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