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examples: Added misc/01-power
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examples/CMakeLists.txt

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@@ -154,6 +154,7 @@ add_sdl_example_executable(input-gamepad-events SOURCES input/04-gamepad-events/
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add_sdl_example_executable(camera-read-and-draw SOURCES camera/01-read-and-draw/read-and-draw.c)
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add_sdl_example_executable(pen-drawing-lines SOURCES pen/01-drawing-lines/drawing-lines.c)
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add_sdl_example_executable(asyncio-load-bitmaps SOURCES asyncio/01-load-bitmaps/load-bitmaps.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/gamepad_front.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/speaker.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/icon2x.bmp)
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add_sdl_example_executable(misc-power SOURCES misc/01-power/power.c)
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add_sdl_example_executable(demo-snake SOURCES demo/01-snake/snake.c)
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add_sdl_example_executable(demo-woodeneye-008 SOURCES demo/02-woodeneye-008/woodeneye-008.c)
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add_sdl_example_executable(demo-infinite-monkeys SOURCES demo/03-infinite-monkeys/infinite-monkeys.c)

examples/misc/01-power/README.txt

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This example code reports power status (plugged in, battery level, etc).
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examples/misc/01-power/power.c

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/*
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* This example code reports power status (plugged in, battery level, etc).
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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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#include "../../save-rendering-to-bitmaps.h"
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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("Example Misc Power", "1.0", "com.example.misc-power");
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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/misc/power", 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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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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}
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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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const SDL_FRect frame = { 100, 200, 440, 80 }; /* the percentage bar dimensions. */
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static Uint64 start = 0;
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Uint64 now = SDL_GetTicks();
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if (!start) {
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start = now;
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}
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now -= start;
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/* Query for battery info */
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int seconds = 0, percent = 0;
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//const SDL_PowerState state = SDL_GetPowerInfo(&seconds, &percent);
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SDL_PowerState state;
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if (now < 500) {
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state = SDL_POWERSTATE_ON_BATTERY;
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seconds = 8088 + ((500 / 1000) * 300);
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percent = ((int) ((500 / 1500.0f) * 100.0f));
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} else {
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state = (now < 1500) ? SDL_POWERSTATE_CHARGING : SDL_POWERSTATE_CHARGED;
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seconds = 8088 + ((int) ((SDL_min(now, 1500) / 1500.0) * 10000));
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percent = (now < 1500) ? ((int) ((now / 1500.0f) * 100.0f)) : 100;
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}
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/* We set up different drawing details for each power state, then
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run it all through the same drawing code. */
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int clearr = 0, clearg = 0, clearb = 0; /* clear window to this color. */
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int textr = 255, textg = 255, textb = 255; /* draw messages in this color. */
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int framer = 255, frameg = 255, frameb = 255; /* draw a percentage bar frame in this color. */
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int barr = 0, barg = 0, barb = 0; /* draw a percentage bar in this color. */
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const char *msg = NULL;
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const char *msg2 = NULL;
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switch (state) {
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case SDL_POWERSTATE_ERROR:
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msg2 = "ERROR GETTING POWER STATE";
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msg = SDL_GetError();
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clearr = 255; /* red background */
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break;
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default: /* in case this does something unexpected later, treat it as unknown. */
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case SDL_POWERSTATE_UNKNOWN:
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msg = "Power state is unknown.";
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clearr = clearb = clearg = 50; /* grey background */
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break;
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case SDL_POWERSTATE_ON_BATTERY:
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msg = "Running on battery.";
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barr = 255; /* draw in red */
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break;
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case SDL_POWERSTATE_NO_BATTERY:
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msg = "Plugged in, no battery available.";
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clearg = 50; /* green background */
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break;
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case SDL_POWERSTATE_CHARGING:
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msg = "Charging.";
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barb = barg = 255; /* draw in cyan */
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break;
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case SDL_POWERSTATE_CHARGED:
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msg = "Charged.";
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barg = 255; /* draw in green */
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break;
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}
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SDL_SetRenderDrawColor(renderer, clearr, clearg, clearb, 255);
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SDL_RenderClear(renderer);
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if (percent >= 0) {
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float x, y;
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SDL_FRect pctrect;
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char remainstr[64];
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char msgbuf[128];
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SDL_copyp(&pctrect, &frame);
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pctrect.w *= percent / 100.0f;
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if (seconds < 0) {
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SDL_strlcpy(remainstr, "unknown time", sizeof (remainstr));
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} else {
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int hours, minutes;
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hours = seconds / (60 * 60);
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seconds -= hours * (60 * 60);
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minutes = seconds / 60;
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seconds -= minutes * 60;
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SDL_snprintf(remainstr, sizeof (remainstr), "%02d:%02d:%02d", hours, minutes, seconds);
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}
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SDL_snprintf(msgbuf, sizeof (msgbuf), "Battery: %3d percent, %s remaining", percent, remainstr);
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x = frame.x + ((frame.w - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * SDL_strlen(msgbuf))) / 2.0f);
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y = frame.y + frame.h + SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE;
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SDL_SetRenderDrawColor(renderer, barr, barg, barb, 255); /* draw percent bar. */
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SDL_RenderFillRect(renderer, &pctrect);
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SDL_SetRenderDrawColor(renderer, framer, frameg, frameb, 255); /* draw frame on top of bar. */
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SDL_RenderRect(renderer, &frame);
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SDL_SetRenderDrawColor(renderer, textr, textg, textb, 255);
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SDL_RenderDebugText(renderer, x, y, msgbuf); /* draw text about battery level */
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}
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if (msg) {
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const float x = frame.x + ((frame.w - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * SDL_strlen(msg))) / 2.0f);
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const float y = frame.y - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 2);
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SDL_SetRenderDrawColor(renderer, textr, textg, textb, 255);
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SDL_RenderDebugText(renderer, x, y, msg);
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}
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if (msg2) {
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const float x = frame.x + ((frame.w - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * SDL_strlen(msg2))) / 2.0f);
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const float y = frame.y - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 4);
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SDL_SetRenderDrawColor(renderer, textr, textg, textb, 255);
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SDL_RenderDebugText(renderer, x, y, msg2);
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}
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/* put the new 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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/* SDL will clean up the window/renderer for us. */
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}
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examples/misc/description.txt

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Various examples from smaller subsystems

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