SDL/test/testviewport.c
Ryan C. Gordon b72938c861 Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.

Fixes Bugzilla #2944.
2015-04-20 12:22:44 -04:00

212 lines
5.9 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: Check viewports */
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif
#include "SDL_test.h"
#include "SDL_test_common.h"
static SDLTest_CommonState *state;
SDL_Rect viewport;
int done, j;
SDL_bool use_target = SDL_FALSE;
#ifdef __EMSCRIPTEN__
Uint32 wait_start;
#endif
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
SDLTest_CommonQuit(state);
exit(rc);
}
void
DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport)
{
SDL_Rect rect;
/* Set the viewport */
SDL_RenderSetViewport(renderer, &viewport);
/* Draw a gray background */
SDL_SetRenderDrawColor(renderer, 0x80, 0x80, 0x80, 0xFF);
SDL_RenderClear(renderer);
/* Test inside points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xF, 0xFF);
SDL_RenderDrawPoint(renderer, viewport.h/2 + 10, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 - 10, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - 10);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + 10);
/* 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 diagonal lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
SDL_RenderDrawLine(renderer, 0, 0,
viewport.w-1, viewport.h-1);
SDL_RenderDrawLine(renderer, viewport.w-1, 0,
0, viewport.h-1);
/* Test outside points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xF, 0xFF);
SDL_RenderDrawPoint(renderer, viewport.h/2 + viewport.h, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 - viewport.h, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - viewport.w);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + viewport.w);
/* Add a box at the top */
rect.w = 8;
rect.h = 8;
rect.x = (viewport.w - rect.w) / 2;
rect.y = 0;
SDL_RenderFillRect(renderer, &rect);
}
void
loop()
{
#ifdef __EMSCRIPTEN__
/* Avoid using delays */
if(SDL_GetTicks() - wait_start < 1000)
return;
wait_start = SDL_GetTicks();
#endif
SDL_Event event;
int i;
/* Check for events */
while (SDL_PollEvent(&event)) {
SDLTest_CommonEvent(state, &event, &done);
}
/* Move a viewport box in steps around the screen */
viewport.x = j * 100;
viewport.y = viewport.x;
viewport.w = 100 + j * 50;
viewport.h = 100 + j * 50;
j = (j + 1) % 4;
SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h);
for (i = 0; i < state->num_windows; ++i) {
if (state->windows[i] == NULL)
continue;
/* Draw using viewport */
DrawOnViewport(state->renderers[i], viewport);
/* Update the screen! */
if (use_target) {
SDL_SetRenderTarget(state->renderers[i], NULL);
SDL_RenderCopy(state->renderers[i], state->targets[i], NULL, NULL);
SDL_RenderPresent(state->renderers[i]);
SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
} else {
SDL_RenderPresent(state->renderers[i]);
}
}
}
int
main(int argc, char *argv[])
{
int i;
Uint32 then, now, frames;
/* 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], "--target") == 0) {
use_target = SDL_TRUE;
consumed = 1;
}
}
if (consumed < 0) {
SDL_Log("Usage: %s %s [--target]\n",
argv[0], SDLTest_CommonUsage(state));
quit(1);
}
i += consumed;
}
if (!SDLTest_CommonInit(state)) {
quit(2);
}
if (use_target) {
int w, h;
for (i = 0; i < state->num_windows; ++i) {
SDL_GetWindowSize(state->windows[i], &w, &h);
state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
}
}
for (i = 0; i < state->num_windows; ++i) {
SDL_Renderer *renderer = state->renderers[i];
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
}
/* Main render loop */
frames = 0;
then = SDL_GetTicks();
done = 0;
j = 0;
#ifdef __EMSCRIPTEN__
wait_start = SDL_GetTicks();
emscripten_set_main_loop(loop, 0, 1);
#else
while (!done) {
++frames;
loop();
SDL_Delay(1000);
}
#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: */