slouken@6232
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1 |
/*
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slouken@8149
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2 |
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
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slouken@6232
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3 |
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slouken@6232
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4 |
This software is provided 'as-is', without any express or implied
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slouken@6232
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5 |
warranty. In no event will the authors be held liable for any damages
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slouken@6232
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6 |
arising from the use of this software.
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slouken@6232
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7 |
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slouken@6232
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8 |
Permission is granted to anyone to use this software for any purpose,
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slouken@6232
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9 |
including commercial applications, and to alter it and redistribute it
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slouken@6232
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10 |
freely.
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slouken@6232
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11 |
*/
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slouken@6232
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12 |
/* Simple program: Move N sprites around on the screen as fast as possible */
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slouken@6232
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13 |
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slouken@6232
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14 |
#include <stdlib.h>
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slouken@6232
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15 |
#include <stdio.h>
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slouken@6232
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16 |
#include <time.h>
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slouken@6232
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17 |
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icculus@9278
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18 |
#ifdef __EMSCRIPTEN__
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icculus@9278
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19 |
#include <emscripten/emscripten.h>
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icculus@9278
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20 |
#endif
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icculus@9278
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21 |
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slouken@6785
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22 |
#include "SDL_test_common.h"
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slouken@6232
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23 |
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slouken@6232
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24 |
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slouken@6785
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25 |
static SDLTest_CommonState *state;
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slouken@6232
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26 |
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slouken@6232
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27 |
typedef struct {
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slouken@6232
|
28 |
SDL_Window *window;
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slouken@6232
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29 |
SDL_Renderer *renderer;
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slouken@6232
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30 |
SDL_Texture *background;
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slouken@6232
|
31 |
SDL_Texture *sprite;
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slouken@6232
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32 |
SDL_Rect sprite_rect;
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slouken@6232
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33 |
int scale_direction;
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slouken@6232
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34 |
} DrawState;
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slouken@6232
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35 |
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icculus@9278
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36 |
DrawState *drawstates;
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icculus@9278
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37 |
int done;
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icculus@9278
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38 |
SDL_bool test_composite = SDL_FALSE;
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icculus@9278
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39 |
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slouken@6232
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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slouken@6232
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static void
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slouken@6232
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quit(int rc)
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slouken@6232
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43 |
{
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slouken@6785
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SDLTest_CommonQuit(state);
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slouken@6232
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exit(rc);
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slouken@6232
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46 |
}
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slouken@6232
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slouken@6232
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SDL_Texture *
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slouken@6232
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LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
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slouken@6232
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{
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slouken@6232
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SDL_Surface *temp;
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slouken@6232
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SDL_Texture *texture;
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slouken@6232
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slouken@6232
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/* Load the sprite image */
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slouken@6232
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temp = SDL_LoadBMP(file);
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slouken@6232
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if (temp == NULL) {
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aschiffler@7639
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
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slouken@6232
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return NULL;
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slouken@6232
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}
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slouken@6232
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60 |
