Atlas - testnative.c

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1/* 2 Copyright (C) 1997-2025 Sam Lantinga <[email protected]> 3 4 This software is provided 'as-is', without any express or implied 5 warranty. In no event will the authors be held liable for any damages 6 arising from the use of this software. 7 8 Permission is granted to anyone to use this software for any purpose, 9 including commercial applications, and to alter it and redistribute it 10 freely. 11*/ 12/* Simple program: Create a native window and attach an SDL renderer */ 13 14#include "testnative.h" 15 16#include <SDL3/SDL.h> 17#include <SDL3/SDL_main.h> 18#include <SDL3/SDL_test.h> 19 20#include "testutils.h" 21 22#include <stdlib.h> 23 24#define WINDOW_W 640 25#define WINDOW_H 480 26#define NUM_SPRITES 100 27#define MAX_SPEED 1 28 29static NativeWindowFactory *factories[] = { 30#ifdef TEST_NATIVE_WINDOWS 31 &WindowsWindowFactory, 32#endif 33#ifdef TEST_NATIVE_WAYLAND 34 &WaylandWindowFactory, 35#endif 36#ifdef TEST_NATIVE_X11 37 &X11WindowFactory, 38#endif 39#ifdef TEST_NATIVE_COCOA 40 &CocoaWindowFactory, 41#endif 42 NULL 43}; 44static NativeWindowFactory *factory = NULL; 45static void *native_window; 46static SDL_FRect *positions, *velocities; 47static SDLTest_CommonState *state; 48 49/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ 50static void 51quit(int rc) 52{ 53 if (native_window && factory) { 54 factory->DestroyNativeWindow(native_window); 55 } 56 SDL_Quit(); 57 SDLTest_CommonDestroyState(state); 58 /* Let 'main()' return normally */ 59 if (rc != 0) { 60 exit(rc); 61 } 62} 63 64static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite) 65{ 66 int i; 67 SDL_Rect viewport; 68 SDL_FRect *position, *velocity; 69 70 /* Query the sizes */ 71 SDL_GetRenderViewport(renderer, &viewport); 72 73 /* Draw a gray background */ 74 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); 75 SDL_RenderClear(renderer); 76 77 /* Move the sprite, bounce at the wall, and draw */ 78 for (i = 0; i < NUM_SPRITES; ++i) { 79 position = &positions[i]; 80 velocity = &velocities[i]; 81 position->x += velocity->x; 82 if ((position->x < 0) || (position->x >= (viewport.w - sprite->w))) { 83 velocity->x = -velocity->x; 84 position->x += velocity->x; 85 } 86 position->y += velocity->y; 87 if ((position->y < 0) || (position->y >= (viewport.h - sprite->h))) { 88 velocity->y = -velocity->y; 89 position->y += velocity->y; 90 } 91 92 /* Blit the sprite onto the screen */ 93 SDL_RenderTexture(renderer, sprite, NULL, position); 94 } 95 96 /* Update the screen! */ 97 SDL_RenderPresent(renderer); 98} 99 100int main(int argc, char *argv[]) 101{ 102 int i, done; 103 const char *driver; 104 SDL_PropertiesID props; 105 SDL_Window *window; 106 SDL_Renderer *renderer; 107 SDL_Texture *sprite; 108 int window_w, window_h; 109 SDL_Event event; 110 111 /* Initialize test framework */ 112 state = SDLTest_CommonCreateState(argv, 0); 113 if (!state) { 114 return 1; 115 } 116 117 /* Parse commandline */ 118 if (!SDLTest_CommonDefaultArgs(state, argc, argv)) { 119 return 1; 120 } 121 122 if (!SDL_Init(SDL_INIT_VIDEO)) { 123 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL video: %s", 124 SDL_GetError()); 125 exit(1); 126 } 127 driver = SDL_GetCurrentVideoDriver(); 128 129 /* Find a native window driver and create a native window */ 130 for (i = 0; factories[i]; ++i) { 131 if (SDL_strcmp(driver, factories[i]->tag) == 0) { 132 factory = factories[i]; 133 break; 134 } 135 } 136 if (!factory) { 137 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't find native window code for %s driver", 138 driver); 139 quit(2); 140 } 141 SDL_Log("Creating native window for %s driver", driver); 142 native_window = factory->CreateNativeWindow(WINDOW_W, WINDOW_H); 143 if (!native_window) { 144 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create native window"); 145 quit(3); 146 } 147 props = SDL_CreateProperties(); 148 SDL_SetPointerProperty(props, "sdl2-compat.external_window", native_window); 149 SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, true); 150 SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, WINDOW_W); 151 SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, WINDOW_H); 152 window = SDL_CreateWindowWithProperties(props); 153 SDL_DestroyProperties(props); 154 if (!window) { 155 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create SDL window: %s", SDL_GetError()); 156 quit(4); 157 } 158 SDL_SetWindowTitle(window, "SDL Native Window Test"); 159 160 /* Create the renderer */ 161 renderer = SDL_CreateRenderer(window, NULL); 162 if (!renderer) { 163 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s", SDL_GetError()); 164 quit(5); 165 } 166 167 /* Clear the window, load the sprite and go! */ 168 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); 169 SDL_RenderClear(renderer); 170 171 sprite = LoadTexture(renderer, "icon.png", true); 172 if (!sprite) { 173 quit(6); 174 } 175 176 /* Allocate memory for the sprite info */ 177 SDL_GetWindowSize(window, &window_w, &window_h); 178 positions = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*positions)); 179 velocities = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*velocities)); 180 if (!positions || !velocities) { 181 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!"); 182 quit(2); 183 } 184 for (i = 0; i < NUM_SPRITES; ++i) { 185 positions[i].x = (float)SDL_rand(window_w - sprite->w); 186 positions[i].y = (float)SDL_rand(window_h - sprite->h); 187 positions[i].w = (float)sprite->w; 188 positions[i].h = (float)sprite->h; 189 velocities[i].x = 0.0f; 190 velocities[i].y = 0.0f; 191 while (velocities[i].x == 0.f && velocities[i].y == 0.f) { 192 velocities[i].x = (float)(SDL_rand(MAX_SPEED * 2 + 1) - MAX_SPEED); 193 velocities[i].y = (float)(SDL_rand(MAX_SPEED * 2 + 1) - MAX_SPEED); 194 } 195 } 196 197 /* Main render loop */ 198 done = 0; 199 while (!done) { 200 /* Check for events */ 201 while (SDL_PollEvent(&event)) { 202 if (state->verbose & VERBOSE_EVENT) { 203 if (((event.type != SDL_EVENT_MOUSE_MOTION) && 204 (event.type != SDL_EVENT_FINGER_MOTION)) || 205 (state->verbose & VERBOSE_MOTION)) { 206 SDLTest_PrintEvent(&event); 207 } 208 } 209 210 switch (event.type) { 211 case SDL_EVENT_WINDOW_EXPOSED: 212 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); 213 SDL_RenderClear(renderer); 214 break; 215 case SDL_EVENT_QUIT: 216 done = 1; 217 break; 218 default: 219 break; 220 } 221 } 222 MoveSprites(renderer, sprite); 223 } 224 225 SDL_DestroyTexture(sprite); 226 SDL_DestroyRenderer(renderer); 227 SDL_DestroyWindow(window); 228 SDL_free(positions); 229 SDL_free(velocities); 230 231 quit(0); 232 233 return 0; /* to prevent compiler warning */ 234} 235
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