mirror of
				https://github.com/libsdl-org/SDL.git
				synced 2025-10-26 12:27:44 +00:00 
			
		
		
		
	 00e5eeb40e
			
		
	
	00e5eeb40e
	
	
	
		
			
			This is for test apps that don't need custom command line arguments; it lets us reduce the boilerplate code a tiny bit.
		
			
				
	
	
		
			217 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			217 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
 | |
|   Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
 | |
| 
 | |
|   This software is provided 'as-is', without any express or implied
 | |
|   warranty.  In no event will the authors be held liable for any damages
 | |
|   arising from the use of this software.
 | |
| 
 | |
|   Permission is granted to anyone to use this software for any purpose,
 | |
|   including commercial applications, and to alter it and redistribute it
 | |
|   freely.
 | |
| */
 | |
| /* Simple program:  Move N sprites around on the screen as fast as possible */
 | |
| 
 | |
| #include <stdlib.h>
 | |
| #include <stdio.h>
 | |
| #include <time.h>
 | |
| 
 | |
| #ifdef __EMSCRIPTEN__
 | |
| #include <emscripten/emscripten.h>
 | |
| #endif
 | |
| 
 | |
| #include "SDL_test_common.h"
 | |
| 
 | |
| #define WINDOW_WIDTH    640
 | |
| #define WINDOW_HEIGHT   480
 | |
| 
 | |
| static SDLTest_CommonState *state;
 | |
| 
 | |
| typedef struct {
 | |
|     SDL_Window *window;
 | |
|     SDL_Renderer *renderer;
 | |
|     SDL_Texture *background;
 | |
|     SDL_Texture *sprite;
 | |
|     SDL_Rect sprite_rect;
 | |
|     int scale_direction;
 | |
| } DrawState;
 | |
| 
 | |
| DrawState *drawstates;
 | |
| int done;
 | |
| 
 | |
| /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
 | |
| static void
 | |
| quit(int rc)
 | |
| {
 | |
|     SDLTest_CommonQuit(state);
 | |
|     exit(rc);
 | |
| }
 | |
| 
 | |
| SDL_Texture *
 | |
| LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
 | |
| {
 | |
|     SDL_Surface *temp;
 | |
|     SDL_Texture *texture;
 | |
| 
 | |
|     /* Load the sprite image */
 | |
|     temp = SDL_LoadBMP(file);
 | |
|     if (temp == NULL) {
 | |
|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
 | |
|         return NULL;
 | |
|     }
 | |
| 
 | |
|     /* Set transparent pixel as the pixel at (0,0) */
 | |
|     if (transparent) {
 | |
|         if (temp->format->palette) {
 | |
|             SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
 | |
|         } else {
 | |
|             switch (temp->format->BitsPerPixel) {
 | |
|             case 15:
 | |
|                 SDL_SetColorKey(temp, SDL_TRUE,
 | |
|                                 (*(Uint16 *) temp->pixels) & 0x00007FFF);
 | |
|                 break;
 | |
|             case 16:
 | |
|                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
 | |
|                 break;
 | |
|             case 24:
 | |
|                 SDL_SetColorKey(temp, SDL_TRUE,
 | |
|                                 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
 | |
|                 break;
 | |
|             case 32:
 | |
|                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
 | |
|                 break;
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     /* Create textures from the image */
 | |
|     texture = SDL_CreateTextureFromSurface(renderer, temp);
 | |
|     if (!texture) {
 | |
|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
 | |
|         SDL_FreeSurface(temp);
 | |
|         return NULL;
 | |
|     }
 | |
|     SDL_FreeSurface(temp);
 | |
| 
 | |
|     /* We're ready to roll. :) */
 | |
|     return texture;
 | |
| }
 | |
| 
 | |
| void
 | |
| Draw(DrawState *s)
 | |
| {
 | |
