test/testscale.c
author Sam Lantinga <slouken@libsdl.org>
Fri, 28 Nov 2014 04:51:33 -0800
changeset 9246 a761913e5e91
parent 8149 681eb46b8ac4
child 9278 8900afb78a19
permissions -rw-r--r--
Fixed bug 2786 - "UCS-2-INTERNAL" iconv encoding is not supported everywhere, use UTF-16LE instead

Jonas Kulla

src/main/windows/SDL_windows_main.c:137:
cmdline = SDL_iconv_string("UTF-8", "UCS-2-INTERNAL", (char *)(text), (SDL_wcslen(text)+1)*sizeof(WCHAR));

I'm trying to compile an SDL2 application for windows using the mingw-w64 32bit toolchain provided by my distro (Fedora 19). However, even the simplest test program that does nothing at all fails to startup with a "Fatal error - out of memory" message because the mingw iconv library provided by my distro does not support the "UCS-2-INTERNAL" encoding and the conversion returns null.

From my little bit of research, it turns out that even though this encoding is supported by the external GNU libiconv library, some glibc versions (?) don't support it with their internal iconv routines, and will instead provide the native endian encoding when "UCS-2" is specified.

Nonetheless, I wonder why the native endianness is considered in the first place when Windows doesn't even run on any big endian archs (to my knowledge). And true enough, 'WIN_StringToUTF8' from core/windows/SDL_windows.h is used everywhere else in the windows backend, which is just a macro to iconv with "UTF-16LE" as source. Therefore it would IMO make sense to use this macro here as well, which would solve my problem (patch attached).
     1 /*
     2   Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
     3 
     4   This software is provided 'as-is', without any express or implied
     5   warranty.  In no event will the authors be held liable for any damages
     6   arising from the use of this software.
     7 
     8   Permission is granted to anyone to use this software for any purpose,
     9   including commercial applications, and to alter it and redistribute it
    10   freely.
    11 */
    12 /* Simple program:  Move N sprites around on the screen as fast as possible */
    13 
    14 #include <stdlib.h>
    15 #include <stdio.h>
    16 #include <time.h>
    17 
    18 #include "SDL_test_common.h"
    19 
    20 #define WINDOW_WIDTH    640
    21 #define WINDOW_HEIGHT   480
    22 
    23 static SDLTest_CommonState *state;
    24 
    25 typedef struct {
    26     SDL_Window *window;
    27     SDL_Renderer *renderer;
    28     SDL_Texture *background;
    29     SDL_Texture *sprite;
    30     SDL_Rect sprite_rect;
    31     int scale_direction;
    32 } DrawState;
    33 
    34 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
    35 static void
    36 quit(int rc)
    37 {
    38     SDLTest_CommonQuit(state);
    39     exit(rc);
    40 }
    41 
    42 SDL_Texture *
    43 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
    44 {
    45     SDL_Surface *temp;
    46     SDL_Texture *texture;
    47 
    48     /* Load the sprite image */
    49     temp = SDL_LoadBMP(file);
    50     if (temp == NULL) {
    51         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
    52         return NULL;
    53     }
    54 
    55     /* Set transparent pixel as the pixel at (0,0) */
    56     if (transparent) {
    57         if (temp->format->palette) {
    58             SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
    59         } else {
    60             switch (temp->format->BitsPerPixel) {
    61             case 15:
    62                 SDL_SetColorKey(temp, SDL_TRUE,
    63                                 (*(Uint16 *) temp->pixels) & 0x00007FFF);
    64                 break;
    65             case 16:
    66                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
    67                 break;
    68             case 24:
    69                 SDL_SetColorKey(temp, SDL_TRUE,
    70                                 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
    71                 break;
    72             case 32:
    73                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
    74                 break;
    75             }
    76         }
    77     }
    78 
    79     /* Create textures from the image */
    80     texture = SDL_CreateTextureFromSurface(renderer, temp);
    81     if (!texture) {
    82         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
    83         SDL_FreeSurface(temp);
    84         return NULL;
    85     }
    86     SDL_FreeSurface(temp);
    87 
    88     /* We're ready to roll. :) */
    89     return texture;
    90 }
    91 
    92 void
    93 Draw(DrawState *s)
    94 {
    95     SDL_Rect viewport;
    96 
    97     SDL_RenderGetViewport(s->renderer, &viewport);
    98 
    99     /* Draw the background */
   100     SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
   101 
   102     /* Scale and draw the sprite */
   103     s->sprite_rect.w += s->scale_direction;
   104     s->sprite_rect.h += s->scale_direction;
   105     if (s->scale_direction > 0) {
   106         if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
   107             s->scale_direction = -1;
   108         }
   109     } else {
   110         if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
   111             s->scale_direction = 1;
   112         }
   113     }
   114     s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
   115     s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
   116 
   117     SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
   118 
   119     /* Update the screen! */
   120     SDL_RenderPresent(s->renderer);
   121 }
   122 
   123 int
   124 main(int argc, char *argv[])
   125 {
   126     DrawState *drawstates;
   127     int i, done;
   128     SDL_Event event;
   129     int frames;
   130     Uint32 then, now;
   131 
   132     /* Enable standard application logging */
   133     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
   134 
   135     /* Initialize test framework */
   136     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
   137     if (!state) {
   138         return 1;
   139     }
   140     for (i = 1; i < argc;) {
   141         int consumed;
   142 
   143         consumed = SDLTest_CommonArg(state, i);
   144         if (consumed == 0) {
   145             SDL_Log("Usage: %s %s\n", argv[0], SDLTest_CommonUsage(state));
   146             return 1;
   147         }
   148         i += consumed;
   149     }
   150     if (!SDLTest_CommonInit(state)) {
   151         quit(2);
   152     }
   153 
   154     drawstates = SDL_stack_alloc(DrawState, state->num_windows);
   155     for (i = 0; i < state->num_windows; ++i) {
   156         DrawState *drawstate = &drawstates[i];
   157 
   158         drawstate->window = state->windows[i];
   159         drawstate->renderer = state->renderers[i];
   160         drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
   161         drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
   162         if (!drawstate->sprite || !drawstate->background) {
   163             quit(2);
   164         }
   165         SDL_QueryTexture(drawstate->sprite, NULL, NULL,
   166                          &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
   167         drawstate->scale_direction = 1;
   168     }
   169 
   170     /* Main render loop */
   171     frames = 0;
   172     then = SDL_GetTicks();
   173     done = 0;
   174     while (!done) {
   175         /* Check for events */
   176         ++frames;
   177         while (SDL_PollEvent(&event)) {
   178             SDLTest_CommonEvent(state, &event, &done);
   179         }
   180         for (i = 0; i < state->num_windows; ++i) {
   181             if (state->windows[i] == NULL)
   182                 continue;
   183             Draw(&drawstates[i]);
   184         }
   185     }
   186 
   187     /* Print out some timing information */
   188     now = SDL_GetTicks();
   189     if (now > then) {
   190         double fps = ((double) frames * 1000) / (now - then);
   191         SDL_Log("%2.2f frames per second\n", fps);
   192     }
   193 
   194     SDL_stack_free(drawstates);
   195 
   196     quit(0);
   197     return 0;
   198 }
   199 
   200 /* vi: set ts=4 sw=4 expandtab: */