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416 lines
13 KiB
416 lines
13 KiB
/* |
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> |
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This software is provided 'as-is', without any express or implied |
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warranty. In no event will the authors be held liable for any damages |
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arising from the use of this software. |
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Permission is granted to anyone to use this software for any purpose, |
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including commercial applications, and to alter it and redistribute it |
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freely. |
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*/ |
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/* Simple program: Move N sprites around on the screen as fast as possible */ |
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#include <stdlib.h> |
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#include <stdio.h> |
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#include <time.h> |
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#ifdef __EMSCRIPTEN__ |
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#include <emscripten/emscripten.h> |
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#endif |
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#include "SDL_test.h" |
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#include "SDL_test_common.h" |
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#define NUM_SPRITES 100 |
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#define MAX_SPEED 1 |
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static SDLTest_CommonState *state; |
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static int num_sprites; |
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static SDL_Texture **sprites; |
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static SDL_bool cycle_color; |
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static SDL_bool cycle_alpha; |
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static int cycle_direction = 1; |
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static int current_alpha = 0; |
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static int current_color = 0; |
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static SDL_Rect *positions; |
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static SDL_Rect *velocities; |
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static int sprite_w, sprite_h; |
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static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND; |
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static Uint32 next_fps_check, frames; |
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static const Uint32 fps_check_delay = 5000; |
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/* Number of iterations to move sprites - used for visual tests. */ |
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/* -1: infinite random moves (default); >=0: enables N deterministic moves */ |
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static int iterations = -1; |
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int done; |
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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static void |
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quit(int rc) |
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{ |
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SDL_free(sprites); |
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SDL_free(positions); |
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SDL_free(velocities); |
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SDLTest_CommonQuit(state); |
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exit(rc); |
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} |
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int |
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LoadSprite(const char *file) |
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{ |
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int i; |
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SDL_Surface *temp; |
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/* Load the sprite image */ |
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temp = SDL_LoadBMP(file); |
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if (temp == NULL) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError()); |
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return (-1); |
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} |
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sprite_w = temp->w; |
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sprite_h = temp->h; |
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/* Set transparent pixel as the pixel at (0,0) */ |
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if (temp->format->palette) { |
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SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels); |
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} else { |
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switch (temp->format->BitsPerPixel) { |
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case 15: |
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SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF); |
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break; |
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case 16: |
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SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels); |
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break; |
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case 24: |
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SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF); |
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break; |
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case 32: |
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SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels); |
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break; |
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} |
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} |
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/* Create textures from the image */ |
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for (i = 0; i < state->num_windows; ++i) { |
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SDL_Renderer *renderer = state->renderers[i]; |
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sprites[i] = SDL_CreateTextureFromSurface(renderer, temp); |
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if (!sprites[i]) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); |
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SDL_FreeSurface(temp); |
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return (-1); |
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} |
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if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError()); |
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SDL_FreeSurface(temp); |
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SDL_DestroyTexture(sprites[i]); |
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return (-1); |
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} |
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} |
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SDL_FreeSurface(temp); |
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/* We're ready to roll. :) */ |
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return (0); |
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} |
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void |
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MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite) |
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{ |
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int i; |
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SDL_Rect viewport, temp; |
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SDL_Rect *position, *velocity; |
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/* Query the sizes */ |
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SDL_RenderGetViewport(renderer, &viewport); |
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/* Cycle the color and alpha, if desired */ |
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if (cycle_color) { |
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current_color += cycle_direction; |
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if (current_color < 0) { |
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current_color = 0; |
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cycle_direction = -cycle_direction; |
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} |
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if (current_color > 255) { |
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current_color = 255; |
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cycle_direction = -cycle_direction; |
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} |
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SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color, |
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(Uint8) current_color); |
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} |
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if (cycle_alpha) { |
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current_alpha += cycle_direction; |
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if (current_alpha < 0) { |
