test/testrendertarget.c
author Jørgen P. Tjernø <jorgen@valvesoftware.com>
Wed, 05 Jun 2013 12:48:44 -0700
changeset 7277 1290cd7f34af
parent 7013 fe82d15464d1
child 7502 6ff02ff3cf06
permissions -rw-r--r--
Mac: Fix invalid PS3 controller mapping.

PS3 controller had swapped D-Pad down & left buttons, as well as X & Y buttons.
Thanks to Alex Szpakowski for the bug report and fix.

Fixes http://bugzilla.libsdl.org/show_bug.cgi?id=1891
     1 /*
     2   Copyright (C) 1997-2011 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 #include "SDL_test_common.h"
    19 
    20 
    21 static SDLTest_CommonState *state;
    22 
    23 typedef struct {
    24     SDL_Window *window;
    25     SDL_Renderer *renderer;
    26     SDL_Texture *background;
    27     SDL_Texture *sprite;
    28     SDL_Rect sprite_rect;
    29     int scale_direction;
    30 } DrawState;
    31 
    32 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
    33 static void
    34 quit(int rc)
    35 {
    36     SDLTest_CommonQuit(state);
    37     exit(rc);
    38 }
    39 
    40 SDL_Texture *
    41 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
    42 {
    43     SDL_Surface *temp;
    44     SDL_Texture *texture;
    45 
    46     /* Load the sprite image */
    47     temp = SDL_LoadBMP(file);
    48     if (temp == NULL) {
    49         fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
    50         return NULL;
    51     }
    52 
    53     /* Set transparent pixel as the pixel at (0,0) */
    54     if (transparent) {
    55         if (temp->format->palette) {
    56             SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
    57         } else {
    58             switch (temp->format->BitsPerPixel) {
    59             case 15:
    60                 SDL_SetColorKey(temp, SDL_TRUE,
    61                                 (*(Uint16 *) temp->pixels) & 0x00007FFF);
    62                 break;
    63             case 16:
    64                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
    65                 break;
    66             case 24:
    67                 SDL_SetColorKey(temp, SDL_TRUE,
    68                                 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
    69                 break;
    70             case 32:
    71                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
    72                 break;
    73             }
    74         }
    75     }
    76 
    77     /* Create textures from the image */
    78     texture = SDL_CreateTextureFromSurface(renderer, temp);
    79     if (!texture) {
    80         fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
    81         SDL_FreeSurface(temp);
    82         return NULL;
    83     }
    84     SDL_FreeSurface(temp);
    85 
    86     /* We're ready to roll. :) */
    87     return texture;
    88 }
    89 
    90 void
    91 Draw(DrawState *s)
    92 {
    93     SDL_Rect viewport;
    94     SDL_Texture *target;
    95 
    96     SDL_RenderGetViewport(s->renderer, &viewport);
    97 
    98     target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
    99     SDL_SetRenderTarget(s->renderer, target);
   100 
   101     /* Draw the background */
   102     SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
   103 
   104     /* Scale and draw the sprite */
   105     s->sprite_rect.w += s->scale_direction;
   106     s->sprite_rect.h += s->scale_direction;
   107     if (s->scale_direction > 0) {
   108         if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
   109             s->scale_direction = -1;
   110         }
   111     } else {
   112         if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
   113             s->scale_direction = 1;
   114         }
   115     }
   116     s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
   117     s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
   118 
   119     SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
   120 
   121     SDL_SetRenderTarget(s->renderer, NULL);
   122     SDL_RenderCopy(s->renderer, target, NULL, NULL);
   123     SDL_DestroyTexture(target);
   124 
   125     /* Update the screen! */
   126     SDL_RenderPresent(s->renderer);
   127 }
   128 
   129 int
   130 main(int argc, char *argv[])
   131 {
   132     DrawState *drawstates;
   133     int i, done;
   134     SDL_Event event;
   135     int frames;
   136     Uint32 then, now;
   137 
   138     /* Initialize test framework */
   139     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
   140     if (!state) {
   141         return 1;
   142     }
   143     for (i = 1; i < argc;) {
   144         int consumed;
   145 
   146         consumed = SDLTest_CommonArg(state, i);
   147         if (consumed == 0) {
   148             fprintf(stderr, "Usage: %s %s\n", argv[0], SDLTest_CommonUsage(state));
   149             return 1;
   150         }
   151         i += consumed;
   152     }
   153     if (!SDLTest_CommonInit(state)) {
   154         quit(2);
   155     }
   156 
   157     drawstates = SDL_stack_alloc(DrawState, state->num_windows);
   158     for (i = 0; i < state->num_windows; ++i) {
   159         DrawState *drawstate = &drawstates[i];
   160 
   161         drawstate->window = state->windows[i];
   162         drawstate->renderer = state->renderers[i];
   163         drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
   164         drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
   165         if (!drawstate->sprite || !drawstate->background) {
   166             quit(2);
   167         }
   168         SDL_QueryTexture(drawstate->sprite, NULL, NULL,
   169                          &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
   170         drawstate->scale_direction = 1;
   171     }
   172 
   173     /* Main render loop */
   174     frames = 0;
   175     then = SDL_GetTicks();
   176     done = 0;
   177     while (!done) {
   178         /* Check for events */
   179         ++frames;
   180         while (SDL_PollEvent(&event)) {
   181             SDLTest_CommonEvent(state, &event, &done);
   182         }
   183         for (i = 0; i < state->num_windows; ++i) {
   184             Draw(&drawstates[i]);
   185         }
   186     }
   187 
   188     /* Print out some timing information */
   189     now = SDL_GetTicks();
   190     if (now > then) {
   191         double fps = ((double) frames * 1000) / (now - then);
   192         printf("%2.2f frames per second\n", fps);
   193     }
   194 
   195     SDL_stack_free(drawstates);
   196 
   197     quit(0);
   198     return 0;
   199 }
   200 
   201 /* vi: set ts=4 sw=4 expandtab: */