|  | /* | 
|  | Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> | 
|  |  | 
|  | This software is provided 'as-is', without any express or implied | 
|  | warranty.  In no event will the authors be held liable for any damages | 
|  | arising from the use of this software. | 
|  |  | 
|  | Permission is granted to anyone to use this software for any purpose, | 
|  | including commercial applications, and to alter it and redistribute it | 
|  | freely. | 
|  | */ | 
|  | /* Simple program:  Move N sprites around on the screen as fast as possible */ | 
|  |  | 
|  | #include <stdlib.h> | 
|  | #include <stdio.h> | 
|  | #include <time.h> | 
|  |  | 
|  | #ifdef __EMSCRIPTEN__ | 
|  | #include <emscripten/emscripten.h> | 
|  | #endif | 
|  |  | 
|  | #include "SDL_test_common.h" | 
|  |  | 
|  |  | 
|  | static SDLTest_CommonState *state; | 
|  |  | 
|  | typedef struct { | 
|  | SDL_Window *window; | 
|  | SDL_Renderer *renderer; | 
|  | SDL_Texture *background; | 
|  | SDL_Texture *sprite; | 
|  | SDL_Rect sprite_rect; | 
|  | int scale_direction; | 
|  | } DrawState; | 
|  |  | 
|  | DrawState *drawstates; | 
|  | int done; | 
|  | SDL_bool test_composite = SDL_FALSE; | 
|  |  | 
|  | /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ | 
|  | static void | 
|  | quit(int rc) | 
|  | { | 
|  | SDLTest_CommonQuit(state); | 
|  | exit(rc); | 
|  | } | 
|  |  | 
|  | SDL_Texture * | 
|  | LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent) | 
|  | { | 
|  | SDL_Surface *temp; | 
|  | SDL_Texture *texture; | 
|  |  | 
|  | /* Load the sprite image */ | 
|  | temp = SDL_LoadBMP(file); | 
|  | if (temp == NULL) { | 
|  | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError()); | 
|  | return NULL; | 
|  | } | 
|  |  | 
|  | /* 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; | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | /* Create textures from the image */ | 
|  | texture = SDL_CreateTextureFromSurface(renderer, temp); | 
|  | if (!texture) { | 
|  | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); | 
|  | SDL_FreeSurface(temp); | 
|  | return NULL; | 
|  | } | 
|  | SDL_FreeSurface(temp); | 
|  |  | 
|  | /* We're ready to roll. :) */ | 
|  | return texture; | 
|  | } | 
|  |  | 
|  | SDL_bool | 
|  | DrawComposite(DrawState *s) | 
|  | { | 
|  | SDL_Rect viewport, R; | 
|  | SDL_Texture *target; | 
|  |  | 
|  | static SDL_bool blend_tested = SDL_FALSE; | 
|  | if (!blend_tested) { | 
|  | SDL_Texture *A, *B; | 
|  | Uint32 P; | 
|  |  | 
|  | A = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1); | 
|  | SDL_SetTextureBlendMode(A, SDL_BLENDMODE_BLEND); | 
|  |  | 
|  | B = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1); | 
|  | SDL_SetTextureBlendMode(B, SDL_BLENDMODE_BLEND); | 
|  |  | 
|  | SDL_SetRenderTarget(s->renderer, A); | 
|  | SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x80); | 
|  | SDL_RenderFillRect(s->renderer, NULL); | 
|  |  | 
|  | SDL_SetRenderTarget(s->renderer, B); | 
|  | SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00); | 
|  | SDL_RenderFillRect(s->renderer, NULL); | 
|  | SDL_RenderCopy(s->renderer, A, NULL, NULL); | 
|  | SDL_RenderReadPixels(s->renderer, NULL, SDL_PIXELFORMAT_ARGB8888, &P, sizeof(P)); | 
|  |  | 
|  | SDL_Log("Blended pixel: 0x%8.8X\n", P); | 
|  |  | 
|  | SDL_DestroyTexture(A); | 
|  | SDL_DestroyTexture(B); | 
|  | blend_tested = SDL_TRUE; | 
|  | } | 
|  |  | 
|  | SDL_RenderGetViewport(s->renderer, &viewport); | 
|  |  | 
|  | target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h); | 
|  | SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND); | 
|  | SDL_SetRenderTarget(s->renderer, target); | 
|  |  | 
|  | /* Draw the background. | 
|  | This is solid black so when the sprite is copied to it, any per-pixel alpha will be blended through. | 
|  | */ | 
|  | SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00); | 
|  | SDL_RenderFillRect(s->renderer, NULL); | 
|  |  | 
|  | /* 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 >= viewport.w || s->sprite_rect.h >= viewport.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 = (viewport.w - s->sprite_rect.w) / 2; | 
|  | s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2; | 
|  |  | 
|  | SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect); | 
|  |  | 
|  | SDL_SetRenderTarget(s->renderer, NULL); | 
|  | SDL_RenderCopy(s->renderer, s->background, NULL, NULL); | 
|  |  | 
