testnative.c (6976B)
1/* 2 Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org> 3 4 This software is provided 'as-is', without any express or implied 5 warranty. In no event will the authors be held liable for any damages 6 arising from the use of this software. 7 8 Permission is granted to anyone to use this software for any purpose, 9 including commercial applications, and to alter it and redistribute it 10 freely. 11*/ 12/* Simple program: Create a native window and attach an SDL renderer */ 13 14#include <stdio.h> 15#include <stdlib.h> /* for srand() */ 16#include <time.h> /* for time() */ 17 18#include "testnative.h" 19 20#define WINDOW_W 640 21#define WINDOW_H 480 22#define NUM_SPRITES 100 23#define MAX_SPEED 1 24 25static NativeWindowFactory *factories[] = { 26#ifdef TEST_NATIVE_WINDOWS 27 &WindowsWindowFactory, 28#endif 29#ifdef TEST_NATIVE_X11 30 &X11WindowFactory, 31#endif 32#ifdef TEST_NATIVE_COCOA 33 &CocoaWindowFactory, 34#endif 35 NULL 36}; 37static NativeWindowFactory *factory = NULL; 38static void *native_window; 39static SDL_Rect *positions, *velocities; 40 41/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ 42static void 43quit(int rc) 44{ 45 SDL_VideoQuit(); 46 if (native_window) { 47 factory->DestroyNativeWindow(native_window); 48 } 49 exit(rc); 50} 51 52SDL_Texture * 53LoadSprite(SDL_Renderer *renderer, char *file) 54{ 55 SDL_Surface *temp; 56 SDL_Texture *sprite; 57 58 /* Load the sprite image */ 59 temp = SDL_LoadBMP(file); 60 if (temp == NULL) { 61 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError()); 62 return 0; 63 } 64 65 /* Set transparent pixel as the pixel at (0,0) */ 66 if (temp->format->palette) { 67 SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels); 68 } 69 70 /* Create textures from the image */ 71 sprite = SDL_CreateTextureFromSurface(renderer, temp); 72 if (!sprite) { 73 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); 74 SDL_FreeSurface(temp); 75 return 0; 76 } 77 SDL_FreeSurface(temp); 78 79 /* We're ready to roll. :) */ 80 return sprite; 81} 82 83void 84MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite) 85{ 86 int sprite_w, sprite_h; 87 int i; 88 SDL_Rect viewport; 89 SDL_Rect *position, *velocity; 90 91 /* Query the sizes */ 92 SDL_RenderGetViewport(renderer, &viewport); 93 SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h); 94 95 /* Draw a gray background */ 96 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); 97 SDL_RenderClear(renderer); 98 99 /* Move the sprite, bounce at the wall, and draw */ 100 for (i = 0; i < NUM_SPRITES; ++i) { 101 position = &positions[i]; 102 velocity = &velocities[i]; 103 position->x += velocity->x; 104 if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) { 105 velocity->x = -velocity->x; 106 position->x += velocity->x; 107 } 108 position->y += velocity->y; 109 if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) { 110 velocity->y = -velocity->y; 111 position->y += velocity->y; 112 } 113 114 /* Blit the sprite onto the screen */ 115 SDL_RenderCopy(renderer, sprite, NULL, position); 116 } 117 118 /* Update the screen! */ 119 SDL_RenderPresent(renderer); 120} 121 122int 123main(int argc, char *argv[]) 124{ 125 int i, done; 126 const char *driver; 127 SDL_Window *window; 128 SDL_Renderer *renderer; 129 SDL_Texture *sprite; 130 int window_w, window_h; 131 int sprite_w, sprite_h; 132 SDL_Event event; 133 134 /* Enable standard application logging */ 135 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); 136 137 if (SDL_VideoInit(NULL) < 0) { 138 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL video: %s\n", 139 SDL_GetError()); 140 exit(1); 141 } 142 driver = SDL_GetCurrentVideoDriver(); 143 144 /* Find a native window driver and create a native window */ 145 for (i = 0; factories[i]; ++i) { 146 if (SDL_strcmp(driver, factories[i]->tag) == 0) { 147 factory = factories[i]; 148 break; 149 } 150 } 151 if (!factory) { 152 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't find native window code for %s driver\n", 153 driver); 154 quit(2); 155 } 156 SDL_Log("Creating native window for %s driver\n", driver); 157 native_window = factory->CreateNativeWindow(WINDOW_W, WINDOW_H); 158 if (!native_window) { 159 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create native window\n"); 160 quit(3); 161 } 162 window = SDL_CreateWindowFrom(native_window); 163 if (!window) { 164 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create SDL window: %s\n", SDL_GetError()); 165 quit(4); 166 } 167 SDL_SetWindowTitle(window, "SDL Native Window Test"); 168 169 /* Create the renderer */ 170 renderer = SDL_CreateRenderer(window, -1, 0); 171 if (!renderer) { 172 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError()); 173 quit(5); 174 } 175 176 /* Clear the window, load the sprite and go! */ 177 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); 178 SDL_RenderClear(renderer); 179 180 sprite = LoadSprite(renderer, "icon.bmp"); 181 if (!sprite) { 182 quit(6); 183 } 184 185 /* Allocate memory for the sprite info */ 186 SDL_GetWindowSize(window, &window_w, &window_h); 187 SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h); 188 positions = (SDL_Rect *) SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect)); 189 velocities = (SDL_Rect *) SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect)); 190 if (!positions || !velocities) { 191 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n"); 192 quit(2); 193 } 194 srand(time(NULL)); 195 for (i = 0; i < NUM_SPRITES; ++i) { 196 positions[i].x = rand() % (window_w - sprite_w); 197 positions[i].y = rand() % (window_h - sprite_h); 198 positions[i].w = sprite_w; 199 positions[i].h = sprite_h; 200 velocities[i].x = 0; 201 velocities[i].y = 0; 202 while (!velocities[i].x && !velocities[i].y) { 203 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; 204 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; 205 } 206 } 207 208 /* Main render loop */ 209 done = 0; 210 while (!done) { 211 /* Check for events */ 212 while (SDL_PollEvent(&event)) { 213 switch (event.type) { 214 case SDL_WINDOWEVENT: 215 switch (event.window.event) { 216 case SDL_WINDOWEVENT_EXPOSED: 217 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); 218 SDL_RenderClear(renderer); 219 break; 220 } 221 break; 222 case SDL_QUIT: 223 done = 1; 224 break; 225 default: 226 break; 227 } 228 } 229 MoveSprites(renderer, sprite); 230 } 231 232 quit(0); 233 234 return 0; /* to prevent compiler warning */ 235} 236 237/* vi: set ts=4 sw=4 expandtab: */