Simple Directmedia Layer
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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. */ 12static SDL_Window *window = NULL; 13static SDL_Renderer *renderer = NULL; 14static SDL_AsyncIOQueue *queue = NULL; 15 16#define TOTAL_TEXTURES 4 17static const char * const bmps[TOTAL_TEXTURES] = { "sample.bmp", "gamepad_front.bmp", "speaker.bmp", "icon2x.bmp" }; 18static SDL_Texture *textures[TOTAL_TEXTURES]; 19static 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. */ 27SDL_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. */ 60SDL_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. */ 70SDL_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. */ 113void 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