2 Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
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.
8 Permission is granted to anyone to use this software for any purpose,
9 including commercial applications, and to alter it and redistribute it
12 /* Simple program: Move N sprites around on the screen as fast as possible */
19 #include <emscripten/emscripten.h>
22 #include "SDL_test_common.h"
24 #define WINDOW_WIDTH 640
25 #define WINDOW_HEIGHT 480
27 static SDLTest_CommonState *state;
31 SDL_Renderer *renderer;
32 SDL_Texture *background;
38 DrawState *drawstates;
41 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
45 SDLTest_CommonQuit(state);
50 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
55 /* Load the sprite image */
56 temp = SDL_LoadBMP(file);
58 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
62 /* Set transparent pixel as the pixel at (0,0) */
64 if (temp->format->palette) {
65 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
67 switch (temp->format->BitsPerPixel) {
69 SDL_SetColorKey(temp, SDL_TRUE,
70 (*(Uint16 *) temp->pixels) & 0x00007FFF);
73 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
76 SDL_SetColorKey(temp, SDL_TRUE,
77 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
80 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
86 /* Create textures from the image */
87 texture = SDL_CreateTextureFromSurface(renderer, temp);
89 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
90 SDL_FreeSurface(temp);
93 SDL_FreeSurface(temp);
95 /* We're ready to roll. :) */
104 SDL_RenderGetViewport(s->renderer, &viewport);
106 /* Draw the background */
107 SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
109 /* Scale and draw the sprite */
110 s->sprite_rect.w += s->scale_direction;
111 s->sprite_rect.h += s->scale_direction;
112 if (s->scale_direction > 0) {
113 if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
114 s->scale_direction = -1;
117 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
118 s->scale_direction = 1;
121 s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
122 s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
124 SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
126 /* Update the screen! */
127 SDL_RenderPresent(s->renderer);
136 /* Check for events */
137 while (SDL_PollEvent(&event)) {
138 SDLTest_CommonEvent(state, &event, &done);
140 for (i = 0; i < state->num_windows; ++i) {
141 if (state->windows[i] == NULL)
143 Draw(&drawstates[i]);
145 #ifdef __EMSCRIPTEN__
147 emscripten_cancel_main_loop();
153 main(int argc, char *argv[])
159 /* Enable standard application logging */
160 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
162 /* Initialize test framework */
163 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
167 for (i = 1; i < argc;) {
170 consumed = SDLTest_CommonArg(state, i);
172 SDL_Log("Usage: %s %s\n", argv[0], SDLTest_CommonUsage(state));
177 if (!SDLTest_CommonInit(state)) {
181 drawstates = SDL_stack_alloc(DrawState, state->num_windows);
182 for (i = 0; i < state->num_windows; ++i) {
183 DrawState *drawstate = &drawstates[i];
185 drawstate->window = state->windows[i];
186 drawstate->renderer = state->renderers[i];
187 drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
188 drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
189 if (!drawstate->sprite || !drawstate->background) {
192 SDL_QueryTexture(drawstate->sprite, NULL, NULL,
193 &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
194 drawstate->scale_direction = 1;
197 /* Main render loop */
199 then = SDL_GetTicks();
202 #ifdef __EMSCRIPTEN__
203 emscripten_set_main_loop(loop, 0, 1);
211 /* Print out some timing information */
212 now = SDL_GetTicks();
214 double fps = ((double) frames * 1000) / (now - then);
215 SDL_Log("%2.2f frames per second\n", fps);
218 SDL_stack_free(drawstates);
224 /* vi: set ts=4 sw=4 expandtab: */