| /* |
| * 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 pngs[TOTAL_TEXTURES] = { "sample.png", "gamepad_front.png", "speaker.png", "icon2x.png" }; |
| 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, SDL_WINDOW_RESIZABLE, &window, &renderer)) { |
| SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL); |
| return SDL_APP_FAILURE; |
| } |
| SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX); |
| |
| 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 .png files asynchronously from wherever the app is being run from, put them in the same queue. */ |
| for (i = 0; i < SDL_arraysize(pngs); i++) { |
| char *path = NULL; |
| SDL_asprintf(&path, "%s%s", SDL_GetBasePath(), pngs[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 *) pngs[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 .png file load has finished? */ |
| if (outcome.result == SDL_ASYNCIO_COMPLETE) { |
| /* this might be _any_ of the pngs; they might finish loading in any order. */ |
| for (i = 0; i < SDL_arraysize(pngs); i++) { |
| /* this doesn't need a strcmp because we gave the pointer from this array to SDL_LoadFileAsync */ |
| if (outcome.userdata == pngs[i]) { |
| break; |
| } |
| } |
| |
| if (i < SDL_arraysize(pngs)) { /* (just in case.) */ |
| SDL_Surface *surface = SDL_LoadPNG_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. */ |
| } |
| |