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ex210_pixels.nim
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# ex210_pixels.nim
# ================
# VIDEO / Accessing and modifying pixel data
# ------------------------------------------
import
random,
sdl2_nim/sdl, sdl2_nim/sdl_image as img,
sdl2_nim/sdl_ttf as ttf
const
Title = "SDL2 App"
ScreenW = 640 # Window width
ScreenH = 480 # Window height
WindowFlags = 0
RendererFlags = sdl.RendererAccelerated or sdl.RendererPresentVsync
type
App = ref AppObj
AppObj = object
window*: sdl.Window # Window pointer
renderer*: sdl.Renderer # Rendering state pointer
Image = ref ImageObj
ImageObj = object of RootObj
texture: sdl.Texture # Image texture
w, h: int # Image dimensions
FpsManager = ref FpsManagerObj
FpsManagerObj = object
counter, fps: int
timer: sdl.TimerID
#########
# IMAGE #
#########
proc newImage(): Image = Image(texture: nil, w: 0, h: 0)
proc free(obj: Image) = sdl.destroyTexture(obj.texture)
proc w(obj: Image): int {.inline.} = return obj.w
proc h(obj: Image): int {.inline.} = return obj.h
# blend
proc blend(obj: Image): sdl.BlendMode =
var blend: sdl.BlendMode
if obj.texture.getTextureBlendMode(addr(blend)) == 0:
return blend
else:
return sdl.BlendModeBlend
proc `blend=`(obj: Image, mode: sdl.BlendMode) {.inline.} =
discard obj.texture.setTextureBlendMode(mode)
# alpha
proc alpha(obj: Image): int =
var alpha: uint8
if obj.texture.getTextureAlphaMod(addr(alpha)) == 0:
return alpha
else:
return 255
proc `alpha=`(obj: Image, alpha: int) =
discard obj.texture.setTextureAlphaMod(alpha.uint8)
# Load image from file
# Return true on success or false, if image can't be loaded
proc load(obj: Image, renderer: sdl.Renderer, file: string): bool =
result = true
# Load image to texture
obj.texture = renderer.loadTexture(file)
if obj.texture == nil:
sdl.logCritical(sdl.LogCategoryError,
"Can't load image %s: %s",
file, img.getError())
return false
# Get image dimensions
var w, h: cint
if obj.texture.queryTexture(nil, nil, addr(w), addr(h)) != 0:
sdl.logCritical(sdl.LogCategoryError,
"Can't get texture attributes: %s",
sdl.getError())
sdl.destroyTexture(obj.texture)
return false
obj.w = w
obj.h = h
# Render texture to screen
proc render(obj: Image, renderer: sdl.Renderer, x, y: int): bool =
var rect = sdl.Rect(x: x, y: y, w: obj.w, h: obj.h)
if renderer.renderCopy(obj.texture, nil, addr(rect)) == 0:
return true
else:
return false
# Render transformed texture to screen
proc renderEx(obj: Image, renderer: sdl.Renderer, x, y: int,
w = 0, h = 0, angle = 0.0, centerX = -1, centerY = -1,
flip = sdl.FlipNone): bool =
var
rect = sdl.Rect(x: x, y: y, w: obj.w, h: obj.h)
centerObj = sdl.Point(x: centerX, y: centerY)
center: ptr sdl.Point = nil
if w != 0: rect.w = w
if h != 0: rect.h = h
if not (centerX == -1 and centerY == -1): center = addr(centerObj)
if renderer.renderCopyEx(obj.texture, nil, addr(rect),
angle, center, flip) == 0:
return true
else:
return false
##############
# FPSMANAGER #
##############
# FPS timer
# param is FpsManager casted to pointer
proc fpsTimer(interval: uint32, param: pointer): uint32 {.cdecl.} =
let obj = cast[FpsManager](param)
obj.fps = obj.counter
obj.counter = 0
return interval
proc newFpsManager(): FpsManager = FpsManager(counter: 0, fps: 0, timer: 0)
proc free(obj: FpsManager) =
discard sdl.removeTimer(obj.timer)
obj.timer = 0
proc fps(obj: FpsManager): int {.inline.} = return obj.fps
proc start(obj: FpsManager) =
obj.timer = sdl.addTimer(1000, fpsTimer, cast[pointer](obj))
proc count(obj: FpsManager) {.inline.} = inc(obj.counter)
##########
# COMMON #
##########
# Initialization sequence
proc init(app: App): bool =
# Init SDL
if sdl.init(sdl.InitVideo or sdl.InitTimer) != 0:
sdl.logCritical(sdl.LogCategoryError,
"Can't initialize SDL: %s",
sdl.getError())
return false
# Init SDL_Image
if img.init(img.InitPng) == 0:
sdl.logCritical(sdl.LogCategoryError,
"Can't initialize SDL_Image: %s",
img.getError())
# Init SDL_TTF
if ttf.init() != 0:
sdl.logCritical(sdl.LogCategoryError,
"Can't initialize SDL_TTF: %s",
ttf.getError())
# Create window
app.window = sdl.createWindow(
Title,
sdl.WindowPosUndefined,
sdl.WindowPosUndefined,
ScreenW,
ScreenH,
WindowFlags)
if app.window == nil:
sdl.logCritical(sdl.LogCategoryError,
