test/testsprite2.c
author Philipp Wiesemann <philipp.wiesemann@arcor.de>
Fri, 16 Dec 2016 22:58:32 +0100
changeset 10707 28c1a3f9c88b
parent 9998 f67cf37e9cd4
child 10737 3406a0f8b041
permissions -rw-r--r--
Fixed hotplug with more than one device in testjoystick program.
     1 /*
     2   Copyright (C) 1997-2016 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 #ifdef __EMSCRIPTEN__
    19 #include <emscripten/emscripten.h>
    20 #endif
    21 
    22 #include "SDL_test.h"
    23 #include "SDL_test_common.h"
    24 
    25 #define NUM_SPRITES    100
    26 #define MAX_SPEED     1
    27 
    28 static SDLTest_CommonState *state;
    29 static int num_sprites;
    30 static SDL_Texture **sprites;
    31 static SDL_bool cycle_color;
    32 static SDL_bool cycle_alpha;
    33 static int cycle_direction = 1;
    34 static int current_alpha = 0;
    35 static int current_color = 0;
    36 static SDL_Rect *positions;
    37 static SDL_Rect *velocities;
    38 static int sprite_w, sprite_h;
    39 static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
    40 
    41 /* Number of iterations to move sprites - used for visual tests. */
    42 /* -1: infinite random moves (default); >=0: enables N deterministic moves */
    43 static int iterations = -1;
    44 
    45 int done;
    46 
    47 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
    48 static void
    49 quit(int rc)
    50 {
    51     SDL_free(sprites);
    52     SDL_free(positions);
    53     SDL_free(velocities);
    54     SDLTest_CommonQuit(state);
    55     exit(rc);
    56 }
    57 
    58 int
    59 LoadSprite(const char *file)
    60 {
    61     int i;
    62     SDL_Surface *temp;
    63 
    64     /* Load the sprite image */
    65     temp = SDL_LoadBMP(file);
    66     if (temp == NULL) {
    67         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
    68         return (-1);
    69     }
    70     sprite_w = temp->w;
    71     sprite_h = temp->h;
    72 
    73     /* Set transparent pixel as the pixel at (0,0) */
    74     if (temp->format->palette) {
    75         SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
    76     } else {
    77         switch (temp->format->BitsPerPixel) {
    78         case 15:
    79             SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
    80             break;
    81         case 16:
    82             SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
    83             break;
    84         case 24:
    85             SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
    86             break;
    87         case 32:
    88             SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
    89             break;
    90         }
    91     }
    92 
    93     /* Create textures from the image */
    94     for (i = 0; i < state->num_windows; ++i) {
    95         SDL_Renderer *renderer = state->renderers[i];
    96         sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
    97         if (!sprites[i]) {
    98             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
    99             SDL_FreeSurface(temp);
   100             return (-1);
   101         }
   102         SDL_SetTextureBlendMode(sprites[i], blendMode);
   103     }
   104     SDL_FreeSurface(temp);
   105 
   106     /* We're ready to roll. :) */
   107     return (0);
   108 }
   109 
   110 void
   111 MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
   112 {
   113     int i;
   114     SDL_Rect viewport, temp;
   115     SDL_Rect *position, *velocity;
   116 
   117     /* Query the sizes */
   118     SDL_RenderGetViewport(renderer, &viewport);
   119 
   120     /* Cycle the color and alpha, if desired */
   121     if (cycle_color) {
   122         current_color += cycle_direction;
   123         if (current_color < 0) {
   124             current_color = 0;
   125             cycle_direction = -cycle_direction;
   126         }
   127         if (current_color > 255) {
   128             current_color = 255;
   129             cycle_direction = -cycle_direction;
   130         }
   131         SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
   132                                (Uint8) current_color);
   133     }
   134     if (cycle_alpha) {
   135         current_alpha += cycle_direction;
   136         if (current_alpha < 0) {
   137             current_alpha = 0;
   138             cycle_direction = -cycle_direction;
   139         }
   140         if (current_alpha > 255) {
   141             current_alpha = 255;
   142             cycle_direction = -cycle_direction;
   143         }
   144         SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
   145     }
   146 
   147     /* Draw a gray background */
   148     SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
   149     SDL_RenderClear(renderer);
   150 
   151     /* Test points */
