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testsprite2.c (13416B)


      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.h"
     23 #include "SDL_test_common.h"
     24 
     25 #define NUM_SPRITES    100
     26 #define MAX_SPEED     1
     27 
     28 static SDLTest_CommonState *state;
     29 static int num_sprites;
     30 static SDL_Texture **sprites;
     31 static SDL_bool cycle_color;
     32 static SDL_bool cycle_alpha;
     33 static int cycle_direction = 1;
     34 static int current_alpha = 0;
     35 static int current_color = 0;
     36 static SDL_Rect *positions;
     37 static SDL_Rect *velocities;
     38 static int sprite_w, sprite_h;
     39 static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
     40 static Uint32 next_fps_check, frames;
     41 static const Uint32 fps_check_delay = 5000;
     42 
     43 /* Number of iterations to move sprites - used for visual tests. */
     44 /* -1: infinite random moves (default); >=0: enables N deterministic moves */
     45 static int iterations = -1;
     46 
     47 int done;
     48 
     49 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
     50 static void
     51 quit(int rc)
     52 {
     53     SDL_free(sprites);
     54     SDL_free(positions);
     55     SDL_free(velocities);
     56     SDLTest_CommonQuit(state);
     57     exit(rc);
     58 }
     59 
     60 int
     61 LoadSprite(const char *file)
     62 {
     63     int i;
     64     SDL_Surface *temp;
     65 
     66     /* Load the sprite image */
     67     temp = SDL_LoadBMP(file);
     68     if (temp == NULL) {
     69         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
     70         return (-1);
     71     }
     72     sprite_w = temp->w;
     73     sprite_h = temp->h;
     74 
     75     /* Set transparent pixel as the pixel at (0,0) */
     76     if (temp->format->palette) {
     77         SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
     78     } else {
     79         switch (temp->format->BitsPerPixel) {
     80         case 15:
     81             SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
     82             break;
     83         case 16:
     84             SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
     85             break;
     86         case 24:
     87             SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
     88             break;
     89         case 32:
     90             SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
     91             break;
     92         }
     93     }
     94 
     95     /* Create textures from the image */
     96     for (i = 0; i < state->num_windows; ++i) {
     97         SDL_Renderer *renderer = state->renderers[i];
     98         sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
     99         if (!sprites[i]) {
    100             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
    101             SDL_FreeSurface(temp);
    102             return (-1);
    103         }
    104         if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
    105             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
    106             SDL_FreeSurface(temp);
    107             SDL_DestroyTexture(sprites[i]);
    108             return (-1);
    109         }
    110     }
    111     SDL_FreeSurface(temp);
    112 
    113     /* We're ready to roll. :) */
    114     return (0);
    115 }
    116 
    117 void
    118 MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
    119 {
    120     int i;
    121     SDL_Rect viewport, temp;
    122     SDL_Rect *position, *velocity;
    123 
    124     /* Query the sizes */
    125     SDL_RenderGetViewport(renderer, &viewport);
    126 
    127     /* Cycle the color and alpha, if desired */
    128     if (cycle_color) {
    129         current_color += cycle_direction;
    130         if (current_color < 0) {
    131             current_color = 0;
    132             cycle_direction = -cycle_direction;
    133         }
    134         if (current_color > 255) {
    135             current_color = 255;
    136             cycle_direction = -cycle_direction;
    137         }
    138         SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
    139                                (Uint8) current_color);
    140     }
    141     if (cycle_alpha) {
    142         current_alpha += cycle_direction;
    143         if (current_alpha < 0) {
    144             current_alpha = 0;
    145             cycle_direction = -cycle_direction;
    146         }
    147         if (current_alpha > 255) {
    148             current_alpha = 255;
    149             cycle_direction = -cycle_direction;
    150         }
    151         SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
    152     }
    153 
    154     /* Draw a gray background */
    155     SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
    156     SDL_RenderClear(renderer);
    157 
    158     /* Test points */
    159     SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
    160     SDL_RenderDrawPoint(renderer, 0, 0);
    161     SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
