update SDL3 from 3.2.20 to 3.4.2
@@ -16,13 +16,6 @@ else()
|
||||
endif()
|
||||
set(HAVE_EXAMPLES_LINK_SHARED "${SDL_EXAMPLES_LINK_SHARED}" PARENT_SCOPE)
|
||||
|
||||
# CMake incorrectly detects opengl32.lib being present on MSVC ARM64
|
||||
if(NOT (MSVC AND SDL_CPU_ARM64))
|
||||
# Prefer GLVND, if present
|
||||
set(OpenGL_GL_PREFERENCE GLVND)
|
||||
find_package(OpenGL)
|
||||
endif()
|
||||
|
||||
set(SDL_EXAMPLE_EXECUTABLES)
|
||||
|
||||
if(CMAKE_RUNTIME_OUTPUT_DIRECTORY)
|
||||
@@ -38,7 +31,7 @@ if(NOT CMAKE_VERSION VERSION_LESS 3.20)
|
||||
set(example_bin_dir "${example_bin_dir}$<$<BOOL:${is_multi_config}>:/$<CONFIG>>")
|
||||
endif()
|
||||
|
||||
file(GLOB RESOURCE_FILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/*.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/*.wav ${CMAKE_CURRENT_SOURCE_DIR}/../test/*.hex)
|
||||
file(GLOB RESOURCE_FILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/*.png ${CMAKE_CURRENT_SOURCE_DIR}/../test/*.wav ${CMAKE_CURRENT_SOURCE_DIR}/../test/*.hex)
|
||||
|
||||
set(RESOURCE_FILE_NAMES)
|
||||
set(RESOURCE_FILES_BINDIR)
|
||||
@@ -64,17 +57,12 @@ macro(add_sdl_example_executable TARGET)
|
||||
if(NOT AST_SOURCES)
|
||||
message(FATAL_ERROR "add_sdl_example_executable needs at least one source")
|
||||
endif()
|
||||
set(EXTRA_SOURCES "")
|
||||
if(AST_DATAFILES)
|
||||
list(APPEND EXTRA_SOURCES ${DATAFILES})
|
||||
endif()
|
||||
if(ANDROID)
|
||||
add_library(${TARGET} SHARED ${AST_SOURCES} ${EXTRA_SOURCES})
|
||||
add_library(${TARGET} SHARED ${AST_SOURCES} ${AST_DATAFILES})
|
||||
else()
|
||||
add_executable(${TARGET} ${AST_SOURCES} ${EXTRA_SOURCES})
|
||||
add_executable(${TARGET} ${AST_SOURCES} ${AST_DATAFILES})
|
||||
endif()
|
||||
SDL_AddCommonCompilerFlags(${TARGET})
|
||||
target_include_directories(${TARGET} PRIVATE "${SDL3_SOURCE_DIR}/src/video/khronos")
|
||||
target_link_libraries(${TARGET} PRIVATE SDL3::${sdl_name_component})
|
||||
|
||||
list(APPEND SDL_EXAMPLE_EXECUTABLES ${TARGET})
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||||
@@ -85,13 +73,9 @@ macro(add_sdl_example_executable TARGET)
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||||
COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${AST_DATAFILES} $<TARGET_FILE_DIR:${TARGET}>/sdl-${TARGET}
|
||||
WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}"
|
||||
)
|
||||
else()
|
||||
elseif(NOT APPLE AND NOT N3DS)
|
||||
add_dependencies(${TARGET} copy-sdl-example-resources)
|
||||
endif()
|
||||
if(APPLE)
|
||||
# Make sure resource files get installed into macOS/iOS .app bundles.
|
||||
set_target_properties(${TARGET} PROPERTIES RESOURCE "${AST_DATAFILES}")
|
||||
endif()
|
||||
if(EMSCRIPTEN)
|
||||
foreach(res IN LISTS AST_DATAFILES)
|
||||
get_filename_component(res_name "${res}" NAME)
|
||||
@@ -101,24 +85,45 @@ macro(add_sdl_example_executable TARGET)
|
||||
set_property(TARGET ${TARGET} APPEND PROPERTY ADDITIONAL_CLEAN_FILES "$<TARGET_FILE_DIR:${TARGET}>/$<JOIN:${AST_DATAFILES},$<SEMICOLON>$<TARGET_FILE_DIR:${TARGET}>/>")
|
||||
endif()
|
||||
|
||||
if(WINDOWS)
|
||||
if(APPLE)
|
||||
# Set Apple App ID / Bundle ID. This is needed to launch apps on some Apple
|
||||
# platforms (iOS, for example).
|
||||
set_target_properties(${TARGET} PROPERTIES
|
||||
RESOURCES "${AST_DATAFILES}"
|
||||
MACOSX_BUNDLE TRUE
|
||||
MACOSX_BUNDLE_GUI_IDENTIFIER "org.libsdl.${TARGET}"
|
||||
MACOSX_BUNDLE_BUNDLE_VERSION "${SDL3_VERSION}"
|
||||
MACOSX_BUNDLE_SHORT_VERSION_STRING "${SDL3_VERSION}"
|
||||
)
|
||||
set_property(SOURCE ${AST_DATAFILES} PROPERTY MACOSX_PACKAGE_LOCATION "Resources")
|
||||
elseif(WINDOWS)
|
||||
# CET support was added in VS 16.7
|
||||
if(MSVC_VERSION GREATER 1926 AND CMAKE_GENERATOR_PLATFORM MATCHES "Win32|x64")
|
||||
set_property(TARGET ${TARGET} APPEND_STRING PROPERTY LINK_FLAGS " -CETCOMPAT")
|
||||
endif()
|
||||
elseif(PSP)
|
||||
target_link_libraries(${TARGET} PRIVATE GL)
|
||||
elseif(EMSCRIPTEN)
|
||||
set_property(TARGET ${TARGET} PROPERTY SUFFIX ".html")
|
||||
target_link_options(${TARGET} PRIVATE -sALLOW_MEMORY_GROWTH=1)
|
||||
elseif(N3DS)
|
||||
set(ROMFS_DIR "${CMAKE_CURRENT_BINARY_DIR}/romfs/${TARGET}")
|
||||
file(MAKE_DIRECTORY "${ROMFS_DIR}")
|
||||
file(COPY ${AST_DATAFILES} DESTINATION "${ROMFS_DIR}")
|
||||
ctr_generate_smdh("${TARGET}.smdh"
|
||||
NAME "SDL-${TARGET}"
|
||||
DESCRIPTION "SDL3 example application"
|
||||
AUTHOR "SDL3 Contributors"
|
||||
ICON "${CMAKE_CURRENT_SOURCE_DIR}/../test/n3ds/logo48x48.png"
|
||||
)
|
||||
ctr_create_3dsx(
|
||||
${TARGET}
|
||||
ROMFS "${ROMFS_DIR}"
|
||||
SMDH "${TARGET}.smdh"
|
||||
)
|
||||
elseif(NGAGE)
|
||||
string(MD5 TARGET_MD5 "${TARGET}")
|
||||
string(SUBSTRING "${TARGET_MD5}" 0 8 TARGET_MD5_8)
|
||||
target_link_options(${TARGET} PRIVATE "SHELL:-s UID3=0x${TARGET_MD5_8}")
|
||||
endif()
|
||||
|
||||
if(OPENGL_FOUND)
|
||||
target_compile_definitions(${TARGET} PRIVATE HAVE_OPENGL)
|
||||
endif()
|
||||
|
||||
# FIXME: only add "${SDL3_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>" + include paths of external dependencies
|
||||
target_include_directories(${TARGET} PRIVATE "$<TARGET_PROPERTY:SDL3::${sdl_name_component},INCLUDE_DIRECTORIES>")
|
||||
endmacro()
|
||||
|
||||
add_sdl_example_executable(renderer-clear SOURCES renderer/01-clear/clear.c)
|
||||
@@ -126,25 +131,31 @@ add_sdl_example_executable(renderer-primitives SOURCES renderer/02-primitives/pr
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||||
add_sdl_example_executable(renderer-lines SOURCES renderer/03-lines/lines.c)
|
||||
add_sdl_example_executable(renderer-points SOURCES renderer/04-points/points.c)
|
||||
add_sdl_example_executable(renderer-rectangles SOURCES renderer/05-rectangles/rectangles.c)
|
||||
add_sdl_example_executable(renderer-textures SOURCES renderer/06-textures/textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
|
||||
add_sdl_example_executable(renderer-textures SOURCES renderer/06-textures/textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.png)
|
||||
add_sdl_example_executable(renderer-streaming-textures SOURCES renderer/07-streaming-textures/streaming-textures.c)
|
||||
add_sdl_example_executable(renderer-rotating-textures SOURCES renderer/08-rotating-textures/rotating-textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
|
||||
add_sdl_example_executable(renderer-scaling-textures SOURCES renderer/09-scaling-textures/scaling-textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
|
||||
add_sdl_example_executable(renderer-geometry SOURCES renderer/10-geometry/geometry.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
|
||||
add_sdl_example_executable(renderer-color-mods SOURCES renderer/11-color-mods/color-mods.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
|
||||
add_sdl_example_executable(renderer-viewport SOURCES renderer/14-viewport/viewport.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
|
||||
add_sdl_example_executable(renderer-cliprect SOURCES renderer/15-cliprect/cliprect.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
|
||||
add_sdl_example_executable(renderer-read-pixels SOURCES renderer/17-read-pixels/read-pixels.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
|
||||
add_sdl_example_executable(renderer-rotating-textures SOURCES renderer/08-rotating-textures/rotating-textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.png)
|
||||
add_sdl_example_executable(renderer-scaling-textures SOURCES renderer/09-scaling-textures/scaling-textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.png)
|
||||
add_sdl_example_executable(renderer-geometry SOURCES renderer/10-geometry/geometry.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.png)
|
||||
add_sdl_example_executable(renderer-color-mods SOURCES renderer/11-color-mods/color-mods.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.png)
|
||||
add_sdl_example_executable(renderer-viewport SOURCES renderer/14-viewport/viewport.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.png)
|
||||
add_sdl_example_executable(renderer-cliprect SOURCES renderer/15-cliprect/cliprect.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.png)
|
||||
add_sdl_example_executable(renderer-read-pixels SOURCES renderer/17-read-pixels/read-pixels.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.png)
|
||||
add_sdl_example_executable(renderer-debug-text SOURCES renderer/18-debug-text/debug-text.c)
|
||||
add_sdl_example_executable(renderer-affine-textures SOURCES renderer/19-affine-textures/affine-textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.png)
|
||||
add_sdl_example_executable(audio-simple-playback SOURCES audio/01-simple-playback/simple-playback.c)
|
||||
add_sdl_example_executable(audio-simple-playback-callback SOURCES audio/02-simple-playback-callback/simple-playback-callback.c)
|
||||
add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav)
|
||||
add_sdl_example_executable(audio-multiple-streams SOURCES audio/04-multiple-streams/multiple-streams.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav ${CMAKE_CURRENT_SOURCE_DIR}/../test/sword.wav)
|
||||
add_sdl_example_executable(audio-planar-data SOURCES audio/05-planar-data/planar-data.c)
|
||||
add_sdl_example_executable(input-joystick-polling SOURCES input/01-joystick-polling/joystick-polling.c)
|
||||
add_sdl_example_executable(input-joystick-events SOURCES input/02-joystick-events/joystick-events.c)
|
||||
add_sdl_example_executable(input-gamepad-polling SOURCES input/03-gamepad-polling/gamepad-polling.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/gamepad_front.png)
|
||||
add_sdl_example_executable(input-gamepad-events SOURCES input/04-gamepad-events/gamepad-events.c)
|
||||
add_sdl_example_executable(camera-read-and-draw SOURCES camera/01-read-and-draw/read-and-draw.c)
|
||||
add_sdl_example_executable(pen-drawing-lines SOURCES pen/01-drawing-lines/drawing-lines.c)
|
||||
add_sdl_example_executable(asyncio-load-bitmaps SOURCES asyncio/01-load-bitmaps/load-bitmaps.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/gamepad_front.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/speaker.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/icon2x.bmp)
|
||||
add_sdl_example_executable(asyncio-load-bitmaps SOURCES asyncio/01-load-bitmaps/load-bitmaps.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.png ${CMAKE_CURRENT_SOURCE_DIR}/../test/gamepad_front.png ${CMAKE_CURRENT_SOURCE_DIR}/../test/speaker.png ${CMAKE_CURRENT_SOURCE_DIR}/../test/icon2x.png)
|
||||
add_sdl_example_executable(misc-power SOURCES misc/01-power/power.c)
|
||||
add_sdl_example_executable(misc-clipboard SOURCES misc/02-clipboard/clipboard.c)
|
||||
add_sdl_example_executable(demo-snake SOURCES demo/01-snake/snake.c)
|
||||
add_sdl_example_executable(demo-woodeneye-008 SOURCES demo/02-woodeneye-008/woodeneye-008.c)
|
||||
add_sdl_example_executable(demo-infinite-monkeys SOURCES demo/03-infinite-monkeys/infinite-monkeys.c)
|
||||
@@ -154,7 +165,7 @@ add_sdl_example_executable(demo-bytepusher SOURCES demo/04-bytepusher/bytepusher
|
||||
# - Add a new example in examples/
|
||||
# - Run python VisualC/examples/generate.py
|
||||
# - Take note of the newly generated .vcxproj files
|
||||
# - Modify the .vcxproj files if necessary (adding content such as BMP or WAV files)
|
||||
# - Modify the .vcxproj files if necessary (adding content such as PNG or WAV files)
|
||||
# - Open VisualC/SDL.sln in Visual Studio or JetBrains Rider
|
||||
# - Locate the appropriate folder in the Solution Explorer
|
||||
# - Add the newly generated projects: Right click -> Add -> Existing project...
|
||||
@@ -175,28 +186,6 @@ if(PSP)
|
||||
endforeach()
|
||||
endif()
|
||||
|
||||
if(N3DS)
|
||||
set(ROMFS_DIR "${CMAKE_CURRENT_BINARY_DIR}/romfs")
|
||||
file(MAKE_DIRECTORY "${ROMFS_DIR}")
|
||||
file(COPY ${RESOURCE_FILES} DESTINATION "${ROMFS_DIR}")
|
||||
|
||||
foreach(APP ${SDL_EXAMPLE_EXECUTABLES})
|
||||
get_target_property(TARGET_BINARY_DIR ${APP} BINARY_DIR)
|
||||
set(SMDH_FILE "${TARGET_BINARY_DIR}/${APP}.smdh")
|
||||
ctr_generate_smdh("${SMDH_FILE}"
|
||||
NAME "SDL-${APP}"
|
||||
DESCRIPTION "SDL3 Test suite"
|
||||
AUTHOR "SDL3 Contributors"
|
||||
ICON "${CMAKE_CURRENT_SOURCE_DIR}/../test/n3ds/logo48x48.png"
|
||||
)
|
||||
ctr_create_3dsx(
|
||||
${APP}
|
||||
ROMFS "${ROMFS_DIR}"
|
||||
SMDH "${SMDH_FILE}"
|
||||
)
|
||||
endforeach()
|
||||
endif()
|
||||
|
||||
if(RISCOS)
|
||||
set(SDL_EXAMPLE_EXECUTABLES_AIF)
|
||||
foreach(APP ${SDL_EXAMPLE_EXECUTABLES})
|
||||
@@ -211,18 +200,6 @@ if(RISCOS)
|
||||
endforeach()
|
||||
endif()
|
||||
|
||||
# Set Apple App ID / Bundle ID. This is needed to launch apps on some Apple
|
||||
# platforms (iOS, for example).
|
||||
if(APPLE)
|
||||
foreach(CURRENT_TARGET ${SDL_EXAMPLE_EXECUTABLES})
|
||||
set_target_properties("${CURRENT_TARGET}" PROPERTIES
|
||||
MACOSX_BUNDLE_GUI_IDENTIFIER "org.libsdl.${CURRENT_TARGET}"
|
||||
MACOSX_BUNDLE_BUNDLE_VERSION "${SDL3_VERSION}"
|
||||
MACOSX_BUNDLE_SHORT_VERSION_STRING "${SDL3_VERSION}"
|
||||
)
|
||||
endforeach()
|
||||
endif()
|
||||
|
||||
if(SDL_INSTALL_EXAMPLES)
|
||||
if(RISCOS)
|
||||
install(
|
||||
|
||||
@@ -65,3 +65,30 @@ If writing new examples, this is the skeleton code we start from, to keep
|
||||
everything consistent. You can ignore it.
|
||||
|
||||
|
||||
## How are the thumbnails/onmouseover media created?
|
||||
|
||||
(Since I have to figure this out every time.)
|
||||
|
||||
This is how Ryan is doing it currently.
|
||||
|
||||
- `rm -f frame*.png`
|
||||
- Temporarily add `#include "../../save-rendering-to-bitmaps.h"` after any SDL
|
||||
includes in the example program.
|
||||
- Launch the example app, interact with it, let it run for a few seconds, quit.
|
||||
- This will dump a "frameX.png" file for each frame rendered.
|
||||
- Make a video in webp format from the bitmaps (this assumes the bitmaps were
|
||||
stored at 60fps, you might have to tweak).
|
||||
|
||||
```bash
|
||||
ffmpeg -framerate 60 -pattern_type glob -i 'frame*.png' -loop 0 -quality 40 -r 10 -frames:v 40 onmouseover.webp
|
||||
```
|
||||
|
||||
You might need to start in the middle of the video, or mess with quality or
|
||||
number of frames to generate, ymmv.
|
||||
- Pick a frame for the thumbnail, make it a .png, and run that png through
|
||||
pngquant for massive file size reduction without any obvious loss in quality:
|
||||
|
||||
```bash
|
||||
convert frame00000.png cvt.png ; pngquant cvt.png --output thumbnail.png ; rm -f cvt.png
|
||||
```
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@ 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 const char * const pngs[TOTAL_TEXTURES] = { "sample.png", "gamepad_front.png", "speaker.png", "icon2x.png" };
|
||||
static SDL_Texture *textures[TOTAL_TEXTURES];
|
||||
static const SDL_FRect texture_rects[TOTAL_TEXTURES] = {
|
||||
{ 116, 156, 408, 167 },
|
||||
@@ -33,10 +33,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/asyncio/load-bitmaps", 640, 480, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/asyncio/load-bitmaps", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
queue = SDL_CreateAsyncIOQueue();
|
||||
if (!queue) {
|
||||
@@ -44,12 +45,12 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
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++) {
|
||||
/* Load some .png files asynchronously from wherever the app is being run from, put them in the same queue. */
|
||||
for (i = 0; i < SDL_arraysize(pngs); i++) {
|
||||
char *path = NULL;
|
||||
SDL_asprintf(&path, "%s%s", SDL_GetBasePath(), bmps[i]); /* allocate a string of the full file path */
|
||||
SDL_asprintf(&path, "%s%s", SDL_GetBasePath(), pngs[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_LoadFileAsync(path, queue, (void *) pngs[i]); /* attach the filename as app-specific data, so we can see it later. */
|
||||
SDL_free(path);
|
||||
}
|
||||
|
||||
@@ -72,18 +73,18 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
SDL_AsyncIOOutcome outcome;
|
||||
int i;
|
||||
|
||||
if (SDL_GetAsyncIOResult(queue, &outcome)) { /* a .bmp file load has finished? */
|
||||
if (SDL_GetAsyncIOResult(queue, &outcome)) { /* a .png 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 might be _any_ of the pngs; they might finish loading in any order. */
|
||||
for (i = 0; i < SDL_arraysize(pngs); i++) {
|
||||
/* this doesn't need a strcmp because we gave the pointer from this array to SDL_LoadFileAsync */
|
||||
if (outcome.userdata == bmps[i]) {
|
||||
if (outcome.userdata == pngs[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 (i < SDL_arraysize(pngs)) { /* (just in case.) */
|
||||
SDL_Surface *surface = SDL_LoadPNG_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]) {
|
||||
|
||||
@@ -29,10 +29,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
}
|
||||
|
||||
/* we don't _need_ a window for audio-only things but it's good policy to have one. */
|
||||
if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback", 640, 480, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
/* We're just playing a single thing here, so we'll use the simplified option.
|
||||
We are always going to feed audio in as mono, float32 data at 8000Hz.
|
||||
|
||||
@@ -63,10 +63,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
}
|
||||
|
||||
/* we don't _need_ a window for audio-only things but it's good policy to have one. */
|
||||
if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback-callback", 640, 480, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/audio/simple-playback-callback", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
/* We're just playing a single thing here, so we'll use the simplified option.
|
||||
We are always going to feed audio in as mono, float32 data at 8000Hz.
|
||||
|
||||
@@ -39,10 +39,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
}
|
||||
|
||||
/* we don't _need_ a window for audio-only things but it's good policy to have one. */
|
||||
if (!SDL_CreateWindowAndRenderer("examples/audio/load-wav", 640, 480, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/audio/load-wav", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
/* Load the .wav file from wherever the app is being run from. */
|
||||
SDL_asprintf(&wav_path, "%ssample.wav", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
If you're running this in a web browser, you need to click the window before you'll hear anything!
|
||||
|
||||
This example code loads two .wav files, puts them an audio streams and binds
|
||||
This example code loads two .wav files, puts them in audio streams and binds
|
||||
them for playback, repeating both sounds on loop. This shows several streams
|
||||
mixing into a single playback device.
