sdl

FORK: Simple Directmedia Layer
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testrendercopyex.c (6132B)


      1 /*
      2   Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
      3 
      4   This software is provided 'as-is', without any express or implied
      5   warranty.  In no event will the authors be held liable for any damages
      6   arising from the use of this software.
      7 
      8   Permission is granted to anyone to use this software for any purpose,
      9   including commercial applications, and to alter it and redistribute it
     10   freely.
     11 */
     12 /* Simple program:  Move N sprites around on the screen as fast as possible */
     13 
     14 #include <stdlib.h>
     15 #include <stdio.h>
     16 #include <time.h>
     17 
     18 #ifdef __EMSCRIPTEN__
     19 #include <emscripten/emscripten.h>
     20 #endif
     21 
     22 #include "SDL_test_common.h"
     23 
     24 
     25 static SDLTest_CommonState *state;
     26 
     27 typedef struct {
     28     SDL_Window *window;
     29     SDL_Renderer *renderer;
     30     SDL_Texture *background;
     31     SDL_Texture *sprite;
     32     SDL_Rect sprite_rect;
     33     int scale_direction;
     34 } DrawState;
     35 
     36 DrawState *drawstates;
     37 int done;
     38 
     39 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
     40 static void
     41 quit(int rc)
     42 {
     43     SDLTest_CommonQuit(state);
     44     exit(rc);
     45 }
     46 
     47 SDL_Texture *
     48 LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
     49 {
     50     SDL_Surface *temp;
     51     SDL_Texture *texture;
     52 
     53     /* Load the sprite image */
     54     temp = SDL_LoadBMP(file);
     55     if (temp == NULL) {
     56         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
     57         return NULL;
     58     }
     59 
     60     /* Set transparent pixel as the pixel at (0,0) */
     61     if (transparent) {
     62         if (temp->format->palette) {
     63             SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
     64         } else {
     65             switch (temp->format->BitsPerPixel) {
     66             case 15:
     67                 SDL_SetColorKey(temp, SDL_TRUE,
     68                                 (*(Uint16 *) temp->pixels) & 0x00007FFF);
     69                 break;
     70             case 16:
     71                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
     72                 break;
     73             case 24:
     74                 SDL_SetColorKey(temp, SDL_TRUE,
     75                                 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
     76                 break;
     77             case 32:
     78                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
     79                 break;
     80             }
     81         }
     82     }
     83 
     84     /* Create textures from the image */
     85     texture = SDL_CreateTextureFromSurface(renderer, temp);
     86     if (!texture) {
     87         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
     88         SDL_FreeSurface(temp);
     89         return NULL;
     90     }
     91     SDL_FreeSurface(temp);
     92 
     93     /* We're ready to roll. :) */
     94     return texture;
     95 }
     96 
     97 void
     98 Draw(DrawState *s)
     99 {
    100     SDL_Rect viewport;
    101     SDL_Texture *target;
    102     SDL_Point *center=NULL;
    103     SDL_Point origin = {0,0};
    104 
    105     SDL_RenderGetViewport(s->renderer, &viewport);
    106 
    107     target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
    108     SDL_SetRenderTarget(s->renderer, target);
    109 
    110     /* Draw the background */
    111     SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
    112 
    113     /* Scale and draw the sprite */
    114     s->sprite_rect.w += s->scale_direction;
    115     s->sprite_rect.h += s->scale_direction;
    116     if (s->scale_direction > 0) {
    117         center = &origin;
    118         if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
    119             s->scale_direction = -1;
    120         }
    121     } else {
    122         if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
    123             s->scale_direction = 1;
    124         }
    125     }
    126     s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
    127     s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
    128 
    129     SDL_RenderCopyEx(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, (SDL_RendererFlip)s->scale_direction);
    130 
    131     SDL_SetRenderTarget(s->renderer, NULL);
    132     SDL_RenderCopy(s->renderer, target, NULL, NULL);
    133     SDL_DestroyTexture(target);
    134 
    135     /* Update the screen! */
    136     SDL_RenderPresent(s->renderer);
    137     /* SDL_Delay(10); */
    138 }
    139 
    140 void loop()
    141 {
    142     int i;
    143     SDL_Event event;
    144 
    145     /* Check for events */
    146 
    147     while (SDL_PollEvent(&event)) {
    148         SDLTest_CommonEvent(state, &event, &done);
    149     }
    150     for (i = 0; i < state->num_windows; ++i) {
    151         if (state->windows[i] == NULL)
    152             continue;
    153         Draw(&drawstates[i]);
    154     }
    155 #ifdef __EMSCRIPTEN__
    156     if (done) {
    157         emscripten_cancel_main_loop();
    158     }
    159 #endif
    160 }
    161 
    162 int
    163 main(int argc, char *argv[])
    164 {
    165     int i;
    166     int frames;
    167     Uint32 then, now;
    168 
    169     /* Enable standard application logging */
    170     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
    171 
    172     /* Initialize test framework */
    173     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
    174     if (!state) {
    175         return 1;
    176     }
    177 
    178     if (!SDLTest_CommonDefaultArgs(state, argc, argv) || !SDLTest_CommonInit(state)) {
    179         SDLTest_CommonQuit(state);
    180         return 1;
    181     }
    182 
    183     drawstates = SDL_stack_alloc(DrawState, state->num_windows);
    184     for (i = 0; i < state->num_windows; ++i) {
    185         DrawState *drawstate = &drawstates[i];
    186 
    187         drawstate->window = state->windows[i];
    188         drawstate->renderer = state->renderers[i];
    189         drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
    190         drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
    191         if (!drawstate->sprite || !drawstate->background) {
    192             quit(2);
    193         }
    194         SDL_QueryTexture(drawstate->sprite, NULL, NULL,
    195                          &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
    196         drawstate->scale_direction = 1;
    197     }
    198 
    199     /* Main render loop */
    200     frames = 0;
    201     then = SDL_GetTicks();
    202     done = 0;
    203 
    204 #ifdef __EMSCRIPTEN__
    205     emscripten_set_main_loop(loop, 0, 1);
    206 #else
    207     while (!done) {
    208         ++frames;
    209         loop();
    210         }
    211 #endif
    212     /* Print out some timing information */
    213     now = SDL_GetTicks();
    214     if (now > then) {
    215         double fps = ((double) frames * 1000) / (now - then);
    216         SDL_Log("%2.2f frames per second\n", fps);
    217     }
    218 
    219     SDL_stack_free(drawstates);
    220 
    221     quit(0);
    222     return 0;
    223 }
    224 
    225 /* vi: set ts=4 sw=4 expandtab: */