#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include "testnative.h"
#include "testutils.h"
#define WINDOW_W 640
#define WINDOW_H 480
#define NUM_SPRITES 100
#define MAX_SPEED 1
static NativeWindowFactory *factories[] = {
#ifdef TEST_NATIVE_WINDOWS
&WindowsWindowFactory,
#endif
#ifdef TEST_NATIVE_X11
&X11WindowFactory,
#endif
#ifdef TEST_NATIVE_COCOA
&CocoaWindowFactory,
#endif
#ifdef TEST_NATIVE_OS2
&OS2WindowFactory,
#endif
NULL
};
static NativeWindowFactory *factory = NULL;
static void *native_window;
static SDL_Rect *positions, *velocities;
static void
quit(int rc)
{
SDL_VideoQuit();
if (native_window) {
factory->DestroyNativeWindow(native_window);
}
exit(rc);
}
void
MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
{
int sprite_w, sprite_h;
int i;
SDL_Rect viewport;
SDL_Rect *position, *velocity;
SDL_RenderGetViewport(renderer, &viewport);
SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
for (i = 0; i < NUM_SPRITES; ++i) {
position = &positions[i];
velocity = &velocities[i];
position->x += velocity->x;
if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
velocity->x = -velocity->x;
position->x += velocity->x;
}
position->y += velocity->y;
if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
velocity->y = -velocity->y;
position->y += velocity->y;
}
SDL_RenderCopy(renderer, sprite, NULL, position);
}
SDL_RenderPresent(renderer);
}
int
main(int argc, char *argv[])
{
int i, done;
const char *driver;
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Texture *sprite;
int window_w, window_h;
int sprite_w, sprite_h;
SDL_Event event;
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
if (SDL_VideoInit(NULL) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL video: %s\n",
SDL_GetError());
exit(1);
}
driver = SDL_GetCurrentVideoDriver();
for (i = 0; factories[i]; ++i) {
if (SDL_strcmp(driver, factories[i]->tag) == 0) {
factory = factories[i];
break;
}
}
if (!factory) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't find native window code for %s driver\n",
driver);
quit(2);
}
SDL_Log("Creating native window for %s driver\n", driver);
native_window = factory->CreateNativeWindow(WINDOW_W, WINDOW_H);
if (!native_window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create native window\n");
quit(3);
}
window = SDL_CreateWindowFrom(native_window);
if (!window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create SDL window: %s\n", SDL_GetError());
quit(4);
}
SDL_SetWindowTitle(window, "SDL Native Window Test");
renderer = SDL_CreateRenderer(window, -1, 0);
if (!renderer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
quit(5);
}
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
sprite = LoadTexture(renderer, "icon.bmp", SDL_TRUE, NULL, NULL);
if (!sprite) {
quit(6);
}
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
positions = (SDL_Rect *) SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect));
velocities = (SDL_Rect *) SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect));
if (!positions || !velocities) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
quit(2);
}
srand((unsigned int)time(NULL));
for (i = 0; i < NUM_SPRITES; ++i) {
positions[i].x = rand() % (window_w - sprite_w);
positions[i].y = rand() % (window_h - sprite_h);
positions[i].w = sprite_w;
positions[i].h = sprite_h;
velocities[i].x = 0;
velocities[i].y = 0;
while (!velocities[i].x && !velocities[i].y) {
velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
}
}
done = 0;
while (!done) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_EXPOSED:
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
break;
}
break;
case SDL_QUIT:
done = 1;
break;
default:
break;
}
}
MoveSprites(renderer, sprite);
}
quit(0);
return 0;
}