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/*
|
||||
* This example code loads two .wav files, puts them an audio streams and
|
||||
* This example code loads two .wav files, puts them in audio streams and
|
||||
* binds them for playback, repeating both sounds on loop. This shows several
|
||||
* streams mixing into a single playback device.
|
||||
*
|
||||
@@ -65,10 +65,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/audio/multiple-streams", 640, 480, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/audio/multiple-streams", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
/* open the default audio device in whatever format it prefers; our audio streams will adjust to it. */
|
||||
audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
This example code draws two clickable buttons. Each causes a sound to play,
|
||||
fed to either the left or right audio channel through separate (planar)
|
||||
arrays.
|
||||
|
||||
Planar audio can feed both channels at the same time from different arrays,
|
||||
as well, but this example only uses one channel at a time for clarity. A
|
||||
NULL array will supply silence for that channel.
|
||||
|
After Width: | Height: | Size: 17 KiB |
@@ -0,0 +1,368 @@
|
||||
/*
|
||||
* This example code draws two clickable buttons. Each causes a sound to play,
|
||||
* fed to either the left or right audio channel through separate ("planar")
|
||||
* arrays.
|
||||
*
|
||||
* 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 <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_main.h>
|
||||
|
||||
/* We will use this renderer to draw into this window every frame. */
|
||||
static SDL_Window *window = NULL;
|
||||
static SDL_Renderer *renderer = NULL;
|
||||
static SDL_AudioStream *stream = NULL;
|
||||
|
||||
/* location of buttons on the screen. */
|
||||
static const SDL_FRect rect_left_button = { 100, 170, 100, 100 };
|
||||
static const SDL_FRect rect_right_button = { 440, 170, 100, 100 };
|
||||
|
||||
/* -1 if we're currently playing left, 1 if playing right, 0 if not playing. */
|
||||
static int playing_sound = 0;
|
||||
|
||||
/* Raw audio data. These arrays are at the end of the source file. */
|
||||
static const Uint8 left[1870];
|
||||
static const Uint8 right[1777];
|
||||
|
||||
|
||||
/* This function runs once at startup. */
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
const SDL_AudioSpec spec = { SDL_AUDIO_U8, 2, 4000 }; /* Uint8 data, stereo, 4000Hz. */
|
||||
|
||||
SDL_SetAppMetadata("Example Audio Planar Data", "1.0", "com.example.audio-planar-data");
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
|
||||
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/audio/planar-data", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, NULL, NULL);
|
||||
if (!stream) {
|
||||
SDL_Log("Couldn't open audio device stream: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
SDL_ResumeAudioStreamDevice(stream); /* SDL_OpenAudioDeviceStream starts the device paused. Resume it! */
|
||||
|
||||
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)
|
||||
{
|
||||
SDL_ConvertEventToRenderCoordinates(renderer, event);
|
||||
if (event->type == SDL_EVENT_QUIT) {
|
||||
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
|
||||
} else if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
|
||||
if (playing_sound == 0) { /* nothing currently playing? */
|
||||
const SDL_FPoint point = { event->button.x, event->button.y };
|
||||
if (SDL_PointInRectFloat(&point, &rect_left_button)) { /* clicked left button? */
|
||||
const Uint8 *planes[] = { left, NULL }; /* specify NULL to say "this specific channel is silent" */
|
||||
SDL_PutAudioStreamPlanarData(stream, (const void * const *) planes, -1, SDL_arraysize(left));
|
||||
SDL_FlushAudioStream(stream); /* that's all we're playing until it completes. */
|
||||
playing_sound = -1; /* left is playing */
|
||||
} else if (SDL_PointInRectFloat(&point, &rect_right_button)) { /* clicked right button? */
|
||||
const Uint8 *planes[] = { NULL, right }; /* specify NULL to say "this specific channel is silent" */
|
||||
SDL_PutAudioStreamPlanarData(stream, (const void * const *) planes, -1, SDL_arraysize(right));
|
||||
SDL_FlushAudioStream(stream); /* that's all we're playing until it completes. */
|
||||
playing_sound = 1; /* right is playing */
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
static void render_button(const SDL_FRect *rect, const char *str, int button_value)
|
||||
{
|
||||
float x, y;
|
||||
|
||||
if (playing_sound == button_value) {
|
||||
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); /* green while playing */
|
||||
} else {
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255); /* blue while not playing */
|
||||
}
|
||||
|
||||
SDL_RenderFillRect(renderer, rect);
|
||||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
|
||||
|
||||
x = rect->x + ((rect->w - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * SDL_strlen(str))) / 2.0f);
|
||||
y = rect->y + ((rect->h - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2.0f);
|
||||
SDL_RenderDebugText(renderer, x, y, str);
|
||||
}
|
||||
|
||||
/* This function runs once per frame, and is the heart of the program. */
|
||||
SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
{
|
||||
if (playing_sound) {
|
||||
if (SDL_GetAudioStreamQueued(stream) == 0) { /* sound is done? We can play a new sound now. */
|
||||
playing_sound = 0;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
render_button(&rect_left_button, "LEFT", -1);
|
||||
render_button(&rect_right_button, "RIGHT", 1);
|
||||
|
||||
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)
|
||||
{
|
||||
SDL_DestroyAudioStream(stream);
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
||||
|
||||
|
||||
/* This is the audio data, as raw PCM samples (Uint8, 1 channel, 4000Hz) packed into C byte arrays for convenience. */
|
||||
|
||||
static const Uint8 left[1870] = {
|
||||
0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x80, 0x80, 0x81, 0x80, 0x81, 0x82, 0x82,
|
||||
0x83, 0x83, 0x83, 0x83, 0x83, 0x82, 0x82, 0x81, 0x80, 0x80, 0x80, 0x7f, 0x7e, 0x7e, 0x7e, 0x7d,
|
||||
0x7b, 0x7b, 0x7b, 0x7b, 0x7c, 0x7d, 0x7d, 0x7e, 0x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x85, 0x84,
|
||||
0x84, 0x83, 0x81, 0x7f, 0x7d, 0x7c, 0x7a, 0x7a, 0x7a, 0x77, 0x77, 0x77, 0x76, 0x76, 0x76, 0x77,
|
||||
0x78, 0x7d, 0x82, 0x89, 0x8e, 0x92, 0x95, 0x95, 0x91, 0x8b, 0x84, 0x7d, 0x77, 0x73, 0x72, 0x72,
|
||||
0x74, 0x75, 0x75, 0x75, 0x76, 0x74, 0x73, 0x73, 0x74, 0x79, 0x81, 0x89, 0x8f, 0x96, 0x9b, 0x9c,
|
||||
0x98, 0x91, 0x88, 0x7e, 0x77, 0x74, 0x73, 0x74, 0x77, 0x7b, 0x7c, 0x7a, 0x77, 0x73, 0x6d, 0x69,
|
||||
0x68, 0x6a, 0x73, 0x7f, 0x87, 0x8e, 0x99, 0xa1, 0x9e, 0x97, 0x90, 0x86, 0x7c, 0x76, 0x77, 0x7b,
|
||||
0x80, 0x89, 0x91, 0x93, 0x91, 0x8e, 0x87, 0x7c, 0x71, 0x6b, 0x65, 0x60, 0x5d, 0x5f, 0x60, 0x61,
|
||||
0x6b, 0x7b, 0x84, 0x8d, 0xa0, 0xae, 0xae, 0xa8, 0xa1, 0x94, 0x81, 0x73, 0x6f, 0x70, 0x74, 0x7e,
|
||||
0x8d, 0x95, 0x97, 0x98, 0x92, 0x83, 0x72, 0x69, 0x61, 0x5a, 0x56, 0x59, 0x5d, 0x5f, 0x65, 0x75,
|
||||
0x82, 0x87, 0x95, 0xaa, 0xb4, 0xb0, 0xaa, 0xa0, 0x8d, 0x77, 0x6c, 0x6c, 0x6d, 0x72, 0x81, 0x91,
|
||||
0x98, 0x9a, 0x9a, 0x8f, 0x7a, 0x6a, 0x61, 0x58, 0x4f, 0x50, 0x57, 0x5b, 0x61, 0x74, 0x85, 0x8a,
|
||||
0x96, 0xab, 0xb4, 0xae, 0xa5, 0x9c, 0x88, 0x71, 0x67, 0x69, 0x6c, 0x73, 0x85, 0x96, 0x9d, 0xa1,
|
||||
0xa3, 0x96, 0x7f, 0x6e, 0x63, 0x56, 0x4c, 0x4d, 0x52, 0x53, 0x58, 0x6b, 0x80, 0x86, 0x92, 0xaa,
|
||||
0xb8, 0xb4, 0xac, 0xa5, 0x90, 0x75, 0x69, 0x6a, 0x6c, 0x73, 0x86, 0x98, 0x9c, 0xa2, 0xa7, 0x99,
|
||||
0x7f, 0x6e, 0x61, 0x54, 0x4c, 0x4b, 0x4d, 0x4f, 0x54, 0x66, 0x7c, 0x85, 0x90, 0xa9, 0xbc, 0xba,
|
||||
0xb4, 0xac, 0x95, 0x78, 0x69, 0x67, 0x67, 0x71, 0x86, 0x99, 0x9d, 0xa4, 0xab, 0x9b, 0x7f, 0x6e,
|
||||
0x5f, 0x50, 0x4b, 0x4e, 0x4e, 0x4e, 0x54, 0x60, 0x77, 0x86, 0x8e, 0xa4, 0xbb, 0xbf, 0xb9, 0xb3,
|
||||
0x9e, 0x7d, 0x68, 0x65, 0x63, 0x6b, 0x84, 0x9a, 0x9d, 0xa3, 0xb0, 0x9f, 0x83, 0x71, 0x5f, 0x4d,
|
||||
0x4c, 0x51, 0x51, 0x51, 0x56, 0x5a, 0x64, 0x7d, 0x90, 0x99, 0xad, 0xc3, 0xc2, 0xb5, 0xaa, 0x92,
|
||||
0x71, 0x62, 0x65, 0x6a, 0x78, 0x92, 0xa2, 0xa1, 0xa7, 0xa8, 0x91, 0x78, 0x66, 0x55, 0x4a, 0x50,
|
||||
0x54, 0x50, 0x50, 0x58, 0x5a, 0x65, 0x8b, 0x9b, 0x9b, 0xb7, 0xc9, 0xb3, 0xa6, 0xa2, 0x7d, 0x5a,
|
||||
0x66, 0x6f, 0x70, 0x94, 0xa2, 0x90, 0x9b, 0xa5, 0x8f, 0x82, 0x77, 0x5c, 0x58, 0x60, 0x50, 0x46,
|
||||
0x56, 0x49, 0x3a, 0x54, 0x97, 0xbe, 0xa9, 0xb0, 0xad, 0x91, 0xa7, 0xb3, 0x83, 0x6f, 0x6c, 0x5b,
|
||||
0x71, 0x91, 0x9c, 0xac, 0x98, 0x78, 0x8a, 0xa6, 0xad, 0x9e, 0x72, 0x4d, 0x4e, 0x4f, 0x4e, 0x4a,
|
||||
0x48, 0x46, 0x42, 0x4e, 0x99, 0xd5, 0xae, 0xb0, 0xb1, 0x8a, 0xb3, 0xbd, 0x82, 0x6b, 0x53, 0x56,
|
||||
0x8b, 0x97, 0xa7, 0xaf, 0x74, 0x6b, 0x92, 0xaf, 0xc1, 0x8f, 0x55, 0x47, 0x4e, 0x60, 0x5e, 0x45,
|
||||
0x4a, 0x4f, 0x3a, 0x44, 0x9f, 0xdf, 0xac, 0xa8, 0x93, 0x79, 0xbf, 0xc3, 0x92, 0x67, 0x36, 0x5a,
|
||||
0x90, 0x9b, 0xb6, 0xa1, 0x6b, 0x68, 0x8d, 0xc3, 0xca, 0x83, 0x4f, 0x3d, 0x53, 0x72, 0x63, 0x46,
|
||||
0x44, 0x55, 0x4f, 0x4c, 0x78, 0xcb, 0xbb, 0x93, 0x99, 0x79, 0xad, 0xd0, 0x9f, 0x70, 0x37, 0x4f,
|
||||
0x90, 0x9e, 0xaf, 0x94, 0x73, 0x71, 0x89, 0xc0, 0xc0, 0x8f, 0x5b, 0x45, 0x62, 0x79, 0x6f, 0x5b,
|
||||
0x46, 0x56, 0x54, 0x53, 0x59, 0x90, 0xd8, 0x95, 0x8c, 0x8c, 0x88, 0xd6, 0xb8, 0x83, 0x4c, 0x2f,
|
||||
0x80, 0xa2, 0xaa, 0x9c, 0x69, 0x74, 0x80, 0xb0, 0xc6, 0x99, 0x78, 0x54, 0x69, 0x80, 0x7c, 0x69,
|
||||
0x4b, 0x4e, 0x57, 0x4e, 0x4c, 0x5f, 0xae, 0xc3, 0x82, 0x86, 0x83, 0xac, 0xd9, 0xa3, 0x6a, 0x31,
|
||||
0x50, 0xa0, 0xad, 0xa6, 0x6d, 0x59, 0x7f, 0x9e, 0xc8, 0xaf, 0x81, 0x74, 0x70, 0x8b, 0x83, 0x76,
|
||||
0x58, 0x50, 0x56, 0x59, 0x58, 0x49, 0x62, 0x7c, 0xce, 0x99, 0x71, 0x9c, 0x8d, 0xd4, 0xb1, 0x6c,
|
||||
0x4f, 0x37, 0x95, 0xab, 0x9b, 0x7f, 0x4b, 0x82, 0xa2, 0xba, 0xb5, 0x7b, 0x7d, 0x7d, 0x8d, 0x8b,
|
||||
0x71, 0x62, 0x54, 0x5b, 0x4e, 0x5d, 0x4c, 0x5e, 0x57, 0x9c, 0xd4, 0x67, 0x94, 0x83, 0xa2, 0xd8,
|
||||
0x83, 0x70, 0x2e, 0x59, 0xb5, 0x9d, 0xa1, 0x51, 0x55, 0x97, 0xad, 0xcb, 0x86, 0x77, 0x78, 0x95,
|
||||
0xa1, 0x76, 0x6d, 0x58, 0x67, 0x5b, 0x4f, 0x66, 0x55, 0x67, 0x4e, 0x67, 0xd9, 0x88, 0x89, 0x86,
|
||||
0x6f, 0xcd, 0x9b, 0x89, 0x4e, 0x39, 0x9f, 0xa0, 0xa9, 0x7a, 0x47, 0x88, 0x99, 0xbe, 0xac, 0x6b,
|
||||
0x88, 0x87, 0xaf, 0x9a, 0x67, 0x71, 0x63, 0x74, 0x62, 0x55, 0x5c, 0x5e, 0x65, 0x5c, 0x54, 0xb1,
|
||||
0xb0, 0x79, 0x8d, 0x6f, 0xac, 0xb7, 0x8e, 0x73, 0x44, 0x7b, 0xa1, 0x99, 0x90, 0x5a, 0x70, 0x97,
|
||||
0xa0, 0xb4, 0x89, 0x83, 0x8e, 0x96, 0xa3, 0x7e, 0x6f, 0x6c, 0x6a, 0x6b, 0x5b, 0x5a, 0x61, 0x5e,
|
||||
0x5d, 0x63, 0x66, 0xa0, 0xa6, 0x7c, 0x8d, 0x83, 0xa4, 0xad, 0x88, 0x7b, 0x58, 0x75, 0x95, 0x91,
|
||||
0x92, 0x70, 0x75, 0x93, 0x9c, 0xab, 0x92, 0x84, 0x8d, 0x91, 0x96, 0x81, 0x70, 0x6b, 0x6c, 0x68,
|
||||
0x62, 0x59, 0x5e, 0x69, 0x5a, 0x5a, 0x68, 0x5f, 0xa2, 0xb0, 0x6d, 0x87, 0x7e, 0xa0, 0xba, 0x89,
|
||||
0x78, 0x53, 0x73, 0xa6, 0x9b, 0x95, 0x6c, 0x65, 0x8e, 0x9a, 0xab, 0x97, 0x7b, 0x85, 0x8e, 0x9a,
|
||||
0x91, 0x71, 0x6b, 0x68, 0x65, 0x6e, 0x58, 0x5d, 0x70, 0x5d, 0x6d, 0x67, 0x5e, 0x80, 0x78, 0x94,
|
||||
0x98, 0x7c, 0x96, 0x90, 0xa1, 0xa5, 0x82, 0x7f, 0x70, 0x7e, 0x94, 0x87, 0x87, 0x80, 0x88, 0x92,
|
||||
0x8e, 0x96, 0x8c, 0x89, 0x84, 0x73, 0x72, 0x6f, 0x71, 0x6d, 0x5e, 0x61, 0x6a, 0x70, 0x77, 0x6f,
|
||||
0x6d, 0x79, 0x76, 0x7f, 0x77, 0x75, 0x7e, 0x90, 0xa8, 0x8c, 0x85, 0x98, 0x9b, 0xa7, 0x93, 0x79,
|
||||
0x78, 0x79, 0x91, 0x94, 0x87, 0x86, 0x85, 0x86, 0x8b, 0x89, 0x82, 0x7c, 0x74, 0x6d, 0x6c, 0x75,
|
||||
0x75, 0x6f, 0x64, 0x69, 0x74, 0x7e, 0x83, 0x76, 0x75, 0x85, 0x8a, 0x89, 0x88, 0x78, 0x81, 0x88,
|
||||
0x83, 0x85, 0x7e, 0x80, 0x88, 0x89, 0x8c, 0x8d, 0x8a, 0x8b, 0x88, 0x88, 0x89, 0x85, 0x81, 0x81,
|
||||
0x7e, 0x7c, 0x7c, 0x77, 0x7d, 0x76, 0x6f, 0x7d, 0x7f, 0x78, 0x73, 0x76, 0x83, 0x84, 0x80, 0x7f,
|
||||
0x82, 0x86, 0x80, 0x81, 0x83, 0x81, 0x81, 0x7e, 0x7d, 0x7b, 0x83, 0x8b, 0x85, 0x7a, 0x76, 0x83,
|
||||
0x87, 0x82, 0x7d, 0x76, 0x7b, 0x80, 0x83, 0x81, 0x7a, 0x79, 0x7d, 0x82, 0x81, 0x82, 0x82, 0x83,
|
||||
0x86, 0x80, 0x80, 0x81, 0x7e, 0x80, 0x7d, 0x7a, 0x7e, 0x81, 0x7e, 0x7e, 0x80, 0x7f, 0x81, 0x82,
|
||||
0x80, 0x81, 0x82, 0x7f, 0x7f, 0x7d, 0x7c, 0x7f, 0x7b, 0x7b, 0x7d, 0x7a, 0x7a, 0x7e, 0x7e, 0x7c,
|
||||
0x7c, 0x7f, 0x80, 0x7f, 0x80, 0x82, 0x81, 0x81, 0x80, 0x7e, 0x80, 0x7f, 0x81, 0x7b, 0x7c, 0x7f,
|
||||
0x7f, 0x81, 0x7f, 0x7f, 0x80, 0x80, 0x7f, 0x80, 0x7f, 0x7f, 0x83, 0x7e, 0x7f, 0x85, 0x81, 0x83,
|
||||
0x84, 0x80, 0x84, 0x81, 0x81, 0x83, 0x81, 0x83, 0x80, 0x84, 0x80, 0x80, 0x85, 0x80, 0x81, 0x7f,
|
||||
0x82, 0x82, 0x81, 0x81, 0x80, 0x81, 0x80, 0x87, 0x81, 0x7c, 0x80, 0x7f, 0x80, 0x7d, 0x7c, 0x7d,
|
||||
0x80, 0x80, 0x80, 0x82, 0x7d, 0x81, 0x82, 0x7e, 0x82, 0x81, 0x81, 0x81, 0x80, 0x80, 0x80, 0x82,
|
||||
0x7f, 0x80, 0x7f, 0x7f, 0x81, 0x7f, 0x80, 0x7e, 0x81, 0x80, 0x7e, 0x80, 0x7e, 0x7f, 0x80, 0x80,
|
||||
0x82, 0x7f, 0x83, 0x83, 0x80, 0x80, 0x7f, 0x7f, 0x7f, 0x7e, 0x7e, 0x7f, 0x80, 0x80, 0x80, 0x80,
|
||||
0x80, 0x81, 0x80, 0x7f, 0x7f, 0x7f, 0x7e, 0x7f, 0x7e, 0x7d, 0x7e, 0x7d, 0x7c, 0x7d, 0x7c, 0x7c,
|
||||
0x7d, 0x7c, 0x7d, 0x7e, 0x7f, 0x7e, 0x7e, 0x7f, 0x7d, 0x7f, 0x7f, 0x80, 0x7f, 0x7e, 0x7f, 0x80,
|
||||
0x7e, 0x80, 0x7e, 0x7e, 0x80, 0x7e, 0x80, 0x7e, 0x7f, 0x7e, 0x7d, 0x7f, 0x7d, 0x7d, 0x7d, 0x7d,
|
||||
0x7d, 0x7d, 0x7e, 0x7f, 0x7f, 0x7d, 0x7e, 0x7f, 0x7e, 0x80, 0x7f, 0x7f, 0x80, 0x7f, 0x80, 0x80,
|
||||
0x80, 0x7f, 0x80, 0x7f, 0x7f, 0x7f, 0x7f, 0x81, 0x80, 0x80, 0x80, 0x7f, 0x7f, 0x7f, 0x80, 0x7f,
|
||||
0x7f, 0x80, 0x80, 0x7f, 0x80, 0x80, 0x7f, 0x7f, 0x80, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x80,
|
||||
0x81, 0x80, 0x82, 0x83, 0x81, 0x82, 0x81, 0x82, 0x82, 0x82, 0x81, 0x81, 0x83, 0x82, 0x82, 0x82,
|
||||
0x81, 0x83, 0x82, 0x81, 0x81, 0x80, 0x80, 0x7e, 0x7e, 0x7e, 0x7f, 0x7f, 0x7e, 0x80, 0x7d, 0x80,
|
||||
0x81, 0x7e, 0x7f, 0x7f, 0x80, 0x7f, 0x7f, 0x80, 0x80, 0x80, 0x81, 0x81, 0x80, 0x81, 0x81, 0x80,
|
||||
0x7f, 0x7f, 0x7f, 0x80, 0x7f, 0x7f, 0x7f, 0x7e, 0x7f, 0x81, 0x80, 0x7f, 0x81, 0x81, 0x82, 0x81,
|
||||
0x80, 0x82, 0x82, 0x80, 0x81, 0x81, 0x80, 0x80, 0x7e, 0x7d, 0x7f, 0x7e, 0x81, 0x81, 0x7e, 0x7f,
|
||||
0x82, 0x7f, 0x7d, 0x7f, 0x7d, 0x81, 0x7f, 0x7f, 0x80, 0x7f, 0x80, 0x7f, 0x80, 0x7f, 0x7f, 0x80,
|
||||
0x7f, 0x7e, 0x7f, 0x7f, 0x7e, 0x7c, 0x7d, 0x7e, 0x7d, 0x7d, 0x7e, 0x7d, 0x7e, 0x7c, 0x7e, 0x7e,
|
||||
0x7c, 0x7e, 0x7d, 0x7e, 0x7e, 0x7e, 0x7d, 0x7d, 0x7c, 0x7b, 0x7c, 0x7b, 0x7b, 0x7b, 0x7b, 0x7b,
|
||||
0x7b, 0x7c, 0x7c, 0x7d, 0x7c, 0x7d, 0x7d, 0x7d, 0x7d, 0x7d, 0x7c, 0x7d, 0x7d, 0x7d, 0x7d, 0x7d,
|
||||
0x7d, 0x7d, 0x7d, 0x7d, 0x7e, 0x7d, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7f, 0x7f, 0x7f,
|
||||
0x7f, 0x7f, 0x80, 0x80, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81,
|
||||
0x81, 0x81, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x81, 0x81, 0x81, 0x81,
|
||||
0x81, 0x81, 0x81, 0x81, 0x82, 0x82, 0x82, 0x82, 0x81, 0x81, 0x81, 0x80, 0x80, 0x80, 0x80, 0x81,
|
||||
0x81, 0x81, 0x80, 0x80, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x82, 0x82, 0x82, 0x82, 0x82,
|
||||
0x81, 0x82, 0x82, 0x82, 0x82, 0x82, 0x82, 0x82, 0x81, 0x81, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80,
|
||||
0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x7f, 0x7f, 0x7f,
|
||||
0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80,
|
||||
0x80, 0x80, 0x7f, 0x7f, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e,
|
||||
0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7e, 0x7e, 0x7e, 0x7e, 0x7f,
|
||||
0x7f, 0x7f, 0x7f, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7f, 0x7f, 0x80, 0x7f, 0x80, 0x7f, 0x7f,
|
||||
0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x80, 0x7f, 0x81, 0x80, 0x83, 0x80, 0x80, 0x80, 0x84, 0x84,
|
||||
0x7b, 0x7e, 0x80, 0x80, 0x7e, 0x80, 0x7e, 0x7f, 0x81, 0x81, 0x80, 0x7f, 0x80, 0x7f, 0x7e, 0x7e,
|
||||
0x7f, 0x80, 0x80, 0x7f, 0x81, 0x82, 0x80, 0x80, 0x81, 0x81, 0x80, 0x81, 0x7f, 0x80, 0x80, 0x81,
|
||||
0x81, 0x81, 0x81, 0x84, 0x83, 0x7f, 0x7f, 0x80, 0x80, 0x7f, 0x81, 0x7e, 0x7e, 0x7f, 0x81, 0x7f,
|
||||
0x7f, 0x80, 0x7f, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x7f, 0x81, 0x82, 0x82, 0x80, 0x7f, 0x80,
|
||||
0x7f, 0x7f, 0x7e, 0x7e, 0x7e, 0x7e, 0x7f, 0x7e, 0x7f, 0x7f, 0x7f, 0x7d, 0x7e, 0x7e, 0x7f, 0x80,
|
||||
0x80, 0x80, 0x80, 0x81, 0x80, 0x80, 0x80, 0x80, 0x80, 0x81, 0x81, 0x80, 0x80, 0x81, 0x7f, 0x80,
|
||||
0x80, 0x80, 0x80, 0x80, 0x80, 0x7f, 0x80, 0x7f, 0x7e, 0x7e, 0x7f, 0x7f, 0x7e, 0x7e, 0x7e, 0x7f,
|
||||
0x7e, 0x7d, 0x7d, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7f, 0x7e, 0x80, 0x7e, 0x7f, 0x7f,
|
||||
0x7e, 0x7f, 0x7e, 0x80, 0x7f, 0x80, 0x7f, 0x7f, 0x7f, 0x7f, 0x80, 0x7f, 0x7f, 0x7e, 0x7f, 0x7f,
|
||||
0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x80, 0x7f, 0x7f, 0x7f, 0x81, 0x80, 0x7f, 0x80, 0x80, 0x82,
|
||||
0x81, 0x80, 0x80, 0x80, 0x80, 0x7f, 0x7f, 0x7f, 0x7f, 0x81, 0x81, 0x80, 0x81, 0x80, 0x82, 0x7f,
|
||||
0x7f, 0x7e, 0x7e, 0x80, 0x7e, 0x80, 0x7f, 0x7f, 0x7f, 0x7f, 0x80, 0x7f, 0x80, 0x7f, 0x81, 0x80,
|
||||
0x81, 0x80, 0x80, 0x81, 0x80, 0x83, 0x80, 0x80, 0x7f, 0x7f, 0x80, 0x7f, 0x80, 0x7e, 0x80, 0x7f,
|
||||
0x7f, 0x80, 0x7f, 0x82, 0x80, 0x81, 0x7f, 0x7e, 0x80, 0x7f, 0x80, 0x7f, 0x7f, 0x7f, 0x7f, 0x80,
|
||||
0x7f, 0x7f, 0x7f, 0x80, 0x7f, 0x7f, 0x80, 0x7f, 0x81, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80,
|
||||
0x80, 0x80, 0x80, 0x80, 0x7f, 0x7f, 0x80, 0x81, 0x80, 0x80, 0x80, 0x81, 0x81, 0x7f, 0x7f, 0x7f,
|
||||
0x7f, 0x7e, 0x7e, 0x7f, 0x7f, 0x80, 0x80, 0x80, 0x7f, 0x80, 0x81, 0x7f, 0x80, 0x7e, 0x7f, 0x7f,
|
||||
0x7e, 0x80, 0x7e, 0x7f, 0x7f, 0x7f, 0x7f, 0x7e, 0x7e, 0x7d, 0x7f, 0x7e, 0x7f, 0x7f, 0x7f, 0x80,
|
||||
0x7f, 0x80, 0x80, 0x7f, 0x80, 0x7f, 0x80, 0x81, 0x81, 0x81, 0x80, 0x80, 0x7f, 0x7f, 0x80, 0x7f,
|
||||
0x7f, 0x7f, 0x81, 0x81, 0x7f, 0x80, 0x7f, 0x80, 0x7f, 0x7f, 0x7f, 0x7f, 0x80, 0x80, 0x7f, 0x7f,
|
||||
0x7f, 0x80, 0x80, 0x7f, 0x80, 0x80, 0x81, 0x80, 0x80, 0x7f, 0x7e, 0x7f, 0x7e, 0x7e, 0x7e, 0x7e,
|
||||
0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x80, 0x7f, 0x80, 0x80, 0x7f, 0x80, 0x7e, 0x7f, 0x7e
|
||||
};
|
||||
|
||||
static const Uint8 right[1777] = {
|
||||
0x7f, 0x7e, 0x7e, 0x7f, 0x80, 0x80, 0x80, 0x7f, 0x80, 0x81, 0x82, 0x83, 0x82, 0x83, 0x83, 0x83,
|
||||
0x82, 0x81, 0x81, 0x80, 0x7f, 0x7e, 0x7c, 0x7b, 0x7a, 0x7a, 0x79, 0x79, 0x79, 0x7a, 0x7a, 0x7b,
|
||||
0x7c, 0x7e, 0x80, 0x82, 0x84, 0x86, 0x88, 0x89, 0x89, 0x89, 0x88, 0x87, 0x84, 0x82, 0x80, 0x7e,
|
||||
0x7c, 0x7b, 0x7a, 0x7a, 0x79, 0x78, 0x77, 0x75, 0x76, 0x77, 0x78, 0x78, 0x78, 0x7b, 0x81, 0x87,
|
||||
0x8c, 0x8e, 0x90, 0x92, 0x91, 0x8d, 0x87, 0x81, 0x7d, 0x7b, 0x7a, 0x79, 0x79, 0x7a, 0x79, 0x78,
|
||||
0x75, 0x74, 0x75, 0x75, 0x75, 0x76, 0x76, 0x76, 0x76, 0x7b, 0x83, 0x88, 0x8b, 0x8f, 0x95, 0x98,
|
||||
0x95, 0x8d, 0x86, 0x83, 0x80, 0x7e, 0x7c, 0x7c, 0x7e, 0x7e, 0x7c, 0x79, 0x78, 0x76, 0x75, 0x72,
|
||||
0x73, 0x74, 0x72, 0x6f, 0x6d, 0x72, 0x7e, 0x87, 0x8b, 0x90, 0x98, 0x9f, 0x9b, 0x91, 0x85, 0x7f,
|
||||
0x7b, 0x78, 0x79, 0x7f, 0x87, 0x8b, 0x8a, 0x89, 0x89, 0x86, 0x81, 0x79, 0x75, 0x74, 0x73, 0x73,
|
||||
0x6f, 0x6d, 0x6e, 0x6e, 0x6e, 0x6f, 0x72, 0x77, 0x82, 0x8f, 0x95, 0x99, 0x9c, 0x9e, 0x99, 0x8c,
|
||||
0x7f, 0x74, 0x71, 0x70, 0x74, 0x7e, 0x8a, 0x92, 0x91, 0x8f, 0x8f, 0x8d, 0x85, 0x7c, 0x76, 0x75,
|
||||
0x76, 0x75, 0x71, 0x6d, 0x6b, 0x68, 0x64, 0x64, 0x66, 0x6e, 0x83, 0x8f, 0x93, 0x9b, 0xa3, 0xa4,
|
||||
0x97, 0x86, 0x76, 0x6f, 0x6d, 0x6e, 0x78, 0x87, 0x94, 0x98, 0x96, 0x94, 0x91, 0x89, 0x7e, 0x74,
|
||||
0x6f, 0x70, 0x74, 0x72, 0x6e, 0x6b, 0x67, 0x62, 0x60, 0x60, 0x69, 0x84, 0x91, 0x95, 0xa1, 0xae,
|
||||
0xb0, 0x9b, 0x84, 0x74, 0x6a, 0x65, 0x67, 0x78, 0x8b, 0x98, 0x9f, 0x9e, 0x9a, 0x90, 0x86, 0x7c,
|
||||
0x71, 0x6a, 0x6c, 0x73, 0x74, 0x6d, 0x69, 0x65, 0x5e, 0x5c, 0x60, 0x6f, 0x8b, 0x95, 0x9b, 0xac,
|
||||
0xb3, 0xa5, 0x89, 0x7a, 0x6b, 0x5c, 0x5f, 0x70, 0x88, 0x97, 0xa5, 0xac, 0xa1, 0x95, 0x8e, 0x86,
|
||||
0x76, 0x6a, 0x6b, 0x72, 0x72, 0x6c, 0x67, 0x5e, 0x55, 0x52, 0x56, 0x78, 0x9c, 0x91, 0x9c, 0xbc,
|
||||
0xb8, 0x98, 0x83, 0x7f, 0x5e, 0x4c, 0x6c, 0x83, 0x8a, 0x9a, 0xb7, 0xae, 0x8a, 0x8f, 0x93, 0x79,
|
||||
0x69, 0x76, 0x76, 0x69, 0x70, 0x70, 0x5b, 0x50, 0x51, 0x57, 0x52, 0x77, 0xb2, 0x90, 0x95, 0xc8,
|
||||
0xb1, 0x8d, 0x89, 0x8a, 0x55, 0x4e, 0x87, 0x7f, 0x82, 0xb3, 0xb9, 0x8f, 0x8c, 0x9d, 0x79, 0x71,
|
||||
0x80, 0x6a, 0x61, 0x7b, 0x70, 0x51, 0x63, 0x62, 0x3e, 0x50, 0x61, 0x9a, 0xad, 0x7e, 0xba, 0xb5,
|
||||
0x94, 0x9f, 0x93, 0x75, 0x4b, 0x7b, 0x79, 0x6c, 0xab, 0xaf, 0x9f, 0x93, 0x8e, 0x7a, 0x7f, 0x89,
|
||||
0x6a, 0x6e, 0x71, 0x66, 0x5e, 0x63, 0x5c, 0x53, 0x53, 0x50, 0x5a, 0xb8, 0xbd, 0x6d, 0xc3, 0xb2,
|
||||
0x8a, 0xa7, 0xa1, 0x70, 0x4c, 0x88, 0x63, 0x7d, 0xb1, 0xa1, 0xa6, 0x8e, 0x6a, 0x7c, 0x95, 0x8b,
|
||||
0x84, 0x72, 0x5c, 0x5c, 0x67, 0x64, 0x61, 0x56, 0x65, 0x52, 0x44, 0x80, 0xda, 0x8a, 0x88, 0xc9,
|
||||
0x89, 0x96, 0xb1, 0x92, 0x4a, 0x6f, 0x6d, 0x78, 0xa5, 0xa7, 0xa0, 0x98, 0x66, 0x6e, 0xa6, 0x9d,
|
||||
0x95, 0x70, 0x52, 0x57, 0x73, 0x69, 0x72, 0x5a, 0x55, 0x52, 0x50, 0x3d, 0xb8, 0xdb, 0x5d, 0xa9,
|
||||
0xab, 0x82, 0xad, 0xc3, 0x65, 0x4c, 0x6c, 0x6d, 0x98, 0xac, 0x9f, 0x97, 0x74, 0x5a, 0xa0, 0xb1,
|
||||
0x9e, 0x7e, 0x52, 0x54, 0x74, 0x71, 0x6a, 0x6a, 0x5a, 0x53, 0x4b, 0x46, 0x5e, 0xe5, 0xaa, 0x62,
|
||||
0xab, 0x8f, 0x97, 0xcb, 0xa5, 0x4b, 0x4f, 0x67, 0x88, 0xa6, 0xa4, 0x98, 0x84, 0x61, 0x80, 0xb7,
|
||||
0xb4, 0x98, 0x64, 0x4e, 0x64, 0x77, 0x72, 0x72, 0x55, 0x54, 0x4e, 0x52, 0x3c, 0x96, 0xf0, 0x69,
|
||||
0x7f, 0xa2, 0x80, 0xc1, 0xc8, 0x75, 0x46, 0x4d, 0x74, 0xa4, 0x9e, 0x95, 0x8a, 0x6a, 0x73, 0xa6,
|
||||
0xb7, 0xb4, 0x81, 0x60, 0x5e, 0x71, 0x7c, 0x74, 0x6b, 0x54, 0x54, 0x48, 0x4f, 0x44, 0xc3, 0xcb,
|
||||
0x5b, 0x9b, 0x86, 0x99, 0xd4, 0xa3, 0x71, 0x3e, 0x4b, 0x91, 0x99, 0x9d, 0x95, 0x70, 0x72, 0x85,
|
||||
0xb0, 0xbd, 0xa5, 0x7e, 0x67, 0x67, 0x78, 0x77, 0x6e, 0x63, 0x53, 0x5b, 0x39, 0x50, 0x48, 0xb5,
|
||||
0xc2, 0x6a, 0xa5, 0x77, 0xa8, 0xbd, 0x98, 0x89, 0x3a, 0x60, 0x83, 0x85, 0xa9, 0x87, 0x87, 0x74,
|
||||
0x77, 0xac, 0xa9, 0xb9, 0x8a, 0x71, 0x6b, 0x6d, 0x81, 0x6d, 0x66, 0x51, 0x60, 0x3c, 0x50, 0x4a,
|
||||
0x91, 0xbf, 0x83, 0xae, 0x7a, 0xa4, 0xa1, 0x97, 0x92, 0x4b, 0x73, 0x68, 0x86, 0x8e, 0x8c, 0x95,
|
||||
0x79, 0x83, 0x86, 0xa2, 0xab, 0xa6, 0x8d, 0x79, 0x6a, 0x75, 0x68, 0x74, 0x56, 0x5c, 0x4e, 0x4c,
|
||||
0x49, 0x5d, 0xb1, 0x88, 0xb9, 0x8d, 0xa4, 0x90, 0x94, 0x8b, 0x66, 0x72, 0x69, 0x83, 0x7c, 0x91,
|
||||
0x82, 0x89, 0x79, 0x87, 0x8a, 0xa1, 0x9f, 0xa5, 0x95, 0x8d, 0x7a, 0x6f, 0x6f, 0x61, 0x62, 0x58,
|
||||
0x5f, 0x52, 0x52, 0x4f, 0x80, 0x90, 0xa1, 0xa6, 0xa3, 0x9c, 0x90, 0x86, 0x74, 0x6d, 0x6c, 0x7a,
|
||||
0x83, 0x8a, 0x8c, 0x88, 0x7f, 0x80, 0x82, 0x8f, 0x99, 0x9e, 0xa3, 0x9a, 0x93, 0x84, 0x73, 0x68,
|
||||
0x5d, 0x5e, 0x5d, 0x5f, 0x5e, 0x5d, 0x52, 0x6a, 0x7d, 0x8d, 0x9f, 0xa6, 0xac, 0xa0, 0x95, 0x7d,
|
||||
0x6e, 0x64, 0x6a, 0x76, 0x81, 0x8e, 0x98, 0x94, 0x8e, 0x84, 0x84, 0x84, 0x86, 0x91, 0x98, 0x9d,
|
||||
0x9a, 0x8c, 0x7b, 0x67, 0x5c, 0x58, 0x58, 0x5e, 0x5e, 0x64, 0x60, 0x67, 0x75, 0x7f, 0x8e, 0x99,
|
||||
0xa2, 0xa5, 0xa2, 0x99, 0x87, 0x74, 0x6a, 0x67, 0x6e, 0x7b, 0x87, 0x96, 0x97, 0x97, 0x94, 0x8e,
|
||||
0x8c, 0x8a, 0x8b, 0x8a, 0x8a, 0x88, 0x84, 0x7b, 0x72, 0x66, 0x5e, 0x58, 0x57, 0x5a, 0x60, 0x64,
|
||||
0x6c, 0x78, 0x81, 0x8c, 0x96, 0x9d, 0x9f, 0xa1, 0x99, 0x8f, 0x80, 0x76, 0x70, 0x6c, 0x70, 0x76,
|
||||
0x81, 0x8a, 0x93, 0x97, 0x98, 0x94, 0x91, 0x8c, 0x8a, 0x87, 0x81, 0x7c, 0x74, 0x71, 0x6b, 0x68,
|
||||
0x65, 0x62, 0x60, 0x61, 0x63, 0x67, 0x6c, 0x77, 0x82, 0x8a, 0x96, 0x9c, 0xa4, 0xa5, 0xa0, 0x95,
|
||||
0x86, 0x7b, 0x71, 0x6e, 0x6e, 0x73, 0x79, 0x82, 0x8b, 0x94, 0x99, 0x98, 0x95, 0x8e, 0x88, 0x81,
|
||||
0x7b, 0x77, 0x73, 0x6f, 0x6c, 0x6a, 0x68, 0x67, 0x66, 0x69, 0x69, 0x6e, 0x70, 0x77, 0x81, 0x88,
|
||||
0x91, 0x97, 0x9f, 0xa1, 0xa2, 0x9b, 0x92, 0x82, 0x77, 0x6c, 0x6a, 0x6b, 0x71, 0x79, 0x83, 0x8d,
|
||||
0x93, 0x97, 0x96, 0x95, 0x8f, 0x8b, 0x84, 0x7d, 0x76, 0x71, 0x6a, 0x68, 0x67, 0x68, 0x6b, 0x6d,
|
||||
0x71, 0x73, 0x76, 0x79, 0x7e, 0x83, 0x8a, 0x8f, 0x94, 0x97, 0x97, 0x95, 0x8f, 0x87, 0x7f, 0x79,
|
||||
0x76, 0x76, 0x78, 0x7a, 0x7e, 0x81, 0x86, 0x8a, 0x8c, 0x8e, 0x8d, 0x8a, 0x86, 0x80, 0x7c, 0x78,
|
||||
0x74, 0x71, 0x70, 0x70, 0x72, 0x74, 0x76, 0x78, 0x7a, 0x7c, 0x7e, 0x80, 0x82, 0x82, 0x81, 0x80,
|
||||
0x7e, 0x7f, 0x81, 0x84, 0x88, 0x8b, 0x8d, 0x8d, 0x8b, 0x87, 0x83, 0x7d, 0x7a, 0x77, 0x78, 0x7a,
|
||||
0x7e, 0x81, 0x83, 0x84, 0x84, 0x84, 0x82, 0x80, 0x7f, 0x7d, 0x7b, 0x7a, 0x78, 0x78, 0x77, 0x78,
|
||||
0x78, 0x79, 0x7c, 0x7e, 0x81, 0x83, 0x83, 0x84, 0x83, 0x82, 0x81, 0x80, 0x80, 0x7f, 0x7f, 0x80,
|
||||
0x80, 0x81, 0x82, 0x83, 0x84, 0x84, 0x84, 0x83, 0x83, 0x81, 0x80, 0x7f, 0x7f, 0x80, 0x80, 0x80,
|
||||
0x7f, 0x7e, 0x7d, 0x7c, 0x7c, 0x7c, 0x7d, 0x7d, 0x7f, 0x80, 0x80, 0x81, 0x80, 0x7f, 0x7e, 0x7d,
|
||||
0x7d, 0x7d, 0x7e, 0x80, 0x80, 0x81, 0x82, 0x82, 0x81, 0x81, 0x81, 0x81, 0x80, 0x80, 0x81, 0x80,
|
||||
0x81, 0x80, 0x7f, 0x7f, 0x80, 0x80, 0x80, 0x81, 0x80, 0x80, 0x7e, 0x7d, 0x7d, 0x7e, 0x7e, 0x7f,
|
||||
0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x81, 0x80, 0x80, 0x80, 0x81, 0x81,
|
||||
0x81, 0x81, 0x81, 0x81, 0x80, 0x80, 0x80, 0x80, 0x80, 0x7f, 0x7f, 0x7e, 0x7e, 0x7f, 0x7f, 0x7f,
|
||||
0x7f, 0x7f, 0x7f, 0x7e, 0x7e, 0x7e, 0x7e, 0x7f, 0x80, 0x81, 0x82, 0x82, 0x82, 0x82, 0x81, 0x80,
|
||||
0x7f, 0x7f, 0x7e, 0x7e, 0x7e, 0x7e, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7e, 0x7f, 0x7f, 0x7f, 0x7f,
|
||||
0x80, 0x80, 0x81, 0x81, 0x80, 0x80, 0x80, 0x80, 0x7f, 0x7f, 0x7e, 0x7f, 0x7e, 0x7f, 0x7f, 0x7f,
|
||||
0x80, 0x80, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x82, 0x82, 0x82, 0x82,
|
||||
0x81, 0x81, 0x80, 0x7f, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x7f, 0x7f, 0x80, 0x80, 0x80, 0x80, 0x80,
|
||||
0x80, 0x81, 0x80, 0x81, 0x80, 0x80, 0x80, 0x80, 0x80, 0x7f, 0x7f, 0x7f, 0x7f, 0x7e, 0x7e, 0x7e,
|
||||
0x7e, 0x7d, 0x7e, 0x7e, 0x7f, 0x80, 0x81, 0x82, 0x82, 0x82, 0x81, 0x81, 0x80, 0x7f, 0x7f, 0x7f,
|
||||
0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x80, 0x80, 0x80,
|
||||
0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x80,
|
||||
0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x7f, 0x80, 0x80, 0x80, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f,
|
||||
0x7f, 0x7f, 0x7f, 0x80, 0x7f, 0x80, 0x80, 0x80, 0x7f, 0x80, 0x7f, 0x80, 0x7f, 0x7f, 0x7f, 0x80,
|
||||
0x80, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x7f, 0x87, 0x83, 0x7d, 0x81, 0x80, 0x7e, 0x81, 0x7b,
|
||||
0x7d, 0x84, 0x7f, 0x81, 0x83, 0x82, 0x7f, 0x80, 0x7c, 0x7b, 0x7d, 0x80, 0x80, 0x80, 0x80, 0x80,
|
||||
0x80, 0x7e, 0x7f, 0x7e, 0x7f, 0x80, 0x80, 0x81, 0x82, 0x82, 0x82, 0x82, 0x80, 0x80, 0x7f, 0x7f,
|
||||
0x7e, 0x7e, 0x7e, 0x7f, 0x7f, 0x7f, 0x7f, 0x80, 0x82, 0x80, 0x7f, 0x80, 0x81, 0x80, 0x81, 0x7f,
|
||||
0x83, 0x85, 0x7f, 0x80, 0x84, 0x83, 0x7d, 0x7c, 0x7d, 0x80, 0x7d, 0x7d, 0x7e, 0x7e, 0x7d, 0x83,
|
||||
0x81, 0x7d, 0x7d, 0x81, 0x7f, 0x7c, 0x7c, 0x7c, 0x7d, 0x7c, 0x83, 0x80, 0x84, 0x84, 0x82, 0x7d,
|
||||
0x7f, 0x7d, 0x7c, 0x7e, 0x7e, 0x7f, 0x81, 0x84, 0x82, 0x81, 0x7e, 0x7f, 0x7f, 0x7f, 0x7e, 0x80,
|
||||
0x81, 0x80, 0x7f, 0x80, 0x7f, 0x7e, 0x7e, 0x7e, 0x7e, 0x7e, 0x80, 0x80, 0x80, 0x80, 0x81, 0x81,
|
||||
0x7f, 0x7f, 0x7f, 0x7f, 0x81, 0x80, 0x82, 0x81, 0x83, 0x81, 0x82, 0x80, 0x80, 0x7f, 0x7f, 0x80,
|
||||
0x7d, 0x80, 0x7e, 0x81, 0x7f, 0x81, 0x7f, 0x80, 0x7f, 0x7f, 0x7e, 0x7d, 0x81, 0x80, 0x82, 0x7f,
|
||||
0x81, 0x7f, 0x7f, 0x7e, 0x7e, 0x7f, 0x7e, 0x80, 0x7f, 0x81, 0x7f, 0x81, 0x81, 0x81, 0x81, 0x81,
|
||||
0x82, 0x81, 0x81, 0x80, 0x81, 0x7f, 0x80, 0x7f, 0x7f, 0x7e, 0x7e, 0x7f, 0x7e, 0x7f, 0x7f, 0x7e,
|
||||
0x7f, 0x7e, 0x7f, 0x7e, 0x7e, 0x7e, 0x7e, 0x7f, 0x7e, 0x80, 0x7f, 0x82, 0x80, 0x81, 0x81, 0x80,
|
||||
0x81, 0x80, 0x81, 0x80, 0x81, 0x80, 0x81, 0x80, 0x80, 0x7e, 0x7f, 0x7e, 0x7d, 0x7e, 0x7e, 0x7f,
|
||||
0x7f, 0x7f, 0x7e, 0x7d, 0x80, 0x7e, 0x7f, 0x7f, 0x80, 0x7f, 0x7f, 0x81, 0x7e, 0x81, 0x81, 0x83,
|
||||
0x80, 0x81, 0x80, 0x80, 0x81, 0x7f, 0x80, 0x80, 0x80, 0x81, 0x7f, 0x80, 0x7f, 0x80, 0x7d, 0x80,
|
||||
0x7e, 0x7d, 0x80, 0x80, 0x83, 0x7f, 0x83, 0x7e, 0x83, 0x7f, 0x80, 0x7f, 0x7e, 0x81, 0x7f, 0x7f,
|
||||
0x80, 0x80, 0x81, 0x7e, 0x7f, 0x7f, 0x80, 0x81, 0x80, 0x83, 0x7f, 0x82, 0x7f, 0x82, 0x7f, 0x80,
|
||||
0x80, 0x7e, 0x7f, 0x7d, 0x7e, 0x7d, 0x7e, 0x7e, 0x7f, 0x7e, 0x7f, 0x7f, 0x7f, 0x80, 0x7f, 0x81,
|
||||
0x82, 0x80, 0x82, 0x80, 0x82, 0x80, 0x7f, 0x7e, 0x7f, 0x7e, 0x7f, 0x80, 0x7e, 0x80, 0x80, 0x81,
|
||||
0x7f, 0x7f, 0x7e, 0x80, 0x7d, 0x7e, 0x7e, 0x7f, 0x80, 0x7f, 0x80, 0x7e, 0x81, 0x7e, 0x81, 0x7f,
|
||||
0x80, 0x7f, 0x80, 0x81, 0x7f, 0x80, 0x7e, 0x81, 0x7e, 0x80, 0x7d, 0x80, 0x80, 0x80, 0x81, 0x80,
|
||||
0x82, 0x7e, 0x83, 0x7d, 0x80, 0x7c, 0x7d, 0x7e, 0x7c, 0x7e, 0x7d, 0x7e, 0x7f, 0x7e, 0x7e, 0x80,
|
||||
0x7e, 0x81, 0x7e, 0x81, 0x7f, 0x81, 0x80, 0x80, 0x80, 0x80, 0x80, 0x81, 0x83, 0x80, 0x81, 0x80,
|
||||
0x80, 0x80, 0x80, 0x7f, 0x80, 0x7e, 0x7f, 0x7f, 0x81, 0x7f, 0x80, 0x80, 0x7f, 0x7e, 0x80, 0x80,
|
||||
0x81, 0x82, 0x81, 0x82, 0x81, 0x81, 0x81, 0x82, 0x80, 0x80, 0x7e, 0x82, 0x80, 0x84, 0x81, 0x80,
|
||||
0x7f, 0x81, 0x80, 0x7f, 0x80, 0x7d, 0x80, 0x7d, 0x81, 0x7f, 0x81, 0x80, 0x81, 0x81, 0x80, 0x80,
|
||||
0x7e, 0x80, 0x7f, 0x81, 0x7f, 0x81, 0x81, 0x81, 0x7f, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80,
|
||||
0x81, 0x80, 0x80, 0x7e, 0x81, 0x7f, 0x7f, 0x7e, 0x7e, 0x7f, 0x7f, 0x80, 0x7f, 0x7f, 0x7e, 0x81,
|
||||
0x7e, 0x7f, 0x80, 0x80, 0x7f, 0x7f, 0x7f, 0x7f, 0x81, 0x7f, 0x80, 0x7f, 0x80, 0x80, 0x7f, 0x80,
|
||||
0x80, 0x80, 0x7f, 0x7f, 0x7f, 0x80, 0x7f, 0x7e, 0x7d, 0x7e, 0x7e, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f,
|
||||
0x7f, 0x7e, 0x7f, 0x7f, 0x80, 0x7f, 0x80, 0x7f, 0x80, 0x7f, 0x7f, 0x80, 0x80, 0x80, 0x80, 0x81,
|
||||
0x80
|
||||
};
|
||||
|
||||
|
After Width: | Height: | Size: 2.6 KiB |
@@ -33,7 +33,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/camera/read-and-draw", 640, 480, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/camera/read-and-draw", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
@@ -83,6 +83,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
the window when we get a first frame from the camera. */
|
||||
if (!texture) {
|
||||
SDL_SetWindowSize(window, frame->w, frame->h); /* Resize the window to match */
|
||||
SDL_SetRenderLogicalPresentation(renderer, frame->w, frame->h, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
texture = SDL_CreateTexture(renderer, frame->format, SDL_TEXTUREACCESS_STREAMING, frame->w, frame->h);
|
||||
}
|
||||
|
||||
|
||||
@@ -10,4 +10,5 @@ audio
|
||||
camera
|
||||
asyncio
|
||||
pen
|
||||
misc
|
||||
demo
|
||||
|
||||
@@ -18,9 +18,12 @@
|
||||
#define SNAKE_GAME_HEIGHT 18U
|
||||
#define SNAKE_MATRIX_SIZE (SNAKE_GAME_WIDTH * SNAKE_GAME_HEIGHT)
|
||||
|
||||
#define THREE_BITS 0x7U /* ~CHAR_MAX >> (CHAR_BIT - SNAKE_CELL_MAX_BITS) */
|
||||
#define SNAKE_CELL_MAX_BITS 3U /* floor(log2(SNAKE_CELL_FOOD)) + 1 */
|
||||
#define SNAKE_CELL_SET_BITS (~(~0u << SNAKE_CELL_MAX_BITS))
|
||||
#define SHIFT(x, y) (((x) + ((y) * SNAKE_GAME_WIDTH)) * SNAKE_CELL_MAX_BITS)
|
||||
|
||||
static SDL_Joystick *joystick = NULL;
|
||||
|
||||
typedef enum
|
||||
{
|
||||
SNAKE_CELL_NOTHING = 0U,
|
||||
@@ -31,8 +34,6 @@ typedef enum
|
||||
SNAKE_CELL_FOOD = 5U
|
||||
} SnakeCell;
|
||||
|
||||
#define SNAKE_CELL_MAX_BITS 3U /* floor(log2(SNAKE_CELL_FOOD)) + 1 */
|
||||
|
||||
typedef enum
|
||||
{
|
||||
SNAKE_DIR_RIGHT,
|
||||
@@ -66,7 +67,7 @@ SnakeCell snake_cell_at(const SnakeContext *ctx, char x, char y)
|
||||
const int shift = SHIFT(x, y);
|
||||
unsigned short range;
|
||||
SDL_memcpy(&range, ctx->cells + (shift / 8), sizeof(range));
|
||||
return (SnakeCell)((range >> (shift % 8)) & THREE_BITS);
|
||||
return (SnakeCell)((range >> (shift % 8)) & SNAKE_CELL_SET_BITS);
|
||||
}
|
||||
|
||||
static void set_rect_xy_(SDL_FRect *r, short x, short y)
|
||||
@@ -82,8 +83,8 @@ static void put_cell_at_(SnakeContext *ctx, char x, char y, SnakeCell ct)
|
||||
unsigned char *const pos = ctx->cells + (shift / 8);
|
||||
unsigned short range;
|
||||
SDL_memcpy(&range, pos, sizeof(range));
|
||||
range &= ~(THREE_BITS << adjust); /* clear bits */
|
||||
range |= (ct & THREE_BITS) << adjust;
|
||||
range &= ~(SNAKE_CELL_SET_BITS << adjust); /* clear bits */
|
||||
range |= (ct & SNAKE_CELL_SET_BITS) << adjust;
|
||||
SDL_memcpy(pos, &range, sizeof(range));
|
||||
}
|
||||
|
||||
@@ -186,6 +187,8 @@ void snake_step(SnakeContext *ctx)
|
||||
case SNAKE_DIR_DOWN:
|
||||
++ctx->head_ypos;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
wrap_around_(&ctx->head_xpos, SNAKE_GAME_WIDTH);
|
||||
wrap_around_(&ctx->head_ypos, SNAKE_GAME_HEIGHT);
|
||||
@@ -238,6 +241,26 @@ static SDL_AppResult handle_key_event_(SnakeContext *ctx, SDL_Scancode key_code)
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
static SDL_AppResult handle_hat_event_(SnakeContext *ctx, Uint8 hat) {
|
||||
switch (hat) {
|
||||
case SDL_HAT_RIGHT:
|
||||
snake_redir(ctx, SNAKE_DIR_RIGHT);
|
||||
break;
|
||||
case SDL_HAT_UP:
|
||||
snake_redir(ctx, SNAKE_DIR_UP);
|
||||
break;
|
||||
case SDL_HAT_LEFT:
|
||||
snake_redir(ctx, SNAKE_DIR_LEFT);
|
||||
break;
|
||||
case SDL_HAT_DOWN:
|
||||
snake_redir(ctx, SNAKE_DIR_DOWN);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
{
|
||||
AppState *as = (AppState *)appstate;
|
||||
@@ -305,7 +328,8 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
}
|
||||
}
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO)) {
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK)) {
|
||||
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
@@ -316,9 +340,10 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
