|  | /* | 
|  | Copyright (C) 1997-2013 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> | 
|  |  | 
|  | #include "SDL_test.h" | 
|  | #include "SDL_test_common.h" | 
|  |  | 
|  | #define NUM_SPRITES    100 | 
|  | #define MAX_SPEED     1 | 
|  |  | 
|  | static SDLTest_CommonState *state; | 
|  | static int num_sprites; | 
|  | static SDL_Texture **sprites; | 
|  | static SDL_bool cycle_color; | 
|  | static SDL_bool cycle_alpha; | 
|  | static int cycle_direction = 1; | 
|  | static int current_alpha = 0; | 
|  | static int current_color = 0; | 
|  | static SDL_Rect *positions; | 
|  | static SDL_Rect *velocities; | 
|  | static int sprite_w, sprite_h; | 
|  | static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND; | 
|  |  | 
|  | /* Number of iterations to move sprites - used for visual tests. */ | 
|  | /* -1: infinite random moves (default); >=0: enables N deterministic moves */ | 
|  | static int iterations = -1; | 
|  |  | 
|  | /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ | 
|  | static void | 
|  | quit(int rc) | 
|  | { | 
|  | SDL_free(sprites); | 
|  | SDL_free(positions); | 
|  | SDL_free(velocities); | 
|  | SDLTest_CommonQuit(state); | 
|  | exit(rc); | 
|  | } | 
|  |  | 
|  | int | 
|  | LoadSprite(const char *file) | 
|  | { | 
|  | int i; | 
|  | SDL_Surface *temp; | 
|  |  | 
|  | /* 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 (-1); | 
|  | } | 
|  | sprite_w = temp->w; | 
|  | sprite_h = temp->h; | 
|  |  | 
|  | /* Set transparent pixel as the pixel at (0,0) */ | 
|  | if (temp->format->palette) { | 
|  | SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels); | 
|  | } else { | 
|  | switch (temp->format->BitsPerPixel) { | 
|  | case 15: | 
|  | SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF); | 
|  | break; | 
|  | case 16: | 
|  | SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels); | 
|  | break; | 
|  | case 24: | 
|  | SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF); | 
|  | break; | 
|  | case 32: | 
|  | SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels); | 
|  | break; | 
|  | } | 
|  | } | 
|  |  | 
|  | /* Create textures from the image */ | 
|  | for (i = 0; i < state->num_windows; ++i) { | 
|  | SDL_Renderer *renderer = state->renderers[i]; | 
|  | sprites[i] = SDL_CreateTextureFromSurface(renderer, temp); | 
|  | if (!sprites[i]) { | 
|  | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); | 
|  | SDL_FreeSurface(temp); | 
|  | return (-1); | 
|  | } | 
|  | SDL_SetTextureBlendMode(sprites[i], blendMode); | 
|  | } | 
|  | SDL_FreeSurface(temp); | 
|  |  | 
|  | /* We're ready to roll. :) */ | 
|  | return (0); | 
|  | } | 
|  |  | 
|  | void | 
|  | MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite) | 
|  | { | 
|  | int i; | 
|  | SDL_Rect viewport, temp; | 
|  | SDL_Rect *position, *velocity; | 
|  |  | 
|  | /* Query the sizes */ | 
|  | SDL_RenderGetViewport(renderer, &viewport); | 
|  |  | 
|  | /* Cycle the color and alpha, if desired */ | 
|  | if (cycle_color) { | 
|  | current_color += cycle_direction; | 
|  | if (current_color < 0) { | 
|  | current_color = 0; | 
|  | cycle_direction = -cycle_direction; | 
|  | } | 
|  | if (current_color > 255) { | 
|  | current_color = 255; | 
|  | cycle_direction = -cycle_direction; | 
|  | } | 
|  | SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color, | 
|  | (Uint8) current_color); | 
|  | } | 
|  | if (cycle_alpha) { | 
|  | current_alpha += cycle_direction; | 
|  | if (current_alpha < 0) { | 
|  | current_alpha = 0; | 
|  | cycle_direction = -cycle_direction; | 
|  | } | 
|  | if (current_alpha > 255) { | 
|  | current_alpha = 255; | 
|  | cycle_direction = -cycle_direction; | 
|  | } | 
|  | SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha); | 
|  | } | 
|  |  | 
|  | /* Draw a gray background */ | 
