diff options
Diffstat (limited to 'contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps')
| -rw-r--r-- | contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/README.txt | 6 | ||||
| -rw-r--r-- | contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/load-bitmaps.c | 125 | ||||
| -rw-r--r-- | contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/thumbnail.png | bin | 0 -> 76234 bytes |
3 files changed, 131 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/README.txt b/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/README.txt new file mode 100644 index 0000000..e4283d4 --- /dev/null +++ b/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/README.txt | |||
| @@ -0,0 +1,6 @@ | |||
| 1 | This example code loads a few bitmap files from disk using the asynchronous | ||
| 2 | i/o, and then draws it to the window. It uses a task group to watch multiple | ||
| 3 | reads and deal with them in whatever order they finish. | ||
| 4 | |||
| 5 | Note that for a single tiny file like this, you'd probably not want to bother | ||
| 6 | with async i/o in real life, but this is just an example of how to do it. | ||
diff --git a/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/load-bitmaps.c b/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/load-bitmaps.c new file mode 100644 index 0000000..44c2abf --- /dev/null +++ b/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/load-bitmaps.c | |||
| @@ -0,0 +1,125 @@ | |||
| 1 | /* | ||
| 2 | * This example code loads a bitmap with asynchronous i/o and renders it. | ||
| 3 | * | ||
| 4 | * This code is public domain. Feel free to use it for any purpose! | ||
| 5 | */ | ||
| 6 | |||
| 7 | #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ | ||
| 8 | #include <SDL3/SDL.h> | ||
| 9 | #include <SDL3/SDL_main.h> | ||
| 10 | |||
| 11 | /* We will use this renderer to draw into this window every frame. */ | ||
| 12 | static SDL_Window *window = NULL; | ||
| 13 | static SDL_Renderer *renderer = NULL; | ||
| 14 | static SDL_AsyncIOQueue *queue = NULL; | ||
| 15 | |||
| 16 | #define TOTAL_TEXTURES 4 | ||
| 17 | static const char * const bmps[TOTAL_TEXTURES] = { "sample.bmp", "gamepad_front.bmp", "speaker.bmp", "icon2x.bmp" }; | ||
| 18 | static SDL_Texture *textures[TOTAL_TEXTURES]; | ||
| 19 | static const SDL_FRect texture_rects[TOTAL_TEXTURES] = { | ||
| 20 | { 116, 156, 408, 167 }, | ||
| 21 | { 20, 200, 96, 60 }, | ||
| 22 | { 525, 180, 96, 96 }, | ||
| 23 | { 288, 375, 64, 64 } | ||
| 24 | }; | ||
| 25 | |||
| 26 | /* This function runs once at startup. */ | ||
| 27 | SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) | ||
| 28 | { | ||
| 29 | int i; | ||
| 30 | |||
| 31 | if (!SDL_Init(SDL_INIT_VIDEO)) { | ||
| 32 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL); | ||
| 33 | return SDL_APP_FAILURE; | ||
| 34 | } | ||
| 35 | |||
| 36 | if (!SDL_CreateWindowAndRenderer("examples/asyncio/load-bitmaps", 640, 480, 0, &window, &renderer)) { | ||
| 37 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL); | ||
| 38 | return SDL_APP_FAILURE; | ||
| 39 | } | ||
| 40 | |||
| 41 | queue = SDL_CreateAsyncIOQueue(); | ||
| 42 | if (!queue) { | ||
| 43 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create async i/o queue!", SDL_GetError(), NULL); | ||
| 44 | return SDL_APP_FAILURE; | ||
| 45 | } | ||
| 46 | |||
| 47 | /* Load some .bmp files asynchronously from wherever the app is being run from, put them in the same queue. */ | ||
| 48 | for (i = 0; i < SDL_arraysize(bmps); i++) { | ||
| 49 | char *path = NULL; | ||
| 50 | SDL_asprintf(&path, "%s%s", SDL_GetBasePath(), bmps[i]); /* allocate a string of the full file path */ | ||
| 51 | /* you _should) check for failure, but we'll just go on without files here. */ | ||
| 52 | SDL_LoadFileAsync(path, queue, (void *) bmps[i]); /* attach the filename as app-specific data, so we can see it later. */ | ||
| 53 | SDL_free(path); | ||
| 54 | } | ||
| 55 | |||
| 56 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
| 57 | } | ||
| 58 | |||
| 59 | /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ | ||
| 60 | SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) | ||
| 61 | { | ||
| 62 | if (event->type == SDL_EVENT_QUIT) { | ||
| 63 | return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ | ||
| 64 | } | ||
| 65 | |||
| 66 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
| 67 | } | ||
| 68 | |||
| 69 | /* This function runs once per frame, and is the heart of the program. */ | ||
| 70 | SDL_AppResult SDL_AppIterate(void *appstate) | ||
| 71 | { | ||
| 72 | SDL_AsyncIOOutcome outcome; | ||
| 73 | int i; | ||
| 74 | |||
| 75 | if (SDL_GetAsyncIOResult(queue, &outcome)) { /* a .bmp file load has finished? */ | ||
| 76 | if (outcome.result == SDL_ASYNCIO_COMPLETE) { | ||
| 77 | /* this might be _any_ of the bmps; they might finish loading in any order. */ | ||
| 78 | for (i = 0; i < SDL_arraysize(bmps); i++) { | ||
| 79 | /* this doesn't need a strcmp because we gave the pointer from this array to SDL_LoadFileAsync */ | ||
| 80 | if (outcome.userdata == bmps[i]) { | ||
| 81 | break; | ||
| 82 | } | ||
| 83 | } | ||
| 84 | |||
| 85 | if (i < SDL_arraysize(bmps)) { /* (just in case.) */ | ||
| 86 | SDL_Surface *surface = SDL_LoadBMP_IO(SDL_IOFromConstMem(outcome.buffer, (size_t) outcome.bytes_transferred), true); | ||
| 87 | if (surface) { /* the renderer is not multithreaded, so create the texture here once the data loads. */ | ||
| 88 | textures[i] = SDL_CreateTextureFromSurface(renderer, surface); | ||
| 89 | if (!textures[i]) { | ||
| 90 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create texture!", SDL_GetError(), NULL); | ||
| 91 | return SDL_APP_FAILURE; | ||
| 92 | } | ||
| 93 | SDL_DestroySurface(surface); | ||
| 94 | } | ||
| 95 | } | ||
| 96 | } | ||
| 97 | SDL_free(outcome.buffer); | ||
| 98 | } | ||
| 99 | |||
| 100 | SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); | ||
| 101 | SDL_RenderClear(renderer); | ||
| 102 | |||
| 103 | for (i = 0; i < SDL_arraysize(textures); i++) { | ||
| 104 | SDL_RenderTexture(renderer, textures[i], NULL, &texture_rects[i]); | ||
| 105 | } | ||
| 106 | |||
| 107 | SDL_RenderPresent(renderer); | ||
| 108 | |||
| 109 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
| 110 | } | ||
| 111 | |||
| 112 | /* This function runs once at shutdown. */ | ||
| 113 | void SDL_AppQuit(void *appstate, SDL_AppResult result) | ||
| 114 | { | ||
| 115 | int i; | ||
| 116 | |||
| 117 | SDL_DestroyAsyncIOQueue(queue); | ||
| 118 | |||
| 119 | for (i = 0; i < SDL_arraysize(textures); i++) { | ||
| 120 | SDL_DestroyTexture(textures[i]); | ||
| 121 | } | ||
| 122 | |||
| 123 | /* SDL will clean up the window/renderer for us. */ | ||
| 124 | } | ||
| 125 | |||
diff --git a/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/thumbnail.png b/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/thumbnail.png new file mode 100644 index 0000000..4f8be2a --- /dev/null +++ b/contrib/SDL-3.2.8/examples/asyncio/01-load-bitmaps/thumbnail.png | |||
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