| /* |
| Copyright (C) 1997-2022 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: draw a RGB triangle, with texture */ |
| |
| #include <stdlib.h> |
| #include <stdio.h> |
| #include <time.h> |
| |
| #ifdef __EMSCRIPTEN__ |
| #include <emscripten/emscripten.h> |
| #endif |
| |
| #include "SDL_test_common.h" |
| #include "testutils.h" |
| |
| static SDLTest_CommonState *state; |
| static SDL_bool use_texture = SDL_FALSE; |
| static SDL_Texture **sprites; |
| static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE; |
| static double angle = 0.0; |
| static int sprite_w, sprite_h; |
| |
| int done; |
| |
| /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
| static void |
| quit(int rc) |
| { |
| SDL_free(sprites); |
| SDLTest_CommonQuit(state); |
| exit(rc); |
| } |
| |
| int |
| LoadSprite(const char *file) |
| { |
| int i; |
| |
| for (i = 0; i < state->num_windows; ++i) { |
| /* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */ |
| sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &sprite_w, &sprite_h); |
| if (!sprites[i]) { |
| return (-1); |
| } |
| if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError()); |
| SDL_DestroyTexture(sprites[i]); |
| return (-1); |
| } |
| } |
| |
| /* We're ready to roll. :) */ |
| return (0); |
| } |
| |
| |
| void |
| loop() |
| { |
| int i; |
| SDL_Event event; |
| |
| /* Check for events */ |
| while (SDL_PollEvent(&event)) { |
| |
| if (event.type == SDL_MOUSEMOTION) { |
| if (event.motion.state) { |
| int xrel, yrel; |
| int window_w, window_h; |
| SDL_Window *window = SDL_GetWindowFromID(event.motion.windowID); |
| SDL_GetWindowSize(window, &window_w, &window_h); |
| xrel = event.motion.xrel; |
| yrel = event.motion.yrel; |
| if (event.motion.y < window_h / 2) { |
| angle += xrel; |
| } else { |
| angle -= xrel; |
| } |
| if (event.motion.x < window_w / 2) { |
| angle -= yrel; |
| } else { |
| angle += yrel; |
| } |
| } |
| } else { |
| SDLTest_CommonEvent(state, &event, &done); |
| } |
| } |
| |
| for (i = 0; i < state->num_windows; ++i) { |
| SDL_Renderer *renderer = state->renderers[i]; |
| if (state->windows[i] == NULL) |
| continue; |
| SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); |
| SDL_RenderClear(renderer); |
| |
| { |
| SDL_Rect viewport; |
| SDL_Vertex verts[3]; |
| double a; |
| double d; |
| int cx, cy; |
| |
| /* Query the sizes */ |
| SDL_RenderGetViewport(renderer, &viewport); |
| SDL_zeroa(verts); |
| cx = viewport.x + viewport.w / 2; |
| cy = viewport.y + viewport.h / 2; |
| d = (viewport.w + viewport.h) / 5; |
| |
| a = (angle * 3.1415) / 180.0; |
| verts[0].position.x = cx + d * SDL_cos(a); |
| verts[0].position.y = cy + d * SDL_sin(a); |
| verts[0].color.r = 0xFF; |
| verts[0].color.g = 0; |
| verts[0].color.b = 0; |
| verts[0].color.a = 0xFF; |
| |
| a = ((angle + 120) * 3.1415) / 180.0; |
| verts[1].position.x = cx + d * SDL_cos(a); |
| verts[1].position.y = cy + d * SDL_sin(a); |
| verts[1].color.r = 0; |
| verts[1].color.g = 0xFF; |
| verts[1].color.b = 0; |
| verts[1].color.a = 0xFF; |
| |
| a = ((angle + 240) * 3.1415) / 180.0; |
| verts[2].position.x = cx + d * SDL_cos(a); |
| verts[2].position.y = cy + d * SDL_sin(a); |
| verts[2].color.r = 0; |
| verts[2].color.g = 0; |
| verts[2].color.b = 0xFF; |
| verts[2].color.a = 0xFF; |
| |
| if (use_texture) { |
| verts[0].tex_coord.x = 0.5; |
| verts[0].tex_coord.y = 0.0; |
| verts[1].tex_coord.x = 1.0; |
| verts[1].tex_coord.y = 1.0; |
| verts[2].tex_coord.x = 0.0; |
| verts[2].tex_coord.y = 1.0; |
| } |
| |
| SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0); |
| } |
| |
| SDL_RenderPresent(renderer); |
| } |
| #ifdef __EMSCRIPTEN__ |
| if (done) { |
| emscripten_cancel_main_loop(); |
| } |
| #endif |
| } |
| |
| int |
| main(int argc, char *argv[]) |
| { |
| int i; |
| const char *icon = "icon.bmp"; |
| Uint32 then, now, frames; |
| |
| /* 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], "--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], "--use-texture") == 0) { |
| use_texture = SDL_TRUE; |
| consumed = 1; |
| } |
| } |
| if (consumed < 0) { |
| static const char *options[] = { "[--blend none|blend|add|mod]", "[--use-texture]", NULL }; |
| SDLTest_CommonLogUsage(state, argv[0], options); |
| return 1; |
| } |
| i += consumed; |
| } |
| if (!SDLTest_CommonInit(state)) { |
| return 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); |
| } |
| /* Create the windows and initialize the renderers */ |
| for (i = 0; i < state->num_windows; ++i) { |
| SDL_Renderer *renderer = state->renderers[i]; |
| SDL_SetRenderDrawBlendMode(renderer, blendMode); |
| SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); |
| SDL_RenderClear(renderer); |
| sprites[i] = NULL; |
| } |
| if (use_texture) { |
| if (LoadSprite(icon) < 0) { |
| quit(2); |
| } |
| } |
| |
| |
| srand((unsigned int)time(NULL)); |
| |
| /* 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); |
| } |
| |
| quit(0); |
| |
| return 0; |
| } |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |