diff options
Diffstat (limited to 'src/contrib/SDL-3.2.20/examples/asyncio/01-load-bitmaps/load-bitmaps.c')
-rw-r--r-- | src/contrib/SDL-3.2.20/examples/asyncio/01-load-bitmaps/load-bitmaps.c | 125 |
1 files changed, 125 insertions, 0 deletions
diff --git a/src/contrib/SDL-3.2.20/examples/asyncio/01-load-bitmaps/load-bitmaps.c b/src/contrib/SDL-3.2.20/examples/asyncio/01-load-bitmaps/load-bitmaps.c new file mode 100644 index 0000000..44c2abf --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/asyncio/01-load-bitmaps/load-bitmaps.c | |||
@@ -0,0 +1,125 @@ | |||
1 | /* | ||
2 | * This example code loads a bitmap with asynchronous i/o and renders it. | ||
3 | * | ||
4 | * This code is public domain. Feel free to use it for any purpose! | ||
5 | */ | ||
6 | |||
7 | #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ | ||
8 | #include <SDL3/SDL.h> | ||
9 | #include <SDL3/SDL_main.h> | ||
10 | |||
11 | /* We will use this renderer to draw into this window every frame. */ | ||
12 | static SDL_Window *window = NULL; | ||
13 | static SDL_Renderer *renderer = NULL; | ||
14 | static SDL_AsyncIOQueue *queue = NULL; | ||
15 | |||
16 | #define TOTAL_TEXTURES 4 | ||
17 | static const char * const bmps[TOTAL_TEXTURES] = { "sample.bmp", "gamepad_front.bmp", "speaker.bmp", "icon2x.bmp" }; | ||
18 | static SDL_Texture *textures[TOTAL_TEXTURES]; | ||
19 | static const SDL_FRect texture_rects[TOTAL_TEXTURES] = { | ||
20 | { 116, 156, 408, 167 }, | ||
21 | { 20, 200, 96, 60 }, | ||
22 | { 525, 180, 96, 96 }, | ||
23 | { 288, 375, 64, 64 } | ||
24 | }; | ||
25 | |||
26 | /* This function runs once at startup. */ | ||
27 | SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) | ||
28 | { | ||
29 | int i; | ||
30 | |||
31 | if (!SDL_Init(SDL_INIT_VIDEO)) { | ||
32 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL); | ||
33 | return SDL_APP_FAILURE; | ||
34 | } | ||
35 | |||
36 | if (!SDL_CreateWindowAndRenderer("examples/asyncio/load-bitmaps", 640, 480, 0, &window, &renderer)) { | ||
37 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL); | ||
38 | return SDL_APP_FAILURE; | ||
39 | } | ||
40 | |||
41 | queue = SDL_CreateAsyncIOQueue(); | ||
42 | if (!queue) { | ||
43 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create async i/o queue!", SDL_GetError(), NULL); | ||
44 | return SDL_APP_FAILURE; | ||
45 | } | ||
46 | |||
47 | /* Load some .bmp files asynchronously from wherever the app is being run from, put them in the same queue. */ | ||
48 | for (i = 0; i < SDL_arraysize(bmps); i++) { | ||
49 | char *path = NULL; | ||
50 | SDL_asprintf(&path, "%s%s", SDL_GetBasePath(), bmps[i]); /* allocate a string of the full file path */ | ||
51 | /* you _should) check for failure, but we'll just go on without files here. */ | ||
52 | SDL_LoadFileAsync(path, queue, (void *) bmps[i]); /* attach the filename as app-specific data, so we can see it later. */ | ||
53 | SDL_free(path); | ||
54 | } | ||
55 | |||
56 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
57 | } | ||
58 | |||
59 | /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ | ||
60 | SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) | ||
61 | { | ||
62 | if (event->type == SDL_EVENT_QUIT) { | ||
63 | return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ | ||
64 | } | ||
65 | |||
66 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
67 | } | ||
68 | |||
69 | /* This function runs once per frame, and is the heart of the program. */ | ||
70 | SDL_AppResult SDL_AppIterate(void *appstate) | ||
71 | { | ||
72 | SDL_AsyncIOOutcome outcome; | ||
73 | int i; | ||
74 | |||
75 | if (SDL_GetAsyncIOResult(queue, &outcome)) { /* a .bmp file load has finished? */ | ||
76 | if (outcome.result == SDL_ASYNCIO_COMPLETE) { | ||
77 | /* this might be _any_ of the bmps; they might finish loading in any order. */ | ||
78 | for (i = 0; i < SDL_arraysize(bmps); i++) { | ||
79 | /* this doesn't need a strcmp because we gave the pointer from this array to SDL_LoadFileAsync */ | ||
80 | if (outcome.userdata == bmps[i]) { | ||
81 | break; | ||
82 | } | ||
83 | } | ||
84 | |||
85 | if (i < SDL_arraysize(bmps)) { /* (just in case.) */ | ||
86 | SDL_Surface *surface = SDL_LoadBMP_IO(SDL_IOFromConstMem(outcome.buffer, (size_t) outcome.bytes_transferred), true); | ||
87 | if (surface) { /* the renderer is not multithreaded, so create the texture here once the data loads. */ | ||
88 | textures[i] = SDL_CreateTextureFromSurface(renderer, surface); | ||
89 | if (!textures[i]) { | ||
90 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create texture!", SDL_GetError(), NULL); | ||
91 | return SDL_APP_FAILURE; | ||
92 | } | ||
93 | SDL_DestroySurface(surface); | ||
94 | } | ||
95 | } | ||
96 | } | ||
97 | SDL_free(outcome.buffer); | ||
98 | } | ||
99 | |||
100 | SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); | ||
101 | SDL_RenderClear(renderer); | ||
102 | |||
103 | for (i = 0; i < SDL_arraysize(textures); i++) { | ||
104 | SDL_RenderTexture(renderer, textures[i], NULL, &texture_rects[i]); | ||
105 | } | ||
106 | |||
107 | SDL_RenderPresent(renderer); | ||
108 | |||
109 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
110 | } | ||
111 | |||
112 | /* This function runs once at shutdown. */ | ||
113 | void SDL_AppQuit(void *appstate, SDL_AppResult result) | ||
114 | { | ||
115 | int i; | ||
116 | |||
117 | SDL_DestroyAsyncIOQueue(queue); | ||
118 | |||
119 | for (i = 0; i < SDL_arraysize(textures); i++) { | ||
120 | SDL_DestroyTexture(textures[i]); | ||
121 | } | ||
122 | |||
123 | /* SDL will clean up the window/renderer for us. */ | ||
124 | } | ||
125 | |||