mirror of
				https://github.com/Ryujinx/SDL.git
				synced 2025-10-30 04:58:52 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			378 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			378 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
 | |
|   Copyright (C) 1997-2014 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: */
 |