Bumped SDL2 to the latest development version.

This commit is contained in:
fysx
2014-01-08 23:57:35 +01:00
parent 271c0c5d01
commit b92439b60c
537 changed files with 14598 additions and 19378 deletions
+15 -2
View File
@@ -21,6 +21,7 @@ TARGETS = \
testgesture$(EXE) \
testgl2$(EXE) \
testgles$(EXE) \
testgles2$(EXE) \
testhaptic$(EXE) \
testrumble$(EXE) \
testthread$(EXE) \
@@ -49,11 +50,13 @@ TARGETS = \
teststreaming$(EXE) \
testtimer$(EXE) \
testver$(EXE) \
testviewport$(EXE) \
testwm2$(EXE) \
torturethread$(EXE) \
testrendercopyex$(EXE) \
testmessage$(EXE) \
controllermap$(EXE) \
all: Makefile $(TARGETS)
Makefile: $(srcdir)/Makefile.in
@@ -125,11 +128,14 @@ testgesture$(EXE): $(srcdir)/testgesture.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@
testgl2$(EXE): $(srcdir)/testgl2.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @GLLIB@ @MATHLIB@
$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@
testgles$(EXE): $(srcdir)/testgles.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @GLESLIB@ @MATHLIB@
testgles2$(EXE): $(srcdir)/testgles2.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@
testhaptic$(EXE): $(srcdir)/testhaptic.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
@@ -218,6 +224,9 @@ testtimer$(EXE): $(srcdir)/testtimer.c
testver$(EXE): $(srcdir)/testver.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
testviewport$(EXE): $(srcdir)/testviewport.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
testwm2$(EXE): $(srcdir)/testwm2.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
@@ -230,6 +239,10 @@ testrendercopyex$(EXE): $(srcdir)/testrendercopyex.c
testmessage$(EXE): $(srcdir)/testmessage.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
controllermap$(EXE): $(srcdir)/controllermap.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
clean:
rm -f $(TARGETS)
+3
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@@ -25,3 +25,6 @@ These are test programs for the SDL library:
testver Check the version and dynamic loading and endianness
testwm2 Test window manager -- title, icon, events
torturethread Simple test for thread creation/destruction
controllermap Useful to generate Game Controller API compatible maps
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+40 -1
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@@ -586,6 +586,7 @@ ac_subst_vars='LTLIBOBJS
LIBOBJS
SDL_TTF_LIB
XLIB
GLES2LIB
GLESLIB
GLLIB
CPP
@@ -2902,7 +2903,7 @@ case "$host" in
MATHLIB=""
SYS_GL_LIBS="-lopengl32"
;;
*-*-beos* | *-*-haiku*)
*-*-haiku*)
EXE=""
MATHLIB=""
SYS_GL_LIBS="-lGL"
@@ -3860,12 +3861,49 @@ rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext
{ $as_echo "$as_me:${as_lineno-$LINENO}: result: $have_opengles" >&5
$as_echo "$have_opengles" >&6; }
{ $as_echo "$as_me:${as_lineno-$LINENO}: checking for OpenGL ES2 support" >&5
$as_echo_n "checking for OpenGL ES2 support... " >&6; }
have_opengles2=no
cat confdefs.h - <<_ACEOF >conftest.$ac_ext
/* end confdefs.h. */
#if defined (__IPHONEOS__)
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#else
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#endif
int
main ()
{
;
return 0;
}
_ACEOF
if ac_fn_c_try_compile "$LINENO"; then :
have_opengles2=yes
fi
rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext
{ $as_echo "$as_me:${as_lineno-$LINENO}: result: $have_opengles2" >&5
$as_echo "$have_opengles2" >&6; }
GLLIB=""
GLESLIB=""
GLES2LIB=""
if test x$have_opengles = xyes; then
CFLAGS="$CFLAGS -DHAVE_OPENGLES"
GLESLIB="$XPATH -lGLESv1_CM"
fi
if test x$have_opengles2 = xyes; then
CFLAGS="$CFLAGS -DHAVE_OPENGLES2"
#GLES2LIB="$XPATH -lGLESv2"
fi
if test x$have_opengl = xyes; then
CFLAGS="$CFLAGS -DHAVE_OPENGL"
GLLIB="$XPATH $SYS_GL_LIBS"
@@ -3875,6 +3913,7 @@ fi
{ $as_echo "$as_me:${as_lineno-$LINENO}: checking for TTF_Init in -lSDL2_ttf" >&5
$as_echo_n "checking for TTF_Init in -lSDL2_ttf... " >&6; }
if ${ac_cv_lib_SDL2_ttf_TTF_Init+:} false; then :
+25 -2
View File
@@ -15,7 +15,7 @@ AC_C_CONST
dnl We only care about this for building testnative at the moment, so these
dnl values shouldn't be considered absolute truth.
dnl (BeOS, for example, sets none of these.)
dnl (Haiku, for example, sets none of these.)
ISUNIX="false"
ISWINDOWS="false"
ISMACOSX="false"
@@ -28,7 +28,7 @@ case "$host" in
MATHLIB=""
SYS_GL_LIBS="-lopengl32"
;;
*-*-beos* | *-*-haiku*)
*-*-haiku*)
EXE=""
MATHLIB=""
SYS_GL_LIBS="-lGL"
@@ -135,12 +135,34 @@ have_opengles=yes
])
AC_MSG_RESULT($have_opengles)
dnl Check for OpenGL ES2
AC_MSG_CHECKING(for OpenGL ES2 support)
have_opengles2=no
AC_TRY_COMPILE([
#if defined (__IPHONEOS__)
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#else
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#endif
],[
],[
have_opengles2=yes
])
AC_MSG_RESULT($have_opengles2)
GLLIB=""
GLESLIB=""
GLES2LIB=""
if test x$have_opengles = xyes; then
CFLAGS="$CFLAGS -DHAVE_OPENGLES"
GLESLIB="$XPATH -lGLESv1_CM"
fi
if test x$have_opengles2 = xyes; then
CFLAGS="$CFLAGS -DHAVE_OPENGLES2"
#GLES2LIB="$XPATH -lGLESv2"
fi
if test x$have_opengl = xyes; then
CFLAGS="$CFLAGS -DHAVE_OPENGL"
GLLIB="$XPATH $SYS_GL_LIBS"
@@ -148,6 +170,7 @@ fi
AC_SUBST(GLLIB)
AC_SUBST(GLESLIB)
AC_SUBST(GLES2LIB)
AC_SUBST(XLIB)
dnl Check for SDL_ttf
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+443
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@@ -0,0 +1,443 @@
/*
Copyright (C) 1997-2013 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.
