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272 lines
9.5 KiB
C
272 lines
9.5 KiB
C
/*
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* This example code creates an SDL window and renderer, and waits for the user
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* to click on the window. By default, the window color is blue; When storage
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* succeeds, the window turns green, if it fails the window turns red and the
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* error message is logged. Left clicking will save a game, all other clicks
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* will load a game.
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*
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* The primary goal is to show how to handle save data without blocking the main
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* thread, while also making sure to keep the storage handle open for as little
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* as possible; many platforms do not allow keeping user storage open for long
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* periods of time so you _must_ be sure to only have user storage open when you
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* are absolutely 100% ready to interact with the storage handle.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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/* This is the list of steps that will occur as part of saving or loading a game */
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typedef enum savestate_t
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{
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SAVE_STATE_UNSTARTED, /* blue */
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SAVE_STATE_PROCESSING_GAME_WORLD, /* yellow */
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SAVE_STATE_PREPARING_STORAGE, /* cyan */
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SAVE_STATE_PROCESSING_STORAGE_FILE, /* magenta */
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SAVE_STATE_FINAL_CHECK /* green if success, red if failed */
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} savestate_t;
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SDL_AtomicInt current_save_state;
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/* During the final check, this indicates success or failure */
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static int save_result = -1;
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/* This is the thread that handles the majority of save operations */
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static SDL_Thread *save_thread = NULL;
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/* Opening storage is itself an async operation, so the thread will have some waiting to do */
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static SDL_Semaphore *storage_ready = NULL;
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/* This is the handle for the user's filesystem */
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static SDL_Storage *save_storage = NULL;
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#define SAVE_FILE_NAME "save.sav"
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/* This function pretends to serialize a fictional game world, then starts
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* opening the filesystem to write the serialized data
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*/
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static int SDLCALL WriteSaveData(void *data)
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{
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Uint64 game_world; /* to keep things simple, let's just pretend that an entire game fits in 64-bits */
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bool write_result;
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SDL_SetAtomicInt(¤t_save_state, SAVE_STATE_PROCESSING_GAME_WORLD);
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/* again, let's just pretend that an entire game fits in 64-bits */
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game_world = SDL_GetPerformanceCounter();
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/* now that save data is ready to go, we can start opening the filesystem */
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save_storage = SDL_OpenUserStorage("libsdl", "User Storage Example", 0);
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if (save_storage == NULL) {
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SDL_SetAtomicInt(¤t_save_state, SAVE_STATE_FINAL_CHECK);
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return -1;
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}
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SDL_SetAtomicInt(¤t_save_state, SAVE_STATE_PREPARING_STORAGE);
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/* the main thread will eventually signal to us that storage is ready */
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SDL_WaitSemaphore(storage_ready);
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/* the save data can now be written to the storage device */
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write_result = SDL_WriteStorageFile(save_storage, SAVE_FILE_NAME, &game_world, sizeof(game_world));
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/* regardless of what happened above, we've reached the end of the routine */
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SDL_CloseStorage(save_storage);
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SDL_SetAtomicInt(¤t_save_state, SAVE_STATE_FINAL_CHECK);
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if (!write_result) {
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return -1;
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}
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return 0;
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}
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/* This function opens the filesystem to read a save file, then deserializes the
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* data into fictional game world data
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*/
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static int SDLCALL ReadSaveData(void *data)
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{
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Uint64 game_world; /* to keep things simple, let's just pretend that an entire game fits in 64-bits */
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Uint64 save_len;
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bool read_result;
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/* start by preparing the filesystem for reading */
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save_storage = SDL_OpenUserStorage("libsdl", "User Storage Example", 0);
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if (save_storage == NULL) {
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SDL_SetAtomicInt(¤t_save_state, SAVE_STATE_FINAL_CHECK);
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return -1;
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}
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SDL_SetAtomicInt(¤t_save_state, SAVE_STATE_PREPARING_STORAGE);
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/* the main thread will eventually signal to us that storage is ready */
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SDL_WaitSemaphore(storage_ready);
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read_result = SDL_GetStorageFileSize(save_storage, SAVE_FILE_NAME, &save_len);
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if (!read_result) {
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SDL_CloseStorage(save_storage);
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SDL_SetAtomicInt(¤t_save_state, SAVE_STATE_FINAL_CHECK);
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SDL_Log("Save data was not found");
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return -1;
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} else if (save_len != sizeof(game_world)) {
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SDL_CloseStorage(save_storage);
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SDL_SetAtomicInt(¤t_save_state, SAVE_STATE_FINAL_CHECK);
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SDL_Log("Save data size is incorrect, was the file corrupted?");
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return -1;
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}
