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.h"
23#include "SDL_test_common.h"
24
25#define NUM_SPRITES 100
26#define MAX_SPEED 1
27
28static SDLTest_CommonState *state;
29static int num_sprites;
30static SDL_Texture **sprites;
31static SDL_bool cycle_color;
32static SDL_bool cycle_alpha;
33static int cycle_direction = 1;
34static int current_alpha = 0;
35static int current_color = 0;
36static SDL_Rect *positions;
37static SDL_Rect *velocities;
38static int sprite_w, sprite_h;
39static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
40static Uint32 next_fps_check, frames;
41static const Uint32 fps_check_delay = 5000;
42
43/* Number of iterations to move sprites - used for visual tests. */
44/* -1: infinite random moves (default); >=0: enables N deterministic moves */
45static int iterations = -1;
46
47int done;
48
49/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
50static void
51quit(int rc)
52{
53 SDL_free(sprites);
54 SDL_free(positions);
55 SDL_free(velocities);
56 SDLTest_CommonQuit(state);
57 exit(rc);
58}
59
60int
61LoadSprite(const char *file)
62{
63 int i;
64 SDL_Surface *temp;
65
66 /* Load the sprite image */
67 temp = SDL_LoadBMP(file);
68 if (temp == NULL) {
69 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
70 return (-1);
71 }
72 sprite_w = temp->w;
73 sprite_h = temp->h;
74
75 /* Set transparent pixel as the pixel at (0,0) */
76 if (temp->format->palette) {
77 SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
78 } else {
79 switch (temp->format->BitsPerPixel) {
80 case 15:
81 SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
82 break;
83 case 16:
84 SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
85 break;
86 case 24:
87 SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
88 break;
89 case 32:
90 SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
91 break;
92 }
93 }
94
95 /* Create textures from the image */
96 for (i = 0; i < state->num_windows; ++i) {
97 SDL_Renderer *renderer = state->renderers[i];
98 sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
99 if (!sprites[i]) {
100 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
101 SDL_FreeSurface(temp);
102 return (-1);
103 }
104 if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
105 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
106 SDL_FreeSurface(temp);
107 SDL_DestroyTexture(sprites[i]);
108 return (-1);
109 }
110 }
111 SDL_FreeSurface(temp);
112
113 /* We're ready to roll. :) */
114 return (0);
115}
116
117void
118MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
119{
120 int i;
121 SDL_Rect viewport, temp;
122 SDL_Rect *position, *velocity;
123
124 /* Query the sizes */
125 SDL_RenderGetViewport(renderer, &viewport);
126
127 /* Cycle the color and alpha, if desired */
128 if (cycle_color) {
129 current_color += cycle_direction;
130 if (current_color < 0) {
131 current_color = 0;
132 cycle_direction = -cycle_direction;
133 }
134 if (current_color > 255) {
135 current_color = 255;
136 cycle_direction = -cycle_direction;
137 }
138 SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
139 (Uint8) current_color);
140 }
141 if (cycle_alpha) {
142 current_alpha += cycle_direction;
143 if (current_alpha < 0) {
144 current_alpha = 0;
145 cycle_direction = -cycle_direction;
146 }
147 if (current_alpha > 255) {
148 current_alpha = 255;
149 cycle_direction = -cycle_direction;
150 }
151 SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
152 }
153
154 /* Draw a gray background */
155 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
156 SDL_RenderClear(renderer);
157
158 /* Test points */
159 SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
160 SDL_RenderDrawPoint(renderer, 0, 0);
161 SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
162 SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
163 SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
164
165 /* Test horizontal and vertical lines */
166 SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
167 SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
168 SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
169 SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
170 SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
171
172 /* Test fill and copy */
173 SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
174 temp.x = 1;
175 temp.y = 1;
176 temp.w = sprite_w;
177 temp.h = sprite_h;
178 SDL_RenderFillRect(renderer, &temp);
179 SDL_RenderCopy(renderer, sprite, NULL, &temp);
180 temp.x = viewport.w-sprite_w-1;
181 temp.y = 1;
182 temp.w = sprite_w;
183 temp.h = sprite_h;
184 SDL_RenderFillRect(renderer, &temp);
185 SDL_RenderCopy(renderer, sprite, NULL, &temp);
186 temp.x = 1;
187 temp.y = viewport.h-sprite_h-1;
188 temp.w = sprite_w;
189 temp.h = sprite_h;
190 SDL_RenderFillRect(renderer, &temp);
191 SDL_RenderCopy(renderer, sprite, NULL, &temp);
192 temp.x = viewport.w-sprite_w-1;
193 temp.y = viewport.h-sprite_h-1;
194 temp.w = sprite_w;
195 temp.h = sprite_h;
196 SDL_RenderFillRect(renderer, &temp);
197 SDL_RenderCopy(renderer, sprite, NULL, &temp);
198
199 /* Test diagonal lines */
200 SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
201 SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
202 viewport.w-sprite_w-2, viewport.h-sprite_h-2);
203 SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
204 sprite_w, viewport.h-sprite_h-2);
205
206 /* Conditionally move the sprites, bounce at the wall */
207 if (iterations == -1 || iterations > 0) {
208 for (i = 0; i < num_sprites; ++i) {
209 position = &positions[i];
210 velocity = &velocities[i];
211 position->x += velocity->x;