|
||||
*appstate = as;
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/demo/snake", SDL_WINDOW_WIDTH, SDL_WINDOW_HEIGHT, 0, &as->window, &as->renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/demo/snake", SDL_WINDOW_WIDTH, SDL_WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &as->window, &as->renderer)) {
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(as->renderer, SDL_WINDOW_WIDTH, SDL_WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
snake_initialize(&as->snake_ctx);
|
||||
|
||||
@@ -333,14 +358,35 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
|
||||
switch (event->type) {
|
||||
case SDL_EVENT_QUIT:
|
||||
return SDL_APP_SUCCESS;
|
||||
case SDL_EVENT_JOYSTICK_ADDED:
|
||||
if (joystick == NULL) {
|
||||
joystick = SDL_OpenJoystick(event->jdevice.which);
|
||||
if (!joystick) {
|
||||
SDL_Log("Failed to open joystick ID %u: %s", (unsigned int) event->jdevice.which, SDL_GetError());
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SDL_EVENT_JOYSTICK_REMOVED:
|
||||
if (joystick && (SDL_GetJoystickID(joystick) == event->jdevice.which)) {
|
||||
SDL_CloseJoystick(joystick);
|
||||
joystick = NULL;
|
||||
}
|
||||
break;
|
||||
case SDL_EVENT_JOYSTICK_HAT_MOTION:
|
||||
return handle_hat_event_(ctx, event->jhat.value);
|
||||
case SDL_EVENT_KEY_DOWN:
|
||||
return handle_key_event_(ctx, event->key.scancode);
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
if (joystick) {
|
||||
SDL_CloseJoystick(joystick);
|
||||
}
|
||||
if (appstate != NULL) {
|
||||
AppState *as = (AppState *)appstate;
|
||||
SDL_DestroyRenderer(as->renderer);
|
||||
|
||||
@@ -265,7 +265,7 @@ static void draw(SDL_Renderer *renderer, const float (*edges)[6], const Player p
|
||||
SDL_RenderLine(renderer, hor_origin-10, ver_origin, hor_origin+10, ver_origin);
|
||||
}
|
||||
}
|
||||
SDL_SetRenderClipRect(renderer, 0);
|
||||
SDL_SetRenderClipRect(renderer, NULL);
|
||||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
|
||||
SDL_RenderDebugText(renderer, 0, 0, debug_string);
|
||||
SDL_RenderPresent(renderer);
|
||||
@@ -347,7 +347,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
if (!SDL_Init(SDL_INIT_VIDEO)) {
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
if (!SDL_CreateWindowAndRenderer("examples/demo/woodeneye-008", 640, 480, 0, &as->window, &as->renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/demo/woodeneye-008", 640, 480, SDL_WINDOW_RESIZABLE, &as->window, &as->renderer)) {
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
|
||||
@@ -27,13 +27,12 @@
|
||||
|
||||
typedef struct {
|
||||
Uint8 ram[RAM_SIZE + 8];
|
||||
Uint8 screenbuf[SCREEN_W * SCREEN_H];
|
||||
Uint64 last_tick;
|
||||
Uint64 tick_acc;
|
||||
SDL_Window* window;
|
||||
SDL_Renderer* renderer;
|
||||
SDL_Surface* screen;
|
||||
SDL_Texture* screentex;
|
||||
SDL_Palette* palette;
|
||||
SDL_Texture* texture;
|
||||
SDL_Texture* rendertarget; /* we need this render target for text to look good */
|
||||
SDL_AudioStream* audiostream;
|
||||
char status[SCREEN_W / 8];
|
||||
@@ -131,16 +130,12 @@ static void print(BytePusher* vm, int x, int y, const char* str) {
|
||||
|
||||
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) {
|
||||
BytePusher* vm;
|
||||
SDL_Palette* palette;
|
||||
SDL_Rect usable_bounds;
|
||||
SDL_AudioSpec audiospec = { SDL_AUDIO_S8, 1, SAMPLES_PER_FRAME * FRAMES_PER_SECOND };
|
||||
SDL_DisplayID primary_display;
|
||||
SDL_PropertiesID texprops;
|
||||
int zoom = 2;
|
||||
int i;
|
||||
Uint8 r, g, b;
|
||||
(void)argc;
|
||||
(void)argv;
|
||||
|
||||
if (!SDL_SetAppMetadata("SDL 3 BytePusher", "1.0", "com.example.SDL3BytePusher")) {
|
||||
return SDL_APP_FAILURE;
|
||||
@@ -186,13 +181,7 @@ SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) {
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!(vm->screen = SDL_CreateSurfaceFrom(
|
||||
SCREEN_W, SCREEN_H, SDL_PIXELFORMAT_INDEX8, vm->screenbuf, SCREEN_W
|
||||
))) {
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!(palette = SDL_CreateSurfacePalette(vm->screen))) {
|
||||
if (!(vm->palette = SDL_CreatePalette(256))) {
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
i = 0;
|
||||
@@ -200,27 +189,22 @@ SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) {
|
||||
for (g = 0; g < 6; ++g) {
|
||||
for (b = 0; b < 6; ++b, ++i) {
|
||||
SDL_Color color = { (Uint8)(r * 0x33), (Uint8)(g * 0x33), (Uint8)(b * 0x33), SDL_ALPHA_OPAQUE };
|
||||
palette->colors[i] = color;
|
||||
vm->palette->colors[i] = color;
|
||||
}
|
||||
}
|
||||
}
|
||||
for (; i < 256; ++i) {
|
||||
SDL_Color color = { 0, 0, 0, SDL_ALPHA_OPAQUE };
|
||||
palette->colors[i] = color;
|
||||
vm->palette->colors[i] = color;
|
||||
}
|
||||
|
||||
texprops = SDL_CreateProperties();
|
||||
SDL_SetNumberProperty(texprops, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STREAMING);
|
||||
SDL_SetNumberProperty(texprops, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, SCREEN_W);
|
||||
SDL_SetNumberProperty(texprops, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, SCREEN_H);
|
||||
vm->screentex = SDL_CreateTextureWithProperties(vm->renderer, texprops);
|
||||
SDL_SetNumberProperty(texprops, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_TARGET);
|
||||
vm->rendertarget = SDL_CreateTextureWithProperties(vm->renderer, texprops);
|
||||
SDL_DestroyProperties(texprops);
|
||||
if (!vm->screentex || !vm->rendertarget) {
|
||||
vm->texture = SDL_CreateTexture(vm->renderer, SDL_PIXELFORMAT_INDEX8, SDL_TEXTUREACCESS_STREAMING, SCREEN_W, SCREEN_H);
|
||||
vm->rendertarget = SDL_CreateTexture(vm->renderer, SDL_PIXELFORMAT_UNKNOWN, SDL_TEXTUREACCESS_TARGET, SCREEN_W, SCREEN_H);
|
||||
if (!vm->texture || !vm->rendertarget) {
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetTextureScaleMode(vm->screentex, SDL_SCALEMODE_NEAREST);
|
||||
SDL_SetTexturePalette(vm->texture, vm->palette);
|
||||
SDL_SetTextureScaleMode(vm->texture, SDL_SCALEMODE_NEAREST);
|
||||
SDL_SetTextureScaleMode(vm->rendertarget, SDL_SCALEMODE_NEAREST);
|
||||
|
||||
if (!(vm->audiostream = SDL_OpenAudioDeviceStream(
|
||||
@@ -236,6 +220,10 @@ SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) {
|
||||
vm->last_tick = SDL_GetTicksNS();
|
||||
vm->tick_acc = NS_PER_SECOND;
|
||||
|
||||
if (argc > 1) {
|
||||
load_file(vm, argv[1]);
|
||||
}
|
||||
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
@@ -284,30 +272,23 @@ SDL_AppResult SDL_AppIterate(void* appstate) {
|
||||
}
|
||||
|
||||
if (updated) {
|
||||
SDL_Surface *tex;
|
||||
const void *pixels = &vm->ram[(Uint32)vm->ram[IO_SCREEN_PAGE] << 16];
|
||||
SDL_UpdateTexture(vm->texture, NULL, pixels, SCREEN_W);
|
||||
|
||||
SDL_SetRenderTarget(vm->renderer, vm->rendertarget);
|
||||
SDL_RenderTexture(vm->renderer, vm->texture, NULL, NULL);
|
||||
|
||||
if (!SDL_LockTextureToSurface(vm->screentex, NULL, &tex)) {
|
||||
return SDL_APP_FAILURE;
|
||||
if (vm->display_help) {
|
||||
print(vm, 4, 4, "Drop a BytePusher file in this");
|
||||
print(vm, 8, 12, "window to load and run it!");
|
||||
print(vm, 4, 28, "Press ENTER to switch between");
|
||||
print(vm, 8, 36, "positional and symbolic input.");
|
||||
}
|
||||
vm->screen->pixels = &vm->ram[(Uint32)vm->ram[IO_SCREEN_PAGE] << 16];
|
||||
SDL_BlitSurface(vm->screen, NULL, tex, NULL);
|
||||
SDL_UnlockTexture(vm->screentex);
|
||||
|
||||
SDL_RenderTexture(vm->renderer, vm->screentex, NULL, NULL);
|
||||
}
|
||||
|
||||
if (vm->display_help) {
|
||||
print(vm, 4, 4, "Drop a BytePusher file in this");
|
||||
print(vm, 8, 12, "window to load and run it!");
|
||||
print(vm, 4, 28, "Press ENTER to switch between");
|
||||
print(vm, 8, 36, "positional and symbolic input.");
|
||||
}
|
||||
|
||||
if (vm->status_ticks > 0) {
|
||||
vm->status_ticks -= 1;
|
||||
print(vm, 4, SCREEN_H - 12, vm->status);
|
||||
if (vm->status_ticks > 0) {
|
||||
vm->status_ticks -= 1;
|
||||
print(vm, 4, SCREEN_H - 12, vm->status);
|
||||
}
|
||||
}
|
||||
|
||||
SDL_SetRenderTarget(vm->renderer, NULL);
|
||||
@@ -407,8 +388,8 @@ void SDL_AppQuit(void* appstate, SDL_AppResult result) {
|
||||
BytePusher* vm = (BytePusher*)appstate;
|
||||
SDL_DestroyAudioStream(vm->audiostream);
|
||||
SDL_DestroyTexture(vm->rendertarget);
|
||||
SDL_DestroyTexture(vm->screentex);
|
||||
SDL_DestroySurface(vm->screen);
|
||||
SDL_DestroyTexture(vm->texture);
|
||||
SDL_DestroyPalette(vm->palette);
|
||||
SDL_DestroyRenderer(vm->renderer);
|
||||
SDL_DestroyWindow(vm->window);
|
||||
SDL_free(vm);
|
||||
|
||||
@@ -13,8 +13,8 @@
|
||||
and knows how to map arbitrary buttons and such to look like an
|
||||
Xbox/PlayStation/etc gamepad. This is easier, and better, for many games,
|
||||
but isn't necessarily a good fit for complex apps and hardware. A flight
|
||||
simulator, a realistic racing game, etc, might want this interface instead
|
||||
of gamepads. */
|
||||
simulator, a realistic racing game, etc, might want the joystick interface
|
||||
instead of gamepads. */
|
||||
|
||||
/* SDL can handle multiple joysticks, but for simplicity, this program only
|
||||
deals with the first stick it sees. */
|
||||
@@ -41,7 +41,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/input/joystick-polling", 640, 480, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/input/joystick-polling", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
@@ -13,8 +13,8 @@
|
||||
and knows how to map arbitrary buttons and such to look like an
|
||||
Xbox/PlayStation/etc gamepad. This is easier, and better, for many games,
|
||||
but isn't necessarily a good fit for complex apps and hardware. A flight
|
||||
simulator, a realistic racing game, etc, might want this interface instead
|
||||
of gamepads. */
|
||||
simulator, a realistic racing game, etc, might want the joystick interface
|
||||
instead of gamepads. */
|
||||
|
||||
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
|
||||
#include <SDL3/SDL.h>
|
||||
@@ -111,7 +111,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/input/joystick-events", 640, 480, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/input/joystick-events", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
|
Before Width: | Height: | Size: 2.2 MiB After Width: | Height: | Size: 534 KiB |
@@ -0,0 +1,11 @@
|
||||
This example code looks for the current gamepad state once per frame,
|
||||
and draws a visual representation of it. See 01-joystick-polling for the
|
||||
equivalent example code for the lower-level joystick API.
|
||||
|
||||
Please note that on the web, gamepads don't show up until you interact with
|
||||
them, so press a button to "connect" the controller.
|
||||
|
||||
Also note that on the web, gamepad triggers are treated as buttons (either
|
||||
pressed or not) instead of axes (pressed 0 to 100 percent). This is a web
|
||||
issue, not an SDL limitation.
|
||||
|
||||
@@ -0,0 +1,221 @@
|
||||
/*
|
||||
* This example code looks for the current gamepad state once per frame,
|
||||
* and draws a visual representation of it. See 01-joystick-polling for the
|
||||
* equivalent example code for the lower-level joystick API.
|
||||
*
|
||||
* This code is public domain. Feel free to use it for any purpose!
