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: Check viewports */ |
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 | |
26 | static SDLTest_CommonState *state; |
27 | |
28 | static SDL_Rect viewport; |
29 | static int done, j; |
30 | static SDL_bool use_target = SDL_FALSE; |
31 | #ifdef __EMSCRIPTEN__ |
32 | static Uint32 wait_start; |
33 | #endif |
34 | static SDL_Texture *sprite; |
35 | static int sprite_w, sprite_h; |
36 | |
37 | /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
38 | static void |
39 | quit(int rc) |
40 | { |
41 | SDLTest_CommonQuit(state); |
42 | exit(rc); |
43 | } |
44 | |
45 | int |
46 | LoadSprite(char *file, SDL_Renderer *renderer) |
47 | { |
48 | SDL_Surface *temp; |
49 | |
50 | /* Load the sprite image */ |
51 | temp = SDL_LoadBMP(file); |
52 | if (temp == NULL) { |
53 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n" , file, SDL_GetError()); |
54 | return (-1); |
55 | } |
56 | sprite_w = temp->w; |
57 | sprite_h = temp->h; |
58 | |
59 | /* Set transparent pixel as the pixel at (0,0) */ |
60 | if (temp->format->palette) { |
61 | SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels); |
62 | } else { |
63 | switch (temp->format->BitsPerPixel) { |
64 | case 15: |
65 | SDL_SetColorKey(temp, SDL_TRUE, |
66 | (*(Uint16 *) temp->pixels) & 0x00007FFF); |
67 | break; |
68 | case 16: |
69 | SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels); |
70 | break; |
71 | case 24: |
72 | SDL_SetColorKey(temp, SDL_TRUE, |
73 | (*(Uint32 *) temp->pixels) & 0x00FFFFFF); |
74 | break; |
75 | case 32: |
76 | SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels); |
77 | break; |
78 | } |
79 | } |
80 | |
81 | /* Create textures from the image */ |
82 | sprite = SDL_CreateTextureFromSurface(renderer, temp); |
83 | if (!sprite) { |
84 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n" , SDL_GetError()); |
85 | SDL_FreeSurface(temp); |
86 | return (-1); |
87 | } |
88 | SDL_FreeSurface(temp); |
89 | |
90 | /* We're ready to roll. :) */ |
91 | return (0); |
92 | } |
93 | |
94 | void |
95 | DrawOnViewport(SDL_Renderer * renderer) |
96 | { |
97 | SDL_Rect rect; |
98 | |
99 | /* Set the viewport */ |
100 | SDL_RenderSetViewport(renderer, &viewport); |
101 | |
102 | /* Draw a gray background */ |
103 | SDL_SetRenderDrawColor(renderer, 0x80, 0x80, 0x80, 0xFF); |
104 | SDL_RenderClear(renderer); |
105 | |
106 | /* Test inside points */ |
107 | SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF); |
108 | SDL_RenderDrawPoint(renderer, viewport.h/2 + 20, viewport.w/2); |
109 | SDL_RenderDrawPoint(renderer, viewport.h/2 - 20, viewport.w/2); |
110 | SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - 20); |
111 | SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + 20); |
112 | |
113 | /* Test horizontal and vertical lines */ |
114 | SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF); |
115 | SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0); |
116 | SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1); |
117 | SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2); |
118 | SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2); |
119 | |
120 | /* Test diagonal lines */ |
121 | SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF); |
122 | SDL_RenderDrawLine(renderer, 0, 0, viewport.w-1, viewport.h-1); |
123 | SDL_RenderDrawLine(renderer, viewport.w-1, 0, 0, viewport.h-1); |
124 | |
125 | /* Test outside points */ |
126 | SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF); |
127 | SDL_RenderDrawPoint(renderer, viewport.h/2 + viewport.h, viewport.w/2); |
128 | SDL_RenderDrawPoint(renderer, viewport.h/2 - viewport.h, viewport.w/2); |
129 | SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 - viewport.w); |
130 | SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 + viewport.w); |
131 | |
132 | /* Add a box at the top */ |
133 | rect.w = 8; |
134 | rect.h = 8; |
135 | rect.x = (viewport.w - rect.w) / 2; |
136 | rect.y = 0; |
137 | SDL_RenderFillRect(renderer, &rect); |
138 | |
