test/testscale.c
author Sam Lantinga <slouken@libsdl.org>
Wed, 09 Mar 2011 15:09:00 -0800
changeset 5459 881d1e03e381
parent 5297 1800dc39b74c
child 5535 96594ac5fd1a
permissions -rw-r--r--
Fixed touches for the !IPHONE_TOUCH_EFFICIENT_DANGEROUS case
     1 /* Simple program:  Move N sprites around on the screen as fast as possible */
     2 
     3 #include <stdlib.h>
     4 #include <stdio.h>
     5 #include <time.h>
     6 
     7 #include "SDL.h"
     8 #include "common.h"
     9 
    10 #define WINDOW_WIDTH    640
    11 #define WINDOW_HEIGHT   480
    12 
    13 static CommonState *state;
    14 
    15 typedef struct {
    16     SDL_Window *window;
    17     SDL_Renderer *renderer;
    18     SDL_Texture *background;
    19     SDL_Texture *sprite;
    20     SDL_Rect sprite_rect;
    21     int scale_direction;
    22 } DrawState;
    23 
    24 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
    25 static void
    26 quit(int rc)
    27 {
    28     CommonQuit(state);
    29     exit(rc);
    30 }
    31 
    32 SDL_Texture *
    33 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
    34 {
    35     SDL_Surface *temp;
    36     SDL_Texture *texture;
    37 
    38     /* Load the sprite image */
    39     temp = SDL_LoadBMP(file);
    40     if (temp == NULL) {
    41         fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
    42         return NULL;
    43     }
    44 
    45     /* Set transparent pixel as the pixel at (0,0) */
    46     if (transparent) {
    47         if (temp->format->palette) {
    48             SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
    49         } else {
    50             switch (temp->format->BitsPerPixel) {
    51             case 15:
    52                 SDL_SetColorKey(temp, SDL_TRUE,
    53                                 (*(Uint16 *) temp->pixels) & 0x00007FFF);
    54                 break;
    55             case 16:
    56                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
    57                 break;
    58             case 24:
    59                 SDL_SetColorKey(temp, SDL_TRUE,
    60                                 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
    61                 break;
    62             case 32:
    63                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
    64                 break;
    65             }
    66         }
    67     }
    68 
    69     /* Create textures from the image */
    70     texture = SDL_CreateTextureFromSurface(renderer, temp);
    71     if (!texture) {
    72         fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
    73         SDL_FreeSurface(temp);
    74         return NULL;
    75     }
    76     SDL_FreeSurface(temp);
    77 
    78     /* We're ready to roll. :) */
    79     return texture;
    80 }
    81 
    82 void
    83 Draw(DrawState *s)
    84 {
    85     SDL_Rect viewport;
    86 
    87     SDL_RenderGetViewport(s->renderer, &viewport);
    88 
    89     /* Draw the background */
    90     SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
    91 
    92     /* Scale and draw the sprite */
    93     s->sprite_rect.w += s->scale_direction;
    94     s->sprite_rect.h += s->scale_direction;
    95     if (s->scale_direction > 0) {
    96         if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
    97             s->scale_direction = -1;
    98         }
    99     } else {
   100         if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
   101             s->scale_direction = 1;
   102         }
   103     }
   104     s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
   105     s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
   106 
   107     SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
   108 
   109     /* Update the screen! */
   110     SDL_RenderPresent(s->renderer);
   111 }
   112 
   113 int
   114 main(int argc, char *argv[])
   115 {
   116     DrawState *drawstates;
   117     int i, done;
   118     SDL_Event event;
   119     int frames;
   120     Uint32 then, now;
   121 
   122     /* Initialize test framework */
   123     state = CommonCreateState(argv, SDL_INIT_VIDEO);
   124     if (!state) {
   125         return 1;
   126     }
   127     for (i = 1; i < argc;) {
   128         int consumed;
   129 
   130         consumed = CommonArg(state, i);
   131         if (consumed == 0) {
   132             fprintf(stderr, "Usage: %s %s\n", argv[0], CommonUsage(state));
   133             return 1;
   134         }
   135         i += consumed;
   136     }
   137     if (!CommonInit(state)) {
   138         quit(2);
   139     }
   140 
   141     drawstates = SDL_stack_alloc(DrawState, state->num_windows);
   142     for (i = 0; i < state->num_windows; ++i) {
   143         DrawState *drawstate = &drawstates[i];
   144 
   145         drawstate->window = state->windows[i];
   146         drawstate->renderer = state->renderers[i];
   147         drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
   148         drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
   149         if (!drawstate->sprite || !drawstate->background) {
   150             quit(2);
   151         }
   152         SDL_QueryTexture(drawstate->sprite, NULL, NULL,
   153                          &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
   154         drawstate->scale_direction = 1;
   155     }
   156 
   157     /* Main render loop */
   158     frames = 0;
   159     then = SDL_GetTicks();
   160     done = 0;
   161     while (!done) {
   162         /* Check for events */
   163         ++frames;
   164         while (SDL_PollEvent(&event)) {
   165             CommonEvent(state, &event, &done);
   166         }
   167         for (i = 0; i < state->num_windows; ++i) {
   168             Draw(&drawstates[i]);
   169         }
   170     }
   171 
   172     /* Print out some timing information */
   173     now = SDL_GetTicks();
   174     if (now > then) {
   175         double fps = ((double) frames * 1000) / (now - then);
   176         printf("%2.2f frames per second\n", fps);
   177     }
   178 
   179     SDL_stack_free(drawstates);
   180 
   181     quit(0);
   182     return 0;
   183 }
   184 
   185 /* vi: set ts=4 sw=4 expandtab: */