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- /*
- Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
-
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
-
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely.
- */
- /* Simple program: Create a native window and attach an SDL renderer */
-
- #include <stdio.h>
- #include <stdlib.h> /* for srand() */
- #include <time.h> /* for time() */
-
- #include "testnative.h"
- #include "testutils.h"
-
- #define WINDOW_W 640
- #define WINDOW_H 480
- #define NUM_SPRITES 100
- #define MAX_SPEED 1
-
- static NativeWindowFactory *factories[] = {
- #ifdef TEST_NATIVE_WINDOWS
- &WindowsWindowFactory,
- #endif
- #ifdef TEST_NATIVE_X11
- &X11WindowFactory,
- #endif
- #ifdef TEST_NATIVE_COCOA
- &CocoaWindowFactory,
- #endif
- #ifdef TEST_NATIVE_OS2
- &OS2WindowFactory,
- #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);
- }
-
- void
- MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
- {
- int sprite_w, sprite_h;
- int i;
- SDL_Rect viewport;
- SDL_Rect *position, *velocity;
-
- /* Query the sizes */
- SDL_RenderGetViewport(renderer, &viewport);
- SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
-
- /* Draw a gray background */
- SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
- SDL_RenderClear(renderer);
-
- /* Move the sprite, bounce at the wall, and draw */
- for (i = 0; i < NUM_SPRITES; ++i) {
- position = &positions[i];
- velocity = &velocities[i];
- position->x += velocity->x;
- if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
- velocity->x = -velocity->x;
- position->x += velocity->x;
- }
- position->y += velocity->y;
- if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
- velocity->y = -velocity->y;
- position->y += velocity->y;
- }
-
- /* Blit the sprite onto the screen */
- SDL_RenderCopy(renderer, sprite, NULL, position);
- }
-
- /* Update the screen! */
- SDL_RenderPresent(renderer);
- }
-
- int
- main(int argc, char *argv[])
- {
- int i, done;
- const char *driver;
- SDL_Window *window;
- SDL_Renderer *renderer;
- SDL_Texture *sprite;
- int window_w, window_h;
- int sprite_w, sprite_h;
- SDL_Event event;
-
- /* Enable standard application logging */
- SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
-
- if (SDL_VideoInit(NULL) < 0) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "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) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't find native window code for %s driver\n",
- driver);
- quit(2);
- }
- SDL_Log("Creating native window for %s driver\n", driver);
- native_window = factory->CreateNativeWindow(WINDOW_W, WINDOW_H);
- if (!native_window) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create native window\n");
- quit(3);
- }
- window = SDL_CreateWindowFrom(native_window);
- if (!window) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create SDL window: %s\n", SDL_GetError());
- quit(4);
- }
- SDL_SetWindowTitle(window, "SDL Native Window Test");
-
- /* Create the renderer */
- renderer = SDL_CreateRenderer(window, -1, 0);
- if (!renderer) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
- quit(5);
- }
-
- /* Clear the window, load the sprite and go! */
- SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
- SDL_RenderClear(renderer);
-
- sprite = LoadTexture(renderer, "icon.bmp", SDL_TRUE, NULL, NULL);
- 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) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
- quit(2);
- }
- srand((unsigned int)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_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
- SDL_RenderClear(renderer);
- break;
- }
- break;
- case SDL_QUIT:
- done = 1;
- break;
- default:
- break;
- }
- }
- MoveSprites(renderer, sprite);
- }
-
- quit(0);
-
- return 0; /* to prevent compiler warning */
- }
-
- /* vi: set ts=4 sw=4 expandtab: */
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