mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-18 10:31:42 +00:00
335 lines
9.5 KiB
C
335 lines
9.5 KiB
C
/*
|
|
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
|
|
|
|
This software is provided 'as-is', without any express or implied
|
|
warranty. In no event will the authors be held liable for any damages
|
|
arising from the use of this software.
|
|
|
|
Permission is granted to anyone to use this software for any purpose,
|
|
including commercial applications, and to alter it and redistribute it
|
|
freely.
|
|
*/
|
|
/* Simple program: Move N sprites around on the screen as fast as possible */
|
|
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
#include <time.h>
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
#include <emscripten/emscripten.h>
|
|
#endif
|
|
|
|
#include "SDL_test_common.h"
|
|
|
|
|
|
static SDLTest_CommonState *state;
|
|
|
|
typedef struct {
|
|
SDL_Window *window;
|
|
SDL_Renderer *renderer;
|
|
SDL_Texture *background;
|
|
SDL_Texture *sprite;
|
|
SDL_Rect sprite_rect;
|
|
int scale_direction;
|
|
} DrawState;
|
|
|
|
DrawState *drawstates;
|
|
int done;
|
|
SDL_bool test_composite = SDL_FALSE;
|
|
|
|
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
|
|
static void
|
|
quit(int rc)
|
|
{
|
|
SDLTest_CommonQuit(state);
|
|
exit(rc);
|
|
}
|
|
|
|
SDL_Texture *
|
|
LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
|
|
{
|
|
SDL_Surface *temp;
|
|
SDL_Texture *texture;
|
|
|
|
/* Load the sprite image */
|
|
temp = SDL_LoadBMP(file);
|
|
if (temp == NULL) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
|
|
return NULL;
|
|
}
|
|
|
|
/* Set transparent pixel as the pixel at (0,0) */
|
|
if (transparent) {
|
|
if (temp->format->palette) {
|
|
SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
|
|
} else {
|
|
switch (temp->format->BitsPerPixel) {
|
|
case 15:
|
|
SDL_SetColorKey(temp, SDL_TRUE,
|
|
(*(Uint16 *) temp->pixels) & 0x00007FFF);
|
|
break;
|
|
case 16:
|
|
SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
|
|
break;
|
|
case 24:
|
|
SDL_SetColorKey(temp, SDL_TRUE,
|
|
(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
|
|
break;
|
|
case 32:
|
|
SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Create textures from the image */
|
|
texture = SDL_CreateTextureFromSurface(renderer, temp);
|
|
if (!texture) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
|
|
SDL_FreeSurface(temp);
|
|
return NULL;
|
|
}
|
|
SDL_FreeSurface(temp);
|
|
|
|
/* We're ready to roll. :) */
|
|
return texture;
|
|
}
|
|
|
|
SDL_bool
|
|
DrawComposite(DrawState *s)
|
|
{
|
|
SDL_Rect viewport, R;
|
|
SDL_Texture *target;
|
|
|
|
static SDL_bool blend_tested = SDL_FALSE;
|
|
if (!blend_tested) {
|
|
SDL_Texture *A, *B;
|
|
Uint32 P;
|
|
|
|
A = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
|
|
SDL_SetTextureBlendMode(A, SDL_BLENDMODE_BLEND);
|
|
|
|
B = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
|
|
SDL_SetTextureBlendMode(B, SDL_BLENDMODE_BLEND);
|
|
|
|
SDL_SetRenderTarget(s->renderer, A);
|
|
SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x80);
|
|
SDL_RenderFillRect(s->renderer, NULL);
|
|
|
|
SDL_SetRenderTarget(s->renderer, B);
|
|
SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
|
|
SDL_RenderFillRect(s->renderer, NULL);
|
|
SDL_RenderCopy(s->renderer, A, NULL, NULL);
|
|
SDL_RenderReadPixels(s->renderer, NULL, SDL_PIXELFORMAT_ARGB8888, &P, sizeof(P));
|
|
|
|
SDL_Log("Blended pixel: 0x%8.8X\n", P);
|
|
|
|
SDL_DestroyTexture(A);
|
|
SDL_DestroyTexture(B);
|
|
blend_tested = SDL_TRUE;
|
|
}
|
|
|
|
SDL_RenderGetViewport(s->renderer, &viewport);
|
|
|
|
target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
|
|
SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
|
|
SDL_SetRenderTarget(s->renderer, target);
|
|
|
|
/* Draw the background.
