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			581 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			581 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely.
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*/
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/* Simple program:  Move N sprites around on the screen as fast as possible */
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#define SDL_MAIN_USE_CALLBACKS 1
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#include <SDL3/SDL_test.h>
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#include <SDL3/SDL_test_common.h>
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#include <SDL3/SDL_main.h>
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#include "testutils.h"
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#define NUM_SPRITES 100
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#define MAX_SPEED   1
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static SDLTest_CommonState *state;
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static int num_sprites;
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static SDL_Texture **sprites;
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static SDL_bool cycle_color;
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static SDL_bool cycle_alpha;
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static int cycle_direction = 1;
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static int current_alpha = 0;
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static int current_color = 0;
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static SDL_FRect *positions;
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static SDL_FRect *velocities;
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static float sprite_w, sprite_h;
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static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
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static Uint64 next_fps_check;
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static Uint32 frames;
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static const int fps_check_delay = 5000;
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static int use_rendergeometry = 0;
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static SDL_bool suspend_when_occluded;
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/* Number of iterations to move sprites - used for visual tests. */
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/* -1: infinite random moves (default); >=0: enables N deterministic moves */
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static int iterations = -1;
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void SDL_AppQuit(void *appstate)
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{
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    SDL_free(sprites);
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    SDL_free(positions);
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    SDL_free(velocities);
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    SDLTest_CommonQuit(state);
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}
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static int LoadSprite(const char *file)
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{
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    int i, w, h;
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    for (i = 0; i < state->num_windows; ++i) {
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        /* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
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        sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &w, &h);
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        sprite_w = (float)w;
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        sprite_h = (float)h;
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        if (!sprites[i]) {
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            return -1;
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        }
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        if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
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            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
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            SDL_DestroyTexture(sprites[i]);
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            return -1;
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        }
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    }
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    /* We're ready to roll. :) */
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    return 0;
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}
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static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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{
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    int i;
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    SDL_Rect viewport;
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    SDL_FRect temp;
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    SDL_FRect *position, *velocity;
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    /* Query the sizes */
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    SDL_GetRenderViewport(renderer, &viewport);
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    /* Cycle the color and alpha, if desired */
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    if (cycle_color) {
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        current_color += cycle_direction;
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        if (current_color < 0) {
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            current_color = 0;
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            cycle_direction = -cycle_direction;
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        }
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        if (current_color > 255) {
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            current_color = 255;
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            cycle_direction = -cycle_direction;
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        }
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        SDL_SetTextureColorMod(sprite, 255, (Uint8)current_color,
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                               (Uint8)current_color);
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    }
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    if (cycle_alpha) {
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        current_alpha += cycle_direction;
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        if (current_alpha < 0) {
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            current_alpha = 0;
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            cycle_direction = -cycle_direction;
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        }
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        if (current_alpha > 255) {
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            current_alpha = 255;
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            cycle_direction = -cycle_direction;
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        }
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        SDL_SetTextureAlphaMod(sprite, (Uint8)current_alpha);
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    }
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    /* Draw a gray background */
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    SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0x00 /* used with --transparent */);
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    SDL_RenderClear(renderer);
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    /* Test points */