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slouken@6232
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/* Set transparent pixel as the pixel at (0,0) */
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slouken@6232
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if (transparent) {
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slouken@6232
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if (temp->format->palette) {
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slouken@6232
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
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slouken@6232
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} else {
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slouken@6232
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switch (temp->format->BitsPerPixel) {
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slouken@6232
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case 15:
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slouken@6232
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SDL_SetColorKey(temp, SDL_TRUE,
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slouken@6232
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(*(Uint16 *) temp->pixels) & 0x00007FFF);
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slouken@6232
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break;
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slouken@6232
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case 16:
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slouken@6232
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
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slouken@6232
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break;
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slouken@6232
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case 24:
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slouken@6232
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SDL_SetColorKey(temp, SDL_TRUE,
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slouken@6232
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(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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slouken@6232
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break;
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slouken@6232
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case 32:
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slouken@6232
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
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slouken@6232
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break;
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slouken@6232
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}
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slouken@6232
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}
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slouken@6232
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}
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slouken@6232
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slouken@6232
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/* Create textures from the image */
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slouken@6232
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texture = SDL_CreateTextureFromSurface(renderer, temp);
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slouken@6232
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if (!texture) {
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aschiffler@7639
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
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slouken@6232
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SDL_FreeSurface(temp);
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slouken@6232
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return NULL;
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slouken@6232
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}
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slouken@6232
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SDL_FreeSurface(temp);
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slouken@6232
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slouken@6232
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/* We're ready to roll. :) */
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slouken@6232
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return texture;
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slouken@6232
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}
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slouken@6232
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slouken@7781
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SDL_bool
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slouken@7502
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DrawComposite(DrawState *s)
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slouken@7502
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{
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slouken@7502
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SDL_Rect viewport, R;
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philipp@7513
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SDL_Texture *target;
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slouken@7502
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slouken@7502
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static SDL_bool blend_tested = SDL_FALSE;
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slouken@7502
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if (!blend_tested) {
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slouken@7502
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SDL_Texture *A, *B;
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slouken@7502
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Uint32 P;
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slouken@7502
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slouken@7502
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A = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
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slouken@7502
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SDL_SetTextureBlendMode(A, SDL_BLENDMODE_BLEND);
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slouken@7502
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slouken@7502
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B = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
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slouken@7502
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SDL_SetTextureBlendMode(B, SDL_BLENDMODE_BLEND);
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slouken@7502
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slouken@7502
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SDL_SetRenderTarget(s->renderer, A);
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slouken@7502
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SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x80);
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slouken@7502
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SDL_RenderFillRect(s->renderer, NULL);
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slouken@7502
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slouken@7502
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SDL_SetRenderTarget(s->renderer, B);
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slouken@7502
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SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
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slouken@7502
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SDL_RenderFillRect(s->renderer, NULL);
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slouken@7502
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122 |
SDL_RenderCopy(s->renderer, A, NULL, NULL);