|
||||
*/
|
||||
|
||||
/* Joysticks are low-level interfaces: there's something with a bunch of
|
||||
buttons, axes and hats, in no understood order or position. This is
|
||||
a flexible interface, but you'll need to build some sort of configuration
|
||||
UI to let people tell you what button, etc, does what. On top of this
|
||||
interface, SDL offers the "gamepad" API, which works with lots of devices,
|
||||
and knows how to map arbitrary buttons and such to look like an
|
||||
Xbox/PlayStation/etc gamepad. This is easier, and better, for many games,
|
||||
but isn't necessarily a good fit for complex apps and hardware. A flight
|
||||
simulator, a realistic racing game, etc, might want the joystick interface
|
||||
instead of gamepads. */
|
||||
|
||||
/* SDL can handle multiple gamepads, but for simplicity, this program only
|
||||
deals with the first gamepad it sees. */
|
||||
|
||||
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_main.h>
|
||||
|
||||
/* We will use this renderer to draw into this window every frame. */
|
||||
static SDL_Window *window = NULL;
|
||||
static SDL_Renderer *renderer = NULL;
|
||||
static SDL_Texture *texture = NULL;
|
||||
static SDL_Gamepad *gamepad = NULL;
|
||||
|
||||
#define WINDOW_WIDTH 640
|
||||
#define WINDOW_HEIGHT 480
|
||||
|
||||
/* This function runs once at startup. */
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
char *png_path = NULL;
|
||||
SDL_Surface *surface = NULL;
|
||||
|
||||
SDL_SetAppMetadata("Example Input Gamepad Polling", "1.0", "com.example.input-gamepad-polling");
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
|
||||
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/input/gamepad-polling", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_STRETCH)) {
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
|
||||
engines refer to these as "sprites." We'll do a static texture (upload once, draw many
|
||||
times) with data from a bitmap file. */
|
||||
|
||||
/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
|
||||
Load a .png into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&png_path, "%sgamepad_front.png", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadPNG(png_path);
|
||||
if (!surface) {
|
||||
SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
SDL_free(png_path); /* done with this, the file is loaded. */
|
||||
|
||||
texture = SDL_CreateTextureFromSurface(renderer, surface);
|
||||
if (!texture) {
|
||||
SDL_Log("Couldn't create static texture: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
|
||||
|
||||
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. */
|
||||
} else if (event->type == SDL_EVENT_GAMEPAD_ADDED) {
|
||||
/* this event is sent for each hotplugged gamepad, but also each already-connected gamepad during SDL_Init(). */
|
||||
if (gamepad == NULL) { /* we don't have a stick yet and one was added, open it! */
|
||||
gamepad = SDL_OpenGamepad(event->gdevice.which);
|
||||
if (!gamepad) {
|
||||
SDL_Log("Failed to open gamepad ID %u: %s", (unsigned int) event->gdevice.which, SDL_GetError());
|
||||
}
|
||||
}
|
||||
} else if (event->type == SDL_EVENT_GAMEPAD_REMOVED) {
|
||||
if (gamepad && (SDL_GetGamepadID(gamepad) == event->gdevice.which)) {
|
||||
SDL_CloseGamepad(gamepad); /* our controller was unplugged. */
|
||||
gamepad = NULL;
|
||||
}
|
||||
}
|
||||
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)
|
||||
{
|
||||
const char *text = "Plug in a gamepad, please.";
|
||||
static Uint64 leftthumblast = 0xFFFFFFFF;
|
||||
static Uint64 rightthumblast = 0xFFFFFFFF;
|
||||
const Uint64 now = SDL_GetTicks();
|
||||
Sint16 axis_x, axis_y;
|
||||
float x, y;
|
||||
int i;
|
||||
|
||||
if (gamepad) { /* we have a stick opened? */
|
||||
text = SDL_GetGamepadName(gamepad);
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF); /* white */
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
/* note that you can get input as events, instead of polling, which is
|
||||
better since it won't miss button presses if the system is lagging,
|
||||
but often times checking the current state per-frame is good enough,
|
||||
and maybe better if you'd rather _drop_ inputs due to lag. */
|
||||
|
||||
if (gamepad) { /* we have a stick opened? */
|
||||
/* where to draw the buttons */
|
||||
const SDL_FRect buttons[] = {
|
||||
{ 497, 266, 38, 38 }, /* SDL_GAMEPAD_BUTTON_SOUTH */
|
||||
{ 550, 217, 38, 38 }, /* SDL_GAMEPAD_BUTTON_EAST */
|
||||
{ 445, 221, 38, 38 }, /* SDL_GAMEPAD_BUTTON_WEST */
|
||||
{ 499, 173, 38, 38 }, /* SDL_GAMEPAD_BUTTON_NORTH */
|
||||
{ 235, 228, 32, 29 }, /* SDL_GAMEPAD_BUTTON_BACK */
|
||||
{ 287, 195, 69, 69 }, /* SDL_GAMEPAD_BUTTON_GUIDE */
|
||||
{ 377, 228, 32, 29 }, /* SDL_GAMEPAD_BUTTON_START */
|
||||
{ 91, 234, 63, 63 }, /* SDL_GAMEPAD_BUTTON_LEFT_STICK */
|
||||
{ 381, 354, 63, 63 }, /* SDL_GAMEPAD_BUTTON_RIGHT_STICK */
|
||||
{ 74, 73, 102, 29 }, /* SDL_GAMEPAD_BUTTON_LEFT_SHOULDER */
|
||||
{ 468, 73, 102, 29 }, /* SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER */
|
||||
{ 207, 316, 32, 32 }, /* SDL_GAMEPAD_BUTTON_DPAD_UP */
|
||||
{ 207, 384, 32, 32 }, /* SDL_GAMEPAD_BUTTON_DPAD_DOWN */
|
||||
{ 173, 351, 32, 32 }, /* SDL_GAMEPAD_BUTTON_DPAD_LEFT */
|
||||
{ 242, 351, 32, 32 }, /* SDL_GAMEPAD_BUTTON_DPAD_RIGHT */
|
||||
{ 310, 286, 23, 27 }, /* SDL_GAMEPAD_BUTTON_MISC1 */
|
||||
/* there are other buttons: paddles on the back of the gamepad, touchpads, etc, but this is good enough for now. */
|
||||
};
|
||||
|
||||
SDL_RenderTexture(renderer, texture, NULL, NULL); /* draw the gamepad picture to the whole window. */
|
||||
|
||||
/* draw green boxes over buttons that are currently pressed. */
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF); /* green */
|
||||
for (i = 0; i < SDL_arraysize(buttons); i++) {
|
||||
if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton) i)) {
|
||||
SDL_RenderFillRect(renderer, &buttons[i]);
|
||||
}
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF); /* yellow */
|
||||
|
||||
/* left thumb axis. */
|
||||
axis_x = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTX);
|
||||
axis_y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTY);
|
||||
if ((SDL_abs(axis_x) > 1000) || (SDL_abs(axis_y) > 1000)) { /* zero means centered, but it might be a little off zero... */
|
||||
leftthumblast = now; /* keep drawing, we're still moving. */
|
||||
}
|
||||
if ((now - leftthumblast) < 500) { /* draw if there was movement in the last half-second. */
|
||||
const SDL_FRect box = { 107 + ((axis_x / 32767.0f) * 30.0f), 252 + ((axis_y / 32767.0f) * 30.0f), 30, 30 };
|
||||
SDL_RenderFillRect(renderer, &box);
|
||||
}
|
||||
|
||||
/* right thumb axis. */
|
||||
axis_x = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTX);
|
||||
axis_y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTY);
|
||||
if ((SDL_abs(axis_x) > 1000) || (SDL_abs(axis_y) > 1000)) { /* zero means centered, but it might be a little off zero... */
|
||||
rightthumblast = now; /* keep drawing, we're still moving. */
|
||||
}
|
||||
if ((now - rightthumblast) < 500) { /* draw if there was movement in the last half-second. */
|
||||
const SDL_FRect box = { 397 + ((axis_x / 32767.0f) * 30.0f), 370 + ((axis_y / 32767.0f) * 30.0f), 30, 30 };
|
||||
SDL_RenderFillRect(renderer, &box);
|
||||
}
|
||||
|
||||
/* left trigger. */
|
||||
axis_y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
|
||||
if (axis_y > 1000) { /* zero means unpressed, but it might be a little off zero... */
|
||||
const float height = ((axis_y / 32767.0f) * 65.0f);
|
||||
const SDL_FRect box = { 127, 1 + (65.0f - height), 37, height };
|
||||
SDL_RenderFillRect(renderer, &box);
|
||||
}
|
||||
|
||||
/* right trigger. */
|
||||
axis_y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
|
||||
if (axis_y > 1000) { /* zero means unpressed, but it might be a little off zero... */
|
||||
const float height = ((axis_y / 32767.0f) * 65.0f);
|
||||
const SDL_FRect box = { 481, 1 + (65.0f - height), 37, height };
|
||||
SDL_RenderFillRect(renderer, &box);
|
||||
}
|
||||
}
|
||||
|
||||
x = (((float) WINDOW_WIDTH) - (SDL_strlen(text) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f;
|
||||
if (gamepad) {
|
||||
y = (float) (WINDOW_HEIGHT - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE + 2));
|
||||
} else {
|
||||
y = (((float) WINDOW_HEIGHT) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2.0f;
|
||||
}
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF); /* blue */
|
||||
SDL_RenderDebugText(renderer, x, y, text);
|
||||
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)
|
||||
{
|
||||
SDL_DestroyTexture(texture);
|
||||
SDL_CloseGamepad(gamepad);
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
After Width: | Height: | Size: 54 KiB |
|
After Width: | Height: | Size: 52 KiB |
@@ -0,0 +1,2 @@
|
||||
This example code looks for gamepad input in the event handler, and
|
||||
reports any changes as a flood of info.
|
||||
@@ -0,0 +1,212 @@
|
||||
/*
|
||||
* This example code looks for gamepad input in the event handler, and
|
||||
* reports any changes as a flood of info.
|
||||
*
|
||||
* This code is public domain. Feel free to use it for any purpose!
|
||||
*/
|
||||
|
||||
/* Joysticks are low-level interfaces: there's something with a bunch of
|
||||
buttons, axes and hats, in no understood order or position. This is
|
||||
a flexible interface, but you'll need to build some sort of configuration
|
||||
UI to let people tell you what button, etc, does what. On top of this
|
||||
interface, SDL offers the "gamepad" API, which works with lots of devices,
|
||||
and knows how to map arbitrary buttons and such to look like an
|
||||
Xbox/PlayStation/etc gamepad. This is easier, and better, for many games,
|
||||
but isn't necessarily a good fit for complex apps and hardware. A flight
|
||||
simulator, a realistic racing game, etc, might want the joystick interface
|
||||
instead of gamepads. */
|
||||
|
||||
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_main.h>
|
||||
|
||||
/* We will use this renderer to draw into this window every frame. */
|
||||
static SDL_Window *window = NULL;
|
||||
static SDL_Renderer *renderer = NULL;
|
||||
static SDL_Color colors[64];
|
||||
|
||||
#define MOTION_EVENT_COOLDOWN 40
|
||||
|
||||
typedef struct EventMessage
|
||||
{
|
||||
char *str;
|
||||
SDL_Color color;
|
||||
Uint64 start_ticks;
|
||||
struct EventMessage *next;
|
||||
} EventMessage;
|
||||
|
||||
static EventMessage messages;
|
||||
static EventMessage *messages_tail = &messages;
|
||||
|
||||
static const char *battery_state_string(SDL_PowerState state)
|
||||
{
|
||||
switch (state) {
|
||||
case SDL_POWERSTATE_ERROR: return "ERROR";
|
||||
case SDL_POWERSTATE_UNKNOWN: return "UNKNOWN";
|
||||
case SDL_POWERSTATE_ON_BATTERY: return "ON BATTERY";
|
||||
case SDL_POWERSTATE_NO_BATTERY: return "NO BATTERY";
|
||||
case SDL_POWERSTATE_CHARGING: return "CHARGING";
|
||||
case SDL_POWERSTATE_CHARGED: return "CHARGED";
|
||||
default: break;
|
||||
}
|
||||
return "UNKNOWN";
|
||||
}
|
||||
|
||||
static void add_message(SDL_JoystickID jid, const char *fmt, ...)
|
||||
{
|
||||
const SDL_Color *color = &colors[((size_t) jid) % SDL_arraysize(colors)];
|
||||
EventMessage *msg = NULL;
|
||||
char *str = NULL;
|
||||
va_list ap;
|
||||
|
||||
msg = (EventMessage *) SDL_calloc(1, sizeof (*msg));
|
||||
if (!msg) {
|
||||
return; // oh well.
|
||||
}
|
||||
|
||||
va_start(ap, fmt);
|
||||
SDL_vasprintf(&str, fmt, ap);
|
||||
va_end(ap);
|
||||
if (!str) {
|
||||
SDL_free(msg);
|
||||
return; // oh well.
|
||||
}
|
||||
|
||||
msg->str = str;
|
||||
SDL_copyp(&msg->color, color);
|
||||
msg->start_ticks = SDL_GetTicks();
|
||||
msg->next = NULL;
|
||||
|
||||
messages_tail->next = msg;
|
||||
messages_tail = msg;
|
||||
}
|
||||
|
||||
|
||||
/* This function runs once at startup. */
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
int i;
|
||||
|
||||
SDL_SetAppMetadata("Example Input Gamepad Events", "1.0", "com.example.input-gamepad-events");
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
|
||||
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/input/gamepad-events", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
colors[0].r = colors[0].g = colors[0].b = colors[0].a = 255;
|
||||
for (i = 1; i < SDL_arraysize(colors); i++) {
|
||||
colors[i].r = SDL_rand(255);
|
||||
colors[i].g = SDL_rand(255);
|
||||
colors[i].b = SDL_rand(255);
|
||||
colors[i].a = 255;
|
||||
}
|
||||
|
||||
add_message(0, "Please plug in a gamepad.");
|
||||
|
||||
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. */
|
||||
} else if (event->type == SDL_EVENT_GAMEPAD_ADDED) {
|
||||
/* this event is sent for each hotplugged stick, but also each already-connected gamepad during SDL_Init(). */
|
||||
const SDL_JoystickID which = event->gdevice.which;
|
||||
SDL_Gamepad *gamepad = SDL_OpenGamepad(which);
|
||||
if (!gamepad) {
|
||||
add_message(which, "Gamepad #%u add, but not opened: %s", (unsigned int) which, SDL_GetError());
|
||||
} else {
|
||||
char *mapping = SDL_GetGamepadMapping(gamepad);
|
||||
add_message(which, "Gamepad #%u ('%s') added", (unsigned int) which, SDL_GetGamepadName(gamepad));
|
||||
if (mapping) {
|
||||
add_message(which, "Gamepad #%u mapping: %s", (unsigned int) which, mapping);
|
||||
SDL_free(mapping);
|
||||
}
|
||||
}
|
||||
} else if (event->type == SDL_EVENT_GAMEPAD_REMOVED) {
|
||||
const SDL_JoystickID which = event->gdevice.which;
|
||||
SDL_Gamepad *gamepad = SDL_GetGamepadFromID(which);
|
||||
if (gamepad) {
|
||||
SDL_CloseGamepad(gamepad); /* the gamepad was unplugged. */
|
||||
}
|
||||
add_message(which, "Gamepad #%u removed", (unsigned int) which);
|
||||
} else if (event->type == SDL_EVENT_GAMEPAD_AXIS_MOTION) {
|
||||
static Uint64 axis_motion_cooldown_time = 0; /* these are spammy, only show every X milliseconds. */
|
||||
const Uint64 now = SDL_GetTicks();
|
||||
if (now >= axis_motion_cooldown_time) {
|
||||
const SDL_JoystickID which = event->gaxis.which;
|
||||
axis_motion_cooldown_time = now + MOTION_EVENT_COOLDOWN;
|
||||
add_message(which, "Gamepad #%u axis %s -> %d", (unsigned int) which, SDL_GetGamepadStringForAxis((SDL_GamepadAxis) event->gaxis.axis), (int) event->gaxis.value);
|
||||
}
|
||||
} else if ((event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) || (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN)) {
|
||||
const SDL_JoystickID which = event->gbutton.which;
|
||||
add_message(which, "Gamepad #%u button %s -> %s", (unsigned int) which, SDL_GetGamepadStringForButton((SDL_GamepadButton) event->gbutton.button), event->gbutton.down ? "PRESSED" : "RELEASED");
|
||||
} else if (event->type == SDL_EVENT_JOYSTICK_BATTERY_UPDATED) {
|
||||
const SDL_JoystickID which = event->jbattery.which;
|
||||
if (SDL_IsGamepad(which)) { /* this is only reported for joysticks, so make sure this joystick is _actually_ a gamepad. */
|
||||
add_message(which, "Gamepad #%u battery -> %s - %d%%", (unsigned int) which, battery_state_string(event->jbattery.state), event->jbattery.percent);
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
const Uint64 now = SDL_GetTicks();
|
||||
const float msg_lifetime = 3500.0f; /* milliseconds a message lives for. */
|
||||
EventMessage *msg = messages.next;
|
||||
float prev_y = 0.0f;
|
||||
int winw = 640, winh = 480;
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_GetWindowSize(window, &winw, &winh);
|
||||
|
||||
while (msg) {
|
||||
float x, y;
|
||||
const float life_percent = ((float) (now - msg->start_ticks)) / msg_lifetime;
|
||||
if (life_percent >= 1.0f) { /* msg is done. */
|
||||
messages.next = msg->next;
|
||||
if (messages_tail == msg) {
|
||||
messages_tail = &messages;
|
||||
}
|
||||
SDL_free(msg->str);
|
||||
SDL_free(msg);
|
||||
msg = messages.next;
|
||||
continue;
|
||||
}
|
||||
x = (((float) winw) - (SDL_strlen(msg->str) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE)) / 2.0f;
|
||||
y = ((float) winh) * life_percent;
|
||||
if ((prev_y != 0.0f) && ((prev_y - y) < ((float) SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE))) {
|
||||
msg->start_ticks = now;
|
||||
break; // wait for the previous message to tick up a little.
