sdl

FORK: Simple Directmedia Layer
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testscale.c (5672B)


      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 #define WINDOW_WIDTH    640
     25 #define WINDOW_HEIGHT   480
     26 
     27 static SDLTest_CommonState *state;
     28 
     29 typedef struct {
     30     SDL_Window *window;
     31     SDL_Renderer *renderer;
     32     SDL_Texture *background;
     33     SDL_Texture *sprite;
     34     SDL_Rect sprite_rect;
     35     int scale_direction;
     36 } DrawState;
     37 
     38 DrawState *drawstates;
     39 int done;
     40 
     41 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
     42 static void
     43 quit(int rc)
     44 {
     45     SDLTest_CommonQuit(state);
     46     exit(rc);
     47 }
     48 
     49 SDL_Texture *
     50 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
     51 {
     52     SDL_Surface *temp;
     53     SDL_Texture *texture;
     54 
     55     /* Load the sprite image */
     56     temp = SDL_LoadBMP(file);
     57     if (temp == NULL) {
     58         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
     59         return NULL;
     60     }
     61 
     62     /* Set transparent pixel as the pixel at (0,0) */
     63     if (transparent) {
     64         if (temp->format->palette) {
     65             SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
     66         } else {
     67             switch (temp->format->BitsPerPixel) {
     68             case 15:
     69                 SDL_SetColorKey(temp, SDL_TRUE,
     70                                 (*(Uint16 *) temp->pixels) & 0x00007FFF);
     71                 break;
     72             case 16:
     73                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
     74                 break;
     75             case 24:
     76                 SDL_SetColorKey(temp, SDL_TRUE,
     77                                 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
     78                 break;
     79             case 32:
     80                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
     81                 break;
     82             }
     83         }
     84     }
     85 
     86     /* Create textures from the image */
     87     texture = SDL_CreateTextureFromSurface(renderer, temp);
     88     if (!texture) {
     89         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
     90         SDL_FreeSurface(temp);
     91         return NULL;
     92     }
     93     SDL_FreeSurface(temp);
     94 
     95     /* We're ready to roll. :) */
     96     return texture;
     97 }
     98 
     99 void
    100 Draw(DrawState *s)
    101 {
    102     SDL_Rect viewport;
    103 
    104     SDL_RenderGetViewport(s->renderer, &viewport);
    105 
    106     /* Draw the background */
    107     SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
    108 
    109     /* Scale and draw the sprite */
    110     s->sprite_rect.w += s->scale_direction;
    111     s->sprite_rect.h += s->scale_direction;
    112     if (s->scale_direction > 0) {
    113         if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
    114             s->scale_direction = -1;
    115         }
    116     } else {
    117         if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
    118             s->scale_direction = 1;
    119         }
    120     }
    121     s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
    122     s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
    123 
    124     SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
    125 
    126     /* Update the screen! */
    127     SDL_RenderPresent(s->renderer);
    128 }
    129 
    130 void
    131 loop()
    132 {
    133     int i;
    134     SDL_Event event;
    135 
    136     /* Check for events */
    137     while (SDL_PollEvent(&event)) {
    138         SDLTest_CommonEvent(state, &event, &done);
    139     }
    140     for (i = 0; i < state->num_windows; ++i) {
    141         if (state->windows[i] == NULL)
    142             continue;
    143         Draw(&drawstates[i]);
    144     }
    145 #ifdef __EMSCRIPTEN__
    146     if (done) {
    147         emscripten_cancel_main_loop();
    148     }
    149 #endif
    150 }
    151 
    152 int
    153 main(int argc, char *argv[])
    154 {
    155     int i;
    156     int frames;
    157     Uint32 then, now;
    158 
    159     /* Enable standard application logging */
    160     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
    161 
    162     /* Initialize test framework */
    163     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
    164     if (!state) {
    165         return 1;
    166     }
    167 
    168     if (!SDLTest_CommonDefaultArgs(state, argc, argv) || !SDLTest_CommonInit(state)) {
    169         SDLTest_CommonQuit(state);
    170         return 1;
    171     }
    172 
    173     drawstates = SDL_stack_alloc(DrawState, state->num_windows);
    174     for (i = 0; i < state->num_windows; ++i) {
    175         DrawState *drawstate = &drawstates[i];
    176 
    177         drawstate->window = state->windows[i];
    178         drawstate->renderer = state->renderers[i];
    179         drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
    180         drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
    181         if (!drawstate->sprite || !drawstate->background) {
    182             quit(2);
    183         }
    184         SDL_QueryTexture(drawstate->sprite, NULL, NULL,
    185                          &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
    186         drawstate->scale_direction = 1;
    187     }
    188 
    189     /* Main render loop */
    190     frames = 0;
    191     then = SDL_GetTicks();
    192     done = 0;
    193 
    194 #ifdef __EMSCRIPTEN__
    195     emscripten_set_main_loop(loop, 0, 1);
    196 #else
    197     while (!done) {
    198         ++frames;
    199         loop();
    200     }
    201 #endif
    202 
    203     /* Print out some timing information */
    204     now = SDL_GetTicks();
    205     if (now > then) {
    206         double fps = ((double) frames * 1000) / (now - then);
    207         SDL_Log("%2.2f frames per second\n", fps);
    208     }
    209 
    210     SDL_stack_free(drawstates);
    211 
    212     quit(0);
    213     return 0;
    214 }
    215 
    216 /* vi: set ts=4 sw=4 expandtab: */