    162     SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
    163     SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
    164 
    165     /* Test horizontal and vertical lines */
    166     SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
    167     SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
    168     SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
    169     SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
    170     SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
    171 
    172     /* Test fill and copy */
    173     SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
    174     temp.x = 1;
    175     temp.y = 1;
    176     temp.w = sprite_w;
    177     temp.h = sprite_h;
    178     SDL_RenderFillRect(renderer, &temp);
    179     SDL_RenderCopy(renderer, sprite, NULL, &temp);
    180     temp.x = viewport.w-sprite_w-1;
    181     temp.y = 1;
    182     temp.w = sprite_w;
    183     temp.h = sprite_h;
    184     SDL_RenderFillRect(renderer, &temp);
    185     SDL_RenderCopy(renderer, sprite, NULL, &temp);
    186     temp.x = 1;
    187     temp.y = viewport.h-sprite_h-1;
    188     temp.w = sprite_w;
    189     temp.h = sprite_h;
    190     SDL_RenderFillRect(renderer, &temp);
    191     SDL_RenderCopy(renderer, sprite, NULL, &temp);
    192     temp.x = viewport.w-sprite_w-1;
    193     temp.y = viewport.h-sprite_h-1;
    194     temp.w = sprite_w;
    195     temp.h = sprite_h;
    196     SDL_RenderFillRect(renderer, &temp);
    197     SDL_RenderCopy(renderer, sprite, NULL, &temp);
    198 
    199     /* Test diagonal lines */
    200     SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
    201     SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
    202                        viewport.w-sprite_w-2, viewport.h-sprite_h-2);
    203     SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
    204                        sprite_w, viewport.h-sprite_h-2);
    205 
    206     /* Conditionally move the sprites, bounce at the wall */
    207     if (iterations == -1 || iterations > 0) {
    208         for (i = 0; i < num_sprites; ++i) {
    209             position = &positions[i];
    210             velocity = &velocities[i];
    211             position->x += velocity->x;
    212             if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
    213                 velocity->x = -velocity->x;
    214                 position->x += velocity->x;
    215             }
    216             position->y += velocity->y;
    217             if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
    218                 velocity->y = -velocity->y;
    219                 position->y += velocity->y;
    220             }
    221 
    222         }
    223         
    224         /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
    225         if (iterations > 0) {
    226             iterations--;
    227             if (iterations == 0) {
    228                 cycle_alpha = SDL_FALSE;
    229                 cycle_color = SDL_FALSE;
    230             }
    231         }
    232     }
    233 
    234     /* Draw sprites */
    235     for (i = 0; i < num_sprites; ++i) {
    236         position = &positions[i];
    237 
    238         /* Blit the sprite onto the screen */
    239         SDL_RenderCopy(renderer, sprite, NULL, position);
    240     }
    241 
    242     /* Update the screen! */
    243     SDL_RenderPresent(renderer);
    244 }
    245 
    246 void
    247 loop()
    248 {
    249     Uint32 now;
    250     int i;
    251     SDL_Event event;
    252 
    253     /* Check for events */
    254     while (SDL_PollEvent(&event)) {
    255         SDLTest_CommonEvent(state, &event, &done);
    256     }
    257     for (i = 0; i < state->num_windows; ++i) {
    258         if (state->windows[i] == NULL)
    259             continue;
    260         MoveSprites(state->renderers[i], sprites[i]);
    261     }
    262 #ifdef __EMSCRIPTEN__
    263     if (done) {
    264         emscripten_cancel_main_loop();
    265     }
    266 #endif
    267 
    268     frames++;
    269     now = SDL_GetTicks();
    270     if (SDL_TICKS_PASSED(now, next_fps_check)) {
    271         /* Print out some timing information */
    272         const Uint32 then = next_fps_check - fps_check_delay;
    273         const double fps = ((double) frames * 1000) / (now - then);
    274         SDL_Log("%2.2f frames per second\n", fps);
    275         next_fps_check = now + fps_check_delay;
    276         frames = 0;
    277     }
    278 
    279 }
    280 
    281 int
    282 main(int argc, char *argv[])
    283 {
    284     int i;
    285     Uint64 seed;
    286     const char *icon = "icon.bmp";
    287 
    288     /* Initialize parameters */
    289     num_sprites = NUM_SPRITES;
    290 
    291     /* Initialize test framework */
    292     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
    293     if (!state) {
    294         return 1;
    295     }
    296 
    297     for (i = 1; i < argc;) {
    298         int consumed;
    299 
    300         consumed = SDLTest_CommonArg(state, i);
