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testshape.c

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