*/
/* Game controller mapping generator */
/* Gabriel Jacobo <gabomdq@gmail.com> */
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "SDL.h"
#ifndef SDL_JOYSTICK_DISABLED
#ifdef __IPHONEOS__
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 480
#else
#define SCREEN_WIDTH 512
#define SCREEN_HEIGHT 317
#endif
#define MAP_WIDTH 512
#define MAP_HEIGHT 317
#define MARKER_BUTTON 1
#define MARKER_AXIS 2
typedef struct MappingStep
{
int x, y;
double angle;
int marker;
char *field;
int axis, button, hat, hat_value;
char mapping[4096];
}MappingStep;
SDL_Texture *
LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
{
SDL_Surface *temp;
SDL_Texture *texture;
/* Load the sprite image */
temp = SDL_LoadBMP(file);
if (temp == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
return NULL;
}
/* Set transparent pixel as the pixel at (0,0) */
if (transparent) {
if (temp->format->palette) {
SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
} else {
switch (temp->format->BitsPerPixel) {
case 15:
SDL_SetColorKey(temp, SDL_TRUE,
(*(Uint16 *) temp->pixels) & 0x00007FFF);
break;
case 16:
SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
break;
case 24:
SDL_SetColorKey(temp, SDL_TRUE,
(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
break;
case 32:
SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
break;
}
}
}
/* Create textures from the image */
texture = SDL_CreateTextureFromSurface(renderer, temp);
if (!texture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
SDL_FreeSurface(temp);
return NULL;
}
SDL_FreeSurface(temp);
/* We're ready to roll. :) */
return texture;
}
static void
DrawRect(SDL_Renderer *r, const int x, const int y, const int w, const int h)
{
const SDL_Rect area = { x, y, w, h };
SDL_RenderFillRect(r, &area);
}
static SDL_bool
WatchJoystick(SDL_Joystick * joystick)
{
SDL_Window *window = NULL;
SDL_Renderer *screen = NULL;
SDL_Texture *target, *background, *button, *axis, *marker;
const char *name = NULL;
SDL_bool retval = SDL_FALSE;
SDL_bool done = SDL_FALSE, next=SDL_FALSE;
SDL_Event event;
SDL_Rect dst;
int s, _s;
Uint8 alpha=200, alpha_step = -1;
Uint32 alpha_ticks;
char mapping[4096], temp[4096];
MappingStep *step;
MappingStep steps[] = {
{342, 132, 0.0, MARKER_BUTTON, "x", -1, -1, -1, -1, ""},
{387, 167, 0.0, MARKER_BUTTON, "a", -1, -1, -1, -1, ""},
{431, 132, 0.0, MARKER_BUTTON, "b", -1, -1, -1, -1, ""},
{389, 101, 0.0, MARKER_BUTTON, "y", -1, -1, -1, -1, ""},
{174, 132, 0.0, MARKER_BUTTON, "back", -1, -1, -1, -1, ""},
{233, 132, 0.0, MARKER_BUTTON, "guide", -1, -1, -1, -1, ""},
{289, 132, 0.0, MARKER_BUTTON, "start", -1, -1, -1, -1, ""},
{116, 217, 0.0, MARKER_BUTTON, "dpleft", -1, -1, -1, -1, ""},
{154, 249, 0.0, MARKER_BUTTON, "dpdown", -1, -1, -1, -1, ""},
{186, 217, 0.0, MARKER_BUTTON, "dpright", -1, -1, -1, -1, ""},
{154, 188, 0.0, MARKER_BUTTON, "dpup", -1, -1, -1, -1, ""},
{77, 40, 0.0, MARKER_BUTTON, "leftshoulder", -1, -1, -1, -1, ""},
{91, 0, 0.0, MARKER_BUTTON, "lefttrigger", -1, -1, -1, -1, ""},
{396, 36, 0.0, MARKER_BUTTON, "rightshoulder", -1, -1, -1, -1, ""},
{375, 0, 0.0, MARKER_BUTTON, "righttrigger", -1, -1, -1, -1, ""},
{75, 154, 0.0, MARKER_BUTTON, "leftstick", -1, -1, -1, -1, ""},
{305, 230, 0.0, MARKER_BUTTON, "rightstick", -1, -1, -1, -1, ""},
{75, 154, 0.0, MARKER_AXIS, "leftx", -1, -1, -1, -1, ""},
{75, 154, 90.0, MARKER_AXIS, "lefty", -1, -1, -1, -1, ""},
{305, 230, 0.0, MARKER_AXIS, "rightx", -1, -1, -1, -1, ""},
{305, 230, 90.0, MARKER_AXIS, "righty", -1, -1, -1, -1, ""},
};
/* Create a window to display joystick axis position */
window = SDL_CreateWindow("Game Controller Map", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
SCREEN_HEIGHT, 0);
if (window == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
return SDL_FALSE;
}
screen = SDL_CreateRenderer(window, -1, 0);
if (screen == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
SDL_DestroyWindow(window);
return SDL_FALSE;
}
target = SDL_CreateTexture(screen, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_TARGET, MAP_WIDTH, MAP_HEIGHT);
background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
button = LoadTexture(screen, "button.bmp", SDL_TRUE);
axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
SDL_RaiseWindow(window);
/* Print info about the joystick we are watching */
name = SDL_JoystickName(joystick);
SDL_Log("Watching joystick %d: (%s)\n", SDL_JoystickInstanceID(joystick),
name ? name : "Unknown Joystick");
SDL_Log("Joystick has %d axes, %d hats, %d balls, and %d buttons\n",
SDL_JoystickNumAxes(joystick), SDL_JoystickNumHats(joystick),
SDL_JoystickNumBalls(joystick), SDL_JoystickNumButtons(joystick));
SDL_Log("\n\n\
====================================================================================\n\
Press the buttons on your controller when indicated\n\
(Your controller may look different than the picture)\n\
If you want to correct a mistake, press backspace or the back button on your device\n\
To skip a button, press SPACE or click/touch the screen\n\
To exit, press ESC\n\
====================================================================================\n");
/* Initialize mapping with GUID and name */
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick), temp, SDL_arraysize(temp));
SDL_snprintf(mapping, SDL_arraysize(mapping), "%s,%s,platform:%s,",
temp, name ? name : "Unknown Joystick", SDL_GetPlatform());
/* Loop, getting joystick events! */
for(s=0; s<SDL_arraysize(steps) && !done;) {
/* blank screen, set up for drawing this frame. */
step = &steps[s];
SDL_strlcpy(step->mapping, mapping, SDL_arraysize(step->mapping));
step->axis = -1;
step->button = -1;
step->hat = -1;
step->hat_value = -1;
SDL_SetClipboardText("TESTING TESTING 123");
switch(step->marker) {
case MARKER_AXIS:
marker = axis;
break;
case MARKER_BUTTON:
marker = button;
break;
default:
break;
}
dst.x = step->x;
dst.y = step->y;
SDL_QueryTexture(marker, NULL, NULL, &dst.w, &dst.h);
next=SDL_FALSE;
while (!done && !next) {
if (SDL_GetTicks() - alpha_ticks > 5) {
alpha_ticks = SDL_GetTicks();
alpha += alpha_step;
if (alpha == 255) {
alpha_step = -1;
}
if (alpha < 128) {
alpha_step = 1;
}
}
SDL_SetRenderTarget(screen, target);
SDL_RenderCopy(screen, background, NULL, NULL);
SDL_SetTextureAlphaMod(marker, alpha);
SDL_SetTextureColorMod(marker, 10, 255, 21);
SDL_RenderCopyEx(screen, marker, NULL, &dst, step->angle, NULL, 0);
SDL_SetRenderTarget(screen, NULL);
SDL_RenderCopy(screen, target, NULL, NULL);
SDL_RenderPresent(screen);
if (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_JOYAXISMOTION:
if (event.jaxis.value > 20000 || event.jaxis.value < -20000) {
for (_s = 0; _s < s; _s++) {
if (steps[_s].axis == event.jaxis.axis) {
break;
}
}
if (_s == s) {
step->axis = event.jaxis.axis;
SDL_strlcat(mapping, step->field, SDL_arraysize(mapping));
SDL_snprintf(temp, SDL_arraysize(temp), ":a%u,", event.jaxis.axis);
SDL_strlcat(mapping, temp, SDL_arraysize(mapping));
s++;
next=SDL_TRUE;
}
}
break;
case SDL_JOYHATMOTION:
for (_s = 0; _s < s; _s++) {
if (steps[_s].hat == event.jhat.hat && steps[_s].hat_value == event.jhat.value) {
break;
}
}
if (_s == s) {
step->hat = event.jhat.hat;
step->hat_value = event.jhat.value;
