2 Copyright (C) 1997-2011 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 */
18 #include "SDL_test_common.h"
21 static SDLTest_CommonState *state;
25 SDL_Renderer *renderer;
26 SDL_Texture *background;
32 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
36 SDLTest_CommonQuit(state);
41 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
46 /* Load the sprite image */
47 temp = SDL_LoadBMP(file);
49 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
53 /* Set transparent pixel as the pixel at (0,0) */
55 if (temp->format->palette) {
56 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
58 switch (temp->format->BitsPerPixel) {
60 SDL_SetColorKey(temp, SDL_TRUE,
61 (*(Uint16 *) temp->pixels) & 0x00007FFF);
64 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
67 SDL_SetColorKey(temp, SDL_TRUE,
68 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
71 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
77 /* Create textures from the image */
78 texture = SDL_CreateTextureFromSurface(renderer, temp);
80 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
81 SDL_FreeSurface(temp);
84 SDL_FreeSurface(temp);
86 /* We're ready to roll. :) */
95 SDL_Point *center=NULL;
96 SDL_Point origin = {0,0};
98 SDL_RenderGetViewport(s->renderer, &viewport);
100 target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
101 SDL_SetRenderTarget(s->renderer, target);
103 /* Draw the background */
104 SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
106 /* Scale and draw the sprite */
107 s->sprite_rect.w += s->scale_direction;
108 s->sprite_rect.h += s->scale_direction;
109 if (s->scale_direction > 0) {
111 if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
112 s->scale_direction = -1;
115 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
116 s->scale_direction = 1;
119 s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
120 s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
122 SDL_RenderCopyEx(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, s->scale_direction);
124 SDL_SetRenderTarget(s->renderer, NULL);
125 SDL_RenderCopy(s->renderer, target, NULL, NULL);
126 SDL_DestroyTexture(target);
128 /* Update the screen! */
129 SDL_RenderPresent(s->renderer);
134 main(int argc, char *argv[])
136 DrawState *drawstates;
142 /* Initialize test framework */
143 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
147 for (i = 1; i < argc;) {
150 consumed = SDLTest_CommonArg(state, i);
152 fprintf(stderr, "Usage: %s %s\n", argv[0], SDLTest_CommonUsage(state));
157 if (!SDLTest_CommonInit(state)) {
161 drawstates = SDL_stack_alloc(DrawState, state->num_windows);
162 for (i = 0; i < state->num_windows; ++i) {
163 DrawState *drawstate = &drawstates[i];
165 drawstate->window = state->windows[i];
166 drawstate->renderer = state->renderers[i];
167 drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
168 drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
169 if (!drawstate->sprite || !drawstate->background) {
172 SDL_QueryTexture(drawstate->sprite, NULL, NULL,
173 &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
174 drawstate->scale_direction = 1;
177 /* Main render loop */
179 then = SDL_GetTicks();
182 /* Check for events */
184 while (SDL_PollEvent(&event)) {
185 SDLTest_CommonEvent(state, &event, &done);
187 for (i = 0; i < state->num_windows; ++i) {
188 Draw(&drawstates[i]);
192 /* Print out some timing information */
193 now = SDL_GetTicks();
195 double fps = ((double) frames * 1000) / (now - then);
196 printf("%2.2f frames per second\n", fps);
199 SDL_stack_free(drawstates);
205 /* vi: set ts=4 sw=4 expandtab: */