view test/testshape.c @ 4805:de3b3455f8ec

Put the render loop back in its right place, but with delaying functionality to keep it down to roughly 60fps, not eating up all the X11 time.
author Eli Gottlieb <eligottlieb@gmail.com>
date Mon, 19 Jul 2010 00:24:02 -0400
parents b33752266d8f
children 2ae79ed78a5a
line wrap: on
line source

#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();
}