blob: 84017d5fddea88d92f6abe86182b9944c01f76c8 [file] [log] [blame]
/* Simple program: Create a native window and attach an SDL renderer */
#include <stdio.h>
#include "testnative.h"
#define WINDOW_W 640
#define WINDOW_H 480
#define NUM_SPRITES 100
#define MAX_SPEED 1
static NativeWindowFactory *factories[] = {
#ifdef TEST_NATIVE_WIN32
&Win32WindowFactory,
#endif
#ifdef TEST_NATIVE_X11
&X11WindowFactory,
#endif
#ifdef TEST_NATIVE_COCOA
&CocoaWindowFactory,
#endif
NULL
};
static NativeWindowFactory *factory = NULL;
static void *native_window;
static SDL_Rect *positions, *velocities;
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
SDL_VideoQuit();
if (native_window) {
factory->DestroyNativeWindow(native_window);
}
exit(rc);
}
SDL_Texture *
LoadSprite(SDL_Window * window, char *file)
{
SDL_Surface *temp;
SDL_Texture *sprite;
/* Load the sprite image */
temp = SDL_LoadBMP(file);
if (temp == NULL) {
fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
return 0;
}
/* Set transparent pixel as the pixel at (0,0) */
if (temp->format->palette) {
SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels);
}
/* Create textures from the image */
SDL_SelectRenderer(window);
sprite = SDL_CreateTextureFromSurface(0, temp);
if (!sprite) {
fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
SDL_FreeSurface(temp);
return 0;
}
SDL_FreeSurface(temp);
/* We're ready to roll. :) */
return sprite;
}
void
MoveSprites(SDL_Window * window, SDL_Texture * sprite)
{
int i, n;
int window_w, window_h;
int sprite_w, sprite_h;
SDL_Rect *position, *velocity;
SDL_SelectRenderer(window);
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
/* Move the sprite, bounce at the wall, and draw */
n = 0;
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
for (i = 0; i < NUM_SPRITES; ++i) {
position = &positions[i];
velocity = &velocities[i];
position->x += velocity->x;
if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
velocity->x = -velocity->x;
position->x += velocity->x;
}
position->y += velocity->y;
if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
velocity->y = -velocity->y;
position->y += velocity->y;
}
/* Blit the sprite onto the screen */
SDL_RenderCopy(sprite, NULL, position);
}
/* Update the screen! */
SDL_RenderPresent();
}
int
main(int argc, char *argv[])
{
int i, done;
const char *driver;
SDL_Window *window;
SDL_Texture *sprite;
int window_w, window_h;
int sprite_w, sprite_h;
SDL_Event event;
if (SDL_VideoInit(NULL, 0) < 0) {
fprintf(stderr, "Couldn't initialize SDL video: %s\n",
SDL_GetError());
exit(1);
}
driver = SDL_GetCurrentVideoDriver();
/* Find a native window driver and create a native window */
for (i = 0; factories[i]; ++i) {
if (SDL_strcmp(driver, factories[i]->tag) == 0) {
factory = factories[i];
break;
}
}
if (!factory) {
fprintf(stderr, "Couldn't find native window code for %s driver\n",
driver);
quit(2);
}
printf("Creating native window for %s driver\n", driver);
native_window = factory->CreateNativeWindow(WINDOW_W, WINDOW_H);
if (!native_window) {
fprintf(stderr, "Couldn't create native window\n");
quit(3);
}
window = SDL_CreateWindowFrom(native_window);
if (!window) {
fprintf(stderr, "Couldn't create SDL window: %s\n", SDL_GetError());
quit(4);
}
SDL_SetWindowTitle(window, "SDL Native Window Test");
/* Create the renderer */
if (SDL_CreateRenderer(window, -1, 0) < 0) {
fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError());
quit(5);
}
/* Clear the window, load the sprite and go! */
SDL_SelectRenderer(window);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
sprite = LoadSprite(window, "icon.bmp");
if (!sprite) {
quit(6);
}
/* Allocate memory for the sprite info */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
positions = (SDL_Rect *) SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect));
velocities = (SDL_Rect *) SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect));
if (!positions || !velocities) {
fprintf(stderr, "Out of memory!\n");
quit(2);
}
srand(time(NULL));
for (i = 0; i < NUM_SPRITES; ++i) {
positions[i].x = rand() % (window_w - sprite_w);
positions[i].y = rand() % (window_h - sprite_h);
positions[i].w = sprite_w;
positions[i].h = sprite_h;
velocities[i].x = 0;
velocities[i].y = 0;
while (!velocities[i].x && !velocities[i].y) {
velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
}
}
/* Main render loop */
done = 0;
while (!done) {
/* Check for events */
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_EXPOSED:
SDL_SelectRenderer(event.window.windowID);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear();
break;
}
break;
case SDL_QUIT:
done = 1;
break;
default:
break;
}
}
MoveSprites(window, sprite);
}
quit(0);
}
/* vi: set ts=4 sw=4 expandtab: */