Mercurial > sdl-ios-xcode
view test/testshape.c @ 5172:ededa1ccf91c
Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 03 Feb 2011 21:13:55 -0800 |
parents | b3ccd1947786 |
children |
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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,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: */