    301         if (consumed == 0) {
    302             consumed = -1;
    303             if (SDL_strcasecmp(argv[i], "--blend") == 0) {
    304                 if (argv[i + 1]) {
    305                     if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
    306                         blendMode = SDL_BLENDMODE_NONE;
    307                         consumed = 2;
    308                     } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
    309                         blendMode = SDL_BLENDMODE_BLEND;
    310                         consumed = 2;
    311                     } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
    312                         blendMode = SDL_BLENDMODE_ADD;
    313                         consumed = 2;
    314                     } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
    315                         blendMode = SDL_BLENDMODE_MOD;
    316                         consumed = 2;
    317                     } else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
    318                         blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
    319                         consumed = 2;
    320                     }
    321                 }
    322             } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
    323                 if (argv[i + 1]) {
    324                     iterations = SDL_atoi(argv[i + 1]);
    325                     if (iterations < -1) iterations = -1;
    326                     consumed = 2;
    327                 }
    328             } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
    329                 cycle_color = SDL_TRUE;
    330                 consumed = 1;
    331             } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
    332                 cycle_alpha = SDL_TRUE;
    333                 consumed = 1;
    334             } else if (SDL_isdigit(*argv[i])) {
    335                 num_sprites = SDL_atoi(argv[i]);
    336                 consumed = 1;
    337             } else if (argv[i][0] != '-') {
    338                 icon = argv[i];
    339                 consumed = 1;
    340             }
    341         }
    342         if (consumed < 0) {
    343             static const char *options[] = { "[--blend none|blend|add|mod]", "[--cyclecolor]", "[--cyclealpha]", "[--iterations N]", "[num_sprites]", "[icon.bmp]", NULL };
    344             SDLTest_CommonLogUsage(state, argv[0], options);
    345             quit(1);
    346         }
    347         i += consumed;
    348     }
    349     if (!SDLTest_CommonInit(state)) {
    350         quit(2);
    351     }
    352 
    353     /* Create the windows, initialize the renderers, and load the textures */
    354     sprites =
    355         (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
    356     if (!sprites) {
    357         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
    358         quit(2);
    359     }
    360     for (i = 0; i < state->num_windows; ++i) {
    361         SDL_Renderer *renderer = state->renderers[i];
    362         SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
    363         SDL_RenderClear(renderer);
    364     }
    365     if (LoadSprite(icon) < 0) {
    366         quit(2);
    367     }
    368 
    369     /* Allocate memory for the sprite info */
    370     positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
    371     velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
    372     if (!positions || !velocities) {
    373         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
    374         quit(2);
    375     }
    376 
    377     /* Position sprites and set their velocities using the fuzzer */ 
    378     if (iterations >= 0) {
    379         /* Deterministic seed - used for visual tests */
    380         seed = (Uint64)iterations;
    381     } else {
    382         /* Pseudo-random seed generated from the time */
    383         seed = (Uint64)time(NULL);
    384     }
    385     SDLTest_FuzzerInit(seed);
    386     for (i = 0; i < num_sprites; ++i) {
    387         positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w);
    388         positions[i].y = SDLTest_RandomIntegerInRange(0, state->window_h - sprite_h);
    389         positions[i].w = sprite_w;
    390         positions[i].h = sprite_h;
    391         velocities[i].x = 0;
    392         velocities[i].y = 0;
    393         while (!velocities[i].x && !velocities[i].y) {
    394             velocities[i].x = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
    395             velocities[i].y = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
    396         }
    397     }
    398 
    399     /* Main render loop */
    400     frames = 0;
    401     next_fps_check = SDL_GetTicks() + fps_check_delay;
    402     done = 0;
    403 
    404 #ifdef __EMSCRIPTEN__
    405     emscripten_set_main_loop(loop, 0, 1);
    406 #else
    407     while (!done) {
    408         loop();
    409     }
    410 #endif
    411 
    412     quit(0);
    413     return 0;
    414 }
    415 
    416 /* vi: set ts=4 sw=4 expandtab: */