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 NULL
36 };
37 static NativeWindowFactory *factory = NULL;
38 static void *native_window;
39 static SDL_Rect *positions, *velocities;
40
41 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
42 static void
quit(int rc)43 quit(int rc)
44 {
45 SDL_VideoQuit();
46 if (native_window) {
47 factory->DestroyNativeWindow(native_window);
48 }
49 exit(rc);
50 }
51
52 SDL_Texture *
LoadSprite(SDL_Renderer * renderer,char * file)53 LoadSprite(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
83 void
MoveSprites(SDL_Renderer * renderer,SDL_Texture * sprite)84 MoveSprites(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
122 int
main(int argc,char * argv[])123 main(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: */
238