test/testscale.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 /* 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_common.h"
    19 
    20 #define WINDOW_WIDTH    640
    21 #define WINDOW_HEIGHT   480
    22 
    23 static SDLTest_CommonState *state;
    24 
    25 typedef struct {
    26     SDL_Window *window;
    27     SDL_Renderer *renderer;
    28     SDL_Texture *background;
    29     SDL_Texture *sprite;
    30     SDL_Rect sprite_rect;
    31     int scale_direction;
    32 } DrawState;
    33 
    34 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
    35 static void
    36 quit(int rc)
    37 {
    38     SDLTest_CommonQuit(state);
    39     exit(rc);
    40 }
    41 
    42 SDL_Texture *
    43 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
    44 {
    45     SDL_Surface *temp;
    46     SDL_Texture *texture;
    47 
    48     /* Load the sprite image */
    49     temp = SDL_LoadBMP(file);
    50     if (temp == NULL) {
    51         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
    52         return NULL;
    53     }
    54 
    55     /* Set transparent pixel as the pixel at (0,0) */
    56     if (transparent) {
    57         if (temp->format->palette) {
    58             SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
    59         } else {
    60             switch (temp->format->BitsPerPixel) {
    61             case 15:
    62                 SDL_SetColorKey(temp, SDL_TRUE,
    63                                 (*(Uint16 *) temp->pixels) & 0x00007FFF);
    64                 break;
    65             case 16:
    66                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
    67                 break;
    68             case 24:
    69                 SDL_SetColorKey(temp, SDL_TRUE,
    70                                 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
    71                 break;
    72             case 32:
    73                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
    74                 break;
    75             }
    76         }
    77     }
    78 
    79     /* Create textures from the image */
    80     texture = SDL_CreateTextureFromSurface(renderer, temp);
    81     if (!texture) {
    82         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
    83         SDL_FreeSurface(temp);
    84         return NULL;
    85     }
    86     SDL_FreeSurface(temp);
    87 
    88     /* We're ready to roll. :) */
    89     return texture;
    90 }
    91 
    92 void
    93 Draw(DrawState *s)
    94 {
    95     SDL_Rect viewport;
    96 
    97     SDL_RenderGetViewport(s->renderer, &viewport);
    98 
    99     /* Draw the background */
   100     SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
   101 
   102     /* Scale and draw the sprite */
   103     s->sprite_rect.w += s->scale_direction;
   104     s->sprite_rect.h += s->scale_direction;
   105     if (s->scale_direction > 0) {
   106         if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
   107             s->scale_direction = -1;
   108         }
   109     } else {
   110         if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
   111             s->scale_direction = 1;
   112         }
   113     }
   114     s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
   115     s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
   116 
   117     SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
   118 
   119     /* Update the screen! */
   120     SDL_RenderPresent(s->renderer);
   121 }
   122 
   123 int
   124 main(int argc, char *argv[])
   125 {
   126     DrawState *drawstates;
   127     int i, done;
   128     SDL_Event event;
   129     int frames;
   130     Uint32 then, now;
   131 
   132     /* Enable standard application logging */
   133     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
   134 
   135     /* Initialize test framework */
   136     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
   137     if (!state) {
   138         return 1;
   139     }
   140     for (i = 1; i < argc;) {
   141         int consumed;
   142 
   143         consumed = SDLTest_CommonArg(state, i);
   144         if (consumed == 0) {
   145             SDL_Log("Usage: %s %s\n", argv[0], SDLTest_CommonUsage(state));
   146             return 1;
   147         }
   148         i += consumed;
   149     }
   150     if (!SDLTest_CommonInit(state)) {
   151         quit(2);
   152     }
   153 
   154     drawstates = SDL_stack_alloc(DrawState, state->num_windows);
   155     for (i = 0; i < state->num_windows; ++i) {
   156         DrawState *drawstate = &drawstates[i];
   157 
   158         drawstate->window = state->windows[i];
   159         drawstate->renderer = state->renderers[i];
   160         drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
   161         drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
   162         if (!drawstate->sprite || !drawstate->background) {
   163             quit(2);
   164         }
   165         SDL_QueryTexture(drawstate->sprite, NULL, NULL,
   166                          &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
   167         drawstate->scale_direction = 1;
   168     }
   169 
   170     /* Main render loop */
   171     frames = 0;
   172     then = SDL_GetTicks();
   173     done = 0;
   174     while (!done) {
   175         /* Check for events */
   176         ++frames;
   177         while (SDL_PollEvent(&event)) {
   178             SDLTest_CommonEvent(state, &event, &done);
   179         }
   180         for (i = 0; i < state->num_windows; ++i) {
   181             if (state->windows[i] == NULL)
   182                 continue;
   183             Draw(&drawstates[i]);
   184         }
   185     }
   186 
   187     /* Print out some timing information */
   188     now = SDL_GetTicks();
   189     if (now > then) {
   190         double fps = ((double) frames * 1000) / (now - then);
   191         SDL_Log("%2.2f frames per second\n", fps);
   192     }
   193 
   194     SDL_stack_free(drawstates);
   195 
   196     quit(0);
   197     return 0;
   198 }
   199 
   200 /* vi: set ts=4 sw=4 expandtab: */