| /* |
| 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: 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" |
| #include "testutils.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_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, NULL, NULL); |
| } else { |
| drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE, NULL, NULL); |
| } |
| drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE, NULL, NULL); |
| 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: */ |