mirror of
				https://github.com/libsdl-org/SDL.git
				synced 2025-11-04 09:44:35 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			226 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			226 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
 | 
						|
  Copyright (C) 1997-2021 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"
 | 
						|
 | 
						|
 | 
						|
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, const 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_Texture *target;
 | 
						|
    SDL_Point *center=NULL;
 | 
						|
    SDL_Point origin = {0,0};
 | 
						|
 | 
						|
    SDL_RenderGetViewport(s->renderer, &viewport);
 | 
						|
 | 
						|
    target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
 | 
						|
    SDL_SetRenderTarget(s->renderer, target);
 | 
						|
 | 
						|
    /* 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) {
 | 
						|
        center = &origin;
 | 
						|
        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_RenderCopyEx(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, (SDL_RendererFlip)s->scale_direction);
 | 
						|
 | 
						|
    SDL_SetRenderTarget(s->renderer, NULL);
 | 
						|
    SDL_RenderCopy(s->renderer, target, NULL, NULL);
 | 
						|
    SDL_DestroyTexture(target);
 | 
						|
 | 
						|
    /* Update the screen! */
 | 
						|
    SDL_RenderPresent(s->renderer);
 | 
						|
    /* SDL_Delay(10); */
 | 
						|
}
 | 
						|
 | 
						|
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: */
 |