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current_alpha = 0; |
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cycle_direction = -cycle_direction; |
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} |
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if (current_alpha > 255) { |
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current_alpha = 255; |
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cycle_direction = -cycle_direction; |
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} |
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SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha); |
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} |
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/* Draw a gray background */ |
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); |
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SDL_RenderClear(renderer); |
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/* Test points */ |
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SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF); |
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SDL_RenderDrawPoint(renderer, 0, 0); |
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SDL_RenderDrawPoint(renderer, viewport.w-1, 0); |
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SDL_RenderDrawPoint(renderer, 0, viewport.h-1); |
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SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1); |
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/* Test horizontal and vertical lines */ |
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF); |
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SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0); |
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SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1); |
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SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2); |
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SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2); |
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/* Test fill and copy */ |
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF); |
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temp.x = 1; |
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temp.y = 1; |
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temp.w = sprite_w; |
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temp.h = sprite_h; |
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SDL_RenderFillRect(renderer, &temp); |
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SDL_RenderCopy(renderer, sprite, NULL, &temp); |
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temp.x = viewport.w-sprite_w-1; |
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temp.y = 1; |
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temp.w = sprite_w; |
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temp.h = sprite_h; |
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SDL_RenderFillRect(renderer, &temp); |
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SDL_RenderCopy(renderer, sprite, NULL, &temp); |
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temp.x = 1; |
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temp.y = viewport.h-sprite_h-1; |
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temp.w = sprite_w; |
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temp.h = sprite_h; |
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SDL_RenderFillRect(renderer, &temp); |
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SDL_RenderCopy(renderer, sprite, NULL, &temp); |
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temp.x = viewport.w-sprite_w-1; |
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temp.y = viewport.h-sprite_h-1; |
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temp.w = sprite_w; |
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temp.h = sprite_h; |
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SDL_RenderFillRect(renderer, &temp); |
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SDL_RenderCopy(renderer, sprite, NULL, &temp); |
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/* Test diagonal lines */ |
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF); |
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SDL_RenderDrawLine(renderer, sprite_w, sprite_h, |
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viewport.w-sprite_w-2, viewport.h-sprite_h-2); |
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SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h, |
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sprite_w, viewport.h-sprite_h-2); |
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/* Conditionally move the sprites, bounce at the wall */ |
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if (iterations == -1 || iterations > 0) { |
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for (i = 0; i < num_sprites; ++i) { |
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position = &positions[i]; |
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velocity = &velocities[i]; |
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position->x += velocity->x; |
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if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) { |
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velocity->x = -velocity->x; |
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position->x += velocity->x; |
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} |
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position->y += velocity->y; |
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if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) { |
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velocity->y = -velocity->y; |
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position->y += velocity->y; |
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} |
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} |
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/* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */ |
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if (iterations > 0) { |
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iterations--; |
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if (iterations == 0) { |
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cycle_alpha = SDL_FALSE; |
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cycle_color = SDL_FALSE; |
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} |
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} |
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} |
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/* Draw sprites */ |
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for (i = 0; i < num_sprites; ++i) { |
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position = &positions[i]; |
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/* Blit the sprite onto the screen */ |
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SDL_RenderCopy(renderer, sprite, NULL, position); |
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} |
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/* Update the screen! */ |
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SDL_RenderPresent(renderer); |
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} |
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void |
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loop() |
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{ |
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Uint32 now; |
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int i; |
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SDL_Event event; |
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/* Check for events */ |
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while (SDL_PollEvent(&event)) { |
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SDLTest_CommonEvent(state, &event, &done); |
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} |
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for (i = 0; i < state->num_windows; ++i) { |
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if (state->windows[i] == NULL) |
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continue; |
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MoveSprites(state->renderers[i], sprites[i]); |
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} |
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#ifdef __EMSCRIPTEN__ |
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if (done) { |
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emscripten_cancel_main_loop(); |
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} |
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#endif |
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frames++; |
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now = SDL_GetTicks(); |
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if (SDL_TICKS_PASSED(now, next_fps_check)) { |
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/* Print out some timing information */ |
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const Uint32 then = next_fps_check - fps_check_delay; |
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const double fps = ((double) frames * 1000) / (now - then); |
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SDL_Log("%2.2f frames per second\n", fps); |
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next_fps_check = now + fps_check_delay; |
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frames = 0; |
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} |
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} |
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int |
