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      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 #define WINDOW_WIDTH    640
     21 #define WINDOW_HEIGHT   480
     22 
     23 static SDLTest_CommonState *state;
     24 
     25 typedef struct {
     26     SDL_Window *window;
     27     SDL_Renderer *renderer;
     28     SDL_Texture *background;
     29     SDL_Texture *sprite;
     30     SDL_Rect sprite_rect;
     31     int scale_direction;
     32 } DrawState;
     33 
     34 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
     35 static void
     36 quit(int rc)
     37 {
     38     SDLTest_CommonQuit(state);
     39     exit(rc);
     40 }
     41 
     42 SDL_Texture *
     43 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
     44 {
     45     SDL_Surface *temp;
     46     SDL_Texture *texture;
     47 
     48     /* Load the sprite image */
     49     temp = SDL_LoadBMP(file);
     50     if (temp == NULL) {
     51         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
     52         return NULL;
     53     }
     54 
     55     /* Set transparent pixel as the pixel at (0,0) */
     56     if (transparent) {
     57         if (temp->format->palette) {
     58             SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
     59         } else {
     60             switch (temp->format->BitsPerPixel) {
     61             case 15:
     62                 SDL_SetColorKey(temp, SDL_TRUE,
     63                                 (*(Uint16 *) temp->pixels) & 0x00007FFF);
     64                 break;
     65             case 16:
     66                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
     67                 break;
     68             case 24:
     69                 SDL_SetColorKey(temp, SDL_TRUE,
     70                                 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
     71                 break;
     72             case 32:
     73                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
     74                 break;
     75             }
     76         }
     77     }
     78 
     79     /* Create textures from the image */
     80     texture = SDL_CreateTextureFromSurface(renderer, temp);
     81     if (!texture) {
     82         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
     83         SDL_FreeSurface(temp);
     84         return NULL;
     85     }
     86     SDL_FreeSurface(temp);
     87 
     88     /* We're ready to roll. :) */
     89     return texture;
     90 }
     91 
     92 void
     93 Draw(DrawState *s)
     94 {
     95     SDL_Rect viewport;
     96 
     97     SDL_RenderGetViewport(s->renderer, &viewport);
     98 
     99     /* Draw the background */
    100     SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
    101 
    102     /* Scale and draw the sprite */
    103     s->sprite_rect.w += s->scale_direction;
    104     s->sprite_rect.h += s->scale_direction;
    105     if (s->scale_direction > 0) {
    106         if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
    107             s->scale_direction = -1;
    108         }
    109     } else {
    110         if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
    111             s->scale_direction = 1;
    112         }
    113     }
    114     s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
    115     s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
    116 
    117     SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
    118 
    119     /* Update the screen! */
    120     SDL_RenderPresent(s->renderer);
    121 }
    122 
    123 int
    124 main(int argc, char *argv[])
    125 {
    126     DrawState *drawstates;
    127     int i, done;
    128     SDL_Event event;
    129     int frames;
    130     Uint32 then, now;
    131 
    132     /* Enable standard application logging */
    133     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
    134 
    135     /* Initialize test framework */
    136     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
    137     if (!state) {
    138         return 1;
    139     }
    140     for (i = 1; i < argc;) {
    141         int consumed;
    142 
    143         consumed = SDLTest_CommonArg(state, i);
    144         if (consumed == 0) {
    145             SDL_Log("Usage: %s %s\n", argv[0], SDLTest_CommonUsage(state));
    146             return 1;
    147         }
    148         i += consumed;
    149     }
    150     if (!SDLTest_CommonInit(state)) {
    151         quit(2);
    152     }
    153 
    154     drawstates = SDL_stack_alloc(DrawState, state->num_windows);
    155     for (i = 0; i < state->num_windows; ++i) {
    156         DrawState *drawstate = &drawstates[i];
    157 
    158         drawstate->window = state->windows[i];
    159         drawstate->renderer = state->renderers[i];
    160         drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
    161         drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
    162         if (!drawstate->sprite || !drawstate->background) {
    163             quit(2);
    164         }
    165         SDL_QueryTexture(drawstate->sprite, NULL, NULL,
    166                          &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
    167         drawstate->scale_direction = 1;
    168     }
    169 
    170     /* Main render loop */
    171     frames = 0;
    172     then = SDL_GetTicks();
    173     done = 0;
    174     while (!done) {
    175         /* Check for events */
    176         ++frames;
    177         while (SDL_PollEvent(&event)) {
    178             SDLTest_CommonEvent(state, &event, &done);
    179         }
    180         for (i = 0; i < state->num_windows; ++i) {
    181             if (state->windows[i] == NULL)
    182                 continue;
    183             Draw(&drawstates[i]);
    184         }
    185     }
    186 
    187     /* Print out some timing information */
    188     now = SDL_GetTicks();
    189     if (now > then) {
    190         double fps = ((double) frames * 1000) / (now - then);
    191         SDL_Log("%2.2f frames per second\n", fps);
    192     }
    193 
    194     SDL_stack_free(drawstates);
    195 
    196     quit(0);
    197     return 0;
    198 }
    199 
    200 /* vi: set ts=4 sw=4 expandtab: */
    201