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#define WINDOW_WIDTH 640
25#define WINDOW_HEIGHT 480
26
27static SDLTest_CommonState *state;
28
29typedef struct {
30 SDL_Window *window;
31 SDL_Renderer *renderer;
32 SDL_Texture *background;
33 SDL_Texture *sprite;
34 SDL_Rect sprite_rect;
35 int scale_direction;
36} DrawState;
37
38DrawState *drawstates;
39int done;
40
41/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
42static void
43quit(int rc)
44{
45 SDLTest_CommonQuit(state);
46 exit(rc);
47}
48
49SDL_Texture *
50LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
51{
52 SDL_Surface *temp;
53 SDL_Texture *texture;
54
55 /* Load the sprite image */
56 temp = SDL_LoadBMP(file);
57 if (temp == NULL) {
58 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
59 return NULL;
60 }
61
62 /* Set transparent pixel as the pixel at (0,0) */
63 if (transparent) {
64 if (temp->format->palette) {
65 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
66 } else {
67 switch (temp->format->BitsPerPixel) {
68 case 15:
69 SDL_SetColorKey(temp, SDL_TRUE,
70 (*(Uint16 *) temp->pixels) & 0x00007FFF);
71 break;
72 case 16:
73 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
74 break;
75 case 24:
76 SDL_SetColorKey(temp, SDL_TRUE,
77 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
78 break;
79 case 32:
80 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
81 break;
82 }
83 }
84 }
85
86 /* Create textures from the image */
87 texture = SDL_CreateTextureFromSurface(renderer, temp);
88 if (!texture) {
89 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
90 SDL_FreeSurface(temp);
91 return NULL;
92 }
93 SDL_FreeSurface(temp);
94
95 /* We're ready to roll. :) */
96 return texture;
97}
98
99void
100Draw(DrawState *s)
101{
102 SDL_Rect viewport;
103
104 SDL_RenderGetViewport(s->renderer, &viewport);
105
106 /* Draw the background */
107 SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
108
109 /* Scale and draw the sprite */
110 s->sprite_rect.w += s->scale_direction;
111 s->sprite_rect.h += s->scale_direction;
112 if (s->scale_direction > 0) {
113 if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
114 s->scale_direction = -1;
115 }
116 } else {
117 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
118 s->scale_direction = 1;
119 }
120 }
121 s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
122 s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
123
124 SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
125
126 /* Update the screen! */
127 SDL_RenderPresent(s->renderer);
128}
129
130void
131loop()
132{
133 int i;
134 SDL_Event event;
135
136 /* Check for events */
137 while (SDL_PollEvent(&event)) {
138 SDLTest_CommonEvent(state, &event, &done);
139 }
140 for (i = 0; i < state->num_windows; ++i) {
141 if (state->windows[i] == NULL)
142 continue;
143 Draw(&drawstates[i]);
144 }
145#ifdef __EMSCRIPTEN__
146 if (done) {
147 emscripten_cancel_main_loop();
148 }
149#endif
150}
151
152int
153main(int argc, char *argv[])
154{
155 int i;
156 int frames;
157 Uint32 then, now;
158
159 /* Enable standard application logging */
160 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
161
162 /* Initialize test framework */
163 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
164 if (!state) {
165 return 1;
166 }
167
168 if (!SDLTest_CommonDefaultArgs(state, argc, argv) || !SDLTest_CommonInit(state)) {
169 SDLTest_CommonQuit(state);
170 return 1;
171 }
172
173 drawstates = SDL_stack_alloc(DrawState, state->num_windows);
174 for (i = 0; i < state->num_windows; ++i) {
175 DrawState *drawstate = &drawstates[i];
176
177 drawstate->window = state->windows[i];
178 drawstate->renderer = state->renderers[i];
179 drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
180 drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
181 if (!drawstate->sprite || !drawstate->background) {
182 quit(2);
183 }
184 SDL_QueryTexture(drawstate->sprite, NULL, NULL,
185 &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
186 drawstate->scale_direction = 1;
187 }
188
189 /* Main render loop */
190 frames = 0;
191 then = SDL_GetTicks();
192 done = 0;
193
194#ifdef __EMSCRIPTEN__
195 emscripten_set_main_loop(loop, 0, 1);
196#else
197 while (!done) {
198 ++frames;
199 loop();
200 }
201#endif
202
203 /* Print out some timing information */
204 now = SDL_GetTicks();
205 if (now > then) {
206 double fps = ((double) frames * 1000) / (now - then);
207 SDL_Log("%2.2f frames per second\n", fps);
208 }
209
210 SDL_stack_free(drawstates);
211
212 quit(0);
213 return 0;
214}
215
216/* vi: set ts=4 sw=4 expandtab: */
217