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, msg->color.r, msg->color.g, msg->color.b, (Uint8) (((float) msg->color.a) * (1.0f - life_percent)));
|
||||
SDL_RenderDebugText(renderer, x, y, msg->str);
|
||||
|
||||
prev_y = y;
|
||||
msg = msg->next;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
SDL_Quit();
|
||||
/* SDL will clean up the window/renderer for us. We let the gamepads leak. */
|
||||
}
|
||||
|
After Width: | Height: | Size: 435 KiB |
|
After Width: | Height: | Size: 16 KiB |
@@ -0,0 +1,4 @@
|
||||
This example code reports power status (plugged in, battery level, etc).
|
||||
|
||||
Note that only Chrome-based browsers support this API currently. Firefox and
|
||||
Safari will report this as unknown, but this may change later!
|
||||
|
After Width: | Height: | Size: 19 KiB |
@@ -0,0 +1,155 @@
|
||||
/*
|
||||
* This example code reports power status (plugged in, battery level, etc).
|
||||
*
|
||||
* 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 <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_main.h>
|
||||
|
||||
/* We will use this renderer to draw into this window every frame. */
|
||||
static SDL_Window *window = NULL;
|
||||
static SDL_Renderer *renderer = NULL;
|
||||
|
||||
/* This function runs once at startup. */
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_SetAppMetadata("Example Misc Power", "1.0", "com.example.misc-power");
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO)) {
|
||||
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/misc/power", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
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)
|
||||
{
|
||||
const SDL_FRect frame = { 100, 200, 440, 80 }; /* the percentage bar dimensions. */
|
||||
|
||||
/* Query for battery info */
|
||||
int seconds = 0, percent = 0;
|
||||
const SDL_PowerState state = SDL_GetPowerInfo(&seconds, &percent);
|
||||
|
||||
/* We set up different drawing details for each power state, then
|
||||
run it all through the same drawing code. */
|
||||
int clearr = 0, clearg = 0, clearb = 0; /* clear window to this color. */
|
||||
int textr = 255, textg = 255, textb = 255; /* draw messages in this color. */
|
||||
int framer = 255, frameg = 255, frameb = 255; /* draw a percentage bar frame in this color. */
|
||||
int barr = 0, barg = 0, barb = 0; /* draw a percentage bar in this color. */
|
||||
const char *msg = NULL;
|
||||
const char *msg2 = NULL;
|
||||
|
||||
switch (state) {
|
||||
case SDL_POWERSTATE_ERROR:
|
||||
msg2 = "ERROR GETTING POWER STATE";
|
||||
msg = SDL_GetError();
|
||||
clearr = 255; /* red background */
|
||||
break;
|
||||
|
||||
default: /* in case this does something unexpected later, treat it as unknown. */
|
||||
case SDL_POWERSTATE_UNKNOWN:
|
||||
msg = "Power state is unknown.";
|
||||
clearr = clearb = clearg = 50; /* grey background */
|
||||
break;
|
||||
|
||||
case SDL_POWERSTATE_ON_BATTERY:
|
||||
msg = "Running on battery.";
|
||||
barr = 255; /* draw in red */
|
||||
break;
|
||||
|
||||
case SDL_POWERSTATE_NO_BATTERY:
|
||||
msg = "Plugged in, no battery available.";
|
||||
clearg = 50; /* green background */
|
||||
break;
|
||||
|
||||
case SDL_POWERSTATE_CHARGING:
|
||||
msg = "Charging.";
|
||||
barb = barg = 255; /* draw in cyan */
|
||||
break;
|
||||
|
||||
case SDL_POWERSTATE_CHARGED:
|
||||
msg = "Charged.";
|
||||
barg = 255; /* draw in green */
|
||||
break;
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, clearr, clearg, clearb, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
if (percent >= 0) {
|
||||
float x, y;
|
||||
SDL_FRect pctrect;
|
||||
char remainstr[64];
|
||||
char msgbuf[128];
|
||||
|
||||
SDL_copyp(&pctrect, &frame);
|
||||
pctrect.w *= percent / 100.0f;
|
||||
|
||||
if (seconds < 0) {
|
||||
SDL_strlcpy(remainstr, "unknown time", sizeof (remainstr));
|
||||
} else {
|
||||
int hours, minutes;
|
||||
hours = seconds / (60 * 60);
|
||||
seconds -= hours * (60 * 60);
|
||||
minutes = seconds / 60;
|
||||
seconds -= minutes * 60;
|
||||
SDL_snprintf(remainstr, sizeof (remainstr), "%02d:%02d:%02d", hours, minutes, seconds);
|
||||
}
|
||||
|
||||
SDL_snprintf(msgbuf, sizeof (msgbuf), "Battery: %3d percent, %s remaining", percent, remainstr);
|
||||
x = frame.x + ((frame.w - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * SDL_strlen(msgbuf))) / 2.0f);
|
||||
y = frame.y + frame.h + SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE;
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, barr, barg, barb, 255); /* draw percent bar. */
|
||||
SDL_RenderFillRect(renderer, &pctrect);
|
||||
SDL_SetRenderDrawColor(renderer, framer, frameg, frameb, 255); /* draw frame on top of bar. */
|
||||
SDL_RenderRect(renderer, &frame);
|
||||
SDL_SetRenderDrawColor(renderer, textr, textg, textb, 255);
|
||||
SDL_RenderDebugText(renderer, x, y, msgbuf); /* draw text about battery level */
|
||||
}
|
||||
|
||||
if (msg) {
|
||||
const float x = frame.x + ((frame.w - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * SDL_strlen(msg))) / 2.0f);
|
||||
const float y = frame.y - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 2);
|
||||
SDL_SetRenderDrawColor(renderer, textr, textg, textb, 255);
|
||||
SDL_RenderDebugText(renderer, x, y, msg);
|
||||
}
|
||||
|
||||
if (msg2) {
|
||||
const float x = frame.x + ((frame.w - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * SDL_strlen(msg2))) / 2.0f);
|
||||
const float y = frame.y - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 4);
|
||||
SDL_SetRenderDrawColor(renderer, textr, textg, textb, 255);
|
||||
SDL_RenderDebugText(renderer, x, y, msg2);
|
||||
}
|
||||
|
||||
/* put the new rendering on the screen. */
|
||||
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)
|
||||
{
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
||||
|
After Width: | Height: | Size: 622 B |
@@ -0,0 +1,6 @@
|
||||
This example code lets the user copy and paste with the system clipboard.
|
||||
|
||||
This only handles text, but SDL supports other data types, too.
|
||||
|
||||
Note that only Chrome-based browsers support this API currently. This uses a
|
||||
new Javascript API, so hopefully this will be available everywhere soon!
|
||||
@@ -0,0 +1,235 @@
|
||||
/*
|
||||
* This example code lets the user copy and paste with the system clipboard.
|
||||
*
|
||||
* This only handles text, but SDL supports other data types, too.
|
||||
*
|
||||
* 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 <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_main.h>
|
||||
|
||||
/* We will use this renderer to draw into this window every frame. */
|
||||
static SDL_Window *window = NULL;
|
||||
static SDL_Renderer *renderer = NULL;
|
||||
static const char *copybuttonstr = "Click here to copy!";
|
||||
static const char *pastebuttonstr = "Click here to paste!";
|
||||
static SDL_FRect currenttimerect;
|
||||
static SDL_FRect copybuttonrect;
|
||||
static SDL_FRect pastetextrect;
|
||||
static SDL_FRect pastebuttonrect;
|
||||
static bool copy_pressed = false;
|
||||
static bool paste_pressed = false;
|
||||
static char current_time[64];
|
||||
static char *pasted_str = NULL;
|
||||
|
||||
static void CalculateCurrentTimeString(void)
|
||||
{
|
||||
SDL_Time ticks = 0;
|
||||
SDL_DateTime dt;
|
||||
if (!SDL_GetCurrentTime(&ticks) || !SDL_TimeToDateTime(ticks, &dt, true)) {
|
||||
SDL_snprintf(current_time, sizeof (current_time), "(Don't know the current time, sorry.)");
|
||||
} else {
|
||||
static const char *month[12] = { "January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December" };
|
||||
static const char *day[7] = { "Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday" };
|
||||
SDL_snprintf(current_time, sizeof (current_time), "%s, %s %d, %d %02d:%02d:%02d", day[dt.day_of_week], month[dt.month-1], dt.day, dt.year, dt.hour, dt.minute, dt.second);
|
||||
}
|
||||
}
|
||||
|
||||
/* This function runs once at startup. */
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_SetAppMetadata("Example Misc Clipboard", "1.0", "com.example.misc-clipboard");
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO)) {
|
||||
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/misc/clipboard", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
CalculateCurrentTimeString();
|
||||
|
||||
/* set up the locations where we'll draw stuff. */
|
||||
currenttimerect.x = 30;
|
||||
currenttimerect.y = 10;
|
||||
currenttimerect.w = 390;
|
||||
currenttimerect.h = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE + 10;
|
||||
|
||||
copybuttonrect.x = currenttimerect.x + currenttimerect.w + 30;
|
||||
copybuttonrect.y = currenttimerect.y;
|
||||
copybuttonrect.w = (float) ((SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * SDL_strlen(copybuttonstr)) + 10);
|
||||
copybuttonrect.h = currenttimerect.h;
|
||||
|
||||
pastetextrect.x = 10;
|
||||
pastetextrect.y = currenttimerect.y + currenttimerect.h + 10;
|
||||
pastetextrect.w = 620;
|
||||
pastetextrect.h = ((480 - pastetextrect.y) - copybuttonrect.h) - 20;
|
||||
|
||||
pastebuttonrect.w = (float) ((SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * SDL_strlen(pastebuttonstr)) + 10);
|
||||
pastebuttonrect.x = (640 - pastebuttonrect.w) / 2.0f;
|
||||
pastebuttonrect.y = pastetextrect.y + pastetextrect.h + 10;
|
||||
pastebuttonrect.h = copybuttonrect.h;
|
||||
|
||||
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)
|
||||
{
|
||||
SDL_ConvertEventToRenderCoordinates(renderer, event);
|
||||
if (event->type == SDL_EVENT_QUIT) {
|
||||
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
|
||||
} else if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
|
||||
if (event->button.button == SDL_BUTTON_LEFT) {
|
||||
const SDL_FPoint p = { event->button.x, event->button.y };
|
||||
copy_pressed = SDL_PointInRectFloat(&p, ©buttonrect);
|
||||
paste_pressed = SDL_PointInRectFloat(&p, &pastebuttonrect);
|
||||
}
|
||||
} else if (event->type == SDL_EVENT_MOUSE_BUTTON_UP) {
|
||||
if (event->button.button == SDL_BUTTON_LEFT) {
|
||||
const SDL_FPoint p = { event->button.x, event->button.y };
|
||||
if (copy_pressed && SDL_PointInRectFloat(&p, ©buttonrect)) {
|
||||
SDL_SetClipboardText(current_time);
|
||||
} else if (paste_pressed && SDL_PointInRectFloat(&p, &pastebuttonrect)) {
|
||||
SDL_free(pasted_str);
|
||||
pasted_str = SDL_GetClipboardText();
|
||||
}
|
||||
copy_pressed = paste_pressed = false;
|
||||
}
|
||||
}
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
static void RenderPastedText(void)
|
||||
{
|
||||
char *str = pasted_str;
|
||||
if (str) {
|
||||
float x = pastetextrect.x + 5;
|
||||
float y = pastetextrect.y + 5;
|
||||
const float w = pastetextrect.w - 10;
|
||||
const float h = pastetextrect.h;
|
||||
const size_t max_chars_per_line = (size_t) (w / SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE);
|
||||
char *newline;
|
||||
size_t slen;
|
||||
char ch;
|
||||
|
||||
/* this doesn't wordwrap, or deal with Unicode....this is just a simple example app! */
|
||||
while ((newline = SDL_strchr(str, '\n')) != NULL) {
|
||||
const bool ignore_cr = ((newline > str) && (newline[-1] == '\r'));
|
||||
|
||||
if (ignore_cr) {
|
||||
newline[-1] = '\0';
|
||||
}
|
||||
*newline = '\0';
|
||||
|
||||
slen = SDL_strlen(str); /* length to end of line. */
|
||||
slen = SDL_min(slen, max_chars_per_line);
|
||||
ch = str[slen];
|
||||
str[slen] = '\0';
|
||||
SDL_RenderDebugText(renderer, x, y, str);
|
||||
str[slen] = ch;
|
||||
|
||||
if (ignore_cr) {
|
||||
newline[-1] = '\r';
|
||||
}
|
||||
*newline = '\n';
|
||||
|
||||
str = newline + 1;
|
||||
y += (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE + 2);
|
||||
if ((h - y) < SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) {
|
||||
break; // no space for another line, stop here.
|
||||
}
|
||||
}
|
||||
|
||||
/* last text after newline, if there's room. */
|
||||
if ((h - y) >= SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) {
|
||||
slen = SDL_strlen(str); /* length to end of line. */
|
||||
slen = SDL_min(slen, max_chars_per_line);
|
||||
ch = str[slen];
|
||||
str[slen] = '\0';
|
||||
SDL_RenderDebugText(renderer, x, y, str);
|
||||
str[slen] = ch;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* This function runs once per frame, and is the heart of the program. */
|
||||
SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
{
|
||||
float x, y;
|
||||
|
||||
CalculateCurrentTimeString();
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black */
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
/* draw a frame around the current time. */
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
|
||||
SDL_RenderFillRect(renderer, ¤ttimerect);
|
||||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
|
||||
SDL_RenderRect(renderer, ¤ttimerect);
|
||||
|
||||
/* draw the current time inside the frame. */
|
||||
x = currenttimerect.x + ((currenttimerect.w - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * SDL_strlen(current_time))) / 2.0f);
|
||||
y = currenttimerect.y + 5;
|
||||
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
|
||||
SDL_RenderDebugText(renderer, x, y, current_time);
|
||||
|
||||
/* draw a frame for the "copy the current time to the clipboard" button. */
|
||||
if (copy_pressed) {
|
||||
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
|
||||
} else {
|
||||
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
|
||||
}
|
||||
SDL_RenderFillRect(renderer, ©buttonrect);
|
||||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
|
||||
SDL_RenderRect(renderer, ©buttonrect);
|
||||
|
||||
/* draw the "copy this text" button string. */
|
||||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
|
||||
SDL_RenderDebugText(renderer, copybuttonrect.x + 5, copybuttonrect.y + 5, copybuttonstr);
|
||||
|
||||
/* draw a frame for the pasted text area. */
|
||||
SDL_SetRenderDrawColor(renderer, 0, 53, 25, 255);
|
||||
SDL_RenderFillRect(renderer, &pastetextrect);
|
||||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
|
||||
SDL_RenderRect(renderer, &pastetextrect);
|
||||
|
||||
/* draw pasted text. */
|
||||
SDL_SetRenderDrawColor(renderer, 0, 219, 107, 255);
|
||||
RenderPastedText();
|
||||
|
||||
/* draw a frame for the "paste from the clipboard" button. */
|
||||
if (paste_pressed) {
|
||||
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
|
||||
} else {
|
||||
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
|
||||
}
|
||||
SDL_RenderFillRect(renderer, &pastebuttonrect);
|
||||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
|
||||
SDL_RenderRect(renderer, &pastebuttonrect);
|
||||
|
||||
/* draw the "paste some text" button string. */
|
||||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
|
||||
SDL_RenderDebugText(renderer, pastebuttonrect.x + 5, pastebuttonrect.y + 5, pastebuttonstr);
|
||||
|
||||
/* put the new rendering on the screen. */
|
||||
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)
|
||||
{
|
||||
SDL_free(pasted_str);
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
||||
|
After Width: | Height: | Size: 66 KiB |
|
After Width: | Height: | Size: 1.4 KiB |
@@ -0,0 +1 @@
|
||||
Various examples from smaller subsystems
|
||||
@@ -24,10 +24,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", 640, 480, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
@@ -26,10 +26,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/primitives", 640, 480, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/primitives", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
/* set up some random points */
|
||||
for (i = 0; i < SDL_arraysize(points); i++) {
|
||||
|
||||
@@ -23,10 +23,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/lines", 640, 480, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/lines", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
@@ -76,8 +77,9 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
const float size = 30.0f;
|
||||
const float x = 320.0f;
|
||||
const float y = 95.0f - (size / 2.0f);
|
||||
const float r = (float) i * (SDL_PI_F / 180.0f);
|
||||
SDL_SetRenderDrawColor(renderer, SDL_rand(256), SDL_rand(256), SDL_rand(256), SDL_ALPHA_OPAQUE);
|
||||
SDL_RenderLine(renderer, x, y, x + SDL_sinf((float) i) * size, y + SDL_cosf((float) i) * size);
|
||||
SDL_RenderLine(renderer, x, y, x + SDL_cosf(r) * size, y + SDL_sinf(r) * size);
|
||||
}
|
||||
|
||||
SDL_RenderPresent(renderer); /* put it all on the screen! */
|
||||
|
||||
@@ -43,10 +43,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/points", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/points", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
/* set up the data for a bunch of points. */
|
||||
for (i = 0; i < SDL_arraysize(points); i++) {
|
||||
|
||||
@@ -26,10 +26,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/rectangles", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/rectangles", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
@@ -1,3 +1,3 @@
|
||||
This example creates an SDL window and renderer, loads a texture from a
|
||||
.bmp file, and then draws it a few times each frame.
|
||||
.png file, and then draws it a few times each frame.
|
||||
|
||||
|
||||
@@ -23,7 +23,7 @@ static int texture_height = 0;
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_Surface *surface = NULL;
|
||||
char *bmp_path = NULL;
|
||||
char *png_path = NULL;
|
||||
|
||||
SDL_SetAppMetadata("Example Renderer Textures", "1.0", "com.example.renderer-textures");
|
||||
|
||||
@@ -32,25 +32,26 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
|
||||
engines refer to these as "sprites." We'll do a static texture (upload once, draw many
|
||||
times) with data from a bitmap file. */
|
||||
times) with data from a png file. */
|
||||
|
||||
/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
|
||||
Load a .bmp into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadBMP(bmp_path);
|
||||
Load a .png into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadPNG(png_path);
|
||||
if (!surface) {
|
||||
SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
|
||||
SDL_Log("Couldn't load png: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
SDL_free(bmp_path); /* done with this, the file is loaded. */
|
||||
SDL_free(png_path); /* done with this, the file is loaded. */
|
||||
|
||||
texture_width = surface->w;
|
||||
texture_height = surface->h;
|
||||
|
||||
@@ -29,10 +29,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/streaming-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/streaming-textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE);
|
||||
if (!texture) {
|
||||
@@ -65,7 +66,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
|
||||
/* To update a streaming texture, you need to lock it first. This gets you access to the pixels.
|
||||
Note that this is considered a _write-only_ operation: the buffer you get from locking
|
||||
might not acutally have the existing contents of the texture, and you have to write to every
|
||||
might not actually have the existing contents of the texture, and you have to write to every
|
||||
locked pixel! */
|
||||
|
||||
/* You can use SDL_LockTexture() to get an array of raw pixels, but we're going to use
|
||||
|
||||
@@ -1,3 +1,3 @@
|
||||
This example creates an SDL window and renderer, loads a texture from a .bmp
|
||||
This example creates an SDL window and renderer, loads a texture from a .png
|
||||
file, and then draws it, rotating around the center of the screen.
|
||||
|
||||
|
||||
@@ -23,7 +23,7 @@ static int texture_height = 0;
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_Surface *surface = NULL;
|
||||
char *bmp_path = NULL;
|
||||
char *png_path = NULL;
|
||||
|
||||
SDL_SetAppMetadata("Example Renderer Rotating Textures", "1.0", "com.example.renderer-rotating-textures");
|
||||
|
||||
@@ -32,25 +32,26 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/rotating-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/rotating-textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
|
||||
engines refer to these as "sprites." We'll do a static texture (upload once, draw many
|
||||
times) with data from a bitmap file. */
|
||||
|
||||
/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
|
||||
Load a .bmp into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadBMP(bmp_path);
|
||||
Load a .png into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadPNG(png_path);
|
||||
if (!surface) {
|
||||
SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
SDL_free(bmp_path); /* done with this, the file is loaded. */
|
||||
SDL_free(png_path); /* done with this, the file is loaded. */
|
||||
|
||||
texture_width = surface->w;
|
||||
texture_height = surface->h;
|
||||
|
||||
@@ -1,3 +1,3 @@
|
||||
This example creates an SDL window and renderer, loads a texture from a .bmp
|
||||
This example creates an SDL window and renderer, loads a texture from a .png
|
||||
file, and then draws it, scaling it up and down.
|
||||
|
||||
|
||||
@@ -23,7 +23,7 @@ static int texture_height = 0;
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_Surface *surface = NULL;
|
||||
char *bmp_path = NULL;
|
||||
char *png_path = NULL;
|
||||
|
||||
SDL_SetAppMetadata("Example Renderer Scaling Textures", "1.0", "com.example.renderer-scaling-textures");
|
||||
|
||||
@@ -32,25 +32,26 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/scaling-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/scaling-textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
|
||||
engines refer to these as "sprites." We'll do a static texture (upload once, draw many
|
||||
times) with data from a bitmap file. */
|
||||
|
||||
/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
|
||||
Load a .bmp into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadBMP(bmp_path);
|
||||
Load a .png into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadPNG(png_path);
|
||||
if (!surface) {
|
||||
SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
SDL_free(bmp_path); /* done with this, the file is loaded. */
|
||||
SDL_free(png_path); /* done with this, the file is loaded. */
|
||||
|
||||
texture_width = surface->w;
|
||||
texture_height = surface->h;
|
||||
|
||||
@@ -1,3 +1,3 @@
|
||||
This example creates an SDL window and renderer, loads a texture from a .bmp
|
||||
This example creates an SDL window and renderer, loads a texture from a .png
|
||||
file, and then draws geometry (arbitrary polygons) using it.