|  | SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); | 
|  | SDL_RenderClear(renderer); | 
|  |  | 
|  | /* Test points */ | 
|  | SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF); | 
|  | SDL_RenderDrawPoint(renderer, 0, 0); | 
|  | SDL_RenderDrawPoint(renderer, viewport.w-1, 0); | 
|  | SDL_RenderDrawPoint(renderer, 0, viewport.h-1); | 
|  | SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1); | 
|  |  | 
|  | /* Test horizontal and vertical lines */ | 
|  | SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF); | 
|  | SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0); | 
|  | SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1); | 
|  | SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2); | 
|  | SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2); | 
|  |  | 
|  | /* Test fill and copy */ | 
|  | SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF); | 
|  | temp.x = 1; | 
|  | temp.y = 1; | 
|  | temp.w = sprite_w; | 
|  | temp.h = sprite_h; | 
|  | SDL_RenderFillRect(renderer, &temp); | 
|  | SDL_RenderCopy(renderer, sprite, NULL, &temp); | 
|  | temp.x = viewport.w-sprite_w-1; | 
|  | temp.y = 1; | 
|  | temp.w = sprite_w; | 
|  | temp.h = sprite_h; | 
|  | SDL_RenderFillRect(renderer, &temp); | 
|  | SDL_RenderCopy(renderer, sprite, NULL, &temp); | 
|  | temp.x = 1; | 
|  | temp.y = viewport.h-sprite_h-1; | 
|  | temp.w = sprite_w; | 
|  | temp.h = sprite_h; | 
|  | SDL_RenderFillRect(renderer, &temp); | 
|  | SDL_RenderCopy(renderer, sprite, NULL, &temp); | 
|  | temp.x = viewport.w-sprite_w-1; | 
|  | temp.y = viewport.h-sprite_h-1; | 
|  | temp.w = sprite_w; | 
|  | temp.h = sprite_h; | 
|  | SDL_RenderFillRect(renderer, &temp); | 
|  | SDL_RenderCopy(renderer, sprite, NULL, &temp); | 
|  |  | 
|  | /* Test diagonal lines */ | 
|  | SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF); | 
|  | SDL_RenderDrawLine(renderer, sprite_w, sprite_h, | 
|  | viewport.w-sprite_w-2, viewport.h-sprite_h-2); | 
|  | SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h, | 
|  | sprite_w, viewport.h-sprite_h-2); | 
|  |  | 
|  | /* Conditionally move the sprites, bounce at the wall */ | 
|  | if (iterations == -1 || iterations > 0) { | 
|  | for (i = 0; i < num_sprites; ++i) { | 
|  | position = &positions[i]; | 
|  | velocity = &velocities[i]; | 
|  | position->x += velocity->x; | 
|  | if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) { | 
|  | velocity->x = -velocity->x; | 
|  | position->x += velocity->x; | 
|  | } | 
|  | position->y += velocity->y; | 
|  | if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) { | 
|  | velocity->y = -velocity->y; | 
|  | position->y += velocity->y; | 
|  | } | 
|  |  | 
|  | } | 
|  |  | 
|  | /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */ | 
|  | if (iterations > 0) { | 
|  | iterations--; | 
|  | if (iterations == 0) { | 
|  | cycle_alpha = SDL_FALSE; | 
|  | cycle_color = SDL_FALSE; | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | /* Draw sprites */ | 
|  | for (i = 0; i < num_sprites; ++i) { | 
|  | position = &positions[i]; | 
|  |  | 
|  | /* Blit the sprite onto the screen */ | 
|  | SDL_RenderCopy(renderer, sprite, NULL, position); | 
|  | } | 
|  |  | 
|  | /* Update the screen! */ | 
|  | SDL_RenderPresent(renderer); | 
|  | } | 
|  |  | 
|  | int | 
|  | main(int argc, char *argv[]) | 
|  | { | 
|  | int i, done; | 
|  | SDL_Event event; | 
|  | Uint32 then, now, frames; | 
|  | Uint64 seed; | 
|  | const char *icon = "icon.bmp"; | 
|  |  | 
|  | /* Initialize parameters */ | 
|  | num_sprites = NUM_SPRITES; | 
|  |  | 
|  | /* 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], "--blend") == 0) { | 
|  | if (argv[i + 1]) { | 
|  | if (SDL_strcasecmp(argv[i + 1], "none") == 0) { | 
|  | blendMode = SDL_BLENDMODE_NONE; | 
|  | consumed = 2; | 
