Files
SDL/examples/storage/01-user/user.c
2026-06-18 20:44:15 -04:00

272 lines
9.5 KiB
C

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