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Added a scaling test program
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/* Simple program: Move N sprites around on the screen as fast as possible */ | ||
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#include <stdlib.h> | ||
#include <stdio.h> | ||
#include <time.h> | ||
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#include "SDL.h" | ||
#include "common.h" | ||
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#define WINDOW_WIDTH 640 | ||
#define WINDOW_HEIGHT 480 | ||
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static CommonState *state; | ||
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typedef struct { | ||
SDL_Window *window; | ||
SDL_Renderer *renderer; | ||
SDL_Texture *background; | ||
SDL_Texture *sprite; | ||
SDL_Rect sprite_rect; | ||
int scale_direction; | ||
} DrawState; | ||
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ | ||
static void | ||
quit(int rc) | ||
{ | ||
CommonQuit(state); | ||
exit(rc); | ||
} | ||
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SDL_Texture * | ||
LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent) | ||
{ | ||
SDL_Surface *temp; | ||
SDL_Texture *texture; | ||
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/* Load the sprite image */ | ||
temp = SDL_LoadBMP(file); | ||
if (temp == NULL) { | ||
fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); | ||
return NULL; | ||
} | ||
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/* Set transparent pixel as the pixel at (0,0) */ | ||
if (transparent) { | ||
if (temp->format->palette) { | ||
SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels); | ||
} else { | ||
switch (temp->format->BitsPerPixel) { | ||
case 15: | ||
SDL_SetColorKey(temp, SDL_TRUE, | ||
(*(Uint16 *) temp->pixels) & 0x00007FFF); | ||
break; | ||
case 16: | ||
SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels); | ||
break; | ||
case 24: | ||
SDL_SetColorKey(temp, SDL_TRUE, | ||
(*(Uint32 *) temp->pixels) & 0x00FFFFFF); | ||
break; | ||
case 32: | ||
SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels); | ||
break; | ||
} | ||
} | ||
} | ||
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/* Create textures from the image */ | ||
texture = SDL_CreateTextureFromSurface(renderer, temp); | ||
if (!texture) { | ||
fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); | ||
SDL_FreeSurface(temp); | ||
return NULL; | ||
} | ||
SDL_FreeSurface(temp); | ||
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/* We're ready to roll. :) */ | ||
return texture; | ||
} | ||
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void | ||
Draw(DrawState *s) | ||
{ | ||
int w, h; | ||
SDL_Rect rect; | ||
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SDL_GetWindowSize(s->window, &w, &h); | ||
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/* Draw the background */ | ||
SDL_RenderCopy(s->renderer, s->background, NULL, NULL); | ||
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/* Scale and draw the sprite */ | ||
s->sprite_rect.w += s->scale_direction; | ||
s->sprite_rect.h += s->scale_direction; | ||
if (s->scale_direction > 0) { | ||
if (s->sprite_rect.w >= w || s->sprite_rect.h >= h) { | ||
s->scale_direction = -1; | ||
} | ||
} else { | ||
if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) { | ||
s->scale_direction = 1; | ||
} | ||
} | ||
s->sprite_rect.x = (w - s->sprite_rect.w) / 2; | ||
s->sprite_rect.y = (h - s->sprite_rect.h) / 2; | ||
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SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect); | ||
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/* Update the screen! */ | ||
SDL_RenderPresent(s->renderer); | ||
} | ||
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int | ||
main(int argc, char *argv[]) | ||
{ | ||
DrawState *drawstates; | ||
int i, done; | ||
SDL_Event event; | ||
int frames; | ||
Uint32 then, now; | ||
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/* Initialize test framework */ | ||
state = CommonCreateState(argv, SDL_INIT_VIDEO); | ||
if (!state) { | ||
return 1; | ||
} | ||
for (i = 1; i < argc;) { | ||
int consumed; | ||
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consumed = CommonArg(state, i); | ||
if (consumed == 0) { | ||
fprintf(stderr, "Usage: %s %s\n", argv[0], CommonUsage(state)); | ||
return 1; | ||
} | ||
i += consumed; | ||
} | ||
if (!CommonInit(state)) { | ||
quit(2); | ||
} | ||
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drawstates = SDL_stack_alloc(DrawState, state->num_windows); | ||
for (i = 0; i < state->num_windows; ++i) { | ||
DrawState *drawstate = &drawstates[i]; | ||
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drawstate->window = state->windows[i]; | ||
drawstate->renderer = state->renderers[i]; | ||
drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE); | ||
drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE); | ||
if (!drawstate->sprite || !drawstate->background) { | ||
quit(2); | ||
} | ||
SDL_QueryTexture(drawstate->sprite, NULL, NULL, | ||
&drawstate->sprite_rect.w, &drawstate->sprite_rect.h); | ||
drawstate->scale_direction = 1; | ||
} | ||
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/* Main render loop */ | ||
frames = 0; | ||
then = SDL_GetTicks(); | ||
done = 0; | ||
while (!done) { | ||
/* Check for events */ | ||
++frames; | ||
while (SDL_PollEvent(&event)) { | ||
CommonEvent(state, &event, &done); | ||
} | ||
for (i = 0; i < state->num_windows; ++i) { | ||
Draw(&drawstates[i]); | ||
} | ||
} | ||
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/* Print out some timing information */ | ||
now = SDL_GetTicks(); | ||
if (now > then) { | ||
double fps = ((double) frames * 1000) / (now - then); | ||
printf("%2.2f frames per second\n", fps); | ||
} | ||
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SDL_stack_free(drawstate); | ||
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quit(0); | ||
return 0; | ||
} | ||
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/* vi: set ts=4 sw=4 expandtab: */ |