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 | |
27 | static SDLTest_CommonState *state; |
28 | |
29 | typedef 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 | |
38 | DrawState *drawstates; |
39 | int done; |
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 | SDLTest_CommonQuit(state); |
46 | exit(rc); |
47 | } |
48 | |
49 | SDL_Texture * |
50 | LoadTexture(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 | |
99 | void |
100 | Draw(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 | |
130 | void |
131 | loop() |
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 | |
152 | int |
153 | main(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 | |