test/testsprite2.c
author Sam Lantinga <slouken@libsdl.org>
Mon, 11 Nov 2013 02:00:58 -0800
changeset 7951 4427e43f4e1b
parent 7787 e6f3e8fc96ea
child 8149 681eb46b8ac4
permissions -rw-r--r--
Turn off resizable flag by default, you can always pass the --resize command line option if you need it.
     1 /*
     2   Copyright (C) 1997-2013 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.h"
    19 #include "SDL_test_common.h"
    20 
    21 #define NUM_SPRITES    100
    22 #define MAX_SPEED     1
    23 
    24 static SDLTest_CommonState *state;
    25 static int num_sprites;
    26 static SDL_Texture **sprites;
    27 static SDL_bool cycle_color;
    28 static SDL_bool cycle_alpha;
    29 static int cycle_direction = 1;
    30 static int current_alpha = 0;
    31 static int current_color = 0;
    32 static SDL_Rect *positions;
    33 static SDL_Rect *velocities;
    34 static int sprite_w, sprite_h;
    35 static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
    36 
    37 /* Number of iterations to move sprites - used for visual tests. */
    38 /* -1: infinite random moves (default); >=0: enables N deterministic moves */
    39 static int iterations = -1;
    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     SDL_free(sprites);
    46     SDL_free(positions);
    47     SDL_free(velocities);
    48     SDLTest_CommonQuit(state);
    49     exit(rc);
    50 }
    51 
    52 int
    53 LoadSprite(const char *file)
    54 {
    55     int i;
    56     SDL_Surface *temp;
    57 
    58     /* Load the sprite image */
    59     temp = SDL_LoadBMP(file);
    60     if (temp == NULL) {
    61         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
    62         return (-1);
    63     }
    64     sprite_w = temp->w;
    65     sprite_h = temp->h;
    66 
    67     /* Set transparent pixel as the pixel at (0,0) */
    68     if (temp->format->palette) {
    69         SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
    70     } else {
    71         switch (temp->format->BitsPerPixel) {
    72         case 15:
    73             SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
    74             break;
    75         case 16:
    76             SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
    77             break;
    78         case 24:
    79             SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
    80             break;
    81         case 32:
    82             SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
    83             break;
    84         }
    85     }
    86 
    87     /* Create textures from the image */
    88     for (i = 0; i < state->num_windows; ++i) {
    89         SDL_Renderer *renderer = state->renderers[i];
    90         sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
    91         if (!sprites[i]) {
    92             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
    93             SDL_FreeSurface(temp);
    94             return (-1);
    95         }
    96         SDL_SetTextureBlendMode(sprites[i], blendMode);
    97     }
    98     SDL_FreeSurface(temp);
    99 
   100     /* We're ready to roll. :) */
   101     return (0);
   102 }
   103 
   104 void
   105 MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
   106 {
   107     int i;
   108     SDL_Rect viewport, temp;
   109     SDL_Rect *position, *velocity;
   110 
   111     /* Query the sizes */
   112     SDL_RenderGetViewport(renderer, &viewport);
   113 
   114     /* Cycle the color and alpha, if desired */
   115     if (cycle_color) {
   116         current_color += cycle_direction;
   117         if (current_color < 0) {
   118             current_color = 0;
   119             cycle_direction = -cycle_direction;
   120         }
   121         if (current_color > 255) {
   122             current_color = 255;
   123             cycle_direction = -cycle_direction;
   124         }
   125         SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
   126                                (Uint8) current_color);
   127     }
   128     if (cycle_alpha) {
   129         current_alpha += cycle_direction;
   130         if (current_alpha < 0) {
   131             current_alpha = 0;
   132             cycle_direction = -cycle_direction;
   133         }
   134         if (current_alpha > 255) {
   135             current_alpha = 255;
   136             cycle_direction = -cycle_direction;
   137         }
   138         SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
   139     }
   140 
   141     /* Draw a gray background */
   142     SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
   143     SDL_RenderClear(renderer);
   144 
   145     /* Test points */