   152     SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
   153     SDL_RenderDrawPoint(renderer, 0, 0);
   154     SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
   155     SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
   156     SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
   157 
   158     /* Test horizontal and vertical lines */
   159     SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
   160     SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
   161     SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
   162     SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
   163     SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
   164 
   165     /* Test fill and copy */
   166     SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
   167     temp.x = 1;
   168     temp.y = 1;
   169     temp.w = sprite_w;
   170     temp.h = sprite_h;
   171     SDL_RenderFillRect(renderer, &temp);
   172     SDL_RenderCopy(renderer, sprite, NULL, &temp);
   173     temp.x = viewport.w-sprite_w-1;
   174     temp.y = 1;
   175     temp.w = sprite_w;
   176     temp.h = sprite_h;
   177     SDL_RenderFillRect(renderer, &temp);
   178     SDL_RenderCopy(renderer, sprite, NULL, &temp);
   179     temp.x = 1;
   180     temp.y = viewport.h-sprite_h-1;
   181     temp.w = sprite_w;
   182     temp.h = sprite_h;
   183     SDL_RenderFillRect(renderer, &temp);
   184     SDL_RenderCopy(renderer, sprite, NULL, &temp);
   185     temp.x = viewport.w-sprite_w-1;
   186     temp.y = viewport.h-sprite_h-1;
   187     temp.w = sprite_w;
   188     temp.h = sprite_h;
   189     SDL_RenderFillRect(renderer, &temp);
   190     SDL_RenderCopy(renderer, sprite, NULL, &temp);
   191 
   192     /* Test diagonal lines */
   193     SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
   194     SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
   195                        viewport.w-sprite_w-2, viewport.h-sprite_h-2);
   196     SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
   197                        sprite_w, viewport.h-sprite_h-2);
   198 
   199     /* Conditionally move the sprites, bounce at the wall */
   200     if (iterations == -1 || iterations > 0) {
   201         for (i = 0; i < num_sprites; ++i) {
   202             position = &positions[i];
   203             velocity = &velocities[i];
   204             position->x += velocity->x;
   205             if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
   206                 velocity->x = -velocity->x;
   207                 position->x += velocity->x;
   208             }
   209             position->y += velocity->y;
   210             if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
   211                 velocity->y = -velocity->y;
   212                 position->y += velocity->y;
   213             }
   214 
   215         }
   216         
   217         /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
   218         if (iterations > 0) {
   219             iterations--;
   220             if (iterations == 0) {
   221                 cycle_alpha = SDL_FALSE;
   222                 cycle_color = SDL_FALSE;
   223             }
   224         }
   225     }
   226 
   227     /* Draw sprites */
   228     for (i = 0; i < num_sprites; ++i) {
   229         position = &positions[i];
   230 
   231         /* Blit the sprite onto the screen */
   232         SDL_RenderCopy(renderer, sprite, NULL, position);
   233     }
   234 
   235     /* Update the screen! */
   236     SDL_RenderPresent(renderer);
   237 }
   238 
   239 void
   240 loop()
   241 {
   242     int i;
   243     SDL_Event event;
   244 
   245     /* Check for events */
   246     while (SDL_PollEvent(&event)) {
   247         SDLTest_CommonEvent(state, &event, &done);
   248     }
   249     for (i = 0; i < state->num_windows; ++i) {
   250         if (state->windows[i] == NULL)
   251             continue;
   252         MoveSprites(state->renderers[i], sprites[i]);
   253     }
   254 #ifdef __EMSCRIPTEN__
   255     if (done) {
   256         emscripten_cancel_main_loop();
   257     }
   258 #endif
   259 }
   260 
   261 int
   262 main(int argc, char *argv[])
   263 {
   264     int i;
   265     Uint32 then, now, frames;
   266     Uint64 seed;
   267     const char *icon = "icon.bmp";
   268 
   269     /* Initialize parameters */
   270     num_sprites = NUM_SPRITES;
   271 
   272     /* Initialize test framework */
   273     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
   274     if (!state) {
   275         return 1;
   276     }
   277 
   278     for (i = 1; i < argc;) {
   279         int consumed;
   280 
   281         consumed = SDLTest_CommonArg(state, i);
   282         if (consumed == 0) {
   283             consumed = -1;
   284             if (SDL_strcasecmp(argv[i], "--blend") == 0) {