"Can't create window: %s",
sdl.getError())
return false
# Create renderer
app.renderer = sdl.createRenderer(app.window, -1, RendererFlags)
if app.renderer == nil:
sdl.logCritical(sdl.LogCategoryError,
"Can't create renderer: %s",
sdl.getError())
return false
# Set draw color
if app.renderer.setRenderDrawColor(0x00, 0x00, 0x00, 0xFF) != 0:
sdl.logWarn(sdl.LogCategoryVideo,
"Can't set draw color: %s",
sdl.getError())
return false
sdl.logInfo(sdl.LogCategoryApplication, "SDL initialized successfully")
randomize()
return true
# Shutdown sequence
proc exit(app: App) =
app.renderer.destroyRenderer()
app.window.destroyWindow()
ttf.quit()
img.quit()
sdl.logInfo(sdl.LogCategoryApplication, "SDL shutdown completed")
sdl.quit()
# Render surface
proc render(renderer: sdl.Renderer,
surface: sdl.Surface, x, y: int): bool =
result = true
var rect = sdl.Rect(x: x, y: y, w: surface.w, h: surface.h)
# Convert to texture
var texture = sdl.createTextureFromSurface(renderer, surface)
if texture == nil:
return false
# Render texture
if renderer.renderCopy(texture, nil, addr(rect)) != 0:
result = false
# Clean
destroyTexture(texture)
# Event handling
# Return true on app shutdown request, otherwise return false
proc events(pressed: var seq[sdl.Keycode]): bool =
result = false
var e: sdl.Event
if pressed.len > 0:
pressed = @[]
while sdl.pollEvent(addr(e)) != 0:
# Quit requested
if e.kind == sdl.Quit:
return true
# Key pressed
elif e.kind == sdl.KeyDown:
# Add pressed key to sequence
pressed.add(e.key.keysym.sym)
# Exit on Escape key press
if e.key.keysym.sym == sdl.K_Escape:
return true
########
# MAIN #
########
var
app = App(window: nil, renderer: nil)
done = false # Main loop exit condition
pressed: seq[sdl.Keycode] = @[] # Pressed keys
if init(app):
# Load assets
var
font: ttf.Font
src, dst: sdl.Surface
imagePos: sdl.Point
font = ttf.openFont("fnt/FSEX300.ttf", 16)
if font == nil:
sdl.logCritical(sdl.LogCategoryError,
"Can't load font: %s",
ttf.getError())
done = true
src = img.load("img/img2.png")
if src == nil:
sdl.logCritical(sdl.LogCategoryError,
"Can't load image: %s",
img.getError())
imagePos.x = (ScreenW - src.w) div 2
imagePos.y = (ScreenH - src.h) div 2
# Modify image pixels
# Create destination surface
dst = sdl.convertSurface(src, src.format, 0)
# Lock surfaces
discard sdl.lockSurface(src)
discard sdl.lockSurface(dst)
# Get pointers
var srcPixels = cast[ptr uint32](src.pixels)
var dstPixels = cast[ptr uint32](dst.pixels)
var srcPx, dstPx: sdl.Color
let pitch = src.pitch div 4
for y in 0..src.h-1:
for x in 0..pitch-1:
ptrMath:
# Read source
srcPx = getRGBA(srcPixels[x + y * pitch], src.format)
# Switch channels
dstPx.r = srcPx.g
dstPx.g = srcPx.b
dstPx.b = srcPx.r
dstPx.a = srcPx.a
# Write result
dstPixels[x + y * pitch] = mapRGBA(dst.format, dstPx)
# Unlock surfaces
sdl.unlockSurface(src)
sdl.unlockSurface(dst)
# Free source surface
sdl.freeSurface(src)
# Init FPS manager
var
fpsMgr = newFpsManager()
delta = 0.0 # Time passed since last frame in seconds
ticks: uint64 # Ticks counter
freq = sdl.getPerformanceFrequency() # Get counter frequency
showInfo = true
fpsMgr.start()
echo "---------------------------"
echo "| Controls: |"
echo "|-------------------------|"
echo "| F11: show/hide fps info |"
echo "---------------------------"
ticks = getPerformanceCounter()
# Main loop
while not done:
# Clear screen with draw color
discard app.renderer.setRenderDrawColor(0x00, 0x00, 0x00, 0xFF)
if app.renderer.renderClear() != 0:
sdl.logWarn(sdl.LogCategoryVideo,
"Can't clear screen: %s",
sdl.getError())
# Render scene
discard app.renderer.render(dst, imagePos.x, imagePos.y)
# Render Info
if showInfo:
var s = font.renderUTF8_Shaded($fpsMgr.fps & " FPS",
sdl.Color(r: 0xFF, g: 0xFF, b: 0xFF),
sdl.Color(r: 0x00, g: 0x00, b: 0x00))
if not app.renderer.render(s, 10, 10):
sdl.logWarn(sdl.LogCategoryVideo,
"Can't render text: %s",
sdl.getError())
sdl.freeSurface(s)
# Update renderer
app.renderer.renderPresent()
# Event handling
done = events(pressed)
if K_F11 in pressed: showInfo = not showInfo
# Count frame
fpsMgr.count()
# Get frame duration
delta = (sdl.getPerformanceCounter() - ticks).float / freq.float
ticks = sdl.getPerformanceCounter()
# Update
# Free assets
sdl.freeSurface(dst)
free(fpsMgr)
ttf.closeFont(font)
# Shutdown
exit(app)