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1 | initial version | posted 2014-09-02 09:43:21 +0200 |
For some reason, I can't get my test application to actually render anything on the device. Everything seems all fine and dandy on the desktop, however, even on several machines.
The test application renders a centered white square rotating clockwise around its center at 90 degrees per second on a grey background.
I compiled and ran the test program on the device itself:
# zypper in SDL2{,-devel} gcc
$ cc sdl-spin.c -o sdl-spin -lSDL2
$ ./sdl-spin
sdl-spin.c
#include <SDL2/SDL.h>
#include <stdio.h>
#include <assert.h>
int main(void) {
SDL_Window *win;
SDL_Renderer *rend;
SDL_Init(SDL_INIT_EVENTS | SDL_INIT_VIDEO | SDL_INIT_TIMER);
win = SDL_CreateWindow(__FILE__, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 540, 960, SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_HIDDEN);
assert(win);
rend = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE);
assert(rend);
{
SDL_version v;
SDL_RendererInfo sri;
SDL_VERSION(&v);
printf("compiled against %d.%d.%d\n", v.major, v.minor, v.patch);
SDL_GetVersion(&v);
printf("running against %d.%d.%d\n", v.major, v.minor, v.patch);
assert(SDL_GetRendererInfo(rend, &sri) == 0);
printf("render backend: %s\n", sri.name);
}
SDL_SetRenderDrawColor(rend, 42, 45, 38, 255);
SDL_RenderClear(rend);
SDL_RenderPresent(rend);
SDL_ShowWindow(win);
{
char done = 0;
SDL_Rect r;
SDL_Texture *tex;
r.x = 0; r.y = 0;
r.w = 16; r.h = 16;
tex = SDL_CreateTexture(rend, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, r.w, r.h);
assert(tex);
SDL_SetRenderDrawColor(rend, 255, 255, 255, 255);
SDL_SetRenderTarget(rend, tex);
SDL_RenderFillRect(rend, &r);
SDL_SetRenderTarget(rend, NULL);
for (;!done;) {
SDL_Event ev;
int w, h;
uint32_t ticks = SDL_GetTicks();
double angle;
while (SDL_PollEvent(&ev)) {
if (ev.type == SDL_QUIT) {
done = 1;
break;
}
}
SDL_SetRenderDrawColor(rend, 42, 45, 38, 255);
SDL_RenderClear(rend);
SDL_SetRenderDrawColor(rend, 42, 244, 255, 255);
angle = ((ticks * 90) % 360000) / 1000.0;
SDL_GL_GetDrawableSize(win, &w, &h);
r.w = (w < h) ? w : h;
r.w = r.w * 3;
r.w = r.w / 5;
r.h = r.w;
r.x = (w - r.w) / 2;
r.y = (h - r.h) / 2;
SDL_RenderCopyEx(rend, tex, NULL, &r, angle, NULL, SDL_FLIP_NONE);
SDL_RenderPresent(rend);
}
SDL_DestroyTexture(tex);
}
SDL_Quit();
return 0;
}
2 | retagged |
For some reason, I can't get my test application to actually render anything on the device. Everything seems all fine and dandy on the desktop, however, even on several machines.
The test application renders a centered white square rotating clockwise around its center at 90 degrees per second on a grey background.
