/* * 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. */ }