Added a scaling test program
authorSam Lantinga <slouken@libsdl.org>
Wed, 09 Feb 2011 15:37:07 -0800
changeset 5240a9eb73f21e3a
parent 5239 0a154d1e9aa9
child 5241 189b1bdb7baf
Added a scaling test program
test/Makefile.in
test/testscale.c
     1.1 --- a/test/Makefile.in	Wed Feb 09 10:37:52 2011 -0800
     1.2 +++ b/test/Makefile.in	Wed Feb 09 15:37:07 2011 -0800
     1.3 @@ -43,6 +43,7 @@
     1.4  	testplatform$(EXE) \
     1.5  	testpower$(EXE) \
     1.6  	testresample$(EXE) \
     1.7 +	testscale$(EXE) \
     1.8  	testsem$(EXE) \
     1.9  	testshader$(EXE) \
    1.10  	testshape$(EXE) \
    1.11 @@ -153,6 +154,9 @@
    1.12  testplatform$(EXE): $(srcdir)/testplatform.c
    1.13  	$(CC) -o $@ $? $(CFLAGS) $(LIBS)
    1.14  
    1.15 +testscale$(EXE): $(srcdir)/testscale.c $(srcdir)/common.c
    1.16 +	$(CC) -o $@ $(srcdir)/testscale.c $(srcdir)/common.c $(CFLAGS) $(LIBS)
    1.17 +
    1.18  testsem$(EXE): $(srcdir)/testsem.c
    1.19  	$(CC) -o $@ $? $(CFLAGS) $(LIBS)
    1.20  
     2.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     2.2 +++ b/test/testscale.c	Wed Feb 09 15:37:07 2011 -0800
     2.3 @@ -0,0 +1,186 @@
     2.4 +/* Simple program:  Move N sprites around on the screen as fast as possible */
     2.5 +
     2.6 +#include <stdlib.h>
     2.7 +#include <stdio.h>
     2.8 +#include <time.h>
     2.9 +
    2.10 +#include "SDL.h"
    2.11 +#include "common.h"
    2.12 +
    2.13 +#define WINDOW_WIDTH    640
    2.14 +#define WINDOW_HEIGHT   480
    2.15 +
    2.16 +static CommonState *state;
    2.17 +
    2.18 +typedef struct {
    2.19 +    SDL_Window *window;
    2.20 +    SDL_Renderer *renderer;
    2.21 +    SDL_Texture *background;
    2.22 +    SDL_Texture *sprite;
    2.23 +    SDL_Rect sprite_rect;
    2.24 +    int scale_direction;
    2.25 +} DrawState;
    2.26 +
    2.27 +/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
    2.28 +static void
    2.29 +quit(int rc)
    2.30 +{
    2.31 +    CommonQuit(state);
    2.32 +    exit(rc);
    2.33 +}
    2.34 +
    2.35 +SDL_Texture *
    2.36 +LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
    2.37 +{
    2.38 +    SDL_Surface *temp;
    2.39 +    SDL_Texture *texture;
    2.40 +
    2.41 +    /* Load the sprite image */
    2.42 +    temp = SDL_LoadBMP(file);
    2.43 +    if (temp == NULL) {
    2.44 +        fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
    2.45 +        return NULL;
    2.46 +    }
    2.47 +
    2.48 +    /* Set transparent pixel as the pixel at (0,0) */
    2.49 +    if (transparent) {
    2.50 +        if (temp->format->palette) {
    2.51 +            SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
    2.52 +        } else {
    2.53 +            switch (temp->format->BitsPerPixel) {
    2.54 +            case 15:
    2.55 +                SDL_SetColorKey(temp, SDL_TRUE,
    2.56 +                                (*(Uint16 *) temp->pixels) & 0x00007FFF);
    2.57 +                break;
    2.58 +            case 16:
    2.59 +                SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
    2.60 +                break;
    2.61 +            case 24:
    2.62 +                SDL_SetColorKey(temp, SDL_TRUE,
    2.63 +                                (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
    2.64 +                break;
    2.65 +            case 32:
    2.66 +                SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
    2.67 +                break;
    2.68 +            }
    2.69 +        }
    2.70 +    }
    2.71 +
    2.72 +    /* Create textures from the image */
    2.73 +    texture = SDL_CreateTextureFromSurface(renderer, temp);
    2.74 +    if (!texture) {
    2.75 +        fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
    2.76 +        SDL_FreeSurface(temp);
    2.77 +        return NULL;
    2.78 +    }
    2.79 +    SDL_FreeSurface(temp);
