Home | History | Annotate | Download | only in test
      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.h"
     19 #include "SDL_test_common.h"
     20 
     21 #define NUM_SPRITES    100
     22 #define MAX_SPEED     1
     23 
     24 static SDLTest_CommonState *state;
     25 static int num_sprites;
     26 static SDL_Texture **sprites;
     27 static SDL_bool cycle_color;
     28 static SDL_bool cycle_alpha;
     29 static int cycle_direction = 1;
     30 static int current_alpha = 0;
     31 static int current_color = 0;
     32 static SDL_Rect *positions;
     33 static SDL_Rect *velocities;
     34 static int sprite_w, sprite_h;
     35 static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
     36 
     37 /* Number of iterations to move sprites - used for visual tests. */
     38 /* -1: infinite random moves (default); >=0: enables N deterministic moves */
     39 static int iterations = -1;
     40 
     41 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
     42 static void
     43 quit(int rc)
     44 {
     45     SDL_free(sprites);
     46     SDL_free(positions);
     47     SDL_free(velocities);
     48     SDLTest_CommonQuit(state);
     49     exit(rc);
     50 }
     51 
     52 int
     53 LoadSprite(const char *file)
     54 {
     55     int i;
     56     SDL_Surface *temp;
     57 
     58     /* Load the sprite image */
     59     temp = SDL_LoadBMP(file);
     60     if (temp == NULL) {
     61         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
     62         return (-1);
     63     }
     64     sprite_w = temp->w;
     65     sprite_h = temp->h;
     66 
     67     /* Set transparent pixel as the pixel at (0,0) */
     68     if (temp->format->palette) {
     69         SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
     70     } else {
     71         switch (temp->format->BitsPerPixel) {
     72         case 15:
     73             SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
     74             break;
     75         case 16:
     76             SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
     77             break;
     78         case 24:
     79             SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
     80             break;
     81         case 32:
     82             SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
     83             break;
     84         }
     85     }
     86 
     87     /* Create textures from the image */
     88     for (i = 0; i < state->num_windows; ++i) {
     89         SDL_Renderer *renderer = state->renderers[i];
     90         sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
     91         if (!sprites[i]) {
     92             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
     93             SDL_FreeSurface(temp);
     94             return (-1);
     95         }
     96         SDL_SetTextureBlendMode(sprites[i], blendMode);
     97     }
     98     SDL_FreeSurface(temp);
     99 
    100     /* We're ready to roll. :) */
    101     return (0);
    102 }
    103 
    104 void
    105 MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
    106 {
    107     int i;
    108     SDL_Rect viewport, temp;
    109     SDL_Rect *position, *velocity;
    110 
    111     /* Query the sizes */
    112     SDL_RenderGetViewport(renderer, &viewport);
    113 
    114     /* Cycle the color and alpha, if desired */
    115     if (cycle_color) {
    116         current_color += cycle_direction;
    117         if (current_color < 0) {
    118             current_color = 0;
    119             cycle_direction = -cycle_direction;
    120         }
    121         if (current_color > 255) {
    122             current_color = 255;
    123             cycle_direction = -cycle_direction;
    124         }
    125         SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
    126                                (Uint8) current_color);
    127     }
    128     if (cycle_alpha) {
    129         current_alpha += cycle_direction;
    130         if (current_alpha < 0) {
    131             current_alpha = 0;
    132             cycle_direction = -cycle_direction;
    133         }
    134         if (current_alpha > 255) {
    135             current_alpha = 255;
    136             cycle_direction = -cycle_direction;
    137         }
    138         SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
    139     }
    140 
    141     /* Draw a gray background */
    142     SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
    143     SDL_RenderClear(renderer);
    144 
    145     /* Test points */
    146     SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
    147     SDL_RenderDrawPoint(renderer, 0, 0);
    148     SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
