Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
2 Copyright (C) 1997-2014 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 */
18 #include "SDL_test_common.h"
21 static SDLTest_CommonState *state;
25 SDL_Renderer *renderer;
26 SDL_Texture *background;
32 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
36 SDLTest_CommonQuit(state);
41 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
46 /* Load the sprite image */
47 temp = SDL_LoadBMP(file);
49 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
53 /* Set transparent pixel as the pixel at (0,0) */
55 if (temp->format->palette) {
56 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
58 switch (temp->format->BitsPerPixel) {
60 SDL_SetColorKey(temp, SDL_TRUE,
61 (*(Uint16 *) temp->pixels) & 0x00007FFF);
64 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
67 SDL_SetColorKey(temp, SDL_TRUE,
68 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
71 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
77 /* Create textures from the image */
78 texture = SDL_CreateTextureFromSurface(renderer, temp);
80 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
81 SDL_FreeSurface(temp);
84 SDL_FreeSurface(temp);
86 /* We're ready to roll. :) */
91 DrawComposite(DrawState *s)
96 static SDL_bool blend_tested = SDL_FALSE;
101 A = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
102 SDL_SetTextureBlendMode(A, SDL_BLENDMODE_BLEND);
104 B = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
105 SDL_SetTextureBlendMode(B, SDL_BLENDMODE_BLEND);
107 SDL_SetRenderTarget(s->renderer, A);
108 SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x80);
109 SDL_RenderFillRect(s->renderer, NULL);
111 SDL_SetRenderTarget(s->renderer, B);
112 SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
113 SDL_RenderFillRect(s->renderer, NULL);
114 SDL_RenderCopy(s->renderer, A, NULL, NULL);
115 SDL_RenderReadPixels(s->renderer, NULL, SDL_PIXELFORMAT_ARGB8888, &P, sizeof(P));
117 SDL_Log("Blended pixel: 0x%8.8X\n", P);
119 SDL_DestroyTexture(A);
120 SDL_DestroyTexture(B);
121 blend_tested = SDL_TRUE;
124 SDL_RenderGetViewport(s->renderer, &viewport);
126 target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
127 SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
128 SDL_SetRenderTarget(s->renderer, target);
130 /* Draw the background.
131 This is solid black so when the sprite is copied to it, any per-pixel alpha will be blended through.
133 SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
134 SDL_RenderFillRect(s->renderer, NULL);
136 /* Scale and draw the sprite */
137 s->sprite_rect.w += s->scale_direction;
138 s->sprite_rect.h += s->scale_direction;
139 if (s->scale_direction > 0) {
140 if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
141 s->scale_direction = -1;
144 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
145 s->scale_direction = 1;
148 s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
149 s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
151 SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
153 SDL_SetRenderTarget(s->renderer, NULL);
154 SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
156 SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND);
157 SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80);
162 SDL_RenderFillRect(s->renderer, &R);
163 SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE);
165 SDL_RenderCopy(s->renderer, target, NULL, NULL);
166 SDL_DestroyTexture(target);
168 /* Update the screen! */
169 SDL_RenderPresent(s->renderer);
179 SDL_RenderGetViewport(s->renderer, &viewport);
181 target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
183 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s\n", SDL_GetError());
186 SDL_SetRenderTarget(s->renderer, target);
188 /* Draw the background */
189 SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
191 /* Scale and draw the sprite */
192 s->sprite_rect.w += s->scale_direction;
193 s->sprite_rect.h += s->scale_direction;
194 if (s->scale_direction > 0) {
195 if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
196 s->scale_direction = -1;
199 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
200 s->scale_direction = 1;
203 s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
204 s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
206 SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
208 SDL_SetRenderTarget(s->renderer, NULL);
209 SDL_RenderCopy(s->renderer, target, NULL, NULL);
210 SDL_DestroyTexture(target);
212 /* Update the screen! */
213 SDL_RenderPresent(s->renderer);
218 main(int argc, char *argv[])
220 DrawState *drawstates;
225 SDL_bool test_composite = SDL_FALSE;
227 /* Enable standard application logging */
228 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
230 /* Initialize test framework */
231 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
235 for (i = 1; i < argc;) {
238 consumed = SDLTest_CommonArg(state, i);
241 if (SDL_strcasecmp(argv[i], "--composite") == 0) {
242 test_composite = SDL_TRUE;
247 SDL_Log("Usage: %s %s [--composite]\n",
248 argv[0], SDLTest_CommonUsage(state));
253 if (!SDLTest_CommonInit(state)) {
257 drawstates = SDL_stack_alloc(DrawState, state->num_windows);
258 for (i = 0; i < state->num_windows; ++i) {
259 DrawState *drawstate = &drawstates[i];
261 drawstate->window = state->windows[i];
262 drawstate->renderer = state->renderers[i];
263 if (test_composite) {
264 drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", SDL_TRUE);
266 drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
268 drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
269 if (!drawstate->sprite || !drawstate->background) {
272 SDL_QueryTexture(drawstate->sprite, NULL, NULL,
273 &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
274 drawstate->scale_direction = 1;
277 /* Main render loop */
279 then = SDL_GetTicks();
282 /* Check for events */
284 while (SDL_PollEvent(&event)) {
285 SDLTest_CommonEvent(state, &event, &done);
287 for (i = 0; i < state->num_windows; ++i) {
288 if (state->windows[i] == NULL)
290 if (test_composite) {
291 if (!DrawComposite(&drawstates[i])) done = 1;
293 if (!Draw(&drawstates[i])) done = 1;
298 /* Print out some timing information */
299 now = SDL_GetTicks();
301 double fps = ((double) frames * 1000) / (now - then);
302 SDL_Log("%2.2f frames per second\n", fps);
305 SDL_stack_free(drawstates);
311 /* vi: set ts=4 sw=4 expandtab: */