139 | /* Add a clip rect and fill it with the sprite */ |
140 | SDL_QueryTexture(sprite, NULL, NULL, &rect.w, &rect.h); |
141 | rect.x = (viewport.w - rect.w) / 2; |
142 | rect.y = (viewport.h - rect.h) / 2; |
143 | SDL_RenderSetClipRect(renderer, &rect); |
144 | SDL_RenderCopy(renderer, sprite, NULL, &rect); |
145 | SDL_RenderSetClipRect(renderer, NULL); |
146 | } |
147 | |
148 | void |
149 | loop() |
150 | { |
151 | #ifdef __EMSCRIPTEN__ |
152 | /* Avoid using delays */ |
153 | if(SDL_GetTicks() - wait_start < 1000) |
154 | return; |
155 | wait_start = SDL_GetTicks(); |
156 | #endif |
157 | SDL_Event event; |
158 | int i; |
159 | /* Check for events */ |
160 | while (SDL_PollEvent(&event)) { |
161 | SDLTest_CommonEvent(state, &event, &done); |
162 | } |
163 | |
164 | /* Move a viewport box in steps around the screen */ |
165 | viewport.x = j * 100; |
166 | viewport.y = viewport.x; |
167 | viewport.w = 100 + j * 50; |
168 | viewport.h = 100 + j * 50; |
169 | j = (j + 1) % 4; |
170 | SDL_Log("Current Viewport x=%i y=%i w=%i h=%i" , viewport.x, viewport.y, viewport.w, viewport.h); |
171 | |
172 | for (i = 0; i < state->num_windows; ++i) { |
173 | if (state->windows[i] == NULL) |
174 | continue; |
175 | |
176 | /* Draw using viewport */ |
177 | DrawOnViewport(state->renderers[i]); |
178 | |
179 | /* Update the screen! */ |
180 | if (use_target) { |
181 | SDL_SetRenderTarget(state->renderers[i], NULL); |
182 | SDL_RenderCopy(state->renderers[i], state->targets[i], NULL, NULL); |
183 | SDL_RenderPresent(state->renderers[i]); |
184 | SDL_SetRenderTarget(state->renderers[i], state->targets[i]); |
185 | } else { |
186 | SDL_RenderPresent(state->renderers[i]); |
187 | } |
188 | } |
189 | |
190 | #ifdef __EMSCRIPTEN__ |
191 | if (done) { |
192 | emscripten_cancel_main_loop(); |
193 | } |
194 | #endif |
195 | } |
196 | |
197 | int |
198 | main(int argc, char *argv[]) |
199 | { |
200 | int i; |
201 | Uint32 then, now, frames; |
202 | |
203 | /* Initialize test framework */ |
204 | state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); |
205 | if (!state) { |
206 | return 1; |
207 | } |
208 | |
209 | |
210 | for (i = 1; i < argc;) { |
211 | int consumed; |
212 | |
213 | consumed = SDLTest_CommonArg(state, i); |
214 | if (consumed == 0) { |
215 | consumed = -1; |
216 | if (SDL_strcasecmp(argv[i], "--target" ) == 0) { |
217 | use_target = SDL_TRUE; |
218 | consumed = 1; |
219 | } |
220 | } |
221 | if (consumed < 0) { |
222 | static const char *options[] = { "[--target]" , NULL }; |
223 | SDLTest_CommonLogUsage(state, argv[0], options); |
224 | quit(1); |
225 | } |
226 | i += consumed; |
227 | } |
228 | if (!SDLTest_CommonInit(state)) { |
229 | quit(2); |
230 | } |
231 | |
232 | if (LoadSprite("icon.bmp" , state->renderers[0]) < 0) { |
233 | quit(2); |
234 | } |
235 | |
236 | if (use_target) { |
237 | int w, h; |
238 | |
239 | for (i = 0; i < state->num_windows; ++i) { |
240 | SDL_GetWindowSize(state->windows[i], &w, &h); |
241 | state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h); |
242 | SDL_SetRenderTarget(state->renderers[i], state->targets[i]); |
243 | } |
244 | } |
245 | |
246 | for (i = 0; i < state->num_windows; ++i) { |
247 | SDL_Renderer *renderer = state->renderers[i]; |
248 | SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); |
249 | SDL_RenderClear(renderer); |
250 | } |
251 | |
252 | /* Main render loop */ |
253 | frames = 0; |
254 | then = SDL_GetTicks(); |
255 | done = 0; |
256 | j = 0; |
257 | |
258 | #ifdef __EMSCRIPTEN__ |
259 | wait_start = SDL_GetTicks(); |
260 | emscripten_set_main_loop(loop, 0, 1); |
261 | #else |
262 | while (!done) { |
263 | ++frames; |
264 | loop(); |
265 | SDL_Delay(1000); |
266 | } |
267 | #endif |
268 | |
269 | /* Print out some timing information */ |
270 | now = SDL_GetTicks(); |
271 | if (now > then) { |
272 | double fps = ((double) frames * 1000) / (now - then); |
273 | SDL_Log("%2.2f frames per second\n" , fps); |
274 | } |
275 | quit(0); |
276 | return 0; |
277 | } |
278 | |
279 | /* vi: set ts=4 sw=4 expandtab: */ |
280 | |