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279 lines
7.8 KiB
279 lines
7.8 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: Check viewports */ |
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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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static SDLTest_CommonState *state; |
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static SDL_Rect viewport; |
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static int done, j; |
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static SDL_bool use_target = SDL_FALSE; |
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#ifdef __EMSCRIPTEN__ |
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static Uint32 wait_start; |
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#endif |
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static SDL_Texture *sprite; |
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static int sprite_w, sprite_h; |
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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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SDLTest_CommonQuit(state); |
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exit(rc); |
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} |
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int |
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LoadSprite(char *file, SDL_Renderer *renderer) |
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{ |
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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\n", 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, SDL_TRUE, *(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, SDL_TRUE, |
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(*(Uint16 *) temp->pixels) & 0x00007FFF); |
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break; |
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case 16: |
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels); |
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break; |
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case 24: |
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SDL_SetColorKey(temp, SDL_TRUE, |
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(*(Uint32 *) temp->pixels) & 0x00FFFFFF); |
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break; |
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case 32: |
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SDL_SetColorKey(temp, SDL_TRUE, *(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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sprite = SDL_CreateTextureFromSurface(renderer, temp); |
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if (!sprite) { |
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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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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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DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport) |
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{ |
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SDL_Rect rect; |
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/* Set the viewport */ |
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SDL_RenderSetViewport(renderer, &viewport); |
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/* Draw a gray background */ |
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SDL_SetRenderDrawColor(renderer, 0x80, 0x80, 0x80, 0xFF); |
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SDL_RenderClear(renderer); |
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/* Test inside points */ |
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF); |
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SDL_RenderDrawPoint(renderer, viewport.h/2 + 20, viewport.w/2); |
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SDL_RenderDrawPoint(renderer, viewport.h/2 - 20, viewport.w/2); |
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SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - 20); |
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SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + 20); |
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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 diagonal lines */ |
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF); |
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SDL_RenderDrawLine(renderer, 0, 0, viewport.w-1, viewport.h-1); |
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SDL_RenderDrawLine(renderer, viewport.w-1, 0, 0, viewport.h-1); |
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/* Test outside points */ |
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF); |
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SDL_RenderDrawPoint(renderer, viewport.h/2 + viewport.h, viewport.w/2); |
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SDL_RenderDrawPoint(renderer, viewport.h/2 - viewport.h, viewport.w/2); |
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SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 - viewport.w); |
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SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 + viewport.w); |
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/* Add a box at the top */ |
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rect.w = 8; |
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rect.h = 8; |
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rect.x = (viewport.w - rect.w) / 2; |
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rect.y = 0; |
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SDL_RenderFillRect(renderer, &rect); |
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/* Add a clip rect and fill it with the sprite */ |
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SDL_QueryTexture(sprite, NULL, NULL, &rect.w, &rect.h); |
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rect.x = (viewport.w - rect.w) / 2; |
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rect.y = (viewport.h - rect.h) / 2; |
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SDL_RenderSetClipRect(renderer, &rect); |
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SDL_RenderCopy(renderer, sprite, NULL, &rect); |
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SDL_RenderSetClipRect(renderer, NULL); |
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} |
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void |
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loop() |
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{ |
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#ifdef __EMSCRIPTEN__ |
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/* Avoid using delays */ |
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if(SDL_GetTicks() - wait_start < 1000) |
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return; |
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wait_start = SDL_GetTicks(); |
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#endif |
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SDL_Event event; |
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int i; |
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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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/* Move a viewport box in steps around the screen */ |
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viewport.x = j * 100; |
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viewport.y = viewport.x; |
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viewport.w = 100 + j * 50; |
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viewport.h = 100 + j * 50; |
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j = (j + 1) % 4; |
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SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h); |
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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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/* Draw using viewport */ |
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DrawOnViewport(state->renderers[i], viewport); |
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/* Update the screen! */ |
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if (use_target) { |
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SDL_SetRenderTarget(state->renderers[i], NULL); |
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SDL_RenderCopy(state->renderers[i], state->targets[i], NULL, NULL); |
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SDL_RenderPresent(state->renderers[i]); |
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SDL_SetRenderTarget(state->renderers[i], state->targets[i]); |
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} else { |
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SDL_RenderPresent(state->renderers[i]); |
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} |
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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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} |
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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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Uint32 then, now, frames; |
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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], "--target") == 0) { |
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use_target = SDL_TRUE; |
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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[] = { "[--target]", 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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if (LoadSprite("icon.bmp", state->renderers[0]) < 0) { |
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quit(2); |
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} |
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if (use_target) { |
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int w, h; |
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for (i = 0; i < state->num_windows; ++i) { |
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SDL_GetWindowSize(state->windows[i], &w, &h); |
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state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h); |
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SDL_SetRenderTarget(state->renderers[i], state->targets[i]); |
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} |
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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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/* Main render loop */ |
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frames = 0; |
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then = SDL_GetTicks(); |
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done = 0; |
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j = 0; |
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#ifdef __EMSCRIPTEN__ |
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wait_start = SDL_GetTicks(); |
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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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++frames; |
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loop(); |
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SDL_Delay(1000); |
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} |
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#endif |
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/* Print out some timing information */ |
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now = SDL_GetTicks(); |
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if (now > then) { |
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double fps = ((double) frames * 1000) / (now - then); |
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SDL_Log("%2.2f frames per second\n", fps); |
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} |
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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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