/* * 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 #include /* 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(¤t_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(¤t_save_state, SAVE_STATE_FINAL_CHECK); return -1; } SDL_SetAtomicInt(¤t_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(¤t_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(¤t_save_state, SAVE_STATE_FINAL_CHECK); return -1; } SDL_SetAtomicInt(¤t_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(¤t_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(¤t_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(¤t_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(¤t_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(¤t_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(¤t_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(¤t_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(¤t_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. */ }