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main.cpp
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#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_init.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <SDL3_mixer/SDL_mixer.h>
#include <SDL3_image/SDL_image.h>
#include <cmath>
#include <string_view>
#include <filesystem>
constexpr uint32_t windowStartWidth = 400;
constexpr uint32_t windowStartHeight = 400;
struct AppContext {
SDL_Window* window;
SDL_Renderer* renderer;
SDL_Texture* messageTex, *imageTex;
SDL_FRect messageDest;
SDL_AudioDeviceID audioDevice;
Mix_Music* music;
SDL_AppResult app_quit = SDL_APP_CONTINUE;
};
SDL_AppResult SDL_Fail(){
SDL_LogError(SDL_LOG_CATEGORY_CUSTOM, "Error %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) {
// init the library, here we make a window so we only need the Video capabilities.
if (not SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)){
return SDL_Fail();
}
// init TTF
if (not TTF_Init()) {
return SDL_Fail();
}
// create a window
SDL_Window* window = SDL_CreateWindow("SDL Minimal Sample", windowStartWidth, windowStartHeight, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
if (not window){
return SDL_Fail();
}
// create a renderer
SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL);
if (not renderer){
return SDL_Fail();
}
// load the font
#if __ANDROID__
std::filesystem::path basePath = ""; // on Android we do not want to use basepath. Instead, assets are available at the root directory.
#else
auto basePathPtr = SDL_GetBasePath();
if (not basePathPtr){
return SDL_Fail();
}
const std::filesystem::path basePath = basePathPtr;
#endif
const auto fontPath = basePath / "Inter-VariableFont.ttf";
TTF_Font* font = TTF_OpenFont(fontPath.string().c_str(), 36);
if (not font) {
return SDL_Fail();
}
// render the font to a surface
const std::string_view text = "Hello SDL!";
SDL_Surface* surfaceMessage = TTF_RenderText_Solid(font, text.data(), text.length(), { 255,255,255 });
// make a texture from the surface
SDL_Texture* messageTex = SDL_CreateTextureFromSurface(renderer, surfaceMessage);
// we no longer need the font or the surface, so we can destroy those now.
TTF_CloseFont(font);
SDL_DestroySurface(surfaceMessage);
// load the SVG
auto svg_surface = IMG_Load((basePath / "gs_tiger.svg").string().c_str());
SDL_Texture* tex = SDL_CreateTextureFromSurface(renderer, svg_surface);
SDL_DestroySurface(svg_surface);
// get the on-screen dimensions of the text. this is necessary for rendering it
auto messageTexProps = SDL_GetTextureProperties(messageTex);
SDL_FRect text_rect{
.x = 0,
.y = 0,
.w = float(SDL_GetNumberProperty(messageTexProps, SDL_PROP_TEXTURE_WIDTH_NUMBER, 0)),
.h = float(SDL_GetNumberProperty(messageTexProps, SDL_PROP_TEXTURE_HEIGHT_NUMBER, 0))
};
// init SDL Mixer
auto audioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
if (not audioDevice) {
return SDL_Fail();
}
if (not Mix_OpenAudio(audioDevice, NULL)) {
return SDL_Fail();
}
// load the music
auto musicPath = basePath / "the_entertainer.ogg";
auto music = Mix_LoadMUS(musicPath.string().c_str());
if (not music) {
return SDL_Fail();
}
// play the music (does not loop)
Mix_PlayMusic(music, 0);
// print some information about the window
SDL_ShowWindow(window);
{
int width, height, bbwidth, bbheight;
SDL_GetWindowSize(window, &width, &height);
SDL_GetWindowSizeInPixels(window, &bbwidth, &bbheight);
SDL_Log("Window size: %ix%i", width, height);
SDL_Log("Backbuffer size: %ix%i", bbwidth, bbheight);
if (width != bbwidth){
SDL_Log("This is a highdpi environment.");
}
}
// set up the application data
*appstate = new AppContext{
.window = window,
.renderer = renderer,
.messageTex = messageTex,
.imageTex = tex,
.messageDest = text_rect,
.audioDevice = audioDevice,
.music = music,
};
SDL_SetRenderVSync(renderer, -1); // enable vysnc
SDL_Log("Application started successfully!");
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event* event) {
auto* app = (AppContext*)appstate;
if (event->type == SDL_EVENT_QUIT) {
app->app_quit = SDL_APP_SUCCESS;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void *appstate) {
auto* app = (AppContext*)appstate;
// draw a color
auto time = SDL_GetTicks() / 1000.f;
auto red = (std::sin(time) + 1) / 2.0 * 255;
auto green = (std::sin(time / 2) + 1) / 2.0 * 255;
auto blue = (std::sin(time) * 2 + 1) / 2.0 * 255;
SDL_SetRenderDrawColor(app->renderer, red, green, blue, SDL_ALPHA_OPAQUE);
SDL_RenderClear(app->renderer);
// Renderer uses the painter's algorithm to make the text appear above the image, we must render the image first.
SDL_RenderTexture(app->renderer, app->imageTex, NULL, NULL);
SDL_RenderTexture(app->renderer, app->messageTex, NULL, &app->messageDest);
SDL_RenderPresent(app->renderer);
return app->app_quit;
}
void SDL_AppQuit(void* appstate, SDL_AppResult result) {
auto* app = (AppContext*)appstate;
if (app) {
SDL_DestroyRenderer(app->renderer);
SDL_DestroyWindow(app->window);
Mix_FadeOutMusic(1000); // prevent the music from abruptly ending.
Mix_FreeMusic(app->music); // this call blocks until the music has finished fading
Mix_CloseAudio();
SDL_CloseAudioDevice(app->audioDevice);
delete app;
}
TTF_Quit();
Mix_Quit();
SDL_Log("Application quit successfully!");
SDL_Quit();
}