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    SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
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    SDL_RenderPoint(renderer, 0.0f, 0.0f);
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    SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f);
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    SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1));
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    SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1));
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    /* Test horizontal and vertical lines */
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    SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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    SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
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    SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
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    SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
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    SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
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    SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
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    SDL_RenderLine(renderer, (float)(viewport.w - 1), 1.0f, (float)(viewport.w - 1), (float)(viewport.h - 2));
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    /* Test fill and copy */
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    SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
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    temp.x = 1.0f;
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    temp.y = 1.0f;
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    temp.w = sprite_w;
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    temp.h = sprite_h;
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    if (use_rendergeometry == 0) {
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        SDL_RenderFillRect(renderer, &temp);
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    } else {
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        /* Draw two triangles, filled, uniform */
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        SDL_FColor color;
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        SDL_Vertex verts[3];
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        SDL_zeroa(verts);
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        color.r = 1.0f;
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        color.g = 1.0f;
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        color.b = 1.0f;
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        color.a = 1.0f;
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        verts[0].position.x = temp.x;
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        verts[0].position.y = temp.y;
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        verts[0].color = color;
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        verts[1].position.x = temp.x + temp.w;
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        verts[1].position.y = temp.y;
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        verts[1].color = color;
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        verts[2].position.x = temp.x + temp.w;
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        verts[2].position.y = temp.y + temp.h;
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        verts[2].color = color;
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        SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
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        verts[1].position.x = temp.x;
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        verts[1].position.y = temp.y + temp.h;
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        verts[1].color = color;
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        SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
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    }
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    SDL_RenderTexture(renderer, sprite, NULL, &temp);
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    temp.x = viewport.w - sprite_w - 1;
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    temp.y = 1.0f;
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    temp.w = sprite_w;
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    temp.h = sprite_h;
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    SDL_RenderFillRect(renderer, &temp);
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    SDL_RenderTexture(renderer, sprite, NULL, &temp);
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    temp.x = 1.0f;
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    temp.y = viewport.h - sprite_h - 1;
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    temp.w = sprite_w;
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    temp.h = sprite_h;
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    SDL_RenderFillRect(renderer, &temp);
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    SDL_RenderTexture(renderer, sprite, NULL, &temp);
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    temp.x = viewport.w - sprite_w - 1;
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    temp.y = viewport.h - sprite_h - 1;
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    temp.w = sprite_w;
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    temp.h = sprite_h;
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    SDL_RenderFillRect(renderer, &temp);
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    SDL_RenderTexture(renderer, sprite, NULL, &temp);
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    /* Test diagonal lines */
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    SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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    SDL_RenderLine(renderer, sprite_w, sprite_h,
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                       viewport.w - sprite_w - 2, viewport.h - sprite_h - 2);
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    SDL_RenderLine(renderer, viewport.w - sprite_w - 2, sprite_h,
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                       sprite_w, viewport.h - sprite_h - 2);
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    /* Conditionally move the sprites, bounce at the wall */
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    if (iterations == -1 || iterations > 0) {
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        for (i = 0; i < num_sprites; ++i) {
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            position = &positions[i];
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            velocity = &velocities[i];
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            position->x += velocity->x;
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            if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
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                velocity->x = -velocity->x;
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                position->x += velocity->x;
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            }
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            position->y += velocity->y;
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            if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
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                velocity->y = -velocity->y;
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                position->y += velocity->y;
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            }
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        }
