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Use PNG files for tests and examples
These are much smaller than the previous BMP files Fixes https://github.com/libsdl-org/SDL/issues/14159
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143 changed files with 10608 additions and 147151 deletions
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@ -14,7 +14,7 @@ static SDL_Renderer *renderer = NULL;
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static SDL_AsyncIOQueue *queue = NULL;
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#define TOTAL_TEXTURES 4
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static const char * const bmps[TOTAL_TEXTURES] = { "sample.bmp", "gamepad_front.bmp", "speaker.bmp", "icon2x.bmp" };
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static const char * const pngs[TOTAL_TEXTURES] = { "sample.png", "gamepad_front.png", "speaker.png", "icon2x.png" };
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static SDL_Texture *textures[TOTAL_TEXTURES];
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static const SDL_FRect texture_rects[TOTAL_TEXTURES] = {
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{ 116, 156, 408, 167 },
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@ -44,12 +44,12 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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/* Load some .bmp files asynchronously from wherever the app is being run from, put them in the same queue. */
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for (i = 0; i < SDL_arraysize(bmps); i++) {
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/* Load some .png files asynchronously from wherever the app is being run from, put them in the same queue. */
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for (i = 0; i < SDL_arraysize(pngs); i++) {
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char *path = NULL;
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SDL_asprintf(&path, "%s%s", SDL_GetBasePath(), bmps[i]); /* allocate a string of the full file path */
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SDL_asprintf(&path, "%s%s", SDL_GetBasePath(), pngs[i]); /* allocate a string of the full file path */
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/* you _should) check for failure, but we'll just go on without files here. */
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SDL_LoadFileAsync(path, queue, (void *) bmps[i]); /* attach the filename as app-specific data, so we can see it later. */
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SDL_LoadFileAsync(path, queue, (void *) pngs[i]); /* attach the filename as app-specific data, so we can see it later. */
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SDL_free(path);
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}
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@ -72,18 +72,18 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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SDL_AsyncIOOutcome outcome;
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int i;
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if (SDL_GetAsyncIOResult(queue, &outcome)) { /* a .bmp file load has finished? */
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if (SDL_GetAsyncIOResult(queue, &outcome)) { /* a .png file load has finished? */
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if (outcome.result == SDL_ASYNCIO_COMPLETE) {
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/* this might be _any_ of the bmps; they might finish loading in any order. */
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for (i = 0; i < SDL_arraysize(bmps); i++) {
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/* this might be _any_ of the pngs; they might finish loading in any order. */
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for (i = 0; i < SDL_arraysize(pngs); i++) {
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/* this doesn't need a strcmp because we gave the pointer from this array to SDL_LoadFileAsync */
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if (outcome.userdata == bmps[i]) {
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if (outcome.userdata == pngs[i]) {
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break;
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}
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}
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if (i < SDL_arraysize(bmps)) { /* (just in case.) */
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SDL_Surface *surface = SDL_LoadBMP_IO(SDL_IOFromConstMem(outcome.buffer, (size_t) outcome.bytes_transferred), true);
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if (i < SDL_arraysize(pngs)) { /* (just in case.) */
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SDL_Surface *surface = SDL_LoadPNG_IO(SDL_IOFromConstMem(outcome.buffer, (size_t) outcome.bytes_transferred), true);
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if (surface) { /* the renderer is not multithreaded, so create the texture here once the data loads. */
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textures[i] = SDL_CreateTextureFromSurface(renderer, surface);
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if (!textures[i]) {
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