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main(int argc, char *argv[]) |
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{ |
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int i; |
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Uint64 seed; |
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const char *icon = "icon.bmp"; |
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/* Initialize parameters */ |
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num_sprites = NUM_SPRITES; |
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/* Initialize test framework */ |
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); |
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if (!state) { |
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return 1; |
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} |
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for (i = 1; i < argc;) { |
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int consumed; |
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consumed = SDLTest_CommonArg(state, i); |
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if (consumed == 0) { |
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consumed = -1; |
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if (SDL_strcasecmp(argv[i], "--blend") == 0) { |
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if (argv[i + 1]) { |
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if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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blendMode = SDL_BLENDMODE_NONE; |
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consumed = 2; |
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} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { |
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blendMode = SDL_BLENDMODE_BLEND; |
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consumed = 2; |
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} else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { |
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blendMode = SDL_BLENDMODE_ADD; |
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consumed = 2; |
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} else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { |
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blendMode = SDL_BLENDMODE_MOD; |
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consumed = 2; |
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} else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) { |
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blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT); |
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consumed = 2; |
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} |
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} |
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} else if (SDL_strcasecmp(argv[i], "--iterations") == 0) { |
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if (argv[i + 1]) { |
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iterations = SDL_atoi(argv[i + 1]); |
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if (iterations < -1) iterations = -1; |
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consumed = 2; |
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} |
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} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) { |
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cycle_color = SDL_TRUE; |
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consumed = 1; |
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} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { |
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cycle_alpha = SDL_TRUE; |
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consumed = 1; |
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} else if (SDL_isdigit(*argv[i])) { |
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num_sprites = SDL_atoi(argv[i]); |
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consumed = 1; |
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} else if (argv[i][0] != '-') { |
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icon = argv[i]; |
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consumed = 1; |
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} |
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} |
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if (consumed < 0) { |
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static const char *options[] = { "[--blend none|blend|add|mod]", "[--cyclecolor]", "[--cyclealpha]", "[--iterations N]", "[num_sprites]", "[icon.bmp]", NULL }; |
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SDLTest_CommonLogUsage(state, argv[0], options); |
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quit(1); |
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} |
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i += consumed; |
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} |
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if (!SDLTest_CommonInit(state)) { |
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quit(2); |
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} |
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/* Create the windows, initialize the renderers, and load the textures */ |
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sprites = |
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(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites)); |
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if (!sprites) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n"); |
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quit(2); |
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} |
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for (i = 0; i < state->num_windows; ++i) { |
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SDL_Renderer *renderer = state->renderers[i]; |
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); |
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SDL_RenderClear(renderer); |
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} |
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if (LoadSprite(icon) < 0) { |
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quit(2); |
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} |
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/* Allocate memory for the sprite info */ |
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positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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if (!positions || !velocities) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n"); |
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quit(2); |
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} |
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/* Position sprites and set their velocities using the fuzzer */ |
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if (iterations >= 0) { |
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/* Deterministic seed - used for visual tests */ |
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seed = (Uint64)iterations; |
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} else { |
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/* Pseudo-random seed generated from the time */ |
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seed = (Uint64)time(NULL); |
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} |
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SDLTest_FuzzerInit(seed); |
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for (i = 0; i < num_sprites; ++i) { |
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positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w); |
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positions[i].y = SDLTest_RandomIntegerInRange(0, state->window_h - sprite_h); |
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positions[i].w = sprite_w; |
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positions[i].h = sprite_h; |
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velocities[i].x = 0; |
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velocities[i].y = 0; |
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while (!velocities[i].x && !velocities[i].y) { |
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velocities[i].x = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED); |
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velocities[i].y = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED); |
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} |
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} |
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/* Main render loop */ |
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frames = 0; |
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next_fps_check = SDL_GetTicks() + fps_check_delay; |
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done = 0; |
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#ifdef __EMSCRIPTEN__ |
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emscripten_set_main_loop(loop, 0, 1); |
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#else |
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while (!done) { |
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loop(); |
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} |
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#endif |
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quit(0); |
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return 0; |
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} |
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/* vi: set ts=4 sw=4 expandtab: */
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