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        /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
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        if (iterations > 0) {
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            iterations--;
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            if (iterations == 0) {
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                cycle_alpha = SDL_FALSE;
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                cycle_color = SDL_FALSE;
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            }
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        }
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    }
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    /* Draw sprites */
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    if (use_rendergeometry == 0) {
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        for (i = 0; i < num_sprites; ++i) {
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            position = &positions[i];
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            /* Blit the sprite onto the screen */
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            SDL_RenderTexture(renderer, sprite, NULL, position);
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        }
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    } else if (use_rendergeometry == 1) {
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        /*
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         *   0--1
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         *   | /|
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         *   |/ |
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         *   3--2
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         *
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         *  Draw sprite2 as triangles that can be recombined as rect by software renderer
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         */
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        SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 6);
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        SDL_Vertex *verts2 = verts;
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        if (verts) {
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            SDL_FColor color;
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            SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
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            SDL_GetTextureAlphaModFloat(sprite, &color.a);
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            for (i = 0; i < num_sprites; ++i) {
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                position = &positions[i];
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                /* 0 */
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                verts->position.x = position->x;
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                verts->position.y = position->y;
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                verts->color = color;
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                verts->tex_coord.x = 0.0f;
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                verts->tex_coord.y = 0.0f;
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                verts++;
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                /* 1 */
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                verts->position.x = position->x + position->w;
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                verts->position.y = position->y;
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                verts->color = color;
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                verts->tex_coord.x = 1.0f;
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                verts->tex_coord.y = 0.0f;
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                verts++;
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                /* 2 */
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                verts->position.x = position->x + position->w;
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                verts->position.y = position->y + position->h;
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                verts->color = color;
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                verts->tex_coord.x = 1.0f;
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                verts->tex_coord.y = 1.0f;
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                verts++;
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                /* 0 */
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                verts->position.x = position->x;
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                verts->position.y = position->y;
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                verts->color = color;
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                verts->tex_coord.x = 0.0f;
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                verts->tex_coord.y = 0.0f;
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                verts++;
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                /* 2 */
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                verts->position.x = position->x + position->w;
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                verts->position.y = position->y + position->h;
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                verts->color = color;
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                verts->tex_coord.x = 1.0f;
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                verts->tex_coord.y = 1.0f;
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                verts++;
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                /* 3 */
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                verts->position.x = position->x;
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                verts->position.y = position->y + position->h;
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                verts->color = color;
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                verts->tex_coord.x = 0.0f;
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                verts->tex_coord.y = 1.0f;
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                verts++;
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            }
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            /* Blit sprites as triangles onto the screen */
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            SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 6, NULL, 0);
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            SDL_free(verts2);
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        }
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    } else if (use_rendergeometry == 2) {
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        /*   0-----1
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         *   |\ A /|
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         *   | \ / |
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         *   |D 2 B|
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         *   | / \ |
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         *   |/ C \|
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         *   3-----4
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         *
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         * Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
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         * Use an 'indices' array