   146     SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
   147     SDL_RenderDrawPoint(renderer, 0, 0);
   148     SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
   149     SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
   150     SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
   151 
   152     /* Test horizontal and vertical lines */
   153     SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
   154     SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
   155     SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
   156     SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
   157     SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
   158 
   159     /* Test fill and copy */
   160     SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
   161     temp.x = 1;
   162     temp.y = 1;
   163     temp.w = sprite_w;
   164     temp.h = sprite_h;
   165     SDL_RenderFillRect(renderer, &temp);
   166     SDL_RenderCopy(renderer, sprite, NULL, &temp);
   167     temp.x = viewport.w-sprite_w-1;
   168     temp.y = 1;
   169     temp.w = sprite_w;
   170     temp.h = sprite_h;
   171     SDL_RenderFillRect(renderer, &temp);
   172     SDL_RenderCopy(renderer, sprite, NULL, &temp);
   173     temp.x = 1;
   174     temp.y = viewport.h-sprite_h-1;
   175     temp.w = sprite_w;
   176     temp.h = sprite_h;
   177     SDL_RenderFillRect(renderer, &temp);
   178     SDL_RenderCopy(renderer, sprite, NULL, &temp);
   179     temp.x = viewport.w-sprite_w-1;
   180     temp.y = viewport.h-sprite_h-1;
   181     temp.w = sprite_w;
   182     temp.h = sprite_h;
   183     SDL_RenderFillRect(renderer, &temp);
   184     SDL_RenderCopy(renderer, sprite, NULL, &temp);
   185 
   186     /* Test diagonal lines */
   187     SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
   188     SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
   189                        viewport.w-sprite_w-2, viewport.h-sprite_h-2);
   190     SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
   191                        sprite_w, viewport.h-sprite_h-2);
   192 
   193     /* Conditionally move the sprites, bounce at the wall */
   194     if (iterations == -1 || iterations > 0) {
   195         for (i = 0; i < num_sprites; ++i) {
   196             position = &positions[i];
   197             velocity = &velocities[i];
   198             position->x += velocity->x;
   199             if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
   200             	velocity->x = -velocity->x;
   201             	position->x += velocity->x;
   202             }
   203             position->y += velocity->y;
   204             if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
   205             	velocity->y = -velocity->y;
   206             	position->y += velocity->y;
   207             }
   208 
   209         }
   210         
   211         /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
   212         if (iterations > 0) {
   213             iterations--;
   214             if (iterations == 0) {
   215                 cycle_alpha = SDL_FALSE;
   216                 cycle_color = SDL_FALSE;
   217             }
   218         }
   219     }
   220 
   221     /* Draw sprites */
   222     for (i = 0; i < num_sprites; ++i) {
   223         position = &positions[i];
   224 		
   225         /* Blit the sprite onto the screen */
   226         SDL_RenderCopy(renderer, sprite, NULL, position);
   227     }
   228 
   229     /* Update the screen! */
   230     SDL_RenderPresent(renderer);
   231 }
   232 
   233 int
   234 main(int argc, char *argv[])
   235 {
   236     int i, done;
   237     SDL_Event event;
   238     Uint32 then, now, frames;
   239 	Uint64 seed;
   240     const char *icon = "icon.bmp";
   241 
   242     /* Initialize parameters */
   243     num_sprites = NUM_SPRITES;
   244 
   245     /* Initialize test framework */
   246     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
   247     if (!state) {
   248         return 1;
   249     }
   250 
   251     for (i = 1; i < argc;) {
   252         int consumed;
   253 
   254         consumed = SDLTest_CommonArg(state, i);
   255         if (consumed == 0) {
   256             consumed = -1;
   257             if (SDL_strcasecmp(argv[i], "--blend") == 0) {
   258                 if (argv[i + 1]) {
   259                     if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
   260                         blendMode = SDL_BLENDMODE_NONE;
   261                         consumed = 2;
   262                     } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
   263                         blendMode = SDL_BLENDMODE_BLEND;
   264                         consumed = 2;
