Add surface test suite; minor improvements to render suite; refactor image saving into test lib compare function; fix for Haiku build
2 Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
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.
8 Permission is granted to anyone to use this software for any purpose,
9 including commercial applications, and to alter it and redistribute it
12 /* Simple program: Move N sprites around on the screen as fast as possible */
21 #define WINDOW_WIDTH 640
22 #define WINDOW_HEIGHT 480
24 static CommonState *state;
28 SDL_Renderer *renderer;
29 SDL_Texture *background;
35 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
44 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
49 /* Load the sprite image */
50 temp = SDL_LoadBMP(file);
52 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
56 /* Set transparent pixel as the pixel at (0,0) */
58 if (temp->format->palette) {
59 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
61 switch (temp->format->BitsPerPixel) {
63 SDL_SetColorKey(temp, SDL_TRUE,
64 (*(Uint16 *) temp->pixels) & 0x00007FFF);
67 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
70 SDL_SetColorKey(temp, SDL_TRUE,
71 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
74 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
80 /* Create textures from the image */
81 texture = SDL_CreateTextureFromSurface(renderer, temp);
83 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
84 SDL_FreeSurface(temp);
87 SDL_FreeSurface(temp);
89 /* We're ready to roll. :) */
98 SDL_Point *center=NULL;
99 SDL_Point origin = {0,0};
101 SDL_RenderGetViewport(s->renderer, &viewport);
103 target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
104 SDL_SetRenderTarget(s->renderer, target);
106 /* Draw the background */
107 SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
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) {
114 if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
115 s->scale_direction = -1;
118 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
119 s->scale_direction = 1;
122 s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
123 s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
125 SDL_RenderCopyEx(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, s->scale_direction);
127 SDL_SetRenderTarget(s->renderer, NULL);
128 SDL_RenderCopy(s->renderer, target, NULL, NULL);
129 SDL_DestroyTexture(target);
131 /* Update the screen! */
132 SDL_RenderPresent(s->renderer);
137 main(int argc, char *argv[])
139 DrawState *drawstates;
145 /* Initialize test framework */
146 state = CommonCreateState(argv, SDL_INIT_VIDEO);
150 for (i = 1; i < argc;) {
153 consumed = CommonArg(state, i);
155 fprintf(stderr, "Usage: %s %s\n", argv[0], CommonUsage(state));
160 if (!CommonInit(state)) {
164 drawstates = SDL_stack_alloc(DrawState, state->num_windows);
165 for (i = 0; i < state->num_windows; ++i) {
166 DrawState *drawstate = &drawstates[i];
168 drawstate->window = state->windows[i];
169 drawstate->renderer = state->renderers[i];
170 drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
171 drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
172 if (!drawstate->sprite || !drawstate->background) {
175 SDL_QueryTexture(drawstate->sprite, NULL, NULL,
176 &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
177 drawstate->scale_direction = 1;
180 /* Main render loop */
182 then = SDL_GetTicks();
185 /* Check for events */
187 while (SDL_PollEvent(&event)) {
188 CommonEvent(state, &event, &done);
190 for (i = 0; i < state->num_windows; ++i) {
191 Draw(&drawstates[i]);
195 /* Print out some timing information */
196 now = SDL_GetTicks();
198 double fps = ((double) frames * 1000) / (now - then);
199 printf("%2.2f frames per second\n", fps);
202 SDL_stack_free(drawstates);
208 /* vi: set ts=4 sw=4 expandtab: */