I compiled and ran the test program on the device itself:
# zypper in SDL2{,-devel} gcc
$ cc sdl-spin.c -o sdl-spin -lSDL2
$ ./sdl-spin
sdl-spin.c
#include <SDL2/SDL.h>
#include <stdio.h>
#include <assert.h>
int main(void) {
SDL_Window *win;
SDL_Renderer *rend;
SDL_Init(SDL_INIT_EVENTS | SDL_INIT_VIDEO | SDL_INIT_TIMER);
win = SDL_CreateWindow(__FILE__, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 540, 960, SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_HIDDEN);
assert(win);
rend = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE);
assert(rend);
{
SDL_version v;
SDL_RendererInfo sri;
SDL_VERSION(&v);
printf("compiled against %d.%d.%d\n", v.major, v.minor, v.patch);
SDL_GetVersion(&v);
printf("running against %d.%d.%d\n", v.major, v.minor, v.patch);
assert(SDL_GetRendererInfo(rend, &sri) == 0);
printf("render backend: %s\n", sri.name);
}
SDL_SetRenderDrawColor(rend, 42, 45, 38, 255);
SDL_RenderClear(rend);
SDL_RenderPresent(rend);
SDL_ShowWindow(win);
{
char done = 0;
SDL_Rect r;
SDL_Texture *tex;
r.x = 0; r.y = 0;
r.w = 16; r.h = 16;
tex = SDL_CreateTexture(rend, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, r.w, r.h);
assert(tex);
SDL_SetRenderDrawColor(rend, 255, 255, 255, 255);
SDL_SetRenderTarget(rend, tex);
SDL_RenderFillRect(rend, &r);
SDL_SetRenderTarget(rend, NULL);
for (;!done;) {
SDL_Event ev;
int w, h;
uint32_t ticks = SDL_GetTicks();
double angle;
while (SDL_PollEvent(&ev)) {
if (ev.type == SDL_QUIT) {
done = 1;
break;
}
}
SDL_SetRenderDrawColor(rend, 42, 45, 38, 255);
SDL_RenderClear(rend);
SDL_SetRenderDrawColor(rend, 42, 244, 255, 255);
angle = ((ticks * 90) % 360000) / 1000.0;
SDL_GL_GetDrawableSize(win, &w, &h);
r.w = (w < h) ? w : h;
r.w = r.w * 3;
r.w = r.w / 5;
r.h = r.w;
r.x = (w - r.w) / 2;
r.y = (h - r.h) / 2;
SDL_RenderCopyEx(rend, tex, NULL, &r, angle, NULL, SDL_FLIP_NONE);
SDL_RenderPresent(rend);
}
SDL_DestroyTexture(tex);
}
SDL_Quit();
return 0;
}
3 | No.3 Revision |
For some reason, I can't get my test application to actually render anything on the device. Everything seems all fine and dandy on the desktop, however, even on several machines.
The test application renders a centered white square rotating clockwise around its center at 90 degrees per second on a grey background.
I compiled and ran the test program on the device itself:
# zypper in SDL2{,-devel} gcc
$ cc sdl-spin.c -o sdl-spin -lSDL2
$ ./sdl-spin
sdl-spin.c
#include <SDL2/SDL.h>
#include <stdio.h>
#include <assert.h>
int main(void) {
SDL_Window *win;
SDL_Renderer *rend;
SDL_Init(SDL_INIT_EVENTS | SDL_INIT_VIDEO | SDL_INIT_TIMER);
win = SDL_CreateWindow(__FILE__, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 540, 960, SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_HIDDEN);
assert(win);
rend = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE);
assert(rend);
{
SDL_version v;
SDL_RendererInfo sri;
SDL_VERSION(&v);
printf("compiled against %d.%d.%d\n", v.major, v.minor, v.patch);
SDL_GetVersion(&v);
printf("running against %d.%d.%d\n", v.major, v.minor, v.patch);
assert(SDL_GetRendererInfo(rend, &sri) == 0);
printf("render backend: %s\n", sri.name);
}
SDL_SetRenderDrawColor(rend, 42, 45, 38, 255);
SDL_RenderClear(rend);
SDL_RenderPresent(rend);
SDL_ShowWindow(win);
{
char done = 0;
SDL_Rect r;
SDL_Texture *tex;
r.x = 0; r.y = 0;
r.w = 16; r.h = 16;
tex = SDL_CreateTexture(rend, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, r.w, r.h);
assert(tex);
SDL_SetRenderDrawColor(rend, 255, 255, 255, 255);
SDL_SetRenderTarget(rend, tex);
SDL_RenderFillRect(rend, &r);
SDL_SetRenderTarget(rend, NULL);
for (;!done;) {
SDL_Event ev;
int w, h;
uint32_t ticks = SDL_GetTicks();
double angle;
while (SDL_PollEvent(&ev)) {
if (ev.type == SDL_QUIT) {
done = 1;
break;
}
}
SDL_SetRenderDrawColor(rend, 42, 45, 38, 255);
SDL_RenderClear(rend);
SDL_SetRenderDrawColor(rend, 42, 244, 255, 255);
angle = ((ticks * 90) % 360000) / 1000.0;
SDL_GL_GetDrawableSize(win, &w, &h);
r.w = (w < h) ? w : h;
r.w = r.w * 3;
r.w = r.w / 5;
r.h = r.w;
r.x = (w - r.w) / 2;
r.y = (h - r.h) / 2;
SDL_RenderCopyEx(rend, tex, NULL, &r, angle, NULL, SDL_FLIP_NONE);
SDL_RenderPresent(rend);
}
SDL_DestroyTexture(tex);
}
SDL_Quit();
return 0;
}
update: Still happens in Uitukka.