|  | } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { | 
|  | blendMode = SDL_BLENDMODE_BLEND; | 
|  | consumed = 2; | 
|  | } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { | 
|  | blendMode = SDL_BLENDMODE_ADD; | 
|  | consumed = 2; | 
|  | } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { | 
|  | blendMode = SDL_BLENDMODE_MOD; | 
|  | consumed = 2; | 
|  | } | 
|  | } | 
|  | } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) { | 
|  | if (argv[i + 1]) { | 
|  | iterations = SDL_atoi(argv[i + 1]); | 
|  | if (iterations < -1) iterations = -1; | 
|  | consumed = 2; | 
|  | } | 
|  | } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) { | 
|  | cycle_color = SDL_TRUE; | 
|  | consumed = 1; | 
|  | } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { | 
|  | cycle_alpha = SDL_TRUE; | 
|  | consumed = 1; | 
|  | } else if (SDL_isdigit(*argv[i])) { | 
|  | num_sprites = SDL_atoi(argv[i]); | 
|  | consumed = 1; | 
|  | } else if (argv[i][0] != '-') { | 
|  | icon = argv[i]; | 
|  | consumed = 1; | 
|  | } | 
|  | } | 
|  | if (consumed < 0) { | 
|  | SDL_Log("Usage: %s %s [--blend none|blend|add|mod] [--cyclecolor] [--cyclealpha] [--iterations N] [num_sprites] [icon.bmp]\n", | 
|  | argv[0], SDLTest_CommonUsage(state)); | 
|  | quit(1); | 
|  | } | 
|  | i += consumed; | 
|  | } | 
|  | if (!SDLTest_CommonInit(state)) { | 
|  | quit(2); | 
|  | } | 
|  |  | 
|  | /* Create the windows, initialize the renderers, and load the textures */ | 
|  | sprites = | 
|  | (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites)); | 
|  | if (!sprites) { | 
|  | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n"); | 
|  | quit(2); | 
|  | } | 
|  | for (i = 0; i < state->num_windows; ++i) { | 
|  | SDL_Renderer *renderer = state->renderers[i]; | 
|  | SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); | 
|  | SDL_RenderClear(renderer); | 
|  | } | 
|  | if (LoadSprite(icon) < 0) { | 
|  | quit(2); | 
|  | } | 
|  |  | 
|  | /* Allocate memory for the sprite info */ | 
|  | positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); | 
|  | velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); | 
|  | if (!positions || !velocities) { | 
|  | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n"); | 
|  | quit(2); | 
|  | } | 
|  |  | 
|  | /* Position sprites and set their velocities using the fuzzer */ | 
|  | if (iterations >= 0) { | 
|  | /* Deterministic seed - used for visual tests */ | 
|  | seed = (Uint64)iterations; | 
|  | } else { | 
|  | /* Pseudo-random seed generated from the time */ | 
|  | seed = (Uint64)time(NULL); | 
|  | } | 
|  | SDLTest_FuzzerInit(seed); | 
|  | for (i = 0; i < num_sprites; ++i) { | 
|  | positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w); | 
|  | positions[i].y = SDLTest_RandomIntegerInRange(0, state->window_h - sprite_h); | 
|  | positions[i].w = sprite_w; | 
|  | positions[i].h = sprite_h; | 
|  | velocities[i].x = 0; | 
|  | velocities[i].y = 0; | 
|  | while (!velocities[i].x && !velocities[i].y) { | 
|  | velocities[i].x = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED); | 
|  | velocities[i].y = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED); | 
|  | } | 
|  | } | 
|  |  | 
|  | /* Main render loop */ | 
|  | frames = 0; | 
|  | then = SDL_GetTicks(); | 
|  | done = 0; | 
|  | while (!done) { | 
|  | /* Check for events */ | 
|  | ++frames; | 
|  | while (SDL_PollEvent(&event)) { | 
|  | SDLTest_CommonEvent(state, &event, &done); | 
|  | } | 
|  | for (i = 0; i < state->num_windows; ++i) { | 
|  | if (state->windows[i] == NULL) | 
|  | continue; | 
|  | MoveSprites(state->renderers[i], sprites[i]); | 
|  | } | 
|  | } | 
|  |  | 
|  | /* 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); | 
|  | } | 
|  | quit(0); | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | /* vi: set ts=4 sw=4 expandtab: */ |