SDL_strlcat(mapping, step->field, SDL_arraysize(mapping));
SDL_snprintf(temp, SDL_arraysize(temp), ":h%u.%u,", event.jhat.hat, event.jhat.value );
SDL_strlcat(mapping, temp, SDL_arraysize(mapping));
s++;
next=SDL_TRUE;
}
break;
case SDL_JOYBALLMOTION:
break;
case SDL_JOYBUTTONUP:
for (_s = 0; _s < s; _s++) {
if (steps[_s].button == event.jbutton.button) {
break;
}
}
if (_s == s) {
step->button = event.jbutton.button;
SDL_strlcat(mapping, step->field, SDL_arraysize(mapping));
SDL_snprintf(temp, SDL_arraysize(temp), ":b%u,", event.jbutton.button);
SDL_strlcat(mapping, temp, SDL_arraysize(mapping));
s++;
next=SDL_TRUE;
}
break;
case SDL_FINGERDOWN:
case SDL_MOUSEBUTTONDOWN:
/* Skip this step */
s++;
next=SDL_TRUE;
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_BACKSPACE || event.key.keysym.sym == SDLK_AC_BACK) {
/* Undo! */
if (s > 0) {
SDL_strlcpy(mapping, step->mapping, SDL_arraysize(step->mapping));
s--;
next = SDL_TRUE;
}
break;
}
if (event.key.keysym.sym == SDLK_SPACE) {
/* Skip this step */
s++;
next=SDL_TRUE;
break;
}
if ((event.key.keysym.sym != SDLK_ESCAPE)) {
break;
}
/* Fall through to signal quit */
case SDL_QUIT:
done = SDL_TRUE;
break;
default:
break;
}
}
}
}
if (s == SDL_arraysize(steps) ) {
SDL_Log("Mapping:\n\n%s\n\n", mapping);
/* Print to stdout as well so the user can cat the output somewhere */
printf("%s\n", mapping);
}
while(SDL_PollEvent(&event)) {};
SDL_DestroyRenderer(screen);
SDL_DestroyWindow(window);
return retval;
}
int
main(int argc, char *argv[])
{
const char *name;
int i;
SDL_Joystick *joystick;
/* Enable standard application logging */
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Initialize SDL (Note: video is required to start event loop) */
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
exit(1);
}
/* Print information about the joysticks */
SDL_Log("There are %d joysticks attached\n", SDL_NumJoysticks());
for (i = 0; i < SDL_NumJoysticks(); ++i) {
name = SDL_JoystickNameForIndex(i);
SDL_Log("Joystick %d: %s\n", i, name ? name : "Unknown Joystick");
joystick = SDL_JoystickOpen(i);
if (joystick == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_JoystickOpen(%d) failed: %s\n", i,
SDL_GetError());
} else {
char guid[64];
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick),
guid, sizeof (guid));
SDL_Log(" axes: %d\n", SDL_JoystickNumAxes(joystick));
SDL_Log(" balls: %d\n", SDL_JoystickNumBalls(joystick));
SDL_Log(" hats: %d\n", SDL_JoystickNumHats(joystick));
SDL_Log(" buttons: %d\n", SDL_JoystickNumButtons(joystick));
SDL_Log("instance id: %d\n", SDL_JoystickInstanceID(joystick));
SDL_Log(" guid: %s\n", guid);
SDL_JoystickClose(joystick);
}
}
#ifdef ANDROID
if (SDL_NumJoysticks() > 0) {
#else
if (argv[1]) {
#endif
SDL_bool reportederror = SDL_FALSE;
SDL_bool keepGoing = SDL_TRUE;
SDL_Event event;
int device;
#ifdef ANDROID
device = 0;
#else
device = atoi(argv[1]);
#endif
joystick = SDL_JoystickOpen(device);
while ( keepGoing ) {
if (joystick == NULL) {
if ( !reportederror ) {
SDL_Log("Couldn't open joystick %d: %s\n", device, SDL_GetError());
keepGoing = SDL_FALSE;
reportederror = SDL_TRUE;
}
} else {
reportederror = SDL_FALSE;
keepGoing = WatchJoystick(joystick);
SDL_JoystickClose(joystick);
}
joystick = NULL;
if (keepGoing) {
SDL_Log("Waiting for attach\n");
}
while (keepGoing) {
SDL_WaitEvent(&event);
if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
|| (event.type == SDL_MOUSEBUTTONDOWN)) {
keepGoing = SDL_FALSE;
} else if (event.type == SDL_JOYDEVICEADDED) {
joystick = SDL_JoystickOpen(device);
break;
}
}
}
}
else {
SDL_Log("\n\nUsage: ./controllermap number\nFor example: ./controllermap 0\nOr: ./controllermap 0 >> gamecontrollerdb.txt");
}
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK);
return 0;
}
#else
int
main(int argc, char *argv[])
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL compiled without Joystick support.\n");
exit(1);
}
#endif
+109 -109
View File
@@ -1,110 +1,110 @@
/*
Copyright (C) 1997-2013 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.
This file is created by : Nitin Jain (nitin.j4@samsung.com)
*/
/* Sample program: Draw a Chess Board by using SDL_CreateSoftwareRenderer API */
#include <stdlib.h>
#include <stdio.h>
#include "SDL.h"
void
DrawChessBoard(SDL_Renderer * renderer)
{
int row = 0,coloum = 0,x = 0;
SDL_Rect rect, darea;
/* Get the Size of drawing surface */
SDL_RenderGetViewport(renderer, &darea);
for(row; row < 8; row++)
{
coloum = row%2;
x = x + coloum;
for(coloum; coloum < 4+(row%2); coloum++)
{
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
rect.w = darea.w/8;
rect.h = darea.h/8;
rect.x = x * rect.w;
rect.y = row * rect.h;
x = x + 2;
SDL_RenderFillRect(renderer, &rect);
}
x=0;
}
}
int
main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Surface *surface;
SDL_Renderer *renderer;
/*
Copyright (C) 1997-2013 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.
This file is created by : Nitin Jain (nitin.j4@samsung.com)
*/
/* Sample program: Draw a Chess Board by using SDL_CreateSoftwareRenderer API */
#include <stdlib.h>
#include <stdio.h>
#include "SDL.h"
void
DrawChessBoard(SDL_Renderer * renderer)
{
int row = 0,coloum = 0,x = 0;
SDL_Rect rect, darea;
/* Get the Size of drawing surface */
SDL_RenderGetViewport(renderer, &darea);
for(row; row < 8; row++)
{
coloum = row%2;
x = x + coloum;
for(coloum; coloum < 4+(row%2); coloum++)
{
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);
rect.w = darea.w/8;
rect.h = darea.h/8;
rect.x = x * rect.w;
rect.y = row * rect.h;
x = x + 2;
SDL_RenderFillRect(renderer, &rect);
}
x=0;
}
}
int
main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Surface *surface;
SDL_Renderer *renderer;
/* Enable standard application logging */
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Initialize SDL */
if(SDL_Init(SDL_INIT_VIDEO) != 0)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Init fail : %s\n", SDL_GetError());
return 1;
}
/* Create window and renderer for given surface */
window = SDL_CreateWindow("Chess Board", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN);
if(!window)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Window creation fail : %s\n",SDL_GetError());
return 1;
}
surface = SDL_GetWindowSurface(window);
renderer = SDL_CreateSoftwareRenderer(surface);
if(!renderer)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Render creation for surface fail : %s\n",SDL_GetError());
return 1;
}
/* Clear the rendering surface with the specified color */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0);
SDL_RenderClear(renderer);
/* Draw the Image on rendering surface */
while(1)
{
SDL_Event e;
if (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT)
break;
if(e.key.keysym.sym == SDLK_ESCAPE)
break;
}
DrawChessBoard(renderer);
/* Got everything on rendering surface,
now Update the drawing image on window screen */
SDL_UpdateWindowSurface(window);
}
return 0;
}
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Initialize SDL */
if(SDL_Init(SDL_INIT_VIDEO) != 0)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Init fail : %s\n", SDL_GetError());
return 1;
}
/* Create window and renderer for given surface */
