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216 lines
5.5 KiB
216 lines
5.5 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_common.h" |
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#define WINDOW_WIDTH 640 |
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#define WINDOW_HEIGHT 480 |
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static SDLTest_CommonState *state; |
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typedef struct { |
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SDL_Window *window; |
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SDL_Renderer *renderer; |
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SDL_Texture *background; |
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SDL_Texture *sprite; |
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SDL_Rect sprite_rect; |
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int scale_direction; |
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} DrawState; |
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DrawState *drawstates; |
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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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SDLTest_CommonQuit(state); |
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exit(rc); |
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} |
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SDL_Texture * |
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LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent) |
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{ |
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SDL_Surface *temp; |
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SDL_Texture *texture; |
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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 NULL; |
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} |
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/* Set transparent pixel as the pixel at (0,0) */ |
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if (transparent) { |
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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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} |
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/* Create textures from the image */ |
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texture = SDL_CreateTextureFromSurface(renderer, temp); |
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if (!texture) { |
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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 NULL; |
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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 texture; |
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} |
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void |
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Draw(DrawState *s) |
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{ |
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SDL_Rect viewport; |
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SDL_RenderGetViewport(s->renderer, &viewport); |
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/* Draw the background */ |
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SDL_RenderCopy(s->renderer, s->background, NULL, NULL); |
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/* Scale and draw the sprite */ |
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s->sprite_rect.w += s->scale_direction; |
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s->sprite_rect.h += s->scale_direction; |
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if (s->scale_direction > 0) { |
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if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) { |
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s->scale_direction = -1; |
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} |
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} else { |
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if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) { |
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s->scale_direction = 1; |
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} |
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} |
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s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2; |
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s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2; |
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SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect); |
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/* Update the screen! */ |
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SDL_RenderPresent(s->renderer); |
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} |
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void |
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loop() |
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{ |
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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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Draw(&drawstates[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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} |
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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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int frames; |
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Uint32 then, now; |
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/* Enable standard application logging */ |
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); |
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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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if (!SDLTest_CommonDefaultArgs(state, argc, argv) || !SDLTest_CommonInit(state)) { |
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SDLTest_CommonQuit(state); |
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return 1; |
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} |
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drawstates = SDL_stack_alloc(DrawState, state->num_windows); |
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for (i = 0; i < state->num_windows; ++i) { |
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DrawState *drawstate = &drawstates[i]; |
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drawstate->window = state->windows[i]; |
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drawstate->renderer = state->renderers[i]; |
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drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE); |
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drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE); |
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if (!drawstate->sprite || !drawstate->background) { |
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quit(2); |
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} |
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SDL_QueryTexture(drawstate->sprite, NULL, NULL, |
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&drawstate->sprite_rect.w, &drawstate->sprite_rect.h); |
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drawstate->scale_direction = 1; |
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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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#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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++frames; |
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loop(); |
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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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SDL_stack_free(drawstates); |
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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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