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