window = SDL_CreateWindow("Chess Board", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN);
if(!window)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Window creation fail : %s\n",SDL_GetError());
return 1;
}
surface = SDL_GetWindowSurface(window);
renderer = SDL_CreateSoftwareRenderer(surface);
if(!renderer)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Render creation for surface fail : %s\n",SDL_GetError());
return 1;
}
/* Clear the rendering surface with the specified color */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(renderer);
/* Draw the Image on rendering surface */
while(1)
{
SDL_Event e;
if (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT)
break;
if(e.key.keysym.sym == SDLK_ESCAPE)
break;
}
DrawChessBoard(renderer);
/* Got everything on rendering surface,
now Update the drawing image on window screen */
SDL_UpdateWindowSurface(window);
}
return 0;
}
+46 -16
View File
@@ -31,8 +31,6 @@
#define MAX_NUM_AXES 6
#define MAX_NUM_HATS 2
static SDL_bool s_ForceQuit = SDL_FALSE;
static void
DrawRect(SDL_Renderer *r, const int x, const int y, const int w, const int h)
{
@@ -85,7 +83,7 @@ ControllerButtonName(const SDL_GameControllerButton button)
}
}
void
SDL_bool
WatchGameController(SDL_GameController * gamecontroller)
{
const char *name = SDL_GameControllerName(gamecontroller);
@@ -94,7 +92,8 @@ WatchGameController(SDL_GameController * gamecontroller)
char *title = (char *)SDL_malloc(titlelen);
SDL_Window *window = NULL;
SDL_Renderer *screen = NULL;
int done = 0;
SDL_bool retval = SDL_FALSE;
SDL_bool done = SDL_FALSE;
SDL_Event event;
int i;
@@ -108,14 +107,14 @@ WatchGameController(SDL_GameController * gamecontroller)
SCREEN_HEIGHT, 0);
if (window == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
return;
return SDL_FALSE;
}
screen = SDL_CreateRenderer(window, -1, 0);
if (screen == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
SDL_DestroyWindow(window);
return;
return SDL_FALSE;
}
SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
@@ -157,8 +156,7 @@ WatchGameController(SDL_GameController * gamecontroller)
}
/* Fall through to signal quit */
case SDL_QUIT:
done = 1;
s_ForceQuit = SDL_TRUE;
done = SDL_TRUE;
break;
default:
break;
@@ -200,12 +198,15 @@ WatchGameController(SDL_GameController * gamecontroller)
SDL_RenderPresent(screen);
if ( !done )
done = SDL_GameControllerGetAttached( gamecontroller ) == 0;
if (!SDL_GameControllerGetAttached(gamecontroller)) {
done = SDL_TRUE;
retval = SDL_TRUE; /* keep going, wait for reattach. */
}
}
SDL_DestroyRenderer(screen);
SDL_DestroyWindow(window);
return retval;
}
int
@@ -225,6 +226,8 @@ main(int argc, char *argv[])
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
return 1;
}
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
/* Print information about the controller */
for (i = 0; i < SDL_NumJoysticks(); ++i) {
@@ -248,6 +251,9 @@ main(int argc, char *argv[])
SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", nController, SDL_NumJoysticks());
if (argv[1]) {
SDL_bool reportederror = SDL_FALSE;
SDL_bool keepGoing = SDL_TRUE;
SDL_Event event;
int device = atoi(argv[1]);
if (device >= SDL_NumJoysticks()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%i is an invalid joystick index.\n", device);
@@ -257,12 +263,36 @@ main(int argc, char *argv[])
guid, sizeof (guid));
SDL_Log("Attempting to open device %i, guid %s\n", device, guid);
gamecontroller = SDL_GameControllerOpen(device);
if (gamecontroller == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open joystick %d: %s\n", device, SDL_GetError());
retcode = 1;
} else {
WatchGameController(gamecontroller);
SDL_GameControllerClose(gamecontroller);
while (keepGoing) {
if (gamecontroller == NULL) {
if (!reportederror) {
if (gamecontroller == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open gamecontroller %d: %s\n", device, SDL_GetError());
retcode = 1;
}
keepGoing = SDL_FALSE;
reportederror = SDL_TRUE;
}
} else {
reportederror = SDL_FALSE;
keepGoing = WatchGameController(gamecontroller);
SDL_GameControllerClose(gamecontroller);
}
gamecontroller = NULL;
if (keepGoing) {
SDL_Log("Waiting for attach\n");
}
while (keepGoing) {
SDL_WaitEvent(&event);
if ((event.type == SDL_QUIT) || (event.type == SDL_FINGERDOWN)
|| (event.type == SDL_MOUSEBUTTONDOWN)) {
keepGoing = SDL_FALSE;
} else if (event.type == SDL_CONTROLLERDEVICEADDED) {
gamecontroller = SDL_GameControllerOpen(event.cdevice.which);
break;
}
}
}
}
}
+7 -7
View File
@@ -205,7 +205,7 @@ int main(int argc, char* argv[])
SDL_Surface *screen;
SDL_Event event;
SDL_bool quitting = SDL_FALSE;
SDL_RWops *src;
SDL_RWops *stream;
/* Enable standard application logging */
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
@@ -241,14 +241,14 @@ int main(int argc, char* argv[])
SDL_RecordGesture(-1);
break;
case SDLK_s:
src = SDL_RWFromFile("gestureSave","w");
SDL_Log("Wrote %i templates",SDL_SaveAllDollarTemplates(src));
SDL_RWclose(src);
stream = SDL_RWFromFile("gestureSave", "w");
SDL_Log("Wrote %i templates", SDL_SaveAllDollarTemplates(stream));
SDL_RWclose(stream);
break;
case SDLK_l:
src = SDL_RWFromFile("gestureSave","r");
SDL_Log("Loaded: %i",SDL_LoadDollarTemplates(-1,src));
SDL_RWclose(src);
stream = SDL_RWFromFile("gestureSave", "r");
SDL_Log("Loaded: %i", SDL_LoadDollarTemplates(-1, stream));
SDL_RWclose(stream);
break;
case SDLK_ESCAPE:
quitting = SDL_TRUE;
+141 -97
View File
@@ -24,11 +24,48 @@
#include "SDL_opengl.h"
typedef struct GL_Context
{
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "../src/render/opengl/SDL_glfuncs.h"
#undef SDL_PROC
} GL_Context;
/* Undefine this if you want a flat cube instead of a rainbow cube */
#define SHADED_CUBE
static SDLTest_CommonState *state;
static SDL_GLContext context;
static GL_Context ctx;
static int LoadContext(GL_Context * data)
{
#if SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_ANDROID
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_PANDORA
#define __SDL_NOGETPROCADDR__
#endif
#if defined __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#else
#define SDL_PROC(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if ( ! data->func ) { \
return SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
} \
} while ( 0 );
#endif /* _SDL_NOGETPROCADDR_ */
#include "../src/render/opengl/SDL_glfuncs.h"
#undef SDL_PROC
return 0;
}
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
@@ -67,107 +104,107 @@ Render()
};
/* Do our drawing, too. */
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ctx.glClearColor(0.0, 0.0, 0.0, 1.0);
ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_QUADS);
ctx.glBegin(GL_QUADS);
#ifdef SHADED_CUBE
glColor3fv(color[0]);
glVertex3fv(cube[0]);
glColor3fv(color[1]);
glVertex3fv(cube[1]);
glColor3fv(color[2]);
glVertex3fv(cube[2]);
glColor3fv(color[3]);
glVertex3fv(cube[3]);
ctx.glColor3fv(color[0]);
ctx.glVertex3fv(cube[0]);
ctx.glColor3fv(color[1]);
ctx.glVertex3fv(cube[1]);
ctx.glColor3fv(color[2]);
ctx.glVertex3fv(cube[2]);
ctx.glColor3fv(color[3]);
ctx.glVertex3fv(cube[3]);
glColor3fv(color[3]);
glVertex3fv(cube[3]);
glColor3fv(color[4]);
glVertex3fv(cube[4]);
glColor3fv(color[7]);
glVertex3fv(cube[7]);
