test/testscale.c
author Sam Lantinga <slouken@libsdl.org>
Thu, 19 Sep 2019 16:50:49 -0700
changeset 13078 ae4f9911321a
parent 12732 0280fd2d02ca
permissions -rw-r--r--
The PS4 is ignoring the volume values in the report, so we don't need to fill them in.
     1 /*
     2   Copyright (C) 1997-2019 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_common.h"
    23 
    24 #define WINDOW_WIDTH    640
    25 #define WINDOW_HEIGHT   480
    26 
    27 static SDLTest_CommonState *state;
    28 
    29 typedef struct {
    30     SDL_Window *window;
    31     SDL_Renderer *renderer;
    32     SDL_Texture *background;
    33     SDL_Texture *sprite;
    34     SDL_Rect sprite_rect;
    35     int scale_direction;
    36 } DrawState;
    37 
    38 DrawState *drawstates;
    39 int done;
    40 
    41 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
    42 static void
    43 quit(int rc)
    44 {
    45     SDLTest_CommonQuit(state);
    46     exit(rc);
    47 }
    48 
    49 SDL_Texture *
    50 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
    51 {
    52     SDL_Surface *temp;
    53     SDL_Texture *texture;
    54 
    55     /* Load the sprite image */
    56     temp = SDL_LoadBMP(file);
    57     if (temp == NULL) {
    58         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
    59         return NULL;
    60     }
    61 
    62     /* Set transparent pixel as the pixel at (0,0) */
    63     if (transparent) {
    64         if (temp->format->palette) {
    65             SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
    66         } else {
    67             switch (temp->format->BitsPerPixel) {
    68             case 15:
    69                 SDL_SetColorKey(temp, SDL_TRUE,
    70                                 (*(Uint16 *) temp->pixels) & 0x00007FFF);
    71                 break;
    72             case 16:
    73                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
    74                 break;
    75             case 24:
    76                 SDL_SetColorKey(temp, SDL_TRUE,
    77                                 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
    78                 break;
    79             case 32:
    80                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
    81                 break;
    82             }
    83         }
    84     }
    85 
    86     /* Create textures from the image */
    87     texture = SDL_CreateTextureFromSurface(renderer, temp);
    88     if (!texture) {
    89         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
    90         SDL_FreeSurface(temp);
    91         return NULL;
    92     }
    93     SDL_FreeSurface(temp);
    94 
    95     /* We're ready to roll. :) */
    96     return texture;
    97 }
    98 
    99 void
   100 Draw(DrawState *s)
   101 {
   102     SDL_Rect viewport;
   103 
   104     SDL_RenderGetViewport(s->renderer, &viewport);
   105 
   106     /* Draw the background */
   107     SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
   108 
   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;
   115         }
   116     } else {
   117         if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
   118             s->scale_direction = 1;
   119         }
   120     }
   121     s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
   122     s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
   123 
   124     SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
   125 
   126     /* Update the screen! */
   127     SDL_RenderPresent(s->renderer);
   128 }
   129 
   130 void
   131 loop()
   132 {
   133     int i;
   134     SDL_Event event;
   135 
   136     /* Check for events */
   137     while (SDL_PollEvent(&event)) {
   138         SDLTest_CommonEvent(state, &event, &done);
   139     }
   140     for (i = 0; i < state->num_windows; ++i) {
   141         if (state->windows[i] == NULL)
   142             continue;
   143         Draw(&drawstates[i]);
   144     }
   145 #ifdef __EMSCRIPTEN__
   146     if (done) {
   147         emscripten_cancel_main_loop();
   148     }
   149 #endif
   150 }
   151 
   152 int
   153 main(int argc, char *argv[])
   154 {
   155     int i;
   156     int frames;
   157     Uint32 then, now;
   158 
   159     /* Enable standard application logging */
   160     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
   161 
   162     /* Initialize test framework */
   163     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
   164     if (!state) {
   165         return 1;
   166     }
   167 
   168     if (!SDLTest_CommonDefaultArgs(state, argc, argv) || !SDLTest_CommonInit(state)) {
   169         SDLTest_CommonQuit(state);
   170         return 1;
   171     }
   172 
   173     drawstates = SDL_stack_alloc(DrawState, state->num_windows);
   174     for (i = 0; i < state->num_windows; ++i) {
   175         DrawState *drawstate = &drawstates[i];
   176 
   177         drawstate->window = state->windows[i];
   178         drawstate->renderer = state->renderers[i];
   179         drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
   180         drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
   181         if (!drawstate->sprite || !drawstate->background) {
   182             quit(2);
   183         }
   184         SDL_QueryTexture(drawstate->sprite, NULL, NULL,
   185                          &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
   186         drawstate->scale_direction = 1;
   187     }
   188 
   189     /* Main render loop */
   190     frames = 0;
   191     then = SDL_GetTicks();
   192     done = 0;
   193 
   194 #ifdef __EMSCRIPTEN__
   195     emscripten_set_main_loop(loop, 0, 1);
   196 #else
   197     while (!done) {
   198         ++frames;
   199         loop();
   200     }
   201 #endif
   202 
   203     /* Print out some timing information */
   204     now = SDL_GetTicks();
   205     if (now > then) {
   206         double fps = ((double) frames * 1000) / (now - then);
   207         SDL_Log("%2.2f frames per second\n", fps);
   208     }
   209 
   210     SDL_stack_free(drawstates);
   211 
   212     quit(0);
   213     return 0;
   214 }
   215 
   216 /* vi: set ts=4 sw=4 expandtab: */