|  | SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND); | 
|  | SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80); | 
|  | R.x = 0; | 
|  | R.y = 0; | 
|  | R.w = 100; | 
|  | R.h = 100; | 
|  | SDL_RenderFillRect(s->renderer, &R); | 
|  | SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE); | 
|  |  | 
|  | SDL_RenderCopy(s->renderer, target, NULL, NULL); | 
|  | SDL_DestroyTexture(target); | 
|  |  | 
|  | /* Update the screen! */ | 
|  | SDL_RenderPresent(s->renderer); | 
|  | return SDL_TRUE; | 
|  | } | 
|  |  | 
|  | SDL_bool | 
|  | Draw(DrawState *s) | 
|  | { | 
|  | SDL_Rect viewport; | 
|  | SDL_Texture *target; | 
|  |  | 
|  | SDL_RenderGetViewport(s->renderer, &viewport); | 
|  |  | 
|  | target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h); | 
|  | if (!target) { | 
|  | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s\n", SDL_GetError()); | 
|  | return SDL_FALSE; | 
|  | } | 
|  | SDL_SetRenderTarget(s->renderer, target); | 
|  |  | 
|  | /* Draw the background */ | 
|  | SDL_RenderCopy(s->renderer, s->background, NULL, NULL); | 
|  |  | 
|  | /* 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 >= viewport.w || s->sprite_rect.h >= viewport.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 = (viewport.w - s->sprite_rect.w) / 2; | 
|  | s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2; | 
|  |  | 
|  | SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect); | 
|  |  | 
|  | SDL_SetRenderTarget(s->renderer, NULL); | 
|  | SDL_RenderCopy(s->renderer, target, NULL, NULL); | 
|  | SDL_DestroyTexture(target); | 
|  |  | 
|  | /* Update the screen! */ | 
|  | SDL_RenderPresent(s->renderer); | 
|  | return SDL_TRUE; | 
|  | } | 
|  |  | 
|  | void | 
|  | loop() | 
|  | { | 
|  | int i; | 
|  | SDL_Event event; | 
|  |  | 
|  | /* Check for events */ | 
|  | while (SDL_PollEvent(&event)) { | 
|  | SDLTest_CommonEvent(state, &event, &done); | 
|  | } | 
|  | for (i = 0; i < state->num_windows; ++i) { | 
|  | if (state->windows[i] == NULL) | 
|  | continue; | 
|  | if (test_composite) { | 
|  | if (!DrawComposite(&drawstates[i])) done = 1; | 
|  | } else { | 
|  | if (!Draw(&drawstates[i])) done = 1; | 
|  | } | 
|  | } | 
|  | #ifdef __EMSCRIPTEN__ | 
|  | if (done) { | 
|  | emscripten_cancel_main_loop(); | 
|  | } | 
|  | #endif | 
|  | } | 
|  |  | 
|  | int | 
|  | main(int argc, char *argv[]) | 
|  | { | 
|  | int i; | 
|  | int frames; | 
|  | Uint32 then, now; | 
|  |  | 
|  | /* Enable standard application logging */ | 
|  | SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); | 
|  |  | 
|  | /* Initialize test framework */ | 
|  | state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); | 
|  | if (!state) { | 
|  | return 1; | 
|  | } | 
|  | for (i = 1; i < argc;) { | 
|  | int consumed; | 
|  |  | 
|  | consumed = SDLTest_CommonArg(state, i); | 
|  | if (consumed == 0) { | 
|  | consumed = -1; | 
|  | if (SDL_strcasecmp(argv[i], "--composite") == 0) { | 
|  | test_composite = SDL_TRUE; | 
|  | consumed = 1; | 
|  | } | 
|  | } | 
|  | if (consumed < 0) { | 
|  | static const char *options[] = { "[--composite]", NULL }; | 
|  | SDLTest_CommonLogUsage(state, argv[0], options); | 
|  | quit(1); | 
|  | } | 
|  | i += consumed; | 
|  | } | 
|  | if (!SDLTest_CommonInit(state)) { | 
|  | quit(2); | 
|  | } | 
|  |  | 
|  | drawstates = SDL_stack_alloc(DrawState, state->num_windows); | 
|  | for (i = 0; i < state->num_windows; ++i) { | 
|  | DrawState *drawstate = &drawstates[i]; | 
|  |  | 
|  | drawstate->window = state->windows[i]; | 
|  | drawstate->renderer = state->renderers[i]; | 
|  | if (test_composite) { | 
|  | drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", SDL_TRUE); | 
|  | } else { | 
|  | 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; | 
|  | } | 
|  |  | 
|  | /* Main render loop */ | 
|  | frames = 0; | 
|  | then = SDL_GetTicks(); | 
|  | done = 0; | 
|  |  | 
|  | #ifdef __EMSCRIPTEN__ | 
|  | emscripten_set_main_loop(loop, 0, 1); | 
|  | #else | 
|  | while (!done) { | 
|  | ++frames; | 
|  | loop(); | 
|  | } | 
|  | #endif | 
|  |  | 
|  | /* Print out some timing information */ | 
|  | now = SDL_GetTicks(); | 
|  | if (now > then) { | 
|  | double fps = ((double) frames * 1000) / (now - then); | 
|  | SDL_Log("%2.2f frames per second\n", fps); | 
|  | } | 
|  |  | 
|  | SDL_stack_free(drawstates); | 
|  |  | 
|  | quit(0); | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | /* vi: set ts=4 sw=4 expandtab: */ |