/* power.c ... */
/*
* This example code reports power status (plugged in, battery level, etc).
*
* 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>
/* 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("Example Misc Power", "1.0", "com.example.misc-power");
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("examples/misc/power", 640, 480, 0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
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. */
}
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)
{
const SDL_FRect frame = { 100, 200, 440, 80 }; /* the percentage bar dimensions. */
/* Query for battery info */
int seconds = 0, percent = 0;
const SDL_PowerState state = SDL_GetPowerInfo(&seconds, &percent);
/* We set up different drawing details for each power state, then
run it all through the same drawing code. */
int clearr = 0, clearg = 0, clearb = 0; /* clear window to this color. */
int textr = 255, textg = 255, textb = 255; /* draw messages in this color. */
int framer = 255, frameg = 255, frameb = 255; /* draw a percentage bar frame in this color. */
int barr = 0, barg = 0, barb = 0; /* draw a percentage bar in this color. */
const char *msg = NULL;
const char *msg2 = NULL;
switch (state) {
case SDL_POWERSTATE_ERROR:
msg2 = "ERROR GETTING POWER STATE";
msg = SDL_GetError();
clearr = 255; /* red background */
break;
default: /* in case this does something unexpected later, treat it as unknown. */
case SDL_POWERSTATE_UNKNOWN:
msg = "Power state is unknown.";
clearr = clearb = clearg = 50; /* grey background */
break;
case SDL_POWERSTATE_ON_BATTERY:
msg = "Running on battery.";
barr = 255; /* draw in red */
break;
case SDL_POWERSTATE_NO_BATTERY:
msg = "Plugged in, no battery available.";
clearg = 50; /* green background */
break;
case SDL_POWERSTATE_CHARGING:
msg = "Charging.";
barb = barg = 255; /* draw in cyan */
break;
case SDL_POWERSTATE_CHARGED:
msg = "Charged.";
barg = 255; /* draw in green */
break;
}
SDL_SetRenderDrawColor(renderer, clearr, clearg, clearb, 255);
SDL_RenderClear(renderer);
if (percent >= 0) {
float x, y;
SDL_FRect pctrect;
char remainstr[64];
char msgbuf[128];
SDL_copyp(&pctrect, &frame);
pctrect.w *= percent / 100.0f;
if (seconds < 0) {
SDL_strlcpy(remainstr, "unknown time", sizeof (remainstr));
} else {
int hours, minutes;
hours = seconds / (60 * 60);
seconds -= hours * (60 * 60);
minutes = seconds / 60;
seconds -= minutes * 60;
SDL_snprintf(remainstr, sizeof (remainstr), "%02d:%02d:%02d", hours, minutes, seconds);
}
SDL_snprintf(msgbuf, sizeof (msgbuf), "Battery: %3d percent, %s remaining", percent, remainstr);
x = frame.x + ((frame.w - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * SDL_strlen(msgbuf))) / 2.0f);
y = frame.y + frame.h + SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE;
SDL_SetRenderDrawColor(renderer, barr, barg, barb, 255); /* draw percent bar. */
SDL_RenderFillRect(renderer, &pctrect);
SDL_SetRenderDrawColor(renderer, framer, frameg, frameb, 255); /* draw frame on top of bar. */
SDL_RenderRect(renderer, &frame);
SDL_SetRenderDrawColor(renderer, textr, textg, textb, 255);
SDL_RenderDebugText(renderer, x, y, msgbuf); /* draw text about battery level */
}
if (msg) {
const float x = frame.x + ((frame.w - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * SDL_strlen(msg))) / 2.0f);
const float y = frame.y - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 2);
SDL_SetRenderDrawColor(renderer, textr, textg, textb, 255);
SDL_RenderDebugText(renderer, x, y, msg);
}
if (msg2) {
const float x = frame.x + ((frame.w - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * SDL_strlen(msg2))) / 2.0f);
const float y = frame.y - (SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 4);
SDL_SetRenderDrawColor(renderer, textr, textg, textb, 255);
SDL_RenderDebugText(renderer, x, y, msg2);
}
/* put the new 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)
{
/* SDL will clean up the window/renderer for us. */
}