    2.80 +
    2.81 +    /* We're ready to roll. :) */
    2.82 +    return texture;
    2.83 +}
    2.84 +
    2.85 +void
    2.86 +Draw(DrawState *s)
    2.87 +{
    2.88 +    int w, h;
    2.89 +    SDL_Rect rect;
    2.90 +
    2.91 +    SDL_GetWindowSize(s->window, &w, &h);
    2.92 +
    2.93 +    /* Draw the background */
    2.94 +    SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
    2.95 +
    2.96 +    /* Scale and draw the sprite */
    2.97 +    s->sprite_rect.w += s->scale_direction;
    2.98 +    s->sprite_rect.h += s->scale_direction;
    2.99 +    if (s->scale_direction > 0) {
   2.100 +        if (s->sprite_rect.w >= w || s->sprite_rect.h >= h) {
   2.101 +            s->scale_direction = -1;
   2.102 +        }
   2.103 +    } else {
   2.104 +        if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
   2.105 +            s->scale_direction = 1;
   2.106 +        }
   2.107 +    }
   2.108 +    s->sprite_rect.x = (w - s->sprite_rect.w) / 2;
   2.109 +    s->sprite_rect.y = (h - s->sprite_rect.h) / 2;
   2.110 +
   2.111 +    SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
   2.112 +
   2.113 +    /* Update the screen! */
   2.114 +    SDL_RenderPresent(s->renderer);
   2.115 +}
   2.116 +
   2.117 +int
   2.118 +main(int argc, char *argv[])
   2.119 +{
   2.120 +    DrawState *drawstates;
   2.121 +    int i, done;
   2.122 +    SDL_Event event;
   2.123 +    int frames;
   2.124 +    Uint32 then, now;
   2.125 +
   2.126 +    /* Initialize test framework */
   2.127 +    state = CommonCreateState(argv, SDL_INIT_VIDEO);
   2.128 +    if (!state) {
   2.129 +        return 1;
   2.130 +    }
   2.131 +    for (i = 1; i < argc;) {
   2.132 +        int consumed;
   2.133 +
   2.134 +        consumed = CommonArg(state, i);
   2.135 +        if (consumed == 0) {
   2.136 +            fprintf(stderr, "Usage: %s %s\n", argv[0], CommonUsage(state));
   2.137 +            return 1;
   2.138 +        }
   2.139 +        i += consumed;
   2.140 +    }
   2.141 +    if (!CommonInit(state)) {
   2.142 +        quit(2);
   2.143 +    }
   2.144 +
   2.145 +    drawstates = SDL_stack_alloc(DrawState, state->num_windows);
   2.146 +    for (i = 0; i < state->num_windows; ++i) {
   2.147 +        DrawState *drawstate = &drawstates[i];
   2.148 +
   2.149 +        drawstate->window = state->windows[i];
   2.150 +        drawstate->renderer = state->renderers[i];
   2.151 +        drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
   2.152 +        drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
   2.153 +        if (!drawstate->sprite || !drawstate->background) {
   2.154 +            quit(2);
   2.155 +        }
   2.156 +        SDL_QueryTexture(drawstate->sprite, NULL, NULL,
   2.157 +                         &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
   2.158 +        drawstate->scale_direction = 1;
   2.159 +    }
   2.160 +
   2.161 +    /* Main render loop */
   2.162 +    frames = 0;
   2.163 +    then = SDL_GetTicks();
   2.164 +    done = 0;
   2.165 +    while (!done) {
   2.166 +        /* Check for events */
   2.167 +        ++frames;
   2.168 +        while (SDL_PollEvent(&event)) {
   2.169 +            CommonEvent(state, &event, &done);
   2.170 +        }
   2.171 +        for (i = 0; i < state->num_windows; ++i) {
   2.172 +            Draw(&drawstates[i]);
   2.173 +        }
   2.174 +    }
   2.175 +
   2.176 +    /* Print out some timing information */
   2.177 +    now = SDL_GetTicks();
   2.178 +    if (now > then) {
   2.179 +        double fps = ((double) frames * 1000) / (now - then);
   2.180 +        printf("%2.2f frames per second\n", fps);
   2.181 +    }
   2.182 +
   2.183 +    SDL_stack_free(drawstate);
   2.184 +
   2.185 +    quit(0);
   2.186 +    return 0;
   2.187 +}
   2.188 +
   2.189 +/* vi: set ts=4 sw=4 expandtab: */