test/testrelative.c
author David Ludwig <dludwig@pobox.com>
Wed, 25 Dec 2013 21:39:48 -0500
changeset 8563 c0e68f3b6bbb
parent 7787 e6f3e8fc96ea
child 8149 681eb46b8ac4
permissions -rw-r--r--
WinRT: compiled the d3d11 renderer's shaders into SDL itself

Previously, the shaders would get compiled separately, the output of which would need to be packaged into the app. This change should make SDL's dll be the only binary needed to include SDL in a WinRT app.
     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 
    13 /* Simple program:  Test relative mouse motion */
    14 
    15 #include <stdlib.h>
    16 #include <stdio.h>
    17 #include <time.h>
    18 
    19 #include "SDL_test_common.h"
    20 
    21 
    22 static SDLTest_CommonState *state;
    23 static SDL_Rect rect;
    24 
    25 static void
    26 DrawRects(SDL_Renderer * renderer)
    27 {
    28     SDL_SetRenderDrawColor(renderer, 255, 127, 0, 255);
    29     SDL_RenderFillRect(renderer,&rect);
    30 }
    31 
    32 int
    33 main(int argc, char *argv[])
    34 {
    35     int i, done;
    36     SDL_Event event;
    37 
    38 	/* Enable standard application logging */
    39     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
    40 
    41     /* Initialize test framework */
    42     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
    43     if (!state) {
    44         return 1;
    45     }
    46     for (i = 1; i < argc;i++) {
    47         SDLTest_CommonArg(state, i);
    48     }
    49     if (!SDLTest_CommonInit(state)) {
    50         return 2;
    51     }
    52 
    53     /* Create the windows and initialize the renderers */
    54     for (i = 0; i < state->num_windows; ++i) {
    55         SDL_Renderer *renderer = state->renderers[i];
    56         SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
    57         SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
    58         SDL_RenderClear(renderer);
    59     }
    60 
    61     srand((unsigned int)time(NULL));
    62     if(SDL_SetRelativeMouseMode(SDL_TRUE) < 0) {
    63         return 3;
    64     };
    65 
    66     rect.x = DEFAULT_WINDOW_WIDTH / 2;
    67     rect.y = DEFAULT_WINDOW_HEIGHT / 2;
    68     rect.w = 10;
    69     rect.h = 10;
    70     /* Main render loop */
    71     done = 0;
    72     while (!done) {
    73         /* Check for events */
    74         while (SDL_PollEvent(&event)) {
    75             SDLTest_CommonEvent(state, &event, &done);
    76             switch(event.type) {
    77                 case SDL_MOUSEMOTION:
    78                 {
    79                     rect.x += event.motion.xrel;
    80                     rect.y += event.motion.yrel;
    81                 }
    82                 break;
    83             }
    84         }
    85         for (i = 0; i < state->num_windows; ++i) {
    86             SDL_Renderer *renderer = state->renderers[i];
    87             if (state->windows[i] == NULL)
    88                 continue;
    89             SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
    90             SDL_RenderClear(renderer);
    91 
    92             DrawRects(renderer);
    93 
    94             SDL_RenderPresent(renderer);
    95         }
    96     }
    97 
    98     SDLTest_CommonQuit(state);
    99     return 0;
   100 }
   101 
   102 /* vi: set ts=4 sw=4 expandtab: */