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         */
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        SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 5);
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        SDL_Vertex *verts2 = verts;
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        int *indices = (int *)SDL_malloc(num_sprites * sizeof(int) * 4 * 3);
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        int *indices2 = indices;
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        if (verts && indices) {
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            int pos = 0;
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            SDL_FColor color;
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            SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
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            SDL_GetTextureAlphaModFloat(sprite, &color.a);
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            for (i = 0; i < num_sprites; ++i) {
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                position = &positions[i];
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                /* 0 */
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                verts->position.x = position->x;
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                verts->position.y = position->y;
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                verts->color = color;
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                verts->tex_coord.x = 0.0f;
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                verts->tex_coord.y = 0.0f;
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                verts++;
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                /* 1 */
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                verts->position.x = position->x + position->w;
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                verts->position.y = position->y;
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                verts->color = color;
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                verts->tex_coord.x = 1.0f;
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                verts->tex_coord.y = 0.0f;
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                verts++;
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						|
                /* 2 */
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                verts->position.x = position->x + position->w / 2.0f;
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                verts->position.y = position->y + position->h / 2.0f;
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                verts->color = color;
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                verts->tex_coord.x = 0.5f;
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						|
                verts->tex_coord.y = 0.5f;
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						|
                verts++;
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						|
                /* 3 */
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                verts->position.x = position->x;
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						|
                verts->position.y = position->y + position->h;
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						|
                verts->color = color;
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						|
                verts->tex_coord.x = 0.0f;
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						|
                verts->tex_coord.y = 1.0f;
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						|
                verts++;
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						|
                /* 4 */
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						|
                verts->position.x = position->x + position->w;
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						|
                verts->position.y = position->y + position->h;
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						|
                verts->color = color;
 | 
						|
                verts->tex_coord.x = 1.0f;
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						|
                verts->tex_coord.y = 1.0f;
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						|
                verts++;
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						|
                /* A */
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						|
                *indices++ = pos + 0;
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						|
                *indices++ = pos + 1;
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						|
                *indices++ = pos + 2;
 | 
						|
                /* B */
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						|
                *indices++ = pos + 1;
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						|
                *indices++ = pos + 2;
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						|
                *indices++ = pos + 4;
 | 
						|
                /* C */
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						|
                *indices++ = pos + 3;
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						|
                *indices++ = pos + 2;
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						|
                *indices++ = pos + 4;
 | 
						|
                /* D */
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						|
                *indices++ = pos + 3;
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						|
                *indices++ = pos + 2;
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						|
                *indices++ = pos + 0;
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						|
                pos += 5;
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						|
            }
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						|
        }
 | 
						|
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						|
        /* Blit sprites as triangles onto the screen */
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						|
        SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 5, indices2, num_sprites * 4 * 3);
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						|
        SDL_free(verts2);
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						|
        SDL_free(indices2);
 | 
						|
    }
 | 
						|
 | 
						|
    /* Update the screen! */
 | 
						|
    SDL_RenderPresent(renderer);
 | 
						|
}
 | 
						|
 | 
						|
int SDL_AppEvent(void *appstate, const SDL_Event *event)
 | 
						|
{
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						|
    return SDLTest_CommonEventMainCallbacks(state, event);
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}
 | 
						|
 | 
						|
int SDL_AppIterate(void *appstate)
 | 
						|
{
 | 
						|
    Uint64 now;
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						|
    int i;
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						|
    int active_windows = 0;
 | 
						|
 | 
						|
    for (i = 0; i < state->num_windows; ++i) {
 | 
						|
        if (state->windows[i] == NULL ||
 | 
						|
            (suspend_when_occluded && (SDL_GetWindowFlags(state->windows[i]) & SDL_WINDOW_OCCLUDED))) {
 | 
						|
            continue;
 | 
						|
        }
 | 
						|
        ++active_windows;
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						|
        MoveSprites(state->renderers[i], sprites[i]);
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    }
 | 
						|
 | 
						|
    /* If all windows are occluded, throttle the event polling to 15hz. */
 | 
						|
    if (!active_windows) {
 | 
						|
        SDL_DelayNS(SDL_NS_PER_SECOND / 15);
 | 
						|
    }
 | 
						|
 | 
						|
    frames++;
 | 
						|
    now = SDL_GetTicks();
 | 
						|
    if (now >= next_fps_check) {
 | 
						|
        /* Print out some timing information */
 | 
						|
