test/testscale.c
author Sam Lantinga <slouken@libsdl.org>
Thu, 07 Dec 2017 16:08:47 -0800
changeset 11731 30f337dc8c74
parent 10737 3406a0f8b041
child 11811 5d94cb6b24d3
permissions -rw-r--r--
Added iOS and OSX versions of the Metal shaders
slouken@5535
     1
/*
slouken@10737
     2
  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
slouken@5535
     3
slouken@5535
     4
  This software is provided 'as-is', without any express or implied
slouken@5535
     5
  warranty.  In no event will the authors be held liable for any damages
slouken@5535
     6
  arising from the use of this software.
slouken@5535
     7
slouken@5535
     8
  Permission is granted to anyone to use this software for any purpose,
slouken@5535
     9
  including commercial applications, and to alter it and redistribute it
slouken@5535
    10
  freely.
slouken@5535
    11
*/
slouken@5240
    12
/* Simple program:  Move N sprites around on the screen as fast as possible */
slouken@5240
    13
slouken@5240
    14
#include <stdlib.h>
slouken@5240
    15
#include <stdio.h>
slouken@5240
    16
#include <time.h>
slouken@5240
    17
icculus@9278
    18
#ifdef __EMSCRIPTEN__
icculus@9278
    19
#include <emscripten/emscripten.h>
icculus@9278
    20
#endif
icculus@9278
    21
slouken@6785
    22
#include "SDL_test_common.h"
slouken@5240
    23
slouken@5240
    24
#define WINDOW_WIDTH    640
slouken@5240
    25
#define WINDOW_HEIGHT   480
slouken@5240
    26
slouken@6785
    27
static SDLTest_CommonState *state;
slouken@5240
    28
slouken@5240
    29
typedef struct {
slouken@5240
    30
    SDL_Window *window;
slouken@5240
    31
    SDL_Renderer *renderer;
slouken@5240
    32
    SDL_Texture *background;
slouken@5240
    33
    SDL_Texture *sprite;
slouken@5240
    34
    SDL_Rect sprite_rect;
slouken@5240
    35
    int scale_direction;
slouken@5240
    36
} DrawState;
slouken@5240
    37
icculus@9278
    38
DrawState *drawstates;
icculus@9278
    39
int done;
icculus@9278
    40
slouken@5240
    41
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
slouken@5240
    42
static void
slouken@5240
    43
quit(int rc)
slouken@5240
    44
{
slouken@6785
    45
    SDLTest_CommonQuit(state);
slouken@5240
    46
    exit(rc);
slouken@5240
    47
}
slouken@5240
    48
slouken@5240
    49
SDL_Texture *
slouken@5240
    50
LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
slouken@5240
    51
{
slouken@5240
    52
    SDL_Surface *temp;
slouken@5240
    53
    SDL_Texture *texture;
slouken@5240
    54
slouken@5240
    55
    /* Load the sprite image */
slouken@5240
    56
    temp = SDL_LoadBMP(file);
slouken@5240
    57
    if (temp == NULL) {
aschiffler@7639
    58
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
slouken@5240
    59
        return NULL;
slouken@5240
    60
    }
slouken@5240
    61
slouken@5240
    62
    /* Set transparent pixel as the pixel at (0,0) */
slouken@5240
    63
    if (transparent) {
slouken@5240
    64
        if (temp->format->palette) {
slouken@5240
    65
            SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
slouken@5240
    66
        } else {
slouken@5240
    67
            switch (temp->format->BitsPerPixel) {
slouken@5240
    68
            case 15:
slouken@5240
    69
                SDL_SetColorKey(temp, SDL_TRUE,
slouken@5240
    70
                                (*(Uint16 *) temp->pixels) & 0x00007FFF);
slouken@5240
    71
                break;
slouken@5240
    72
            case 16:
slouken@5240
    73
                SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
slouken@5240
    74
                break;
slouken@5240
    75
            case 24:
slouken@5240
    76
                SDL_SetColorKey(temp, SDL_TRUE,
slouken@5240
    77
                                (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
slouken@5240
    78
                break;
slouken@5240
    79
            case 32:
slouken@5240
    80
                SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
slouken@5240
    81
                break;
slouken@5240
    82
            }
slouken@5240
    83
        }
slouken@5240
    84
    }
slouken@5240
    85
slouken@5240
    86
    /* Create textures from the image */
slouken@5240
    87
    texture = SDL_CreateTextureFromSurface(renderer, temp);
slouken@5240
    88
    if (!texture) {
aschiffler@7639
    89
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
slouken@5240
    90
        SDL_FreeSurface(temp);
slouken@5240
    91
        return NULL;
slouken@5240
    92
    }
slouken@5240
    93
    SDL_FreeSurface(temp);
slouken@5240
    94
slouken@5240
    95
    /* We're ready to roll. :) */
slouken@5240
    96
    return texture;
slouken@5240
    97
}
slouken@5240
    98
slouken@5240
    99
void
slouken@5240
   100
Draw(DrawState *s)
slouken@5240
   101
{
slouken@5297
   102
    SDL_Rect viewport;
slouken@5240
   103
slouken@5297
   104
    SDL_RenderGetViewport(s->renderer, &viewport);
slouken@5240
   105
slouken@5240
   106
    /* Draw the background */
slouken@5240
   107
    SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
slouken@5240
   108
slouken@5240
   109
    /* Scale and draw the sprite */