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slouken@7502
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SDL_RenderReadPixels(s->renderer, NULL, SDL_PIXELFORMAT_ARGB8888, &P, sizeof(P));
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slouken@7502
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aschiffler@7639
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SDL_Log("Blended pixel: 0x%8.8X\n", P);
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slouken@7502
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126 |
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slouken@7502
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SDL_DestroyTexture(A);
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slouken@7502
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SDL_DestroyTexture(B);
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slouken@7502
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blend_tested = SDL_TRUE;
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slouken@7502
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130 |
}
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slouken@7502
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slouken@7502
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SDL_RenderGetViewport(s->renderer, &viewport);
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slouken@7502
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slouken@7502
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target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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slouken@7502
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SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
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slouken@7502
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SDL_SetRenderTarget(s->renderer, target);
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slouken@7502
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137 |
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slouken@7502
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138 |
/* Draw the background.
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slouken@7502
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This is solid black so when the sprite is copied to it, any per-pixel alpha will be blended through.
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slouken@7502
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*/
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slouken@7502
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141 |
SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
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slouken@7502
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SDL_RenderFillRect(s->renderer, NULL);
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slouken@7502
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143 |
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slouken@7502
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144 |
/* Scale and draw the sprite */
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slouken@7502
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s->sprite_rect.w += s->scale_direction;
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slouken@7502
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s->sprite_rect.h += s->scale_direction;
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slouken@7502
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147 |
if (s->scale_direction > 0) {
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slouken@7502
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148 |
if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
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slouken@7502
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s->scale_direction = -1;
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slouken@7502
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150 |
}
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slouken@7502
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151 |
} else {
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slouken@7502
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152 |
if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
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slouken@7502
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153 |
s->scale_direction = 1;
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slouken@7502
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154 |
}
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slouken@7502
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155 |
}
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slouken@7502
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156 |
s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
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slouken@7502
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157 |
s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
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slouken@7502
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158 |
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slouken@7502
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159 |
SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
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slouken@7502
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160 |
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slouken@7502
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161 |
SDL_SetRenderTarget(s->renderer, NULL);
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slouken@7502
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162 |
SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
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slouken@7502
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163 |
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slouken@7502
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164 |
SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND);
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slouken@7502
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165 |
SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80);
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slouken@7502
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166 |
R.x = 0;
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slouken@7502
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167 |
R.y = 0;
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slouken@7502
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168 |
R.w = 100;
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slouken@7502
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169 |
R.h = 100;
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slouken@7502
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170 |
SDL_RenderFillRect(s->renderer, &R);
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slouken@7502
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171 |
SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE);
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slouken@7502
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172 |
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slouken@7502
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173 |
SDL_RenderCopy(s->renderer, target, NULL, NULL);
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slouken@7502
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174 |
SDL_DestroyTexture(target);
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slouken@7502
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175 |
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slouken@7502
|
176 |
/* Update the screen! */
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slouken@7502
|
177 |
SDL_RenderPresent(s->renderer);
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slouken@7781
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178 |
return SDL_TRUE;
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slouken@7502
