169 lines
5.2 KiB
C
169 lines
5.2 KiB
C
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#include <stdlib.h>
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#include <math.h>
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#include <SDL_events.h>
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#include <SDL_rect.h>
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#include <SDL_pixels.h>
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#include <SDL_video.h>
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#include <SDL_shape.h>
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#define SHAPED_WINDOW_X 150
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#define SHAPED_WINDOW_Y 150
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#define SHAPED_WINDOW_DIMENSION 640
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int main(int argc,char** argv) {
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if(argc < 2) {
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printf("SDL_Shape requires at least one bitmap file as argument.\n");
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exit(-1);
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}
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if(SDL_VideoInit(NULL,0) == -1) {
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printf("Could not initialize SDL video.\n");
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exit(-2);
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}
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Uint8 num_pictures = argc - 1;
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SDL_Surface **pictures = malloc(sizeof(SDL_Surface*)*num_pictures);
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int i = 0;
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for(i=0;i<num_pictures;i++)
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pictures[i] = NULL;
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for(i=0;i<num_pictures;i++) {
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SDL_Surface *original = SDL_LoadBMP(argv[i+1]);
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if(original == NULL) {
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int j = 0;
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for(j=0;j<num_pictures;j++)
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if(pictures[j] != NULL)
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SDL_FreeSurface(pictures[j]);
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free(pictures);
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SDL_VideoQuit();
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printf("Could not load surface from named bitmap file.\n");
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exit(-3);
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}
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//THIS CONVERSION ROUTINE IS FRAGILE! It relies in the fact that only certain portions of the format structure must be filled in to use it.
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SDL_PixelFormat format = {NULL,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
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SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_RGBA8888,&format.BitsPerPixel,&format.Rmask,&format.Gmask,&format.Bmask,&format.Amask);
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format.BytesPerPixel = format.BitsPerPixel / 8 + (format.BitsPerPixel % 8 > 0 ? 1 : 0);
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pictures[i] = SDL_ConvertSurface(original,&format,0);
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//We have no more need of the original now that we have our desired format.
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SDL_FreeSurface(original);
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if(pictures[i] == NULL) {
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int j = 0;
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for(j=0;j<num_pictures;j++)
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if(pictures[j] != NULL)
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SDL_FreeSurface(pictures[j]);
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free(pictures);
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SDL_VideoQuit();
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printf("Could not convert bitmap surface to desired format.\n");
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exit(-3);
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}
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if(SDL_MUSTLOCK(pictures[i]))
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SDL_LockSurface(pictures[i]);
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void* pixels = pictures[i]->pixels;
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unsigned int pitch = pictures[i]->pitch;
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int y =0,x = 0;
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for(y=0;y<pictures[i]->h;y++)
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for(x=0;x<pictures[i]->w;x++) {
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Uint32* pixel = pixels+y*pitch+x*pictures[i]->format->BytesPerPixel;
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Uint8 r = 0,g = 0,b = 0;
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SDL_GetRGB(*pixel,pictures[i]->format,&r,&g,&b);
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if(r == g == b == 0x00)
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*pixel = SDL_MapRGBA(pictures[i]->format,r,g,b,0);
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}
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if(SDL_MUSTLOCK(pictures[i]))
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SDL_UnlockSurface(pictures[i]);
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}
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SDL_Window *window = SDL_CreateShapedWindow("SDL_Shape test",SHAPED_WINDOW_X,SHAPED_WINDOW_Y,SHAPED_WINDOW_DIMENSION,SHAPED_WINDOW_DIMENSION,SDL_WINDOW_RESIZABLE | SDL_WINDOW_SHOWN);
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if(window == NULL) {
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for(i=0;i<num_pictures;i++)
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SDL_FreeSurface(pictures[i]);
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free(pictures);
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SDL_VideoQuit();
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printf("Could not create shaped window for SDL_Shape.\n");
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exit(-4);
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}
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if(SDL_CreateRenderer(window,-1,SDL_RENDERER_PRESENTFLIP2) == -1) {
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SDL_DestroyWindow(window);
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for(i=0;i<num_pictures;i++)
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SDL_FreeSurface(pictures[i]);
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free(pictures);
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SDL_VideoQuit();
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printf("Could not create rendering context for SDL_Shape window.\n");
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exit(-5);
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}
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SDL_Texture **textures = malloc(sizeof(SDL_Texture*)*num_pictures);
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for(i=0;i<num_pictures;i++)
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textures[i] = NULL;
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for(i=0;i<num_pictures;i++) {
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textures[i] = SDL_CreateTextureFromSurface(0,pictures[i]);
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if(textures[i] == NULL) {
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int j = 0;
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for(j=0;j<num_pictures;i++)
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if(textures[i] != NULL)
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SDL_DestroyTexture(textures[i]);
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free(textures);
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for(i=0;i<num_pictures;i++)
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SDL_FreeSurface(pictures[i]);
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free(pictures);
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SDL_DestroyRenderer(window);
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SDL_DestroyWindow(window);
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SDL_VideoQuit();
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printf("Could not create texture for SDL_shape.\n");
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exit(-6);
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}
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}
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SDL_Event event;
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int event_pending = 0;
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event_pending = SDL_PollEvent(&event);
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unsigned int current_picture = 0;
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SDL_WindowShapeMode mode = {ShapeModeDefault,1};
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SDL_SetWindowShape(window,pictures[current_picture],&mode);
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int mouse_down = 0;
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Uint32 format,access;
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SDL_Rect texture_dimensions = {0,0,0,0};
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SDL_QueryTexture(textures[current_picture],&format,&access,&texture_dimensions.w,&texture_dimensions.h);
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SDL_SetWindowSize(window,texture_dimensions.w,texture_dimensions.h);
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while(event.type != SDL_QUIT) {
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if(event.type == SDL_MOUSEBUTTONDOWN)
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mouse_down = 1;
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if(mouse_down && event.type == SDL_MOUSEBUTTONUP) {
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mouse_down = 0;
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current_picture += 1;
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if(current_picture >= num_pictures)
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current_picture = 0;
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SDL_QueryTexture(textures[current_picture],&format,&access,&texture_dimensions.w,&texture_dimensions.h);
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SDL_SetWindowSize(window,texture_dimensions.w,texture_dimensions.h);
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SDL_SetWindowShape(window,pictures[current_picture],&mode);
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}
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SDL_SelectRenderer(window);
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//Clear render-target to blue.
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SDL_SetRenderDrawColor(0x00,0x00,0xff,0xff);
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SDL_RenderClear();
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//Render the texture.
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SDL_RenderCopy(textures[current_picture],&texture_dimensions,&texture_dimensions);
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SDL_RenderPresent();
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event_pending = SDL_PollEvent(&event);
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}
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//Free the textures.
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for(i=0;i<num_pictures;i++)
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SDL_DestroyTexture(textures[i]);
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free(textures);
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//Destroy the window.
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SDL_DestroyWindow(window);
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//Free the original surfaces backing the textures.
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for(i=0;i<num_pictures;i++)
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SDL_FreeSurface(pictures[i]);
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free(pictures);
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//Call SDL_VideoQuit() before quitting.
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SDL_VideoQuit();
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}
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