slouken@5240
   110
    s->sprite_rect.w += s->scale_direction;
slouken@5240
   111
    s->sprite_rect.h += s->scale_direction;
slouken@5240
   112
    if (s->scale_direction > 0) {
slouken@5297
   113
        if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
slouken@5240
   114
            s->scale_direction = -1;
slouken@5240
   115
        }
slouken@5240
   116
    } else {
slouken@5240
   117
        if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
slouken@5240
   118
            s->scale_direction = 1;
slouken@5240
   119
        }
slouken@5240
   120
    }
slouken@5297
   121
    s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
slouken@5297
   122
    s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
slouken@5240
   123
slouken@5240
   124
    SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
slouken@5240
   125
slouken@5240
   126
    /* Update the screen! */
slouken@5240
   127
    SDL_RenderPresent(s->renderer);
slouken@5240
   128
}
slouken@5240
   129
icculus@9278
   130
void
icculus@9278
   131
loop()
icculus@9278
   132
{
icculus@9278
   133
    int i;
icculus@9278
   134
    SDL_Event event;
icculus@9278
   135
icculus@9278
   136
    /* Check for events */
icculus@9278
   137
    while (SDL_PollEvent(&event)) {
icculus@9278
   138
        SDLTest_CommonEvent(state, &event, &done);
icculus@9278
   139
    }
icculus@9278
   140
    for (i = 0; i < state->num_windows; ++i) {
icculus@9278
   141
        if (state->windows[i] == NULL)
icculus@9278
   142
            continue;
icculus@9278
   143
        Draw(&drawstates[i]);
icculus@9278
   144
    }
philipp@9607
   145
#ifdef __EMSCRIPTEN__
philipp@9607
   146
    if (done) {
philipp@9607
   147
        emscripten_cancel_main_loop();
philipp@9607
   148
    }
philipp@9607
   149
#endif
icculus@9278
   150
}
icculus@9278
   151
slouken@5240
   152
int
slouken@5240
   153
main(int argc, char *argv[])
slouken@5240
   154
{
icculus@9278
   155
    int i;
slouken@5240
   156
    int frames;
slouken@5240
   157
    Uint32 then, now;
slouken@5240
   158
aschiffler@7639
   159
    /* Enable standard application logging */
aschiffler@7639
   160
    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
aschiffler@7639
   161
slouken@5240
   162
    /* Initialize test framework */
slouken@6785
   163
    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
slouken@5240
   164
    if (!state) {
slouken@5240
   165
        return 1;
slouken@5240
   166
    }
slouken@5240
   167
    for (i = 1; i < argc;) {
slouken@5240
   168
        int consumed;
slouken@5240
   169
slouken@6785
   170
        consumed = SDLTest_CommonArg(state, i);
slouken@5240
   171
        if (consumed == 0) {
aschiffler@7639
   172
            SDL_Log("Usage: %s %s\n", argv[0], SDLTest_CommonUsage(state));
slouken@5240
   173
            return 1;
slouken@5240
   174
        }
slouken@5240
   175
        i += consumed;
slouken@5240
   176
    }
slouken@6785
   177
    if (!SDLTest_CommonInit(state)) {
slouken@5240
   178
        quit(2);
slouken@5240
   179
    }
slouken@5240
   180
slouken@5240
   181
    drawstates = SDL_stack_alloc(DrawState, state->num_windows);
slouken@5240
   182
    for (i = 0; i < state->num_windows; ++i) {
slouken@5240
   183
        DrawState *drawstate = &drawstates[i];
slouken@5240
   184
slouken@5240
   185
        drawstate->window = state->windows[i];
slouken@5240
   186
        drawstate->renderer = state->renderers[i];
slouken@5240
   187
        drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
slouken@5240
   188
        drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
slouken@5240
   189
        if (!drawstate->sprite || !drawstate->background) {
slouken@5240
   190
            quit(2);
slouken@5240
   191
        }
slouken@5240
   192
        SDL_QueryTexture(drawstate->sprite, NULL, NULL,
slouken@5240
   193
                         &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
slouken@5240
   194
        drawstate->scale_direction = 1;
slouken@5240
   195
    }
slouken@5240
   196
slouken@5240
   197
    /* Main render loop */
slouken@5240
   198
    frames = 0;
slouken@5240
   199
    then = SDL_GetTicks();
slouken@5240
   200
    done = 0;
icculus@9278
   201
icculus@9278
   202
#ifdef __EMSCRIPTEN__
icculus@9278
   203
    emscripten_set_main_loop(loop, 0, 1);
icculus@9278
   204
#else
slouken@5240
   205
    while (!done) {
slouken@5240
   206
        ++frames;
icculus@9278
   207
        loop();
slouken@5240
   208
    }
icculus@9278
   209
#endif
slouken@5240
   210
slouken@5240
   211
    /* Print out some timing information */
slouken@5240
   212
    now = SDL_GetTicks();
slouken@5240
   213
    if (now > then) {
slouken@5240
   214
        double fps = ((double) frames * 1000) / (now - then);
aschiffler@7639
   215
        SDL_Log("%2.2f frames per second\n", fps);
slouken@5240
   216
    }
slouken@5240
   217
slouken@5295
   218
    SDL_stack_free(drawstates);
slouken@5240
   219
slouken@5240
   220
    quit(0);
slouken@5240
   221
    return 0;
slouken@5240
   222
}
slouken@5240
   223
slouken@5240
   224
/* vi: set ts=4 sw=4 expandtab: */