   265                     } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
   266                         blendMode = SDL_BLENDMODE_ADD;
   267                         consumed = 2;
   268                     } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
   269                         blendMode = SDL_BLENDMODE_MOD;
   270                         consumed = 2;
   271                     }
   272                 }
   273             } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
   274                 if (argv[i + 1]) {
   275                     iterations = SDL_atoi(argv[i + 1]);
   276                     if (iterations < -1) iterations = -1;
   277                     consumed = 2;
   278                 }
   279             } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
   280                 cycle_color = SDL_TRUE;
   281                 consumed = 1;
   282             } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
   283                 cycle_alpha = SDL_TRUE;
   284                 consumed = 1;
   285             } else if (SDL_isdigit(*argv[i])) {
   286                 num_sprites = SDL_atoi(argv[i]);
   287                 consumed = 1;
   288             } else if (argv[i][0] != '-') {
   289                 icon = argv[i];
   290                 consumed = 1;
   291             }
   292         }
   293         if (consumed < 0) {
   294             SDL_Log("Usage: %s %s [--blend none|blend|add|mod] [--cyclecolor] [--cyclealpha] [--iterations N] [num_sprites] [icon.bmp]\n",
   295                     argv[0], SDLTest_CommonUsage(state));
   296             quit(1);
   297         }
   298         i += consumed;
   299     }
   300     if (!SDLTest_CommonInit(state)) {
   301         quit(2);
   302     }
   303 
   304     /* Create the windows, initialize the renderers, and load the textures */
   305     sprites =
   306         (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
   307     if (!sprites) {
   308         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
   309         quit(2);
   310     }
   311     for (i = 0; i < state->num_windows; ++i) {
   312         SDL_Renderer *renderer = state->renderers[i];
   313         SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
   314         SDL_RenderClear(renderer);
   315     }
   316     if (LoadSprite(icon) < 0) {
   317         quit(2);
   318     }
   319 
   320     /* Allocate memory for the sprite info */
   321     positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
   322     velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
   323     if (!positions || !velocities) {
   324         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
   325         quit(2);
   326     }
   327 
   328     /* Position sprites and set their velocities using the fuzzer */ 
   329     if (iterations >= 0) {
   330         /* Deterministic seed - used for visual tests */
   331         seed = (Uint64)iterations;
   332     } else {
   333         /* Pseudo-random seed generated from the time */
   334         seed = (Uint64)time(NULL);
   335     }
   336     SDLTest_FuzzerInit(seed);
   337     for (i = 0; i < num_sprites; ++i) {
   338         positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w);
   339         positions[i].y = SDLTest_RandomIntegerInRange(0, state->window_h - sprite_h);
   340         positions[i].w = sprite_w;
   341         positions[i].h = sprite_h;
   342         velocities[i].x = 0;
   343         velocities[i].y = 0;
   344         while (!velocities[i].x && !velocities[i].y) {
   345             velocities[i].x = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
   346             velocities[i].y = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
   347         }
   348     }
   349 
   350     /* Main render loop */
   351     frames = 0;
   352     then = SDL_GetTicks();
   353     done = 0;
   354     while (!done) {
   355         /* Check for events */
   356         ++frames;
   357         while (SDL_PollEvent(&event)) {
   358             SDLTest_CommonEvent(state, &event, &done);
   359         }
   360         for (i = 0; i < state->num_windows; ++i) {
   361             if (state->windows[i] == NULL)
   362                 continue;
   363             MoveSprites(state->renderers[i], sprites[i]);
   364         }
   365     }
   366 
   367     /* Print out some timing information */
   368     now = SDL_GetTicks();
   369     if (now > then) {
   370         double fps = ((double) frames * 1000) / (now - then);
   371         SDL_Log("%2.2f frames per second\n", fps);
   372     }
   373     quit(0);
   374     return 0;
   375 }
   376 
   377 /* vi: set ts=4 sw=4 expandtab: */