slouken@6232
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/*
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slouken@7517
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Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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slouken@6232
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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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warranty. In no event will the authors be held liable for any damages
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slouken@6232
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arising from the use of this software.
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slouken@6232
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slouken@6232
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Permission is granted to anyone to use this software for any purpose,
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slouken@6232
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including commercial applications, and to alter it and redistribute it
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slouken@6232
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freely.
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slouken@6232
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*/
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slouken@6232
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/* Simple program: Move N sprites around on the screen as fast as possible */
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slouken@6232
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slouken@6232
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#include <stdlib.h>
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slouken@6232
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#include <stdio.h>
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slouken@6232
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#include <time.h>
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slouken@6232
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slouken@6785
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#include "SDL_test_common.h"
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slouken@6232
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slouken@6232
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slouken@6785
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static SDLTest_CommonState *state;
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slouken@6232
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slouken@6232
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typedef struct {
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slouken@6232
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SDL_Window *window;
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slouken@6232
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SDL_Renderer *renderer;
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slouken@6232
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SDL_Texture *background;
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slouken@6232
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SDL_Texture *sprite;
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slouken@6232
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SDL_Rect sprite_rect;
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slouken@6232
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int scale_direction;
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slouken@6232
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} DrawState;
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slouken@6232
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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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{
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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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}
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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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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@6232
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void
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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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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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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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}
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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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slouken@7502
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/* 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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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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slouken@7502
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/* 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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if (s->scale_direction > 0) {
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slouken@7502
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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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}
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slouken@7502
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} else {
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slouken@7502
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if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
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slouken@7502
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s->scale_direction = 1;
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slouken@7502
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}
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slouken@7502
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}
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slouken@7502
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s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
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slouken@7502
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s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
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slouken@7502
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slouken@7502
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SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
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slouken@7502
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slouken@7502
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SDL_SetRenderTarget(s->renderer, NULL);
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slouken@7502
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SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
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slouken@7502
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slouken@7502
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SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND);
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slouken@7502
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SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80);
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slouken@7502
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R.x = 0;
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slouken@7502
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R.y = 0;
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slouken@7502
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R.w = 100;
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slouken@7502
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R.h = 100;
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slouken@7502
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SDL_RenderFillRect(s->renderer, &R);
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slouken@7502
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SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE);
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slouken@7502
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164 |
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slouken@7502
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165 |
SDL_RenderCopy(s->renderer, target, NULL, NULL);
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slouken@7502
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166 |
SDL_DestroyTexture(target);
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slouken@7502
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167 |
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slouken@7502
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168 |
/* Update the screen! */
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slouken@7502
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169 |
SDL_RenderPresent(s->renderer);
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slouken@7502
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170 |
}
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slouken@7502
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171 |
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slouken@7502
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172 |
void
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slouken@6232
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173 |
Draw(DrawState *s)
