test/testsprite2.c
author Sam Lantinga <slouken@libsdl.org>
Fri, 04 Jan 2019 22:01:14 -0800
changeset 12503 806492103856
parent 12210 9f9dbcce30b3
child 12758 3c6a6dad3487
permissions -rw-r--r--
Updated copyright for 2019
     1 /*
     2   Copyright (C) 1997-2019 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             SDL_Log("Usage: %s %s [--blend none|blend|add|mod] [--cyclecolor] [--cyclealpha] [--iterations N] [num_sprites] [icon.bmp]\n",
   344                     argv[0], SDLTest_CommonUsage(state));
   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: */