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Add the ability to import and wrap external surfaces from external toolkits such as Qt and GTK. Wayland surfaces and windows are more intrinsically tied to the client library than other windowing systems, so it is necessary to provide a way to initialize SDL with an existing wl_display object, which needs to be set prior to video system initialization, or export the internal SDL wl_display object for use by external applications or toolkits. For this, the global property SDL_PROPERTY_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER is used. A Wayland example was added to testnative, and a basic example of Qt 6 interoperation is provided in the Wayland readme to demonstrate the use of external windows with both SDL owning the wl_display, and an external toolkit owning it.
234 lines
7 KiB
C
234 lines
7 KiB
C
/*
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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/* Simple program: Create a native window and attach an SDL renderer */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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#include "testnative.h"
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#include "testutils.h"
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#include <stdlib.h> /* for srand() */
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#include <time.h> /* for time() */
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#define WINDOW_W 640
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#define WINDOW_H 480
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#define NUM_SPRITES 100
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#define MAX_SPEED 1
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static NativeWindowFactory *factories[] = {
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#ifdef TEST_NATIVE_WINDOWS
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&WindowsWindowFactory,
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#endif
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#ifdef TEST_NATIVE_WAYLAND
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&WaylandWindowFactory,
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#endif
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#ifdef TEST_NATIVE_X11
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&X11WindowFactory,
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#endif
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#ifdef TEST_NATIVE_COCOA
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&CocoaWindowFactory,
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#endif
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NULL
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};
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static NativeWindowFactory *factory = NULL;
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static void *native_window;
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static SDL_FRect *positions, *velocities;
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static SDLTest_CommonState *state;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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if (native_window && factory) {
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factory->DestroyNativeWindow(native_window);
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}
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SDL_Quit();
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SDLTest_CommonDestroyState(state);
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/* Let 'main()' return normally */
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if (rc != 0) {
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exit(rc);
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}
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}
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static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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{
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int sprite_w, sprite_h;
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int i;
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SDL_Rect viewport;
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SDL_FRect *position, *velocity;
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/* Query the sizes */
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SDL_GetRenderViewport(renderer, &viewport);
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SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
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/* Draw a gray background */
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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/* Move the sprite, bounce at the wall, and draw */
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for (i = 0; i < NUM_SPRITES; ++i) {
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position = &positions[i];
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velocity = &velocities[i];
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position->x += velocity->x;
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if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
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velocity->x = -velocity->x;
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position->x += velocity->x;
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}
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position->y += velocity->y;
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if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
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velocity->y = -velocity->y;
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position->y += velocity->y;
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}
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/* Blit the sprite onto the screen */
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SDL_RenderTexture(renderer, sprite, NULL, position);
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}
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/* Update the screen! */
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SDL_RenderPresent(renderer);
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}
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int main(int argc, char *argv[])
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{
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int i, done;
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const char *driver;
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SDL_PropertiesID props;
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_Texture *sprite;
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int window_w, window_h;
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int sprite_w, sprite_h;
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SDL_Event event;
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, 0);
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if (!state) {
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return 1;
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}
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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/* Parse commandline */
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if (!SDLTest_CommonDefaultArgs(state, argc, argv)) {
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return 1;
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}
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL video: %s\n",
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SDL_GetError());
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exit(1);
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}
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driver = SDL_GetCurrentVideoDriver();
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/* Find a native window driver and create a native window */
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for (i = 0; factories[i]; ++i) {
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if (SDL_strcmp(driver, factories[i]->tag) == 0) {
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factory = factories[i];
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break;
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}
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}
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if (!factory) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't find native window code for %s driver\n",
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driver);
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quit(2);
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}
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SDL_Log("Creating native window for %s driver\n", driver);
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native_window = factory->CreateNativeWindow(WINDOW_W, WINDOW_H);
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if (!native_window) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create native window\n");
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quit(3);
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}
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props = SDL_CreateProperties();
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SDL_SetProperty(props, "sdl2-compat.external_window", native_window);
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SDL_SetBooleanProperty(props, SDL_PROPERTY_WINDOW_CREATE_OPENGL_BOOLEAN, SDL_TRUE);
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SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER, WINDOW_W);
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SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER, WINDOW_H);
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window = SDL_CreateWindowWithProperties(props);
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SDL_DestroyProperties(props);
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if (!window) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create SDL window: %s\n", SDL_GetError());
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quit(4);
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}
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SDL_SetWindowTitle(window, "SDL Native Window Test");
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/* Create the renderer */
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renderer = SDL_CreateRenderer(window, NULL, 0);
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if (!renderer) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
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quit(5);
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}
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/* Clear the window, load the sprite and go! */
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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sprite = LoadTexture(renderer, "icon.bmp", SDL_TRUE, NULL, NULL);
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if (!sprite) {
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quit(6);
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}
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/* Allocate memory for the sprite info */
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SDL_GetWindowSize(window, &window_w, &window_h);
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SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
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positions = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*positions));
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velocities = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*velocities));
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if (!positions || !velocities) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
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quit(2);
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}
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srand((unsigned int)time(NULL));
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for (i = 0; i < NUM_SPRITES; ++i) {
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positions[i].x = (float)(rand() % (window_w - sprite_w));
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positions[i].y = (float)(rand() % (window_h - sprite_h));
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positions[i].w = (float)sprite_w;
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positions[i].h = (float)sprite_h;
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velocities[i].x = 0.0f;
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velocities[i].y = 0.0f;
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while (!velocities[i].x && !velocities[i].y) {
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velocities[i].x = (float)((rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
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velocities[i].y = (float)((rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED);
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}
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}
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/* Main render loop */
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done = 0;
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while (!done) {
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/* Check for events */
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_EVENT_WINDOW_EXPOSED:
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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break;
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case SDL_EVENT_QUIT:
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done = 1;
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break;
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default:
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break;
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}
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}
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MoveSprites(renderer, sprite);
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}
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SDL_DestroyTexture(sprite);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_free(positions);
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SDL_free(velocities);
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quit(0);
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return 0; /* to prevent compiler warning */
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}
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