testnative.c (7032B)
1 /* 2 Copyright (C) 1997-2020 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 25 static 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 #ifdef TEST_NATIVE_OS2 36 &OS2WindowFactory, 37 #endif 38 NULL 39 }; 40 static NativeWindowFactory *factory = NULL; 41 static void *native_window; 42 static SDL_Rect *positions, *velocities; 43 44 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ 45 static void 46 quit(int rc) 47 { 48 SDL_VideoQuit(); 49 if (native_window) { 50 factory->DestroyNativeWindow(native_window); 51 } 52 exit(rc); 53 } 54 55 SDL_Texture * 56 LoadSprite(SDL_Renderer *renderer, char *file) 57 { 58 SDL_Surface *temp; 59 SDL_Texture *sprite; 60 61 /* Load the sprite image */ 62 temp = SDL_LoadBMP(file); 63 if (temp == NULL) { 64 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError()); 65 return 0; 66 } 67 68 /* Set transparent pixel as the pixel at (0,0) */ 69 if (temp->format->palette) { 70 SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels); 71 } 72 73 /* Create textures from the image */ 74 sprite = SDL_CreateTextureFromSurface(renderer, temp); 75 if (!sprite) { 76 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); 77 SDL_FreeSurface(temp); 78 return 0; 79 } 80 SDL_FreeSurface(temp); 81 82 /* We're ready to roll. :) */ 83 return sprite; 84 } 85 86 void 87 MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite) 88 { 89 int sprite_w, sprite_h; 90 int i; 91 SDL_Rect viewport; 92 SDL_Rect *position, *velocity; 93 94 /* Query the sizes */ 95 SDL_RenderGetViewport(renderer, &viewport); 96 SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h); 97 98 /* Draw a gray background */ 99 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); 100 SDL_RenderClear(renderer); 101 102 /* Move the sprite, bounce at the wall, and draw */ 103 for (i = 0; i < NUM_SPRITES; ++i) { 104 position = &positions[i]; 105 velocity = &velocities[i]; 106 position->x += velocity->x; 107 if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) { 108 velocity->x = -velocity->x; 109 position->x += velocity->x; 110 } 111 position->y += velocity->y; 112 if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) { 113 velocity->y = -velocity->y; 114 position->y += velocity->y; 115 } 116 117 /* Blit the sprite onto the screen */ 118 SDL_RenderCopy(renderer, sprite, NULL, position); 119 } 120 121 /* Update the screen! */ 122 SDL_RenderPresent(renderer); 123 } 124 125 int 126 main(int argc, char *argv[]) 127 { 128 int i, done; 129 const char *driver; 130 SDL_Window *window; 131 SDL_Renderer *renderer; 132 SDL_Texture *sprite; 133 int window_w, window_h; 134 int sprite_w, sprite_h; 135 SDL_Event event; 136 137 /* Enable standard application logging */ 138 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); 139 140 if (SDL_VideoInit(NULL) < 0) { 141 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL video: %s\n", 142 SDL_GetError()); 143 exit(1); 144 } 145 driver = SDL_GetCurrentVideoDriver(); 146 147 /* Find a native window driver and create a native window */ 148 for (i = 0; factories[i]; ++i) { 149 if (SDL_strcmp(driver, factories[i]->tag) == 0) { 150 factory = factories[i]; 151 break; 152 } 153 } 154 if (!factory) { 155 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't find native window code for %s driver\n", 156 driver); 157 quit(2); 158 } 159 SDL_Log("Creating native window for %s driver\n", driver); 160 native_window = factory->CreateNativeWindow(WINDOW_W, WINDOW_H); 161 if (!native_window) { 162 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create native window\n"); 163 quit(3); 164 } 165 window = SDL_CreateWindowFrom(native_window); 166 if (!window) { 167 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create SDL window: %s\n", SDL_GetError()); 168 quit(4); 169 } 170 SDL_SetWindowTitle(window, "SDL Native Window Test"); 171 172 /* Create the renderer */ 173 renderer = SDL_CreateRenderer(window, -1, 0); 174 if (!renderer) { 175 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError()); 176 quit(5); 177 } 178 179 /* Clear the window, load the sprite and go! */ 180 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); 181 SDL_RenderClear(renderer); 182 183 sprite = LoadSprite(renderer, "icon.bmp"); 184 if (!sprite) { 185 quit(6); 186 } 187 188 /* Allocate memory for the sprite info */ 189 SDL_GetWindowSize(window, &window_w, &window_h); 190 SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h); 191 positions = (SDL_Rect *) SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect)); 192 velocities = (SDL_Rect *) SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect)); 193 if (!positions || !velocities) { 194 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n"); 195 quit(2); 196 } 197 srand(time(NULL)); 198 for (i = 0; i < NUM_SPRITES; ++i) { 199 positions[i].x = rand() % (window_w - sprite_w); 200 positions[i].y = rand() % (window_h - sprite_h); 201 positions[i].w = sprite_w; 202 positions[i].h = sprite_h; 203 velocities[i].x = 0; 204 velocities[i].y = 0; 205 while (!velocities[i].x && !velocities[i].y) { 206 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; 207 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; 208 } 209 } 210 211 /* Main render loop */ 212 done = 0; 213 while (!done) { 214 /* Check for events */ 215 while (SDL_PollEvent(&event)) { 216 switch (event.type) { 217 case SDL_WINDOWEVENT: 218 switch (event.window.event) { 219 case SDL_WINDOWEVENT_EXPOSED: 220 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); 221 SDL_RenderClear(renderer); 222 break; 223 } 224 break; 225 case SDL_QUIT: 226 done = 1; 227 break; 228 default: 229 break; 230 } 231 } 232 MoveSprites(renderer, sprite); 233 } 234 235 quit(0); 236 237 return 0; /* to prevent compiler warning */ 238 } 239 240 /* vi: set ts=4 sw=4 expandtab: */