From 6aaedb813fa11ba0679c3051bc2eb28646b9506c Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 30 Aug 2025 16:53:58 -0700 Subject: Update to SDL3 --- .../asyncio/01-load-bitmaps/load-bitmaps.c | 125 +++++++++++++++++++++ 1 file changed, 125 insertions(+) create mode 100644 src/contrib/SDL-3.2.20/examples/asyncio/01-load-bitmaps/load-bitmaps.c (limited to 'src/contrib/SDL-3.2.20/examples/asyncio/01-load-bitmaps/load-bitmaps.c') 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 @@ +/* + * This example code loads a bitmap with asynchronous i/o and renders it. + * + * This code is public domain. Feel free to use it for any purpose! + */ + +#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ +#include +#include + +/* We will use this renderer to draw into this window every frame. */ +static SDL_Window *window = NULL; +static SDL_Renderer *renderer = NULL; +static SDL_AsyncIOQueue *queue = NULL; + +#define TOTAL_TEXTURES 4 +static const char * const bmps[TOTAL_TEXTURES] = { "sample.bmp", "gamepad_front.bmp", "speaker.bmp", "icon2x.bmp" }; +static SDL_Texture *textures[TOTAL_TEXTURES]; +static const SDL_FRect texture_rects[TOTAL_TEXTURES] = { + { 116, 156, 408, 167 }, + { 20, 200, 96, 60 }, + { 525, 180, 96, 96 }, + { 288, 375, 64, 64 } +}; + +/* This function runs once at startup. */ +SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) +{ + int i; + + if (!SDL_Init(SDL_INIT_VIDEO)) { + SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL); + return SDL_APP_FAILURE; + } + + if (!SDL_CreateWindowAndRenderer("examples/asyncio/load-bitmaps", 640, 480, 0, &window, &renderer)) { + SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL); + return SDL_APP_FAILURE; + } + + queue = SDL_CreateAsyncIOQueue(); + if (!queue) { + SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create async i/o queue!", SDL_GetError(), NULL); + return SDL_APP_FAILURE; + } + + /* Load some .bmp files asynchronously from wherever the app is being run from, put them in the same queue. */ + for (i = 0; i < SDL_arraysize(bmps); i++) { + char *path = NULL; + SDL_asprintf(&path, "%s%s", SDL_GetBasePath(), bmps[i]); /* allocate a string of the full file path */ + /* you _should) check for failure, but we'll just go on without files here. */ + SDL_LoadFileAsync(path, queue, (void *) bmps[i]); /* attach the filename as app-specific data, so we can see it later. */ + SDL_free(path); + } + + return SDL_APP_CONTINUE; /* carry on with the program! */ +} + +/* This function runs when a new event (mouse input, keypresses, etc) occurs. */ +SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) +{ + if (event->type == SDL_EVENT_QUIT) { + return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ + } + + return SDL_APP_CONTINUE; /* carry on with the program! */ +} + +/* This function runs once per frame, and is the heart of the program. */ +SDL_AppResult SDL_AppIterate(void *appstate) +{ + SDL_AsyncIOOutcome outcome; + int i; + + if (SDL_GetAsyncIOResult(queue, &outcome)) { /* a .bmp file load has finished? */ + if (outcome.result == SDL_ASYNCIO_COMPLETE) { + /* this might be _any_ of the bmps; they might finish loading in any order. */ + for (i = 0; i < SDL_arraysize(bmps); i++) { + /* this doesn't need a strcmp because we gave the pointer from this array to SDL_LoadFileAsync */ + if (outcome.userdata == bmps[i]) { + break; + } + } + + if (i < SDL_arraysize(bmps)) { /* (just in case.) */ + SDL_Surface *surface = SDL_LoadBMP_IO(SDL_IOFromConstMem(outcome.buffer, (size_t) outcome.bytes_transferred), true); + if (surface) { /* the renderer is not multithreaded, so create the texture here once the data loads. */ + textures[i] = SDL_CreateTextureFromSurface(renderer, surface); + if (!textures[i]) { + SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create texture!", SDL_GetError(), NULL); + return SDL_APP_FAILURE; + } + SDL_DestroySurface(surface); + } + } + } + SDL_free(outcome.buffer); + } + + SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); + SDL_RenderClear(renderer); + + for (i = 0; i < SDL_arraysize(textures); i++) { + SDL_RenderTexture(renderer, textures[i], NULL, &texture_rects[i]); + } + + SDL_RenderPresent(renderer); + + return SDL_APP_CONTINUE; /* carry on with the program! */ +} + +/* This function runs once at shutdown. */ +void SDL_AppQuit(void *appstate, SDL_AppResult result) +{ + int i; + + SDL_DestroyAsyncIOQueue(queue); + + for (i = 0; i < SDL_arraysize(textures); i++) { + SDL_DestroyTexture(textures[i]); + } + + /* SDL will clean up the window/renderer for us. */ +} + -- cgit v1.2.3