|     SDL_Rect viewport;
 | |
| 
 | |
|     SDL_RenderGetViewport(s->renderer, &viewport);
 | |
| 
 | |
|     /* Draw the background */
 | |
|     SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
 | |
| 
 | |
|     /* Scale and draw the sprite */
 | |
|     s->sprite_rect.w += s->scale_direction;
 | |
|     s->sprite_rect.h += s->scale_direction;
 | |
|     if (s->scale_direction > 0) {
 | |
|         if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
 | |
|             s->scale_direction = -1;
 | |
|         }
 | |
|     } else {
 | |
|         if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
 | |
|             s->scale_direction = 1;
 | |
|         }
 | |
|     }
 | |
|     s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
 | |
|     s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
 | |
| 
 | |
|     SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
 | |
| 
 | |
|     /* Update the screen! */
 | |
|     SDL_RenderPresent(s->renderer);
 | |
| }
 | |
| 
 | |
| void
 | |
| loop()
 | |
| {
 | |
|     int i;
 | |
|     SDL_Event event;
 | |
| 
 | |
|     /* Check for events */
 | |
|     while (SDL_PollEvent(&event)) {
 | |
|         SDLTest_CommonEvent(state, &event, &done);
 | |
|     }
 | |
|     for (i = 0; i < state->num_windows; ++i) {
 | |
|         if (state->windows[i] == NULL)
 | |
|             continue;
 | |
|         Draw(&drawstates[i]);
 | |
|     }
 | |
| #ifdef __EMSCRIPTEN__
 | |
|     if (done) {
 | |
|         emscripten_cancel_main_loop();
 | |
|     }
 | |
| #endif
 | |
| }
 | |
| 
 | |
| int
 | |
| main(int argc, char *argv[])
 | |
| {
 | |
|     int i;
 | |
|     int frames;
 | |
|     Uint32 then, now;
 | |
| 
 | |
|     /* Enable standard application logging */
 | |
|     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
 | |
| 
 | |
|     /* Initialize test framework */
 | |
|     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
 | |
|     if (!state) {
 | |
|         return 1;
 | |
|     }
 | |
| 
 | |
|     if (!SDLTest_CommonDefaultArgs(state, argc, argv) || !SDLTest_CommonInit(state)) {
 | |
|         SDLTest_CommonQuit(state);
 | |
|         return 1;
 | |
|     }
 | |
| 
 | |
|     drawstates = SDL_stack_alloc(DrawState, state->num_windows);
 | |
|     for (i = 0; i < state->num_windows; ++i) {
 | |
|         DrawState *drawstate = &drawstates[i];
 | |
| 
 | |
|         drawstate->window = state->windows[i];
 | |
|         drawstate->renderer = state->renderers[i];
 | |
|         drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
 | |
|         drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
 | |
|         if (!drawstate->sprite || !drawstate->background) {
 | |
|             quit(2);
 | |
|         }
 | |
|         SDL_QueryTexture(drawstate->sprite, NULL, NULL,
 | |
|                          &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
 | |
|         drawstate->scale_direction = 1;
 | |
|     }
 | |
| 
 | |
|     /* Main render loop */
 | |
|     frames = 0;
 | |
|     then = SDL_GetTicks();
 | |
|     done = 0;
 | |
| 
 | |
| #ifdef __EMSCRIPTEN__
 | |
|     emscripten_set_main_loop(loop, 0, 1);
 | |
| #else
 | |
|     while (!done) {
 | |
|         ++frames;
 | |
|         loop();
 | |
|     }
 | |
| #endif
 | |
| 
 | |
|     /* Print out some timing information */
 | |
|     now = SDL_GetTicks();
 | |
|     if (now > then) {
 | |
|         double fps = ((double) frames * 1000) / (now - then);
 | |
|         SDL_Log("%2.2f frames per second\n", fps);
 | |
|     }
 | |
| 
 | |
|     SDL_stack_free(drawstates);
 | |
| 
 | |
|     quit(0);
 | |
|     return 0;
 | |
| }
 | |
| 
 | |
| /* vi: set ts=4 sw=4 expandtab: */
 |