glColor3fv(color[2]);
glVertex3fv(cube[2]);
ctx.glColor3fv(color[3]);
ctx.glVertex3fv(cube[3]);
ctx.glColor3fv(color[4]);
ctx.glVertex3fv(cube[4]);
ctx.glColor3fv(color[7]);
ctx.glVertex3fv(cube[7]);
ctx.glColor3fv(color[2]);
ctx.glVertex3fv(cube[2]);
glColor3fv(color[0]);
glVertex3fv(cube[0]);
glColor3fv(color[5]);
glVertex3fv(cube[5]);
glColor3fv(color[6]);
glVertex3fv(cube[6]);
glColor3fv(color[1]);
glVertex3fv(cube[1]);
ctx.glColor3fv(color[0]);
ctx.glVertex3fv(cube[0]);
ctx.glColor3fv(color[5]);
ctx.glVertex3fv(cube[5]);
ctx.glColor3fv(color[6]);
ctx.glVertex3fv(cube[6]);
ctx.glColor3fv(color[1]);
ctx.glVertex3fv(cube[1]);
glColor3fv(color[5]);
glVertex3fv(cube[5]);
glColor3fv(color[4]);
glVertex3fv(cube[4]);
glColor3fv(color[7]);
glVertex3fv(cube[7]);
glColor3fv(color[6]);
glVertex3fv(cube[6]);
ctx.glColor3fv(color[5]);
ctx.glVertex3fv(cube[5]);
ctx.glColor3fv(color[4]);
ctx.glVertex3fv(cube[4]);
ctx.glColor3fv(color[7]);
ctx.glVertex3fv(cube[7]);
ctx.glColor3fv(color[6]);
ctx.glVertex3fv(cube[6]);
glColor3fv(color[5]);
glVertex3fv(cube[5]);
glColor3fv(color[0]);
glVertex3fv(cube[0]);
glColor3fv(color[3]);
glVertex3fv(cube[3]);
glColor3fv(color[4]);
glVertex3fv(cube[4]);
ctx.glColor3fv(color[5]);
ctx.glVertex3fv(cube[5]);
ctx.glColor3fv(color[0]);
ctx.glVertex3fv(cube[0]);
ctx.glColor3fv(color[3]);
ctx.glVertex3fv(cube[3]);
ctx.glColor3fv(color[4]);
ctx.glVertex3fv(cube[4]);
glColor3fv(color[6]);
glVertex3fv(cube[6]);
glColor3fv(color[1]);
glVertex3fv(cube[1]);
glColor3fv(color[2]);
glVertex3fv(cube[2]);
glColor3fv(color[7]);
glVertex3fv(cube[7]);
ctx.glColor3fv(color[6]);
ctx.glVertex3fv(cube[6]);
ctx.glColor3fv(color[1]);
ctx.glVertex3fv(cube[1]);
ctx.glColor3fv(color[2]);
ctx.glVertex3fv(cube[2]);
ctx.glColor3fv(color[7]);
ctx.glVertex3fv(cube[7]);
#else /* flat cube */
glColor3f(1.0, 0.0, 0.0);
glVertex3fv(cube[0]);
glVertex3fv(cube[1]);
glVertex3fv(cube[2]);
glVertex3fv(cube[3]);
ctx.glColor3f(1.0, 0.0, 0.0);
ctx.glVertex3fv(cube[0]);
ctx.glVertex3fv(cube[1]);
ctx.glVertex3fv(cube[2]);
ctx.glVertex3fv(cube[3]);
glColor3f(0.0, 1.0, 0.0);
glVertex3fv(cube[3]);
glVertex3fv(cube[4]);
glVertex3fv(cube[7]);
glVertex3fv(cube[2]);
ctx.glColor3f(0.0, 1.0, 0.0);
ctx.glVertex3fv(cube[3]);
ctx.glVertex3fv(cube[4]);
ctx.glVertex3fv(cube[7]);
ctx.glVertex3fv(cube[2]);
glColor3f(0.0, 0.0, 1.0);
glVertex3fv(cube[0]);
glVertex3fv(cube[5]);
glVertex3fv(cube[6]);
glVertex3fv(cube[1]);
ctx.glColor3f(0.0, 0.0, 1.0);
ctx.glVertex3fv(cube[0]);
ctx.glVertex3fv(cube[5]);
ctx.glVertex3fv(cube[6]);
ctx.glVertex3fv(cube[1]);
glColor3f(0.0, 1.0, 1.0);
glVertex3fv(cube[5]);
glVertex3fv(cube[4]);
glVertex3fv(cube[7]);
glVertex3fv(cube[6]);
ctx.glColor3f(0.0, 1.0, 1.0);
ctx.glVertex3fv(cube[5]);
ctx.glVertex3fv(cube[4]);
ctx.glVertex3fv(cube[7]);
ctx.glVertex3fv(cube[6]);
glColor3f(1.0, 1.0, 0.0);
glVertex3fv(cube[5]);
glVertex3fv(cube[0]);
glVertex3fv(cube[3]);
glVertex3fv(cube[4]);
ctx.glColor3f(1.0, 1.0, 0.0);
ctx.glVertex3fv(cube[5]);
ctx.glVertex3fv(cube[0]);
ctx.glVertex3fv(cube[3]);
ctx.glVertex3fv(cube[4]);
glColor3f(1.0, 0.0, 1.0);
glVertex3fv(cube[6]);
glVertex3fv(cube[1]);
glVertex3fv(cube[2]);
glVertex3fv(cube[7]);
ctx.glColor3f(1.0, 0.0, 1.0);
ctx.glVertex3fv(cube[6]);
ctx.glVertex3fv(cube[1]);
ctx.glVertex3fv(cube[2]);
ctx.glVertex3fv(cube[7]);
#endif /* SHADED_CUBE */
glEnd();
ctx.glEnd();
glMatrixMode(GL_MODELVIEW);
glRotatef(5.0, 1.0, 1.0, 1.0);
ctx.glMatrixMode(GL_MODELVIEW);
ctx.glRotatef(5.0, 1.0, 1.0, 1.0);
}
int
@@ -242,6 +279,13 @@ main(int argc, char *argv[])
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
quit(2);
}
/* Important: call this *after* creating the context */
if (LoadContext(&ctx) < 0) {
SDL_Log("Could not load GL functions\n");
quit(2);
return 0;
}
if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
/* try late-swap-tearing first. If not supported, try normal vsync. */
@@ -260,10 +304,10 @@ main(int argc, char *argv[])
SDL_GL_GetDrawableSize(state->windows[0], &dw, &dh);
SDL_Log("Draw Size : %d,%d\n", dw, dh);
SDL_Log("\n");
SDL_Log("Vendor : %s\n", glGetString(GL_VENDOR));
SDL_Log("Renderer : %s\n", glGetString(GL_RENDERER));
SDL_Log("Version : %s\n", glGetString(GL_VERSION));
SDL_Log("Extensions : %s\n", glGetString(GL_EXTENSIONS));
SDL_Log("Vendor : %s\n", ctx.glGetString(GL_VENDOR));
SDL_Log("Renderer : %s\n", ctx.glGetString(GL_RENDERER));
SDL_Log("Version : %s\n", ctx.glGetString(GL_VERSION));
SDL_Log("Extensions : %s\n", ctx.glGetString(GL_EXTENSIONS));
SDL_Log("\n");
status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
@@ -319,14 +363,14 @@ main(int argc, char *argv[])
}
/* Set rendering settings */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glShadeModel(GL_SMOOTH);
ctx.glMatrixMode(GL_PROJECTION);
ctx.glLoadIdentity();
ctx.glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
ctx.glMatrixMode(GL_MODELVIEW);
ctx.glLoadIdentity();
ctx.glEnable(GL_DEPTH_TEST);
ctx.glDepthFunc(GL_LESS);
ctx.glShadeModel(GL_SMOOTH);
/* Main render loop */
frames = 0;
@@ -344,7 +388,7 @@ main(int argc, char *argv[])
continue;
SDL_GL_MakeCurrent(state->windows[i], context);
SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
glViewport(0, 0, w, h);
ctx.glViewport(0, 0, w, h);
Render();
SDL_GL_SwapWindow(state->windows[i]);
}
+2
View File
@@ -335,7 +335,9 @@ main(int argc, char *argv[])
SDL_Log("%2.2f frames per second\n",
((double) frames * 1000) / (now - then));
}
#if !defined(__ANDROID__)
quit(0);
#endif
return 0;
}
+693
View File
@@ -0,0 +1,693 @@
/*
Copyright (r) 1997-2011 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.
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include "SDL_test_common.h"
#if defined(__IPHONEOS__) || defined(__ANDROID__)
#define HAVE_OPENGLES2
#endif
#ifdef HAVE_OPENGLES2
#include "SDL_opengles2.h"
typedef struct GLES2_Context
{
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "../src/render/opengles2/SDL_gles2funcs.h"
#undef SDL_PROC
} GLES2_Context;
static SDLTest_CommonState *state;
static SDL_GLContext *context = NULL;
static int depth = 16;
static GLES2_Context ctx;
static int LoadContext(GLES2_Context * data)
{
#if SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_ANDROID
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_PANDORA
#define __SDL_NOGETPROCADDR__
#endif
#if defined __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#else
#define SDL_PROC(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if ( ! data->func ) { \
return SDL_SetError("Couldn't load GLES2 function %s: %s\n", #func, SDL_GetError()); \
} \
} while ( 0 );
#endif /* _SDL_NOGETPROCADDR_ */
#include "../src/render/opengles2/SDL_gles2funcs.h"
#undef SDL_PROC
return 0;
}
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
int i;
if (context != NULL) {
for (i = 0; i < state->num_windows; i++) {
if (context[i]) {
SDL_GL_DeleteContext(context[i]);
}
}
SDL_free(context);
}
SDLTest_CommonQuit(state);
exit(rc);
}
#define GL_CHECK(x) \
x; \
{ \
GLenum glError = ctx.glGetError(); \
if(glError != GL_NO_ERROR) { \
SDL_Log("glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \
quit(1); \
} \
}
/*
* Simulates desktop's glRotatef. The matrix is returned in column-major
* order.