    149     SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
    150     SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
    151 
    152     /* Test horizontal and vertical lines */
    153     SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
    154     SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
    155     SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
    156     SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
    157     SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
    158 
    159     /* Test fill and copy */
    160     SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
    161     temp.x = 1;
    162     temp.y = 1;
    163     temp.w = sprite_w;
    164     temp.h = sprite_h;
    165     SDL_RenderFillRect(renderer, &temp);
    166     SDL_RenderCopy(renderer, sprite, NULL, &temp);
    167     temp.x = viewport.w-sprite_w-1;
    168     temp.y = 1;
    169     temp.w = sprite_w;
    170     temp.h = sprite_h;
    171     SDL_RenderFillRect(renderer, &temp);
    172     SDL_RenderCopy(renderer, sprite, NULL, &temp);
    173     temp.x = 1;
    174     temp.y = viewport.h-sprite_h-1;
    175     temp.w = sprite_w;
    176     temp.h = sprite_h;
    177     SDL_RenderFillRect(renderer, &temp);
    178     SDL_RenderCopy(renderer, sprite, NULL, &temp);
    179     temp.x = viewport.w-sprite_w-1;
    180     temp.y = viewport.h-sprite_h-1;
    181     temp.w = sprite_w;
    182     temp.h = sprite_h;
    183     SDL_RenderFillRect(renderer, &temp);
    184     SDL_RenderCopy(renderer, sprite, NULL, &temp);
    185 
    186     /* Test diagonal lines */
    187     SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
    188     SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
    189                        viewport.w-sprite_w-2, viewport.h-sprite_h-2);
    190     SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
    191                        sprite_w, viewport.h-sprite_h-2);
    192 
    193     /* Conditionally move the sprites, bounce at the wall */
    194     if (iterations == -1 || iterations > 0) {
    195         for (i = 0; i < num_sprites; ++i) {
    196             position = &positions[i];
    197             velocity = &velocities[i];
    198             position->x += velocity->x;
    199             if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
    200             	velocity->x = -velocity->x;
    201             	position->x += velocity->x;
    202             }
    203             position->y += velocity->y;
    204             if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
    205             	velocity->y = -velocity->y;
    206             	position->y += velocity->y;
    207             }
    208 
    209         }
    210 
    211         /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
    212         if (iterations > 0) {
    213             iterations--;
    214             if (iterations == 0) {
    215                 cycle_alpha = SDL_FALSE;
    216                 cycle_color = SDL_FALSE;
    217             }
    218         }
    219     }
    220 
    221     /* Draw sprites */
    222     for (i = 0; i < num_sprites; ++i) {
    223         position = &positions[i];
    224 
    225         /* Blit the sprite onto the screen */
    226         SDL_RenderCopy(renderer, sprite, NULL, position);
    227     }
    228 
    229     /* Update the screen! */
    230     SDL_RenderPresent(renderer);
    231 }
    232 
    233 int
    234 main(int argc, char *argv[])
    235 {
    236     int i, done;
    237     SDL_Event event;
    238     Uint32 then, now, frames;
    239 	Uint64 seed;
    240     const char *icon = "icon.bmp";
    241 
    242     /* Initialize parameters */
    243     num_sprites = NUM_SPRITES;
    244 
    245     /* Initialize test framework */
    246     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
    247     if (!state) {
    248         return 1;
    249     }
    250 
    251     for (i = 1; i < argc;) {
    252         int consumed;
    253 
    254         consumed = SDLTest_CommonArg(state, i);
    255         if (consumed == 0) {
    256             consumed = -1;
    257             if (SDL_strcasecmp(argv[i], "--blend") == 0) {
    258                 if (argv[i + 1]) {
    259                     if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
    260                         blendMode = SDL_BLENDMODE_NONE;
    261                         consumed = 2;
    262                     } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
    263                         blendMode = SDL_BLENDMODE_BLEND;
    264                         consumed = 2;
    265                     } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