        const Uint64 then = next_fps_check - fps_check_delay;
 | 
						|
        const double fps = ((double)frames * 1000) / (now - then);
 | 
						|
        SDL_Log("%2.2f frames per second\n", fps);
 | 
						|
        next_fps_check = now + fps_check_delay;
 | 
						|
        frames = 0;
 | 
						|
    }
 | 
						|
 | 
						|
    return SDL_APP_CONTINUE;
 | 
						|
}
 | 
						|
 | 
						|
int SDL_AppInit(void **appstate, int argc, char *argv[])
 | 
						|
{
 | 
						|
    int i;
 | 
						|
    Uint64 seed;
 | 
						|
    const char *icon = "icon.bmp";
 | 
						|
 | 
						|
    /* Initialize parameters */
 | 
						|
    num_sprites = NUM_SPRITES;
 | 
						|
 | 
						|
    /* Initialize test framework */
 | 
						|
    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
 | 
						|
    if (!state) {
 | 
						|
        return SDL_APP_FAILURE;
 | 
						|
    }
 | 
						|
 | 
						|
    for (i = 1; i < argc;) {
 | 
						|
        int consumed;
 | 
						|
 | 
						|
        consumed = SDLTest_CommonArg(state, i);
 | 
						|
        if (consumed == 0) {
 | 
						|
            consumed = -1;
 | 
						|
            if (SDL_strcasecmp(argv[i], "--blend") == 0) {
 | 
						|
                if (argv[i + 1]) {
 | 
						|
                    if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
 | 
						|
                        blendMode = SDL_BLENDMODE_NONE;
 | 
						|
                        consumed = 2;
 | 
						|
                    } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
 | 
						|
                        blendMode = SDL_BLENDMODE_BLEND;
 | 
						|
                        consumed = 2;
 | 
						|
                    } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
 | 
						|
                        blendMode = SDL_BLENDMODE_ADD;
 | 
						|
                        consumed = 2;
 | 
						|
                    } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
 | 
						|
                        blendMode = SDL_BLENDMODE_MOD;
 | 
						|
                        consumed = 2;
 | 
						|
                    } else if (SDL_strcasecmp(argv[i + 1], "mul") == 0) {
 | 
						|
                        blendMode = SDL_BLENDMODE_MUL;
 | 
						|
                        consumed = 2;
 | 
						|
                    } else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
 | 
						|
                        blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
 | 
						|
                        consumed = 2;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
 | 
						|
                if (argv[i + 1]) {
 | 
						|
                    iterations = SDL_atoi(argv[i + 1]);
 | 
						|
                    if (iterations < -1) {
 | 
						|
                        iterations = -1;
 | 
						|
                    }
 | 
						|
                    consumed = 2;
 | 
						|
                }
 | 
						|
            } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
 | 
						|
                cycle_color = SDL_TRUE;
 | 
						|
                consumed = 1;
 | 
						|
            } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
 | 
						|
                cycle_alpha = SDL_TRUE;
 | 
						|
                consumed = 1;
 | 
						|
            } else if(SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) {
 | 
						|
                suspend_when_occluded = SDL_TRUE;
 | 
						|
                consumed = 1;
 | 
						|
            } else if (SDL_strcasecmp(argv[i], "--use-rendergeometry") == 0) {
 | 
						|
                if (argv[i + 1]) {
 | 
						|
                    if (SDL_strcasecmp(argv[i + 1], "mode1") == 0) {
 | 
						|
                        /* Draw sprite2 as triangles that can be recombined as rect by software renderer */
 | 
						|
                        use_rendergeometry = 1;
 | 
						|
                    } else if (SDL_strcasecmp(argv[i + 1], "mode2") == 0) {
 | 
						|
                        /* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
 | 
						|
                         * Use an 'indices' array */
 | 
						|
                        use_rendergeometry = 2;
 | 
						|
                    } else {
 | 
						|
                        return SDL_APP_FAILURE;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
                consumed = 2;
 | 
						|
            } else if (SDL_isdigit(*argv[i])) {
 | 
						|
                num_sprites = SDL_atoi(argv[i]);
 | 
						|
                consumed = 1;
 | 
						|
            } else if (argv[i][0] != '-') {
 | 
						|
                icon = argv[i];
 | 
						|
                consumed = 1;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        if (consumed < 0) {
 | 
						|
            static const char *options[] = {
 | 
						|
                "[--blend none|blend|add|mod|mul|sub]",
 | 
						|
                "[--cyclecolor]",
 | 
						|
                "[--cyclealpha]",
 | 
						|
                "[--suspend-when-occluded]",
 | 
						|
                "[--iterations N]",
 | 
						|
                "[--use-rendergeometry mode1|mode2]",
 | 
						|
                "[num_sprites]",
 | 
						|
                "[icon.bmp]",
 | 
						|
                NULL
 | 
						|
            };
 | 
						|
            SDLTest_CommonLogUsage(state, argv[0], options);
 | 
						|
            return SDL_APP_FAILURE;
 | 
						|
        }
 | 
						|
        i += consumed;
 | 
						|
    }
 | 
						|
    if (!SDLTest_CommonInit(state)) {
 | 
						|
        return SDL_APP_FAILURE;
 | 
						|
    }
 | 
						|
 | 
						|
    /* Create the windows, initialize the renderers, and load the textures */
 | 
						|
    sprites =
 | 
						|
        (SDL_Texture **)SDL_malloc(state->num_windows * sizeof(*sprites));
 | 
						|
    if (!sprites) {
 | 
						|
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
 | 
						|
        return SDL_APP_FAILURE;
 | 
						|
    }
 | 
						|
    for (i = 0; i < state->num_windows; ++i) {
 | 
						|
        SDL_Renderer *renderer = state->renderers[i];
 | 
						|
        SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
 | 
						|
        SDL_RenderClear(renderer);
 | 
						|
    }
 | 
						|
    if (LoadSprite(icon) < 0) {
 | 
						|
        return SDL_APP_FAILURE;
 | 
						|
    }
 | 
						|
 | 
						|
    /* Allocate memory for the sprite info */
 | 
						|
    positions = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*positions));
 | 
						|
    velocities = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*velocities));
 | 
						|
    if (!positions || !velocities) {
 | 
						|
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
 | 
						|
        return SDL_APP_FAILURE;
 | 
						|
    }
 | 
						|
 | 
						|
    /* Position sprites and set their velocities using the fuzzer */
 | 
						|
    if (iterations >= 0) {
 | 
						|
        /* Deterministic seed - used for visual tests */
 | 
						|
        seed = (Uint64)iterations;
 | 
						|
    } else {
 | 
						|
        /* Pseudo-random seed generated from the time */
 | 
						|
        seed = SDL_GetPerformanceCounter();
 | 
						|
    }
 | 
						|
    SDLTest_FuzzerInit(seed);
 | 
						|
    for (i = 0; i < num_sprites; ++i) {
 | 
						|
        positions[i].x = (float)SDLTest_RandomIntegerInRange(0, (int)(state->window_w - sprite_w));
 | 
						|
        positions[i].y = (float)SDLTest_RandomIntegerInRange(0, (int)(state->window_h - sprite_h));
 | 
						|
        positions[i].w = sprite_w;
 | 
						|
        positions[i].h = sprite_h;
 | 
						|
        velocities[i].x = 0;
 | 
						|
        velocities[i].y = 0;
 | 
						|
        while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
 | 
						|
            velocities[i].x = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
 | 
						|
            velocities[i].y = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    /* Main render loop in SDL_AppIterate will begin when this function returns. */
 | 
						|
    frames = 0;
 | 
						|
    next_fps_check = SDL_GetTicks() + fps_check_delay;
 | 
						|
 | 
						|
    return SDL_APP_CONTINUE;
 | 
						|
}
 | 
						|
 |