1/*
2 Copyright (C) 1997-2021 Sam Lantinga <slouken@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#ifdef __EMSCRIPTEN__
19#include <emscripten/emscripten.h>
20#endif
21
22#include "SDL_test_common.h"
23
24
25static SDLTest_CommonState *state;
26
27typedef struct {
28 SDL_Window *window;
29 SDL_Renderer *renderer;
30 SDL_Texture *background;
31 SDL_Texture *sprite;
32 SDL_Rect sprite_rect;
33 int scale_direction;
34} DrawState;
35
36DrawState *drawstates;
37int done;
38
39/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
40static void
41quit(int rc)
42{
43 SDLTest_CommonQuit(state);
44 exit(rc);
45}
46
47SDL_Texture *
48LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
49{
50 SDL_Surface *temp;
51 SDL_Texture *texture;
52
53 /* Load the sprite image */
54 temp = SDL_LoadBMP(file);
55 if (temp == NULL) {
56 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
57 return NULL;
58 }
59
60 /* Set transparent pixel as the pixel at (0,0) */
61 if (transparent) {
62 if (temp->format->palette) {
63 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
64 } else {
65 switch (temp->format->BitsPerPixel) {
66 case 15:
67 SDL_SetColorKey(temp, SDL_TRUE,
68 (*(Uint16 *) temp->pixels) & 0x00007FFF);
69 break;
70 case 16:
71 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
72 break;
73 case 24:
74 SDL_SetColorKey(temp, SDL_TRUE,
75 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
76 break;
77 case 32:
78 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
79 break;
80 }
81 }
82 }
83
84 /* Create textures from the image */
85 texture = SDL_CreateTextureFromSurface(renderer, temp);
86 if (!texture) {
87 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
88 SDL_FreeSurface(temp);
89 return NULL;
90 }
91 SDL_FreeSurface(temp);
92
93 /* We're ready to roll. :) */
94 return texture;
95}
96
97void
98Draw(DrawState *s)
99{
100 SDL_Rect viewport;
101 SDL_Texture *target;
102 SDL_Point *center=NULL;
103 SDL_Point origin = {0,0};
104
105 SDL_RenderGetViewport(s->renderer, &viewport);
106
107 target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
108 SDL_SetRenderTarget(s->renderer, target);
109
110 /* Draw the background */
111 SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
112
113 /* Scale and draw the sprite */
114 s->sprite_rect.w += s->scale_direction;
115 s->sprite_rect.h += s->scale_direction;
116 if (s->scale_direction > 0) {
117 center = &origin;
118 if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
119 s->scale_direction = -1;
120 }
121 } else {
122 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
123 s->scale_direction = 1;
124 }
125 }
126 s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
127 s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
128
129 SDL_RenderCopyEx(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, (SDL_RendererFlip)s->scale_direction);
130
131 SDL_SetRenderTarget(s->renderer, NULL);
132 SDL_RenderCopy(s->renderer, target, NULL, NULL);
133 SDL_DestroyTexture(target);
134
135 /* Update the screen! */
136 SDL_RenderPresent(s->renderer);
137 /* SDL_Delay(10); */
138}
139
140void loop()
141{
142 int i;
143 SDL_Event event;
144
145 /* Check for events */
146
147 while (SDL_PollEvent(&event)) {
148 SDLTest_CommonEvent(state, &event, &done);
149 }
150 for (i = 0; i < state->num_windows; ++i) {
151 if (state->windows[i] == NULL)
152 continue;
153 Draw(&drawstates[i]);
154 }
155#ifdef __EMSCRIPTEN__
156 if (done) {
157 emscripten_cancel_main_loop();
158 }
159#endif
160}
161
162int
163main(int argc, char *argv[])
164{
165 int i;
166 int frames;
167 Uint32 then, now;
168
169 /* Enable standard application logging */
170 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
171
172 /* Initialize test framework */
173 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
174 if (!state) {
175 return 1;
176 }
177
178 if (!SDLTest_CommonDefaultArgs(state, argc, argv) || !SDLTest_CommonInit(state)) {
179 SDLTest_CommonQuit(state);
180 return 1;
181 }
182
183 drawstates = SDL_stack_alloc(DrawState, state->num_windows);
184 for (i = 0; i < state->num_windows; ++i) {
185 DrawState *drawstate = &drawstates[i];
186
187 drawstate->window = state->windows[i];
188 drawstate->renderer = state->renderers[i];
189 drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
190 drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
191 if (!drawstate->sprite || !drawstate->background) {
192 quit(2);
193 }
194 SDL_QueryTexture(drawstate->sprite, NULL, NULL,
195 &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
196 drawstate->scale_direction = 1;
197 }
198
199 /* Main render loop */
200 frames = 0;
201 then = SDL_GetTicks();
202 done = 0;
203
204#ifdef __EMSCRIPTEN__
205 emscripten_set_main_loop(loop, 0, 1);
206#else
207 while (!done) {
208 ++frames;
209 loop();
210 }
211#endif
212 /* Print out some timing information */
213 now = SDL_GetTicks();
214 if (now > then) {
215 double fps = ((double) frames * 1000) / (now - then);
216 SDL_Log("%2.2f frames per second\n", fps);
217 }
218
219 SDL_stack_free(drawstates);
220
221 quit(0);
222 return 0;
223}
224
225/* vi: set ts=4 sw=4 expandtab: */
226