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slouken@6232
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174 |
{
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slouken@6232
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175 |
SDL_Rect viewport;
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slouken@6232
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176 |
SDL_Texture *target;
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slouken@6232
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177 |
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slouken@6232
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178 |
SDL_RenderGetViewport(s->renderer, &viewport);
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slouken@6232
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179 |
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slouken@6232
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180 |
target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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slouken@6247
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SDL_SetRenderTarget(s->renderer, target);
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slouken@6232
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182 |
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slouken@6232
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183 |
/* Draw the background */
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slouken@6232
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SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
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slouken@6232
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slouken@6232
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186 |
/* Scale and draw the sprite */
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slouken@6232
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187 |
s->sprite_rect.w += s->scale_direction;
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slouken@6232
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188 |
s->sprite_rect.h += s->scale_direction;
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slouken@6232
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189 |
if (s->scale_direction > 0) {
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slouken@6232
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190 |
if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
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slouken@6232
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191 |
s->scale_direction = -1;
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slouken@6232
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192 |
}
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slouken@6232
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193 |
} else {
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slouken@6232
|
194 |
if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
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slouken@6232
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195 |
s->scale_direction = 1;
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slouken@6232
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196 |
}
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slouken@6232
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197 |
}
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slouken@6232
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198 |
s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
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slouken@6232
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199 |
s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
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slouken@6232
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200 |
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slouken@6232
|
201 |
SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
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slouken@6232
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202 |
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slouken@6247
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203 |
SDL_SetRenderTarget(s->renderer, NULL);
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slouken@6232
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204 |
SDL_RenderCopy(s->renderer, target, NULL, NULL);
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slouken@6232
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205 |
SDL_DestroyTexture(target);
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slouken@6232
|
206 |
|
slouken@6232
|
207 |
/* Update the screen! */
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slouken@6232
|
208 |
SDL_RenderPresent(s->renderer);
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slouken@6232
|
209 |
}
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slouken@6232
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210 |
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slouken@6232
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211 |
int
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slouken@6232
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212 |
main(int argc, char *argv[])
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slouken@6232
|
213 |
{
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slouken@6232
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214 |
DrawState *drawstates;
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slouken@6232
|
215 |
int i, done;
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slouken@6232
|
216 |
SDL_Event event;
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slouken@6232
|
217 |
int frames;
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slouken@6232
|
218 |
Uint32 then, now;
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slouken@7502
|
219 |
SDL_bool test_composite = SDL_FALSE;
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slouken@6232
|
220 |
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aschiffler@7639
|
221 |
/* Enable standard application logging */
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aschiffler@7639
|
222 |
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
aschiffler@7639
|
223 |
|
slouken@6232
|
224 |
/* Initialize test framework */
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slouken@6785
|
225 |
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
|
slouken@6232
|
226 |
if (!state) {
|
slouken@6232
|
227 |
return 1;
|
slouken@6232
|
228 |
}
|
slouken@6232
|
229 |
for (i = 1; i < argc;) {
|
slouken@6232
|
230 |
int consumed;
|
slouken@6232
|
231 |
|
slouken@6785
|
232 |
consumed = SDLTest_CommonArg(state, i);
|
slouken@6232
|
233 |
if (consumed == 0) {
|
slouken@7502
|
234 |
consumed = -1;
|
slouken@7502
|
235 |
if (SDL_strcasecmp(argv[i], "--composite") == 0) {
|
slouken@7502
|
236 |
test_composite = SDL_TRUE;
|
slouken@7502
|
237 |
consumed = 1;
|
slouken@7502
|
238 |
}
|
slouken@7502
|
239 |
}
|
slouken@7502
|
240 |
if (consumed < 0) {
|
aschiffler@7639
|
241 |
SDL_Log("Usage: %s %s [--composite]\n",
|
slouken@7502
|
242 |
argv[0], SDLTest_CommonUsage(state));
|
slouken@7502
|
243 |
quit(1);
|
slouken@6232
|
244 |
}
|
slouken@6232
|
245 |
i += consumed;
|
slouken@6232
|
246 |
}
|
slouken@6785
|
247 |
if (!SDLTest_CommonInit(state)) {
|
slouken@6232
|
248 |
quit(2);
|
slouken@6232
|
249 |
}
|
slouken@6232
|
250 |
|
slouken@6232
|
251 |
drawstates = SDL_stack_alloc(DrawState, state->num_windows);
|
slouken@6232
|
252 |
for (i = 0; i < state->num_windows; ++i) {
|
slouken@6232
|
253 |
DrawState *drawstate = &drawstates[i];
|
slouken@6232
|
254 |
|
slouken@6232
|
255 |
drawstate->window = state->windows[i];
|
slouken@6232
|
256 |
drawstate->renderer = state->renderers[i];
|
slouken@7502
|
257 |
if (test_composite) {
|
slouken@7502
|
258 |
drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", SDL_TRUE);
|
slouken@7502
|
259 |
} else {
|
slouken@7502
|
260 |
drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
|
slouken@7502
|
261 |
}
|
slouken@6232
|
262 |
drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
|
slouken@6232
|
263 |
if (!drawstate->sprite || !drawstate->background) {
|
slouken@6232
|
264 |
quit(2);
|
slouken@6232
|
265 |
}
|
slouken@6232
|
266 |
SDL_QueryTexture(drawstate->sprite, NULL, NULL,
|
slouken@6232
|
267 |
&drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
|
slouken@6232
|
268 |
drawstate->scale_direction = 1;
|
slouken@6232
|
269 |
}
|
slouken@6232
|
270 |
|
slouken@6232
|
271 |
/* Main render loop */
|
slouken@6232
|
272 |
frames = 0;
|
slouken@6232
|
273 |
then = SDL_GetTicks();
|
slouken@6232
|
274 |
done = 0;
|
slouken@6232
|
275 |
while (!done) {
|
slouken@6232
|
276 |
/* Check for events */
|
slouken@6232
|
277 |
++frames;
|
slouken@6232
|
278 |
while (SDL_PollEvent(&event)) {
|
slouken@6785
|
279 |
SDLTest_CommonEvent(state, &event, &done);
|
slouken@6232
|
280 |
}
|
slouken@6232
|
281 |
for (i = 0; i < state->num_windows; ++i) {
|
slouken@7502
|
282 |
if (test_composite) {
|
slouken@7502
|
283 |
DrawComposite(&drawstates[i]);
|
slouken@7502
|
284 |
} else {
|
slouken@7502
|
285 |
Draw(&drawstates[i]);
|
slouken@7502
|
286 |
}
|
slouken@6232
|
287 |
}
|
slouken@6232
|
288 |
}
|
slouken@6232
|
289 |
|
slouken@6232
|
290 |
/* Print out some timing information */
|
slouken@6232
|
291 |
now = SDL_GetTicks();
|
slouken@6232
|
292 |
if (now > then) {
|
slouken@6232
|
293 |
double fps = ((double) frames * 1000) / (now - then);
|
aschiffler@7639
|
294 |
SDL_Log("%2.2f frames per second\n", fps);
|
slouken@6232
|
295 |
}
|
slouken@6232
|
296 |
|
slouken@6232
|
297 |
SDL_stack_free(drawstates);
|
slouken@6232
|
298 |
|
slouken@6232
|
299 |
quit(0);
|
slouken@6232
|
300 |
return 0;
|
slouken@6232
|
301 |
}
|
slouken@6232
|
302 |
|
slouken@6232
|
303 |
/* vi: set ts=4 sw=4 expandtab: */
|