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179 |
}
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slouken@7502
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180 |
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slouken@7781
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181 |
SDL_bool
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slouken@6232
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182 |
Draw(DrawState *s)
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slouken@6232
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183 |
{
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slouken@6232
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184 |
SDL_Rect viewport;
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slouken@6232
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185 |
SDL_Texture *target;
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slouken@6232
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186 |
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slouken@6232
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187 |
SDL_RenderGetViewport(s->renderer, &viewport);
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slouken@6232
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188 |
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slouken@6232
|
189 |
target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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slouken@7781
|
190 |
if (!target) {
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slouken@7781
|
191 |
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s\n", SDL_GetError());
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slouken@7781
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192 |
return SDL_FALSE;
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slouken@7781
|
193 |
}
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slouken@6247
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194 |
SDL_SetRenderTarget(s->renderer, target);
|
slouken@6232
|
195 |
|
slouken@6232
|
196 |
/* Draw the background */
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slouken@6232
|
197 |
SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
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slouken@6232
|
198 |
|
slouken@6232
|
199 |
/* Scale and draw the sprite */
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slouken@6232
|
200 |
s->sprite_rect.w += s->scale_direction;
|
slouken@6232
|
201 |
s->sprite_rect.h += s->scale_direction;
|
slouken@6232
|
202 |
if (s->scale_direction > 0) {
|
slouken@6232
|
203 |
if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
|
slouken@6232
|
204 |
s->scale_direction = -1;
|
slouken@6232
|
205 |
}
|
slouken@6232
|
206 |
} else {
|
slouken@6232
|
207 |
if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
|
slouken@6232
|
208 |
s->scale_direction = 1;
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slouken@6232
|
209 |
}
|
slouken@6232
|
210 |
}
|
slouken@6232
|
211 |
s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
|
slouken@6232
|
212 |
s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
|
slouken@6232
|
213 |
|
slouken@6232
|
214 |
SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
|
slouken@6232
|
215 |
|
slouken@6247
|
216 |
SDL_SetRenderTarget(s->renderer, NULL);
|
slouken@6232
|
217 |
SDL_RenderCopy(s->renderer, target, NULL, NULL);
|
slouken@6232
|
218 |
SDL_DestroyTexture(target);
|
slouken@6232
|
219 |
|
slouken@6232
|
220 |
/* Update the screen! */
|
slouken@6232
|
221 |
SDL_RenderPresent(s->renderer);
|
slouken@7781
|
222 |
return SDL_TRUE;
|
slouken@6232
|
223 |
}
|
slouken@6232
|
224 |
|
icculus@9278
|
225 |
void
|
icculus@9278
|
226 |
loop()
|
icculus@9278
|
227 |
{
|
icculus@9278
|
228 |
int i;
|
icculus@9278
|
229 |
SDL_Event event;
|
icculus@9278
|
230 |
|
icculus@9278
|
231 |
/* Check for events */
|
icculus@9278
|
232 |
while (SDL_PollEvent(&event)) {
|
icculus@9278
|
233 |
SDLTest_CommonEvent(state, &event, &done);
|
icculus@9278
|
234 |
}
|
icculus@9278
|
235 |
for (i = 0; i < state->num_windows; ++i) {
|
icculus@9278
|
236 |
if (state->windows[i] == NULL)
|
icculus@9278
|
237 |
continue;
|
icculus@9278
|
238 |
if (test_composite) {
|
icculus@9278
|
239 |
if (!DrawComposite(&drawstates[i])) done = 1;
|
icculus@9278
|
240 |
} else {
|
icculus@9278
|
241 |
if (!Draw(&drawstates[i])) done = 1;
|
icculus@9278
|
242 |
}
|
icculus@9278
|
243 |
}
|
icculus@9278
|
244 |
}
|
icculus@9278
|
245 |
|
slouken@6232
|
246 |
int
|
slouken@6232
|
247 |
main(int argc, char *argv[])
|
slouken@6232
|
248 |
{
|
icculus@9278
|
249 |
int i;
|
slouken@6232
|
250 |
int frames;
|
slouken@6232
|
251 |
Uint32 then, now;
|
slouken@6232
|
252 |
|
aschiffler@7639
|
253 |
/* Enable standard application logging */
|
aschiffler@7639
|
254 |
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
aschiffler@7639
|
255 |
|
slouken@6232
|
256 |
/* Initialize test framework */
|
slouken@6785
|
257 |
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
|
slouken@6232
|
258 |
if (!state) {
|
slouken@6232
|
259 |
return 1;
|
slouken@6232
|
260 |
}
|
slouken@6232
|
261 |
for (i = 1; i < argc;) {
|
slouken@6232
|
262 |
int consumed;
|
slouken@6232
|
263 |
|
slouken@6785
|
264 |
consumed = SDLTest_CommonArg(state, i);
|
slouken@6232
|
265 |
if (consumed == 0) {
|
slouken@7502
|
266 |
consumed = -1;
|
slouken@7502
|
267 |
if (SDL_strcasecmp(argv[i], "--composite") == 0) {
|
slouken@7502
|
268 |
test_composite = SDL_TRUE;
|
slouken@7502
|
269 |
consumed = 1;
|
slouken@7502
|
270 |
}
|
slouken@7502
|
271 |
}
|
slouken@7502
|
272 |
if (consumed < 0) {
|
aschiffler@7639
|
273 |
SDL_Log("Usage: %s %s [--composite]\n",
|
slouken@7502
|
274 |
argv[0], SDLTest_CommonUsage(state));
|
slouken@7502
|
275 |
quit(1);
|
slouken@6232
|
276 |
}
|
slouken@6232
|
277 |
i += consumed;
|
slouken@6232
|
278 |
}
|
slouken@6785
|
279 |
if (!SDLTest_CommonInit(state)) {
|
slouken@6232
|
280 |
quit(2);
|
slouken@6232
|
281 |
}
|
slouken@6232
|
282 |
|
slouken@6232
|
283 |
drawstates = SDL_stack_alloc(DrawState, state->num_windows);
|
slouken@6232
|
284 |
for (i = 0; i < state->num_windows; ++i) {
|
slouken@6232
|
285 |
DrawState *drawstate = &drawstates[i];
|
slouken@6232
|
286 |
|
slouken@6232
|
287 |
drawstate->window = state->windows[i];
|
slouken@6232
|
288 |
drawstate->renderer = state->renderers[i];
|
slouken@7502
|
289 |
if (test_composite) {
|
slouken@7502
|
290 |
drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", SDL_TRUE);
|
slouken@7502
|
291 |
} else {
|
slouken@7502
|
292 |
drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
|
slouken@7502
|
293 |
}
|
slouken@6232
|
294 |
drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
|
slouken@6232
|
295 |
if (!drawstate->sprite || !drawstate->background) {
|
slouken@6232
|
296 |
quit(2);
|
slouken@6232
|
297 |
}
|
slouken@6232
|
298 |
SDL_QueryTexture(drawstate->sprite, NULL, NULL,
|
slouken@6232
|
299 |
&drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
|
slouken@6232
|
300 |
drawstate->scale_direction = 1;
|
slouken@6232
|
301 |
}
|
slouken@6232
|
302 |
|
slouken@6232
|
303 |
/* Main render loop */
|
slouken@6232
|
304 |
frames = 0;
|
slouken@6232
|
305 |
then = SDL_GetTicks();
|
slouken@6232
|
306 |
done = 0;
|
icculus@9278
|
307 |
|
icculus@9278
|
308 |
#ifdef __EMSCRIPTEN__
|
icculus@9278
|
309 |
emscripten_set_main_loop(loop, 0, 1);
|
icculus@9278
|
310 |
#else
|
slouken@6232
|
311 |
while (!done) {
|
slouken@6232
|
312 |
++frames;
|
icculus@9278
|
313 |
loop();
|
slouken@6232
|
314 |
}
|
icculus@9278
|
315 |
#endif
|
slouken@6232
|
316 |
|
slouken@6232
|
317 |
/* Print out some timing information */
|
slouken@6232
|
318 |
now = SDL_GetTicks();
|
slouken@6232
|
319 |
if (now > then) {
|
slouken@6232
|
320 |
double fps = ((double) frames * 1000) / (now - then);
|
aschiffler@7639
|
321 |
SDL_Log("%2.2f frames per second\n", fps);
|
slouken@6232
|
322 |
}
|
slouken@6232
|
323 |
|
slouken@6232
|
324 |
SDL_stack_free(drawstates);
|
slouken@6232
|
325 |
|
slouken@6232
|
326 |
quit(0);
|
slouken@6232
|
327 |
return 0;
|
slouken@6232
|
328 |
}
|
slouken@6232
|
329 |
|
slouken@6232
|
330 |
/* vi: set ts=4 sw=4 expandtab: */
|