update SDL3 from 3.2.20 to 3.4.2
This commit is contained in:
@@ -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]) {
|
||||
|
||||
Reference in New Issue
Block a user