1 /* 2 Copyright (C) 1997-2014 Sam Lantinga <slouken (at) libsdl.org> 3 4 This software is provided 'as-is', without any express or implied 5 warranty. In no event will the authors be held liable for any damages 6 arising from the use of this software. 7 8 Permission is granted to anyone to use this software for any purpose, 9 including commercial applications, and to alter it and redistribute it 10 freely. 11 */ 12 /* Simple program: Move N sprites around on the screen as fast as possible */ 13 14 #include <stdlib.h> 15 #include <stdio.h> 16 #include <time.h> 17 18 #include "SDL_test_common.h" 19 20 21 static SDLTest_CommonState *state; 22 23 typedef struct { 24 SDL_Window *window; 25 SDL_Renderer *renderer; 26 SDL_Texture *background; 27 SDL_Texture *sprite; 28 SDL_Rect sprite_rect; 29 int scale_direction; 30 } DrawState; 31 32 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ 33 static void 34 quit(int rc) 35 { 36 SDLTest_CommonQuit(state); 37 exit(rc); 38 } 39 40 SDL_Texture * 41 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent) 42 { 43 SDL_Surface *temp; 44 SDL_Texture *texture; 45 46 /* Load the sprite image */ 47 temp = SDL_LoadBMP(file); 48 if (temp == NULL) { 49 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError()); 50 return NULL; 51 } 52 53 /* Set transparent pixel as the pixel at (0,0) */ 54 if (transparent) { 55 if (temp->format->palette) { 56 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels); 57 } else { 58 switch (temp->format->BitsPerPixel) { 59 case 15: 60 SDL_SetColorKey(temp, SDL_TRUE, 61 (*(Uint16 *) temp->pixels) & 0x00007FFF); 62 break; 63 case 16: 64 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels); 65 break; 66 case 24: 67 SDL_SetColorKey(temp, SDL_TRUE, 68 (*(Uint32 *) temp->pixels) & 0x00FFFFFF); 69 break; 70 case 32: 71 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels); 72 break; 73 } 74 } 75 } 76 77 /* Create textures from the image */ 78 texture = SDL_CreateTextureFromSurface(renderer, temp); 79 if (!texture) { 80 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); 81 SDL_FreeSurface(temp); 82 return NULL; 83 } 84 SDL_FreeSurface(temp); 85 86 /* We're ready to roll. :) */ 87 return texture; 88 } 89 90 void 91 Draw(DrawState *s) 92 { 93 SDL_Rect viewport; 94 SDL_Texture *target; 95 SDL_Point *center=NULL; 96 SDL_Point origin = {0,0}; 97 98 SDL_RenderGetViewport(s->renderer, &viewport); 99 100 target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h); 101 SDL_SetRenderTarget(s->renderer, target); 102 103 /* Draw the background */ 104 SDL_RenderCopy(s->renderer, s->background, NULL, NULL); 105 106 /* Scale and draw the sprite */ 107 s->sprite_rect.w += s->scale_direction; 108 s->sprite_rect.h += s->scale_direction; 109 if (s->scale_direction > 0) { 110 center = &origin; 111 if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) { 112 s->scale_direction = -1; 113 } 114 } else { 115 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) { 116 s->scale_direction = 1; 117 } 118 } 119 s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2; 120 s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2; 121 122 SDL_RenderCopyEx(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, s->scale_direction); 123 124 SDL_SetRenderTarget(s->renderer, NULL); 125 SDL_RenderCopy(s->renderer, target, NULL, NULL); 126 SDL_DestroyTexture(target); 127 128 /* Update the screen! */ 129 SDL_RenderPresent(s->renderer); 130 /* SDL_Delay(10); */ 131 } 132 133 int 134 main(int argc, char *argv[]) 135 { 136 DrawState *drawstates; 137 int i, done; 138 SDL_Event event; 139 int frames; 140 Uint32 then, now; 141 142 /* Enable standard application logging */ 143 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); 144 145 /* Initialize test framework */ 146 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); 147 if (!state) { 148 return 1; 149 } 150 for (i = 1; i < argc;) { 151 int consumed; 152 153 consumed = SDLTest_CommonArg(state, i); 154 if (consumed == 0) { 155 SDL_Log("Usage: %s %s\n", argv[0], SDLTest_CommonUsage(state)); 156 return 1; 157 } 158 i += consumed; 159 } 160 if (!SDLTest_CommonInit(state)) { 161 quit(2); 162 } 163 164 drawstates = SDL_stack_alloc(DrawState, state->num_windows); 165 for (i = 0; i < state->num_windows; ++i) { 166 DrawState *drawstate = &drawstates[i]; 167 168 drawstate->window = state->windows[i]; 169 drawstate->renderer = state->renderers[i]; 170 drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE); 171 drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE); 172 if (!drawstate->sprite || !drawstate->background) { 173 quit(2); 174 } 175 SDL_QueryTexture(drawstate->sprite, NULL, NULL, 176 &drawstate->sprite_rect.w, &drawstate->sprite_rect.h); 177 drawstate->scale_direction = 1; 178 } 179 180 /* Main render loop */ 181 frames = 0; 182 then = SDL_GetTicks(); 183 done = 0; 184 while (!done) { 185 /* Check for events */ 186 ++frames; 187 while (SDL_PollEvent(&event)) { 188 SDLTest_CommonEvent(state, &event, &done); 189 } 190 for (i = 0; i < state->num_windows; ++i) { 191 if (state->windows[i] == NULL) 192 continue; 193 Draw(&drawstates[i]); 194 } 195 } 196 197 /* Print out some timing information */ 198 now = SDL_GetTicks(); 199 if (now > then) { 200 double fps = ((double) frames * 1000) / (now - then); 201 SDL_Log("%2.2f frames per second\n", fps); 202 } 203 204 SDL_stack_free(drawstates); 205 206 quit(0); 207 return 0; 208 } 209 210 /* vi: set ts=4 sw=4 expandtab: */ 211