*/
static void
rotate_matrix(double angle, double x, double y, double z, float *r)
{
double radians, c, s, c1, u[3], length;
int i, j;
radians = (angle * M_PI) / 180.0;
c = cos(radians);
s = sin(radians);
c1 = 1.0 - cos(radians);
length = sqrt(x * x + y * y + z * z);
u[0] = x / length;
u[1] = y / length;
u[2] = z / length;
for (i = 0; i < 16; i++) {
r[i] = 0.0;
}
r[15] = 1.0;
for (i = 0; i < 3; i++) {
r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s;
r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s;
}
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0);
}
}
}
/*
* Simulates gluPerspectiveMatrix
*/
static void
perspective_matrix(double fovy, double aspect, double znear, double zfar, float *r)
{
int i;
double f;
f = 1.0/tan(fovy * 0.5);
for (i = 0; i < 16; i++) {
r[i] = 0.0;
}
r[0] = f / aspect;
r[5] = f;
r[10] = (znear + zfar) / (znear - zfar);
r[11] = -1.0;
r[14] = (2.0 * znear * zfar) / (znear - zfar);
r[15] = 0.0;
}
/*
* Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column
* major. In-place multiplication is supported.
*/
static void
multiply_matrix(float *lhs, float *rhs, float *r)
{
int i, j, k;
float tmp[16];
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
tmp[j * 4 + i] = 0.0;
for (k = 0; k < 4; k++) {
tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k];
}
}
}
for (i = 0; i < 16; i++) {
r[i] = tmp[i];
}
}
/*
* Create shader, load in source, compile, dump debug as necessary.
*
* shader: Pointer to return created shader ID.
* source: Passed-in shader source code.
* shader_type: Passed to GL, e.g. GL_VERTEX_SHADER.
*/
void
process_shader(GLuint *shader, const char * source, GLint shader_type)
{
GLint status = GL_FALSE;
const char *shaders[1] = { NULL };
/* Create shader and load into GL. */
*shader = GL_CHECK(ctx.glCreateShader(shader_type));
shaders[0] = source;
GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL));
/* Clean up shader source. */
shaders[0] = NULL;
/* Try compiling the shader. */
GL_CHECK(ctx.glCompileShader(*shader));
GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
// Dump debug info (source and log) if compilation failed.
if(status != GL_TRUE) {
SDL_Log("Shader compilation failed");
quit(-1);
}
}
/* 3D data. Vertex range -0.5..0.5 in all axes.
* Z -0.5 is near, 0.5 is far. */
const float _vertices[] =
{
/* Front face. */
/* Bottom left */
-0.5, 0.5, -0.5,
0.5, -0.5, -0.5,
-0.5, -0.5, -0.5,
/* Top right */
-0.5, 0.5, -0.5,
0.5, 0.5, -0.5,
0.5, -0.5, -0.5,
/* Left face */
/* Bottom left */
-0.5, 0.5, 0.5,
-0.5, -0.5, -0.5,
-0.5, -0.5, 0.5,
/* Top right */
-0.5, 0.5, 0.5,
-0.5, 0.5, -0.5,
-0.5, -0.5, -0.5,
/* Top face */
/* Bottom left */
-0.5, 0.5, 0.5,
0.5, 0.5, -0.5,
-0.5, 0.5, -0.5,
/* Top right */
-0.5, 0.5, 0.5,
0.5, 0.5, 0.5,
0.5, 0.5, -0.5,
/* Right face */
/* Bottom left */
0.5, 0.5, -0.5,
0.5, -0.5, 0.5,
0.5, -0.5, -0.5,
/* Top right */
0.5, 0.5, -0.5,
0.5, 0.5, 0.5,
0.5, -0.5, 0.5,
/* Back face */
/* Bottom left */
0.5, 0.5, 0.5,
-0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
/* Top right */
0.5, 0.5, 0.5,
-0.5, 0.5, 0.5,
-0.5, -0.5, 0.5,
/* Bottom face */
/* Bottom left */
-0.5, -0.5, -0.5,
0.5, -0.5, 0.5,
-0.5, -0.5, 0.5,
/* Top right */
-0.5, -0.5, -0.5,
0.5, -0.5, -0.5,
0.5, -0.5, 0.5,
};
const float _colors[] =
{
/* Front face */
/* Bottom left */
1.0, 0.0, 0.0, /* red */
0.0, 0.0, 1.0, /* blue */
0.0, 1.0, 0.0, /* green */
/* Top right */
1.0, 0.0, 0.0, /* red */
1.0, 1.0, 0.0, /* yellow */
0.0, 0.0, 1.0, /* blue */
/* Left face */
/* Bottom left */
1.0, 1.0, 1.0, /* white */
0.0, 1.0, 0.0, /* green */
0.0, 1.0, 1.0, /* cyan */
/* Top right */
1.0, 1.0, 1.0, /* white */
1.0, 0.0, 0.0, /* red */
0.0, 1.0, 0.0, /* green */
/* Top face */
/* Bottom left */
1.0, 1.0, 1.0, /* white */
1.0, 1.0, 0.0, /* yellow */
1.0, 0.0, 0.0, /* red */
/* Top right */
1.0, 1.0, 1.0, /* white */
0.0, 0.0, 0.0, /* black */
1.0, 1.0, 0.0, /* yellow */
/* Right face */
/* Bottom left */
1.0, 1.0, 0.0, /* yellow */
1.0, 0.0, 1.0, /* magenta */
0.0, 0.0, 1.0, /* blue */
/* Top right */
1.0, 1.0, 0.0, /* yellow */
0.0, 0.0, 0.0, /* black */
1.0, 0.0, 1.0, /* magenta */
/* Back face */
/* Bottom left */
0.0, 0.0, 0.0, /* black */
0.0, 1.0, 1.0, /* cyan */
1.0, 0.0, 1.0, /* magenta */
/* Top right */
0.0, 0.0, 0.0, /* black */
1.0, 1.0, 1.0, /* white */
0.0, 1.0, 1.0, /* cyan */
/* Bottom face */
/* Bottom left */
0.0, 1.0, 0.0, /* green */
1.0, 0.0, 1.0, /* magenta */
0.0, 1.0, 1.0, /* cyan */
/* Top right */
0.0, 1.0, 0.0, /* green */
0.0, 0.0, 1.0, /* blue */
1.0, 0.0, 1.0, /* magenta */
};
const char* _shader_vert_src =
" attribute vec4 av4position; "
" attribute vec3 av3color; "
" uniform mat4 mvp; "
" varying vec3 vv3color; "
" void main() { "
" vv3color = av3color; "
" gl_Position = mvp * av4position; "
" } ";
const char* _shader_frag_src =
" precision lowp float; "
" varying vec3 vv3color; "
" void main() { "
" gl_FragColor = vec4(vv3color, 1.0); "
" } ";
typedef struct shader_data
{
GLuint shader_program, shader_frag, shader_vert;
GLint attr_position;
GLint attr_color, attr_mvp;
int angle_x, angle_y, angle_z;
} shader_data;
static void
Render(unsigned int width, unsigned int height, shader_data* data)
{
float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_mvp[16];
/*
* Do some rotation with Euler angles. It is not a fixed axis as
* quaterions would be, but the effect is cool.
*/
rotate_matrix(data->angle_x, 1.0, 0.0, 0.0, matrix_modelview);
rotate_matrix(data->angle_y, 0.0, 1.0, 0.0, matrix_rotate);
multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
rotate_matrix(data->angle_z, 0.0, 1.0, 0.0, matrix_rotate);
multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
/* Pull the camera back from the cube */
matrix_modelview[14] -= 2.5;
perspective_matrix(45.0, (double)width/(double)height, 0.01, 100.0, matrix_perspective);
multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));
data->angle_x += 3;
data->angle_y += 2;
data->angle_z += 1;
if(data->angle_x >= 360) data->angle_x -= 360;
if(data->angle_x < 0) data->angle_x += 360;
if(data->angle_y >= 360) data->angle_y -= 360;
if(data->angle_y < 0) data->angle_y += 360;
if(data->angle_z >= 360) data->angle_z -= 360;
if(data->angle_z < 0) data->angle_z += 360;
GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36));
}
int
main(int argc, char *argv[])
{
int fsaa, accel;
int value;
int i, done;
SDL_DisplayMode mode;
SDL_Event event;
Uint32 then, now, frames;
int status;
shader_data *datas, *data;
/* Initialize parameters */
fsaa = 0;
accel = 0;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
if (!state) {
return 1;
}
for (i = 1; i < argc;) {
int consumed;
consumed = SDLTest_CommonArg(state, i);
if (consumed == 0) {
if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
++fsaa;
consumed = 1;
} else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
++accel;
consumed = 1;
} else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
i++;
if (!argv[i]) {
consumed = -1;
} else {
depth = SDL_atoi(argv[i]);
consumed = 1;
}
} else {
consumed = -1;
}
}
if (consumed < 0) {
SDL_Log ("Usage: %s %s [--fsaa] [--accel] [--zdepth %%d]\n", argv[0],
SDLTest_CommonUsage(state));
quit(1);
}
i += consumed;
}
/* Set OpenGL parameters */
state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS;
state->gl_red_size = 5;
state->gl_green_size = 5;
state->gl_blue_size = 5;
state->gl_depth_size = depth;
state->gl_major_version = 2;
state->gl_minor_version = 0;
state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;
if (fsaa) {
state->gl_multisamplebuffers=1;
state->gl_multisamplesamples=fsaa;
}
if (accel) {
state->gl_accelerated=1;
}
if (!SDLTest_CommonInit(state)) {
quit(2);
return 0;
}
context = SDL_calloc(state->num_windows, sizeof(context));
if (context == NULL) {
SDL_Log("Out of memory!\n");
quit(2);
}
/* Create OpenGL ES contexts */
for (i = 0; i < state->num_windows; i++) {
context[i] = SDL_GL_CreateContext(state->windows[i]);
if (!context[i]) {
SDL_Log("SDL_GL_CreateContext(): %s\n", SDL_GetError());
quit(2);
}
}
/* Important: call this *after* creating the context */
if (LoadContext(&ctx) < 0) {
SDL_Log("Could not load GLES2 functions\n");
quit(2);
return 0;
}
if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
SDL_GetCurrentDisplayMode(0, &mode);
SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
SDL_Log("\n");
SDL_Log("Vendor : %s\n", ctx.glGetString(GL_VENDOR));
SDL_Log("Renderer : %s\n", ctx.glGetString(GL_RENDERER));
SDL_Log("Version : %s\n", ctx.glGetString(GL_VERSION));
SDL_Log("Extensions : %s\n", ctx.glGetString(GL_EXTENSIONS));
SDL_Log("\n");
status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
if (!status) {
SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
} else {
SDL_Log( "Failed to get SDL_GL_RED_SIZE: %s\n",
SDL_GetError());
}
status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
if (!status) {
SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
} else {
SDL_Log( "Failed to get SDL_GL_GREEN_SIZE: %s\n",
SDL_GetError());
}
status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
if (!status) {
SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
} else {
SDL_Log( "Failed to get SDL_GL_BLUE_SIZE: %s\n",
SDL_GetError());
}
status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
if (!status) {
SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
} else {
SDL_Log( "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
SDL_GetError());
}
if (fsaa) {
status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
if (!status) {
SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
} else {
SDL_Log( "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
SDL_GetError());
}
status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
if (!status) {
SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
value);
} else {
SDL_Log( "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
SDL_GetError());
}
}
if (accel) {
status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
if (!status) {
SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
} else {
SDL_Log( "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
SDL_GetError());
}
}
datas = SDL_calloc(state->num_windows, sizeof(shader_data));
/* Set rendering settings for each context */
for (i = 0; i < state->num_windows; ++i) {
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
if (status) {
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
/* Continue for next window */
continue;
}
ctx.glViewport(0, 0, state->window_w, state->window_h);
data = &datas[i];
data->angle_x = 0; data->angle_y = 0; data->angle_z = 0;
/* Shader Initialization */
process_shader(&data->shader_vert, _shader_vert_src, GL_VERTEX_SHADER);
process_shader(&data->shader_frag, _shader_frag_src, GL_FRAGMENT_SHADER);
/* Create shader_program (ready to attach shaders) */
data->shader_program = GL_CHECK(ctx.glCreateProgram());
/* Attach shaders and link shader_program */
GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_vert));
GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_frag));
GL_CHECK(ctx.glLinkProgram(data->shader_program));
/* Get attribute locations of non-fixed attributes like color and texture coordinates. */
data->attr_position = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av4position"));
data->attr_color = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av3color"));
/* Get uniform locations */
data->attr_mvp = GL_CHECK(ctx.glGetUniformLocation(data->shader_program, "mvp"));
GL_CHECK(ctx.glUseProgram(data->shader_program));
/* Enable attributes for position, color and texture coordinates etc. */
GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_position));
GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_color));
/* Populate attributes for position, color and texture coordinates etc. */
GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices));
GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors));
GL_CHECK(ctx.glEnable(GL_CULL_FACE));
GL_CHECK(ctx.glEnable(GL_DEPTH_TEST));
}
/* Main render loop */
frames = 0;
then = SDL_GetTicks();
done = 0;
while (!done) {
/* Check for events */
++frames;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_RESIZED:
for (i = 0; i < state->num_windows; ++i) {
if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
if (status) {
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
break;
}
/* Change view port to the new window dimensions */
ctx.glViewport(0, 0, event.window.data1, event.window.data2);
/* Update window content */
Render(event.window.data1, event.window.data2, &datas[i]);
SDL_GL_SwapWindow(state->windows[i]);
break;
}
}
break;
}
}
SDLTest_CommonEvent(state, &event, &done);
}
for (i = 0; i < state->num_windows; ++i) {
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
if (status) {
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
/* Continue for next window */
continue;
}
Render(state->window_w, state->window_h, &datas[i]);
SDL_GL_SwapWindow(state->windows[i]);
}
}
/* Print out some timing information */
now = SDL_GetTicks();
if (now > then) {
SDL_Log("%2.2f frames per second\n",
((double) frames * 1000) / (now - then));
}
#if !defined(__ANDROID__)
quit(0);
#endif
return 0;
}
#else /* HAVE_OPENGLES2 */
int
main(int argc, char *argv[])
{
SDL_Log("No OpenGL ES support on this system\n");
return 1;
}
#endif /* HAVE_OPENGLES2 */
/* vi: set ts=4 sw=4 expandtab: */
+7 -8
View File
@@ -251,15 +251,18 @@ main(int argc, char *argv[])
SDL_bool reportederror = SDL_FALSE;
SDL_bool keepGoing = SDL_TRUE;
SDL_Event event;
int device;
#ifdef ANDROID
joystick = SDL_JoystickOpen(0);
device = 0;
#else
joystick = SDL_JoystickOpen(atoi(argv[1]));
device = atoi(argv[1]);
#endif
joystick = SDL_JoystickOpen(device);
while ( keepGoing ) {
if (joystick == NULL) {
if ( !reportederror ) {