|
||||
|
||||
|
||||
@@ -23,7 +23,7 @@ static int texture_height = 0;
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_Surface *surface = NULL;
|
||||
char *bmp_path = NULL;
|
||||
char *png_path = NULL;
|
||||
|
||||
SDL_SetAppMetadata("Example Renderer Geometry", "1.0", "com.example.renderer-geometry");
|
||||
|
||||
@@ -32,25 +32,26 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/geometry", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/geometry", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
|
||||
engines refer to these as "sprites." We'll do a static texture (upload once, draw many
|
||||
times) with data from a bitmap file. */
|
||||
|
||||
/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
|
||||
Load a .bmp into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadBMP(bmp_path);
|
||||
Load a .png into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadPNG(png_path);
|
||||
if (!surface) {
|
||||
SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
SDL_free(bmp_path); /* done with this, the file is loaded. */
|
||||
SDL_free(png_path); /* done with this, the file is loaded. */
|
||||
|
||||
texture_width = surface->w;
|
||||
texture_height = surface->h;
|
||||
|
||||
@@ -1,3 +1,3 @@
|
||||
This example creates an SDL window and renderer, loads a texture from a
|
||||
.bmp file, and then draws it a few times each frame, adjusting the colors.
|
||||
.png file, and then draws it a few times each frame, adjusting the colors.
|
||||
|
||||
|
||||
@@ -23,7 +23,7 @@ static int texture_height = 0;
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_Surface *surface = NULL;
|
||||
char *bmp_path = NULL;
|
||||
char *png_path = NULL;
|
||||
|
||||
SDL_SetAppMetadata("Example Renderer Color Mods", "1.0", "com.example.renderer-color-mods");
|
||||
|
||||
@@ -32,25 +32,26 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/color-mods", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/color-mods", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
|
||||
engines refer to these as "sprites." We'll do a static texture (upload once, draw many
|
||||
times) with data from a bitmap file. */
|
||||
|
||||
/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
|
||||
Load a .bmp into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadBMP(bmp_path);
|
||||
Load a .png into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadPNG(png_path);
|
||||
if (!surface) {
|
||||
SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
SDL_free(bmp_path); /* done with this, the file is loaded. */
|
||||
SDL_free(png_path); /* done with this, the file is loaded. */
|
||||
|
||||
texture_width = surface->w;
|
||||
texture_height = surface->h;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
This example creates an SDL window and renderer, loads a texture
|
||||
from a .bmp file, and then draws it a few times each frame, adjusting
|
||||
from a .png file, and then draws it a few times each frame, adjusting
|
||||
the viewport before each draw.
|
||||
|
||||
|
||||
@@ -23,7 +23,7 @@ static int texture_height = 0;
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_Surface *surface = NULL;
|
||||
char *bmp_path = NULL;
|
||||
char *png_path = NULL;
|
||||
|
||||
SDL_SetAppMetadata("Example Renderer Viewport", "1.0", "com.example.renderer-viewport");
|
||||
|
||||
@@ -32,25 +32,26 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/viewport", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/viewport", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
|
||||
engines refer to these as "sprites." We'll do a static texture (upload once, draw many
|
||||
times) with data from a bitmap file. */
|
||||
|
||||
/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
|
||||
Load a .bmp into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadBMP(bmp_path);
|
||||
Load a .png into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadPNG(png_path);
|
||||
if (!surface) {
|
||||
SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
SDL_free(bmp_path); /* done with this, the file is loaded. */
|
||||
SDL_free(png_path); /* done with this, the file is loaded. */
|
||||
|
||||
texture_width = surface->w;
|
||||
texture_height = surface->h;
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
This example creates an SDL window and renderer, loads a texture
|
||||
from a .bmp file, and stretches it across the window. Each frame, we move
|
||||
from a .png file, and stretches it across the window. Each frame, we move
|
||||
the clipping rectangle around, so only a small square of the texture is
|
||||
actually drawn.
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@ static Uint64 last_time = 0;
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_Surface *surface = NULL;
|
||||
char *bmp_path = NULL;
|
||||
char *png_path = NULL;
|
||||
|
||||
SDL_SetAppMetadata("Example Renderer Clipping Rectangle", "1.0", "com.example.renderer-cliprect");
|
||||
|
||||
@@ -39,10 +39,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/cliprect", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/cliprect", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
cliprect_direction.x = cliprect_direction.y = 1.0f;
|
||||
|
||||
@@ -53,15 +54,15 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
times) with data from a bitmap file. */
|
||||
|
||||
/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
|
||||
Load a .bmp into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadBMP(bmp_path);
|
||||
Load a .png into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadPNG(png_path);
|
||||
if (!surface) {
|
||||
SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
SDL_free(bmp_path); /* done with this, the file is loaded. */
|
||||
SDL_free(png_path); /* done with this, the file is loaded. */
|
||||
|
||||
texture = SDL_CreateTextureFromSurface(renderer, surface);
|
||||
if (!texture) {
|
||||
@@ -93,20 +94,20 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
|
||||
/* Set a new clipping rectangle position */
|
||||
cliprect_position.x += distance * cliprect_direction.x;
|
||||
if (cliprect_position.x < 0.0f) {
|
||||
cliprect_position.x = 0.0f;
|
||||
if (cliprect_position.x < -CLIPRECT_SIZE) {
|
||||
cliprect_position.x = -CLIPRECT_SIZE;
|
||||
cliprect_direction.x = 1.0f;
|
||||
} else if (cliprect_position.x >= (WINDOW_WIDTH - CLIPRECT_SIZE)) {
|
||||
cliprect_position.x = (WINDOW_WIDTH - CLIPRECT_SIZE) - 1;
|
||||
} else if (cliprect_position.x >= WINDOW_WIDTH) {
|
||||
cliprect_position.x = WINDOW_WIDTH - 1;
|
||||
cliprect_direction.x = -1.0f;
|
||||
}
|
||||
|
||||
cliprect_position.y += distance * cliprect_direction.y;
|
||||
if (cliprect_position.y < 0.0f) {
|
||||
cliprect_position.y = 0.0f;
|
||||
if (cliprect_position.y < -CLIPRECT_SIZE) {
|
||||
cliprect_position.y = -CLIPRECT_SIZE;
|
||||
cliprect_direction.y = 1.0f;
|
||||
} else if (cliprect_position.y >= (WINDOW_HEIGHT - CLIPRECT_SIZE)) {
|
||||
cliprect_position.y = (WINDOW_HEIGHT - CLIPRECT_SIZE) - 1;
|
||||
} else if (cliprect_position.y >= WINDOW_HEIGHT) {
|
||||
cliprect_position.y = WINDOW_HEIGHT - 1;
|
||||
cliprect_direction.y = -1.0f;
|
||||
}
|
||||
SDL_SetRenderClipRect(renderer, &cliprect);
|
||||
|
||||
@@ -32,7 +32,7 @@ static int converted_texture_height = 0;
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_Surface *surface = NULL;
|
||||
char *bmp_path = NULL;
|
||||
char *png_path = NULL;
|
||||
|
||||
SDL_SetAppMetadata("Example Renderer Read Pixels", "1.0", "com.example.renderer-read-pixels");
|
||||
|
||||
@@ -41,25 +41,26 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/read-pixels", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/read-pixels", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
|
||||
engines refer to these as "sprites." We'll do a static texture (upload once, draw many
|
||||
times) with data from a bitmap file. */
|
||||
|
||||
/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
|
||||
Load a .bmp into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadBMP(bmp_path);
|
||||
Load a .png into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadPNG(png_path);
|
||||
if (!surface) {
|
||||
SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
SDL_free(bmp_path); /* done with this, the file is loaded. */
|
||||
SDL_free(png_path); /* done with this, the file is loaded. */
|
||||
|
||||
texture_width = surface->w;
|
||||
texture_height = surface->h;
|
||||
|
||||
@@ -26,10 +26,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/debug-text", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/debug-text", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
This example creates an SDL window and renderer, and uses
|
||||
SDL_RenderTextureAffine to draw a 3D cube using only 2D rendering operations.
|
||||
|
||||
@@ -0,0 +1,146 @@
|
||||
/* affine-textures.c ... */
|
||||
|
||||
/*
|
||||
* This example creates an SDL window and renderer, and then draws a cube
|
||||
* using affine-transformed textures every frame.
|
||||
*
|
||||
* 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 <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_main.h>
|
||||
|
||||
/* We will use this renderer to draw into this window every frame. */
|
||||
static SDL_Window *window = NULL;
|
||||
static SDL_Renderer *renderer = NULL;
|
||||
static SDL_Texture *texture = NULL;
|
||||
static int texture_width = 0;
|
||||
static int texture_height = 0;
|
||||
|
||||
#define WINDOW_WIDTH 640
|
||||
#define WINDOW_HEIGHT 480
|
||||
|
||||
/* This function runs once at startup. */
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_Surface *surface = NULL;
|
||||
char *png_path = NULL;
|
||||
|
||||
SDL_SetAppMetadata("Example Renderer Affine Textures", "1.0", "com.example.renderer-affine-textures");
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO)) {
|
||||
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/affine-textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
|
||||
engines refer to these as "sprites." We'll do a static texture (upload once, draw many
|
||||
times) with data from a bitmap file. */
|
||||
|
||||
/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
|
||||
Load a .png into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadPNG(png_path);
|
||||
if (!surface) {
|
||||
SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
SDL_free(png_path); /* done with this, the file is loaded. */
|
||||
|
||||
texture_width = surface->w;
|
||||
texture_height = surface->h;
|
||||
|
||||
texture = SDL_CreateTextureFromSurface(renderer, surface);
|
||||
if (!texture) {
|
||||
SDL_Log("Couldn't create static texture: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
|
||||
|
||||
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)
|
||||
{
|
||||
const float x0 = 0.5f * WINDOW_WIDTH;
|
||||
const float y0 = 0.5f * WINDOW_HEIGHT;
|
||||
const float px = SDL_min(WINDOW_WIDTH, WINDOW_HEIGHT) / SDL_sqrtf(3.0f);
|
||||
|
||||
const Uint64 now = SDL_GetTicks();
|
||||
const float rad = (((float) ((int) (now % 2000))) / 2000.0f) * SDL_PI_F * 2;
|
||||
const float cos = SDL_cosf(rad);
|
||||
const float sin = SDL_sinf(rad);
|
||||
const float k[3] = { 3.0f / SDL_sqrtf(50.0f), 4.0f / SDL_sqrtf(50.0f), 5.0f / SDL_sqrtf(50.0f)};
|
||||
float mat[9] = {
|
||||
cos + (1.0f-cos)*k[0]*k[0], -sin*k[2] + (1.0f-cos)*k[0]*k[1], sin*k[1] + (1.0f-cos)*k[0]*k[2],
|
||||
sin*k[2] + (1.0f-cos)*k[0]*k[1], cos + (1.0f-cos)*k[1]*k[1], -sin*k[0] + (1.0f-cos)*k[1]*k[2],
|
||||
-sin*k[1] + (1.0f-cos)*k[0]*k[2], sin*k[0] + (1.0f-cos)*k[1]*k[2], cos + (1.0f-cos)*k[2]*k[2],
|
||||
};
|
||||
|
||||
float corners[16];
|
||||
int i;
|
||||
|
||||
for (i = 0; i < 8; i++) {
|
||||
const float x = (i & 1) ? -0.5f : 0.5f;
|
||||
const float y = (i & 2) ? -0.5f : 0.5f;
|
||||
const float z = (i & 4) ? -0.5f : 0.5f;
|
||||
corners[0 + 2*i] = mat[0]*x + mat[1]*y + mat[2]*z;
|
||||
corners[1 + 2*i] = mat[3]*x + mat[4]*y + mat[5]*z;
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, 0x42, 0x87, 0xf5, SDL_ALPHA_OPAQUE); // light blue background.
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
for (i = 1; i < 7; i++) {
|
||||
const int dir = 3 & ((i & 4) ? ~i : i);
|
||||
const int odd = (i & 1) ^ ((i & 2) >> 1) ^ ((i & 4) >> 2);
|
||||
if (0 < (odd ? 1.0f : -1.0f) * mat[5 + dir]) continue;
|
||||
int origin_index = (1 << ((dir - 1) % 3));
|
||||
int right_index = (1 << ((dir + odd) % 3)) | origin_index;
|
||||
int down_index = (1 << ((dir + (odd^1)) % 3)) | origin_index;
|
||||
if (!odd) {
|
||||
origin_index ^= 7;
|
||||
right_index ^= 7;
|
||||
down_index ^= 7;
|
||||
}
|
||||
SDL_FPoint origin, right, down;
|
||||
origin.x = x0 + px*corners[0 + 2*origin_index];
|
||||
origin.y = y0 + px*corners[1 + 2*origin_index];
|
||||
right.x = x0 + px*corners[0 + 2*right_index];
|
||||
right.y = y0 + px*corners[1 + 2*right_index];
|
||||
down.x = x0 + px*corners[0 + 2*down_index];
|
||||
down.y = y0 + px*corners[1 + 2*down_index];
|
||||
SDL_RenderTextureAffine(renderer, texture, NULL, &origin, &right, &down);
|
||||
}
|
||||
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_DestroyTexture(texture);
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
||||
|
After Width: | Height: | Size: 206 KiB |
|
After Width: | Height: | Size: 229 KiB |
@@ -0,0 +1,49 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/*
|
||||
This is for generating thumbnails and videos of examples. Just include it
|
||||
temporarily and let it override SDL_RenderPresent, etc, and it'll dump each
|
||||
frame rendered to a new .png file.
|
||||
*/
|
||||
|
||||
static bool SAVERENDERING_SDL_RenderPresent(SDL_Renderer *renderer)
|
||||
{
|
||||
static unsigned int framenum = 0;
|
||||
SDL_Surface *surface = SDL_RenderReadPixels(renderer, NULL);
|
||||
if (!surface) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to read pixels for frame #%u! (%s)", framenum, SDL_GetError());
|
||||
} else {
|
||||
char fname[64];
|
||||
SDL_snprintf(fname, sizeof (fname), "frame%05u.png", framenum);
|
||||
if (!SDL_SavePNG(surface, fname)) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to save png for frame #%u! (%s)", framenum, SDL_GetError());
|
||||
}
|
||||
SDL_DestroySurface(surface);
|
||||
}
|
||||
|
||||
framenum++;
|
||||
|
||||
return SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
#define SDL_RenderPresent SAVERENDERING_SDL_RenderPresent
|
||||
|
||||
@@ -6,6 +6,9 @@
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
||||
<title>@project_name@ Examples: @category_description@</title>
|
||||
<link rel="icon" href="/@project_name@/thumbnail.png" type="image/png" />
|
||||
|
||||
@preload_images_html@
|
||||
|
||||
<link
|
||||
rel="stylesheet"
|
||||
type="text/css"
|
||||
@@ -21,7 +24,6 @@
|
||||
<meta property="og:title" content="@project_name@ Examples: @category_description@">
|
||||
<meta property="og:description" content="@project_name@ Examples: @category_description@">
|
||||
<meta property="og:image" content="@preview_image@" />
|
||||
|
||||
</head>
|
||||
<body>
|
||||
<header>
|
||||
@@ -31,7 +33,7 @@
|
||||
<nav class="breadcrumb">
|
||||
<ul>
|
||||
<li><a href="/@project_name@/">@project_name@</a></li>
|
||||
<li><a href="/@project_name@/@category_name@">@category_name@</a></li>
|
||||
<li><a href="/@project_name@/@category_name@/">@category_name@</a></li>
|
||||
</ul>
|
||||
</nav>
|
||||
<h1>@project_name@ examples: @category_description@</h1>
|
||||
|
||||
@@ -6,6 +6,9 @@
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
||||
<title>@project_name@ Examples</title>
|
||||
<link rel="icon" href="/@project_name@/thumbnail.png" type="image/png" />
|
||||
|
||||
@preload_images_html@
|
||||
|
||||
<link
|
||||
rel="stylesheet"
|
||||
type="text/css"
|
||||
@@ -30,7 +33,7 @@
|
||||
<main>
|
||||
<nav class="breadcrumb">
|
||||
<ul>
|
||||
<li><a href="/@project_name@">@project_name@</a></li>
|
||||
<li><a href="/@project_name@/">@project_name@</a></li>
|
||||
</ul>
|
||||
</nav>
|
||||
<h1>@project_name@ examples</h1>
|
||||
|
||||
@@ -23,10 +23,12 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/CATEGORY/NAME", 640, 480, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/CATEGORY/NAME", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
|
||||
<meta property="og:type" content="website">
|
||||
<meta property="og:title" content="@project_name@ Example: @category_name@/@example_name@">
|
||||
<meta property="og:description" content="@description@">
|
||||
<meta property="og:description" content="@short_description@">
|
||||
<meta property="og:image" content="@preview_image@" />
|
||||
|
||||
<link rel="stylesheet" type="text/css" href="/@project_name@/examples.css" />
|
||||
@@ -92,7 +92,7 @@
|
||||
|
||||
#output-container:hover,
|
||||
#output-container:focus-within {
|
||||
top: 50%;
|
||||
top: 20%;
|
||||
}
|
||||
|
||||
#output-container:focus-within {
|
||||
@@ -151,7 +151,7 @@
|
||||
|
||||
#source-code:hover,
|
||||
#source-code:focus-within {
|
||||
top: 50%;
|
||||
top: 20%;
|
||||
}
|
||||
|
||||
#source-code:focus-within {
|
||||
@@ -202,9 +202,9 @@
|
||||
<div id="content">
|
||||
<nav class="breadcrumb">
|
||||
<ul>
|
||||
<li><a href="/@project_name@">@project_name@</a></li>
|
||||
<li><a href="/@project_name@/@category_name@">@category_name@</a></li>
|
||||
<li><a href="/@project_name@/@category_name@/@example_name@">@example_name@</a></li>
|
||||
<li><a href="/@project_name@/">@project_name@</a></li>
|
||||
<li><a href="/@project_name@/@category_name@/">@category_name@</a></li>
|
||||
<li><a href="/@project_name@/@category_name@/@example_name@/">@example_name@</a></li>
|
||||
</ul>
|
||||
</nav>
|
||||
<hr/>
|
||||
@@ -241,7 +241,7 @@
|
||||
return function(text) {
|
||||
var elem = document.getElementById('output-container');
|
||||
if (elem.style['top'] == '') {
|
||||
elem.style['top'] = '50%';
|
||||
elem.style['top'] = '20%';
|
||||
setTimeout(function() { elem.style['top'] = ''; }, 3000);
|
||||
}
|
||||
|
||||
|
||||