   285                 if (argv[i + 1]) {
   286                     if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
   287                         blendMode = SDL_BLENDMODE_NONE;
   288                         consumed = 2;
   289                     } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
   290                         blendMode = SDL_BLENDMODE_BLEND;
   291                         consumed = 2;
   292                     } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
   293                         blendMode = SDL_BLENDMODE_ADD;
   294                         consumed = 2;
   295                     } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
   296                         blendMode = SDL_BLENDMODE_MOD;
   297                         consumed = 2;
   298                     }
   299                 }
   300             } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
   301                 if (argv[i + 1]) {
   302                     iterations = SDL_atoi(argv[i + 1]);
   303                     if (iterations < -1) iterations = -1;
   304                     consumed = 2;
   305                 }
   306             } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
   307                 cycle_color = SDL_TRUE;
   308                 consumed = 1;
   309             } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
   310                 cycle_alpha = SDL_TRUE;
   311                 consumed = 1;
   312             } else if (SDL_isdigit(*argv[i])) {
   313                 num_sprites = SDL_atoi(argv[i]);
   314                 consumed = 1;
   315             } else if (argv[i][0] != '-') {
   316                 icon = argv[i];
   317                 consumed = 1;
   318             }
   319         }
   320         if (consumed < 0) {
   321             SDL_Log("Usage: %s %s [--blend none|blend|add|mod] [--cyclecolor] [--cyclealpha] [--iterations N] [num_sprites] [icon.bmp]\n",
   322                     argv[0], SDLTest_CommonUsage(state));
   323             quit(1);
   324         }
   325         i += consumed;
   326     }
   327     if (!SDLTest_CommonInit(state)) {
   328         quit(2);
   329     }
   330 
   331     /* Create the windows, initialize the renderers, and load the textures */
   332     sprites =
   333         (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
   334     if (!sprites) {
   335         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
   336         quit(2);
   337     }
   338     for (i = 0; i < state->num_windows; ++i) {
   339         SDL_Renderer *renderer = state->renderers[i];
   340         SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
   341         SDL_RenderClear(renderer);
   342     }
   343     if (LoadSprite(icon) < 0) {
   344         quit(2);
   345     }
   346 
   347     /* Allocate memory for the sprite info */
   348     positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
   349     velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
   350     if (!positions || !velocities) {
   351         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
   352         quit(2);
   353     }
   354 
   355     /* Position sprites and set their velocities using the fuzzer */ 
   356     if (iterations >= 0) {
   357         /* Deterministic seed - used for visual tests */
   358         seed = (Uint64)iterations;
   359     } else {
   360         /* Pseudo-random seed generated from the time */
   361         seed = (Uint64)time(NULL);
   362     }
   363     SDLTest_FuzzerInit(seed);
   364     for (i = 0; i < num_sprites; ++i) {
   365         positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w);
   366         positions[i].y = SDLTest_RandomIntegerInRange(0, state->window_h - sprite_h);
   367         positions[i].w = sprite_w;
   368         positions[i].h = sprite_h;
   369         velocities[i].x = 0;
   370         velocities[i].y = 0;
   371         while (!velocities[i].x && !velocities[i].y) {
   372             velocities[i].x = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
   373             velocities[i].y = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
   374         }
   375     }
   376 
   377     /* Main render loop */
   378     frames = 0;
   379     then = SDL_GetTicks();
   380     done = 0;
   381 
   382 #ifdef __EMSCRIPTEN__
   383     emscripten_set_main_loop(loop, 0, 1);
   384 #else
   385     while (!done) {
   386         ++frames;
   387         loop();
   388     }
   389 #endif
   390 
   391     /* Print out some timing information */
   392     now = SDL_GetTicks();
   393     if (now > then) {
   394         double fps = ((double) frames * 1000) / (now - then);
   395         SDL_Log("%2.2f frames per second\n", fps);
   396     }
   397     quit(0);
   398     return 0;
   399 }
   400 
   401 /* vi: set ts=4 sw=4 expandtab: */