WINDOW_DIMENSION 640 #define TICK_INTERVAL 18 void render(SDL_Window* window,SDL_Texture *texture,SDL_Rect texture_dimensions) { SDL_SelectRenderer(window); //Clear render-target to blue. SDL_SetRenderDrawColor(0x00,0x00,0xff,0xff); SDL_RenderClear(); //Render the texture. SDL_RenderCopy(texture,&texture_dimensions,&texture_dimensions); SDL_RenderPresent(); } 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) { 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++) { pictures[i] = SDL_LoadBMP(argv[i+1]); 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 load surface from named bitmap file.\n"); exit(-3); } } 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}; int button_down = 0; Uint32 format = 0,access = 0; 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); SDL_SetWindowShape(window,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(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; } render(window,textures[current_picture],texture_dimensions); SDL_Delay(time_left()); next_time += TICK_INTERVAL; } //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(); }