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authorxengineering <me@xengineering.eu>2022-11-27 18:53:12 +0100
committerxengineering <me@xengineering.eu>2022-11-27 19:07:49 +0100
commit2efc9022bf064136bb7cd25bd59971f2b419ff48 (patch)
tree87ea72030a3bb28f1ddba1675482a9346c5df814 /sdl2.c
parent8b9ce1d7848bd8ad417a3834d11e1b00c028f8eb (diff)
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Switch completely to SDL2 version
The now legacy version of LimoX with GTK4 and libstrophe is now not part of the main branch anymore. There might be a legacy branch keeping this version at the time of reading. This cut of implemented functionality is motivated by these reasons: - Implementing XMPP is fun, educative and gives full control. - Low level graphics with SDL2 is portable, fast, educative an mature. - I do not have to use GLib and a crazy event loop anymore (run and hide)
Diffstat (limited to 'sdl2.c')
-rw-r--r--sdl2.c88
1 files changed, 0 insertions, 88 deletions
diff --git a/sdl2.c b/sdl2.c
deleted file mode 100644
index e034446..0000000
--- a/sdl2.c
+++ /dev/null
@@ -1,88 +0,0 @@
-
-
-/* mention the SDL2 documentation at http://wiki.libsdl.org/APIByCategory */
-
-
-#include <SDL2/SDL.h>
-#include <stdbool.h>
-
-#include "net.h"
-#include "data.h"
-
-
-void gui_run(void) {
-
- bool quit = false;
- SDL_Event event;
- SDL_Window* window;
- SDL_Renderer* renderer;
- SDL_Texture* texture;
- uint32_t* pixels;
-
- // init SDL2 and create window
- SDL_Init(SDL_INIT_VIDEO);
- window = SDL_CreateWindow("LimoX",
- SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480,
- 0
- );
-
- // output video driver to stderr
- fprintf(stderr, "SDL2 video driver: %s\n", SDL_GetCurrentVideoDriver());
-
- // create and initialize renderer, texture and pixel buffer
- renderer = SDL_CreateRenderer(window, -1, 0);
- texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888,
- SDL_TEXTUREACCESS_STATIC, 640, 480);
- pixels = malloc(sizeof(uint32_t) * 640 * 480);
- memset(pixels, 255, 640 * 480 * sizeof(uint32_t));
-
- // handle failed window creation
- if (window == NULL) {
- fprintf(stderr, "Failed to create SDL2 window!\n");
- return;
- } else {
- while (!quit) {
- SDL_UpdateTexture(texture, NULL, pixels, 640 * sizeof(uint32_t));
- SDL_WaitEvent(&event);
- switch (event.type)
- {
- case SDL_QUIT:
- quit = true;
- break;
- }
- SDL_RenderClear(renderer);
- SDL_RenderCopy(renderer, texture, NULL, NULL);
- SDL_RenderPresent(renderer);
- }
- SDL_DestroyWindow(window);
- }
-
- free(pixels);
-
- // TODO this seems to end in memory access errors but ... why?
- //SDL_DestroyTexture(texture);
- //SDL_DestroyRenderer(renderer);
-
- SDL_Quit();
-
-}
-
-void gui_connected(char* jid, char* password) {
-
-}
-
-void gui_disconnected(void) {
-
-}
-
-void gui_add_roster_item_widget(roster_item_t* item) {
-
-}
-
-void gui_add_chat_widget(chat_t* chat) {
-
-}
-
-void gui_add_message_widget(message_t* message, chat_t* chat) {
-
-}