212 if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
213 velocity->x = -velocity->x;
214 position->x += velocity->x;
215 }
216 position->y += velocity->y;
217 if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
218 velocity->y = -velocity->y;
219 position->y += velocity->y;
220 }
221
222 }
223
224 /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
225 if (iterations > 0) {
226 iterations--;
227 if (iterations == 0) {
228 cycle_alpha = SDL_FALSE;
229 cycle_color = SDL_FALSE;
230 }
231 }
232 }
233
234 /* Draw sprites */
235 for (i = 0; i < num_sprites; ++i) {
236 position = &positions[i];
237
238 /* Blit the sprite onto the screen */
239 SDL_RenderCopy(renderer, sprite, NULL, position);
240 }
241
242 /* Update the screen! */
243 SDL_RenderPresent(renderer);
244}
245
246void
247loop()
248{
249 Uint32 now;
250 int i;
251 SDL_Event event;
252
253 /* Check for events */
254 while (SDL_PollEvent(&event)) {
255 SDLTest_CommonEvent(state, &event, &done);
256 }
257 for (i = 0; i < state->num_windows; ++i) {
258 if (state->windows[i] == NULL)
259 continue;
260 MoveSprites(state->renderers[i], sprites[i]);
261 }
262#ifdef __EMSCRIPTEN__
263 if (done) {
264 emscripten_cancel_main_loop();
265 }
266#endif
267
268 frames++;
269 now = SDL_GetTicks();
270 if (SDL_TICKS_PASSED(now, next_fps_check)) {
271 /* Print out some timing information */
272 const Uint32 then = next_fps_check - fps_check_delay;
273 const double fps = ((double) frames * 1000) / (now - then);
274 SDL_Log("%2.2f frames per second\n", fps);
275 next_fps_check = now + fps_check_delay;
276 frames = 0;
277 }
278
279}
280
281int
282main(int argc, char *argv[])
283{
284 int i;
285 Uint64 seed;
286 const char *icon = "icon.bmp";
287
288 /* Initialize parameters */
289 num_sprites = NUM_SPRITES;
290
291 /* Initialize test framework */
292 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
293 if (!state) {
294 return 1;
295 }
296
297 for (i = 1; i < argc;) {
298 int consumed;
299
300 consumed = SDLTest_CommonArg(state, i);
301 if (consumed == 0) {
302 consumed = -1;
303 if (SDL_strcasecmp(argv[i], "--blend") == 0) {
304 if (argv[i + 1]) {
305 if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
306 blendMode = SDL_BLENDMODE_NONE;
307 consumed = 2;
308 } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
309 blendMode = SDL_BLENDMODE_BLEND;
310 consumed = 2;
311 } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
312 blendMode = SDL_BLENDMODE_ADD;
313 consumed = 2;
314 } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
315 blendMode = SDL_BLENDMODE_MOD;
316 consumed = 2;
317 } else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
318 blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
319 consumed = 2;
320 }
321 }
322 } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
323 if (argv[i + 1]) {
324 iterations = SDL_atoi(argv[i + 1]);
325 if (iterations < -1) iterations = -1;
326 consumed = 2;
327 }
328 } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
329 cycle_color = SDL_TRUE;
330 consumed = 1;
331 } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
332 cycle_alpha = SDL_TRUE;
333 consumed = 1;
334 } else if (SDL_isdigit(*argv[i])) {
335 num_sprites = SDL_atoi(argv[i]);
336 consumed = 1;
337 } else if (argv[i][0] != '-') {
338 icon = argv[i];
339 consumed = 1;
340 }
341 }
342 if (consumed < 0) {
343 static const char *options[] = { "[--blend none|blend|add|mod]", "[--cyclecolor]", "[--cyclealpha]", "[--iterations N]", "[num_sprites]", "[icon.bmp]", NULL };
344 SDLTest_CommonLogUsage(state, argv[0], options);
345 quit(1);
346 }
347 i += consumed;
348 }
349 if (!SDLTest_CommonInit(state)) {
350 quit(2);
351 }
352
353 /* Create the windows, initialize the renderers, and load the textures */
354 sprites =
355 (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
356 if (!sprites) {
357 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
358 quit(2);
359 }
360 for (i = 0; i < state->num_windows; ++i) {
361 SDL_Renderer *renderer = state->renderers[i];
362 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
363 SDL_RenderClear(renderer);
364 }
365 if (LoadSprite(icon) < 0) {
366 quit(2);
367 }
368
369 /* Allocate memory for the sprite info */
370 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
371 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
372 if (!positions || !velocities) {
373 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
374 quit(2);
375 }
376
377 /* Position sprites and set their velocities using the fuzzer */
378 if (iterations >= 0) {
379 /* Deterministic seed - used for visual tests */
380 seed = (Uint64)iterations;
381 } else {
382 /* Pseudo-random seed generated from the time */
383 seed = (Uint64)time(NULL);
384 }
385 SDLTest_FuzzerInit(seed);
386 for (i = 0; i < num_sprites; ++i) {
387 positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w);
388 positions[i].y = SDLTest_RandomIntegerInRange(0, state->window_h - sprite_h);
389 positions[i].w = sprite_w;
390 positions[i].h = sprite_h;
391 velocities[i].x = 0;
392 velocities[i].y = 0;
393 while (!velocities[i].x && !velocities[i].y) {
394 velocities[i].x = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
395 velocities[i].y = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
396 }
397 }
398
399 /* Main render loop */
400 frames = 0;
401 next_fps_check = SDL_GetTicks() + fps_check_delay;
402 done = 0;
403
404#ifdef __EMSCRIPTEN__
405 emscripten_set_main_loop(loop, 0, 1);
406#else
407 while (!done) {
408 loop();
409 }
410#endif
411
412 quit(0);
413 return 0;
414}
415
416/* vi: set ts=4 sw=4 expandtab: */
417