SDL_Log("Couldn't open joystick %d: %s\n", atoi(argv[1]), SDL_GetError());
SDL_Log("Couldn't open joystick %d: %s\n", device, SDL_GetError());
keepGoing = SDL_FALSE;
reportederror = SDL_TRUE;
}
@@ -279,7 +282,7 @@ main(int argc, char *argv[])
|| (event.type == SDL_MOUSEBUTTONDOWN)) {
keepGoing = SDL_FALSE;
} else if (event.type == SDL_JOYDEVICEADDED) {
joystick = SDL_JoystickOpen(atoi(argv[1]));
joystick = SDL_JoystickOpen(device);
break;
}
}
@@ -287,11 +290,7 @@ main(int argc, char *argv[])
}
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK);
#ifdef ANDROID
exit(0);
#else
return 0;
#endif
}
#else
+1 -1
View File
@@ -187,7 +187,7 @@ static SDL_bool CompileShaderProgram(ShaderData *data)
}
glUseProgramObjectARB(0);
return (glGetError() == GL_NO_ERROR);
return (glGetError() == GL_NO_ERROR) ? SDL_TRUE : SDL_FALSE;
}
static void DestroyShaderProgram(ShaderData *data)
+15 -20
View File
@@ -19,12 +19,11 @@
#define SHAPED_WINDOW_Y 150
#define SHAPED_WINDOW_DIMENSION 640
#define TICK_INTERVAL 1000/10
typedef struct LoadedPicture {
SDL_Surface *surface;
SDL_Texture *texture;
SDL_WindowShapeMode mode;
const char* name;
} LoadedPicture;
void render(SDL_Renderer *renderer,SDL_Texture *texture,SDL_Rect texture_dimensions)
@@ -39,17 +38,6 @@ void render(SDL_Renderer *renderer,SDL_Texture *texture,SDL_Rect texture_dimensi
SDL_RenderPresent(renderer);
}
static Uint32 next_time;
Uint32 time_left()
{
Uint32 now = SDL_GetTicks();
if(next_time <= now)
return 0;
else
return next_time - now;
}
int main(int argc,char** argv)
{
Uint8 num_pictures;
@@ -87,18 +75,19 @@ int main(int argc,char** argv)
pictures[i].surface = NULL;
for(i=0;i<num_pictures;i++) {
pictures[i].surface = SDL_LoadBMP(argv[i+1]);
pictures[i].name = argv[i+1];
if(pictures[i].surface == NULL) {
j = 0;
for(j=0;j<num_pictures;j++)
SDL_FreeSurface(pictures[j].surface);
SDL_free(pictures);
SDL_VideoQuit();
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not load surface from named bitmap file.");
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not load surface from named bitmap file: %s", argv[i+1]);
exit(-3);
}
format = pictures[i].surface->format;
if(format->Amask != 0) {
if(SDL_ISPIXELFORMAT_ALPHA(format->format)) {
pictures[i].mode.mode = ShapeModeBinarizeAlpha;
pictures[i].mode.parameters.binarizationCutoff = 255;
}
@@ -108,7 +97,11 @@ int main(int argc,char** argv)
}
}
window = SDL_CreateShapedWindow("SDL_Shape test",SHAPED_WINDOW_X,SHAPED_WINDOW_Y,SHAPED_WINDOW_DIMENSION,SHAPED_WINDOW_DIMENSION,SDL_WINDOW_RESIZABLE);
window = SDL_CreateShapedWindow("SDL_Shape test",
SHAPED_WINDOW_X, SHAPED_WINDOW_Y,
SHAPED_WINDOW_DIMENSION,SHAPED_WINDOW_DIMENSION,
0);
SDL_SetWindowPosition(window, SHAPED_WINDOW_X, SHAPED_WINDOW_Y);
if(window == NULL) {
for(i=0;i<num_pictures;i++)
SDL_FreeSurface(pictures[i].surface);
@@ -157,23 +150,26 @@ int main(int argc,char** argv)
texture_dimensions.w = 0;
texture_dimensions.x = 0;
texture_dimensions.y = 0;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Changing to shaped bmp: %s", pictures[current_picture].name);
SDL_QueryTexture(pictures[current_picture].texture,(Uint32 *)&pixelFormat,(int *)&access,&texture_dimensions.w,&texture_dimensions.h);
SDL_SetWindowSize(window,texture_dimensions.w,texture_dimensions.h);
SDL_SetWindowShape(window,pictures[current_picture].surface,&pictures[current_picture].mode);
next_time = SDL_GetTicks() + TICK_INTERVAL;
while(should_exit == 0) {
event_pending = SDL_PollEvent(&event);
if(event_pending == 1) {
if(event.type == SDL_KEYDOWN) {
button_down = 1;
if(event.key.keysym.sym == SDLK_ESCAPE)
if(event.key.keysym.sym == SDLK_ESCAPE) {
should_exit = 1;
break;
}
}
if(button_down && event.type == SDL_KEYUP) {
button_down = 0;
current_picture += 1;
if(current_picture >= num_pictures)
current_picture = 0;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Changing to shaped bmp: %s", pictures[current_picture].name);
SDL_QueryTexture(pictures[current_picture].texture,(Uint32 *)&pixelFormat,(int *)&access,&texture_dimensions.w,&texture_dimensions.h);
SDL_SetWindowSize(window,texture_dimensions.w,texture_dimensions.h);
SDL_SetWindowShape(window,pictures[current_picture].surface,&pictures[current_picture].mode);
@@ -183,8 +179,7 @@ int main(int argc,char** argv)
event_pending = 0;
}
render(renderer,pictures[current_picture].texture,texture_dimensions);
SDL_Delay(time_left());
next_time += TICK_INTERVAL;
SDL_Delay(10);
}
/* Free the textures. */
-2
View File
@@ -248,8 +248,6 @@ main(int argc, char *argv[])
return 1;
}
state->window_flags |= SDL_WINDOW_RESIZABLE;
for (i = 1; i < argc;) {
int consumed;
+184
View File
@@ -0,0 +1,184 @@
/*
Copyright (C) 1997-2013 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.
*/
/* Simple program: Check viewports */
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include "SDL_test.h"
#include "SDL_test_common.h"
static SDLTest_CommonState *state;
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
SDLTest_CommonQuit(state);
exit(rc);
}
void
DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport)
{
SDL_Rect rect;
/* Set the viewport */
SDL_RenderSetViewport(renderer, &viewport);
/* Draw a gray background */
SDL_SetRenderDrawColor(renderer, 0x80, 0x80, 0x80, 0xFF);
SDL_RenderClear(renderer);
/* Test inside points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xF, 0xFF);
SDL_RenderDrawPoint(renderer, viewport.h/2 + 10, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 - 10, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - 10);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + 10);
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
/* Test diagonal lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
SDL_RenderDrawLine(renderer, 0, 0,
viewport.w-1, viewport.h-1);
SDL_RenderDrawLine(renderer, viewport.w-1, 0,
0, viewport.h-1);
/* Test outside points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xF, 0xFF);
SDL_RenderDrawPoint(renderer, viewport.h/2 + viewport.h, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 - viewport.h, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - viewport.w);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + viewport.w);
/* Add a box at the top */
rect.w = 8;
rect.h = 8;
rect.x = (viewport.w - rect.w) / 2;
rect.y = 0;
SDL_RenderFillRect(renderer, &rect);
}
int
main(int argc, char *argv[])
{
int i, j, done;
SDL_Event event;
Uint32 then, now, frames;
SDL_Rect viewport;
SDL_bool use_target = SDL_FALSE;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
if (!state) {
return 1;
}
for (i = 1; i < argc;) {
int consumed;
consumed = SDLTest_CommonArg(state, i);
if (consumed == 0) {
consumed = -1;
if (SDL_strcasecmp(argv[i], "--target") == 0) {
use_target = SDL_TRUE;
consumed = 1;
}
}
if (consumed < 0) {
SDL_Log("Usage: %s %s [--target]\n",
argv[0], SDLTest_CommonUsage(state));
quit(1);
}
i += consumed;
}
if (!SDLTest_CommonInit(state)) {
quit(2);
}
if (use_target) {
int w, h;
for (i = 0; i < state->num_windows; ++i) {
SDL_GetWindowSize(state->windows[i], &w, &h);
state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
}
}
for (i = 0; i < state->num_windows; ++i) {
SDL_Renderer *renderer = state->renderers[i];
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
}
/* Main render loop */
frames = 0;
then = SDL_GetTicks();
done = 0;
j = 0;
while (!done) {
/* Check for events */
++frames;
while (SDL_PollEvent(&event)) {
SDLTest_CommonEvent(state, &event, &done);
}
/* Move a viewport box in steps around the screen */
viewport.x = j * 100;
viewport.y = viewport.x;
viewport.w = 100 + j * 50;
viewport.h = 100 + j * 50;
j = (j + 1) % 4;
SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h);
for (i = 0; i < state->num_windows; ++i) {
if (state->windows[i] == NULL)
continue;
/* Draw using viewport */
DrawOnViewport(state->renderers[i], viewport);
/* Update the screen! */
if (use_target) {
SDL_SetRenderTarget(state->renderers[i], NULL);
SDL_RenderCopy(state->renderers[i], state->targets[i], NULL, NULL);
SDL_RenderPresent(state->renderers[i]);
SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
} else {
SDL_RenderPresent(state->renderers[i]);
}
}
SDL_Delay(1000);
}
/* Print out some timing information */
now = SDL_GetTicks();
if (now > then) {
double fps = ((double) frames * 1000) / (now - then);
SDL_Log("%2.2f frames per second\n", fps);
}
quit(0);
return 0;
}
/* vi: set ts=4 sw=4 expandtab: */