| /* 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: */ |