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/* once we've read the file in, the storage handle is no longer needed */
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read_result = SDL_ReadStorageFile(save_storage, SAVE_FILE_NAME, &game_world, sizeof(game_world));
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SDL_CloseStorage(save_storage);
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SDL_SetAtomicInt(¤t_save_state, SAVE_STATE_PROCESSING_GAME_WORLD);
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if (read_result) {
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/* again, let's just pretend that an entire game fits in 64-bits */
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SDL_Log("Game World loaded, value was %" SDL_PRIu64, game_world);
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}
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/* regardless of what happened above, we've reached the end of the routine */
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SDL_SetAtomicInt(¤t_save_state, SAVE_STATE_FINAL_CHECK);
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if (!read_result) {
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return -1;
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}
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return 0;
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}
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_SetAppMetadata("User Storage Example", "1.0", "com.example.storage-user");
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/storage/user", 640, 480, 0, &window, &renderer)) {
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SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* initialize the default save state */
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SDL_SetAtomicInt(¤t_save_state, SAVE_STATE_UNSTARTED);
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storage_ready = SDL_CreateSemaphore(0);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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} else if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
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if (save_thread != NULL) {
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SDL_Log("Ignoring interaction, save/load is in progress");
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} else {
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/* once the thread starts, it will update this to the first "real" state */
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SDL_SetAtomicInt(¤t_save_state, SAVE_STATE_UNSTARTED);
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if (event->button.button == 1) {
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save_thread = SDL_CreateThread(WriteSaveData, "Save Write Thread", NULL);
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} else {
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save_thread = SDL_CreateThread(ReadSaveData, "Save Read Thread", NULL);
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}
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}
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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float red, green, blue;
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int save_state = SDL_GetAtomicInt(¤t_save_state);
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/* the main thread does not have to do much other than help the thread wait
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* for storage to be ready and read the result when the thread is finished
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*/
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if (save_state == SAVE_STATE_PREPARING_STORAGE) {
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if (SDL_StorageReady(save_storage)) {
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SDL_SetAtomicInt(¤t_save_state, SAVE_STATE_PROCESSING_STORAGE_FILE);
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SDL_SignalSemaphore(storage_ready);
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}
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} else if (save_state == SAVE_STATE_FINAL_CHECK) {
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if (save_thread != NULL) {
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SDL_WaitThread(save_thread, &save_result);
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save_thread = NULL;
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if (save_result == 0) {
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SDL_Log("Save/Load complete!");
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} else {
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SDL_Log("Save/Load failed: %s", SDL_GetError());
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}
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}
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}
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/* set the draw color based on the state of the save system */
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switch (save_state)
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{
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case SAVE_STATE_UNSTARTED:
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red = 0.0f;
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green = 0.0f;
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blue = 1.0f;
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break;
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case SAVE_STATE_PROCESSING_GAME_WORLD:
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red = 1.0f;
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green = 1.0f;
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blue = 0.0f;
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break;
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case SAVE_STATE_PREPARING_STORAGE:
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red = 0.0f;
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green = 1.0f;
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blue = 1.0f;
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break;
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case SAVE_STATE_PROCESSING_STORAGE_FILE:
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red = 1.0f;
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green = 0.0f;
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blue = 1.0f;
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break;
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case SAVE_STATE_FINAL_CHECK:
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if (save_result == 0) {
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red = 0.0f;
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green = 1.0f;
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} else {
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red = 1.0f;
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green = 0.0f;
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}
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blue = 0.0f;
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break;
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default:
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red = 0.0f;
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green = 0.0f;
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blue = 0.0f;
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SDL_assert(!"Unrecognized save state");
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break;
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}
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SDL_SetRenderDrawColorFloat(renderer, red, green, blue, SDL_ALPHA_OPAQUE_FLOAT); /* new color, full alpha. */
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/* clear the window to the draw color. */
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SDL_RenderClear(renderer);
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/* put the newly-cleared rendering on the screen. */
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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/* If saving/loading is still in progress, force the thread not to wait */
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SDL_SignalSemaphore(storage_ready);
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SDL_WaitThread(save_thread, NULL);
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SDL_DestroySemaphore(storage_ready);
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/* SDL will clean up the window/renderer for us. */
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}
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