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