1.1 --- a/test/testsprite2.c Sat Sep 19 05:12:26 2009 +0000
1.2 +++ b/test/testsprite2.c Sat Sep 19 05:43:15 2009 +0000
1.3 @@ -100,6 +100,7 @@
1.4 {
1.5 int i, n;
1.6 int window_w, window_h;
1.7 + SDL_Rect temp;
1.8 SDL_Rect *position, *velocity;
1.9
1.10 SDL_SelectRenderer(window);
1.11 @@ -138,13 +139,52 @@
1.12 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
1.13 SDL_RenderFill(NULL);
1.14
1.15 - /* Draw two red points to make sure they show up correctly */
1.16 + /* Test points */
1.17 SDL_SetRenderDrawColor(0xFF, 0x00, 0x00, 0xFF);
1.18 SDL_RenderPoint(0, 0);
1.19 SDL_RenderPoint(window_w-1, 0);
1.20 SDL_RenderPoint(0, window_h-1);
1.21 SDL_RenderPoint(window_w-1, window_h-1);
1.22
1.23 + /* Test horizontal and vertical lines */
1.24 + SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF);
1.25 + SDL_RenderLine(1, 0, window_w-2, 0);
1.26 + SDL_RenderLine(1, window_h-1, window_w-2, window_h-1);
1.27 + SDL_RenderLine(0, 1, 0, window_h-2);
1.28 + SDL_RenderLine(window_w-1, 1, window_w-1, window_h-2);
1.29 +
1.30 + /* Test fill */
1.31 + SDL_SetRenderDrawColor(0xFF, 0xFF, 0xFF, 0xFF);
1.32 + temp.x = window_w-sprite_w-1;
1.33 + temp.y = 1;
1.34 + temp.w = sprite_w;
1.35 + temp.h = sprite_h;
1.36 + SDL_RenderFill(&temp);
1.37 + temp.x = 1;
1.38 + temp.y = window_h-sprite_h-1;
1.39 + temp.w = sprite_w;
1.40 + temp.h = sprite_h;
1.41 + SDL_RenderFill(&temp);
1.42 +
1.43 + /* Test copy */
1.44 + temp.x = 1;
1.45 + temp.y = 1;
1.46 + temp.w = sprite_w;
1.47 + temp.h = sprite_h;
1.48 + SDL_RenderCopy(sprite, NULL, &temp);
1.49 + temp.x = window_w-sprite_w-1;
1.50 + temp.y = window_h-sprite_h-1;
1.51 + temp.w = sprite_w;
1.52 + temp.h = sprite_h;
1.53 + SDL_RenderCopy(sprite, NULL, &temp);
1.54 +
1.55 + /* Test diagonal lines */
1.56 + SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF);
1.57 + SDL_RenderLine(sprite_w, sprite_h,
1.58 + window_w-sprite_w-2, window_h-sprite_h-2);
1.59 + SDL_RenderLine(window_w-sprite_w-2, sprite_h,
1.60 + sprite_w, window_h-sprite_h-2);
1.61 +
1.62 /* Move the sprite, bounce at the wall, and draw */
1.63 n = 0;
1.64 for (i = 0; i < num_sprites; ++i) {