    266                         blendMode = SDL_BLENDMODE_ADD;
    267                         consumed = 2;
    268                     } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
    269                         blendMode = SDL_BLENDMODE_MOD;
    270                         consumed = 2;
    271                     }
    272                 }
    273             } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
    274                 if (argv[i + 1]) {
    275                     iterations = SDL_atoi(argv[i + 1]);
    276                     if (iterations < -1) iterations = -1;
    277                     consumed = 2;
    278                 }
    279             } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
    280                 cycle_color = SDL_TRUE;
    281                 consumed = 1;
    282             } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
    283                 cycle_alpha = SDL_TRUE;
    284                 consumed = 1;
    285             } else if (SDL_isdigit(*argv[i])) {
    286                 num_sprites = SDL_atoi(argv[i]);
    287                 consumed = 1;
    288             } else if (argv[i][0] != '-') {
    289                 icon = argv[i];
    290                 consumed = 1;
    291             }
    292         }
    293         if (consumed < 0) {
    294             SDL_Log("Usage: %s %s [--blend none|blend|add|mod] [--cyclecolor] [--cyclealpha] [--iterations N] [num_sprites] [icon.bmp]\n",
    295                     argv[0], SDLTest_CommonUsage(state));
    296             quit(1);
    297         }
    298         i += consumed;
    299     }
    300     if (!SDLTest_CommonInit(state)) {
    301         quit(2);
    302     }
    303 
    304     /* Create the windows, initialize the renderers, and load the textures */
    305     sprites =
    306         (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
    307     if (!sprites) {
    308         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
    309         quit(2);
    310     }
    311     for (i = 0; i < state->num_windows; ++i) {
    312         SDL_Renderer *renderer = state->renderers[i];
    313         SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
    314         SDL_RenderClear(renderer);
    315     }
    316     if (LoadSprite(icon) < 0) {
    317         quit(2);
    318     }
    319 
    320     /* Allocate memory for the sprite info */
    321     positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
    322     velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
    323     if (!positions || !velocities) {
    324         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
    325         quit(2);
    326     }
    327 
    328     /* Position sprites and set their velocities using the fuzzer */
    329     if (iterations >= 0) {
    330         /* Deterministic seed - used for visual tests */
    331         seed = (Uint64)iterations;
    332     } else {
    333         /* Pseudo-random seed generated from the time */
    334         seed = (Uint64)time(NULL);
    335     }
    336     SDLTest_FuzzerInit(seed);
    337     for (i = 0; i < num_sprites; ++i) {
    338         positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w);
    339         positions[i].y = SDLTest_RandomIntegerInRange(0, state->window_h - sprite_h);
    340         positions[i].w = sprite_w;
    341         positions[i].h = sprite_h;
    342         velocities[i].x = 0;
    343         velocities[i].y = 0;
    344         while (!velocities[i].x && !velocities[i].y) {
    345             velocities[i].x = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
    346             velocities[i].y = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
    347         }
    348     }
    349 
    350     /* Main render loop */
    351     frames = 0;
    352     then = SDL_GetTicks();
    353     done = 0;
    354     while (!done) {
    355         /* Check for events */
    356         ++frames;
    357         while (SDL_PollEvent(&event)) {
    358             SDLTest_CommonEvent(state, &event, &done);
    359         }
    360         for (i = 0; i < state->num_windows; ++i) {
    361             if (state->windows[i] == NULL)
    362                 continue;
    363             MoveSprites(state->renderers[i], sprites[i]);
    364         }
    365     }
    366 
    367     /* Print out some timing information */
    368     now = SDL_GetTicks();
    369     if (now > then) {
    370         double fps = ((double) frames * 1000) / (now - then);
    371         SDL_Log("%2.2f frames per second\n", fps);
    372     }
    373     quit(0);
    374     return 0;
    375 }
    376 
    377 /* vi: set ts=4 sw=4 expandtab: */
    378