|
|
This is solid black so when the sprite is copied to it, any per-pixel alpha will be blended through.
|
|
*/
|
|
SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
|
|
SDL_RenderFillRect(s->renderer, NULL);
|
|
|
|
/* Scale and draw the sprite */
|
|
s->sprite_rect.w += s->scale_direction;
|
|
s->sprite_rect.h += s->scale_direction;
|
|
if (s->scale_direction > 0) {
|
|
if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
|
|
s->scale_direction = -1;
|
|
}
|
|
} else {
|
|
if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
|
|
s->scale_direction = 1;
|
|
}
|
|
}
|
|
s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
|
|
s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
|
|
|
|
SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
|
|
|
|
SDL_SetRenderTarget(s->renderer, NULL);
|
|
SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
|
|
|
|
SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND);
|
|
SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80);
|
|
R.x = 0;
|
|
R.y = 0;
|
|
R.w = 100;
|
|
R.h = 100;
|
|
SDL_RenderFillRect(s->renderer, &R);
|
|
SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE);
|
|
|
|
SDL_RenderCopy(s->renderer, target, NULL, NULL);
|
|
SDL_DestroyTexture(target);
|
|
|
|
/* Update the screen! */
|
|
SDL_RenderPresent(s->renderer);
|
|
return SDL_TRUE;
|
|
}
|
|
|
|
SDL_bool
|
|
Draw(DrawState *s)
|
|
{
|
|
SDL_Rect viewport;
|
|
SDL_Texture *target;
|
|
|
|
SDL_RenderGetViewport(s->renderer, &viewport);
|
|
|
|
target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
|
|
if (!target) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s\n", SDL_GetError());
|
|
return SDL_FALSE;
|
|
}
|
|
SDL_SetRenderTarget(s->renderer, target);
|
|
|
|
/* Draw the background */
|
|
SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
|
|
|
|
/* Scale and draw the sprite */
|
|
s->sprite_rect.w += s->scale_direction;
|
|
s->sprite_rect.h += s->scale_direction;
|
|
if (s->scale_direction > 0) {
|
|
if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
|
|
s->scale_direction = -1;
|
|
}
|
|
} else {
|
|
if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
|
|
s->scale_direction = 1;
|
|
}
|
|
}
|
|
s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
|
|
s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
|
|
|
|
SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
|
|
|
|
SDL_SetRenderTarget(s->renderer, NULL);
|
|
SDL_RenderCopy(s->renderer, target, NULL, NULL);
|
|
SDL_DestroyTexture(target);
|
|
|
|
/* Update the screen! */
|
|
SDL_RenderPresent(s->renderer);
|
|
return SDL_TRUE;
|
|
}
|
|
|
|
void
|
|
loop()
|
|
{
|
|
int i;
|
|
SDL_Event event;
|
|
|
|
/* Check for events */
|
|
while (SDL_PollEvent(&event)) {
|
|
SDLTest_CommonEvent(state, &event, &done);
|
|
}
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
if (state->windows[i] == NULL)
|
|
continue;
|
|
if (test_composite) {
|
|
if (!DrawComposite(&drawstates[i])) done = 1;
|
|
} else {
|
|
if (!Draw(&drawstates[i])) done = 1;
|
|
}
|
|
}
|
|
#ifdef __EMSCRIPTEN__
|
|
if (done) {
|
|
emscripten_cancel_main_loop();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
int
|
|
main(int argc, char *argv[])
|
|
{
|
|
int i;
|
|
int frames;
|
|
Uint32 then, now;
|
|
|
|
/* Enable standard application logging */
|
|
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
|
|
|
/* Initialize test framework */
|
|
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
|
|
if (!state) {
|
|
return 1;
|
|
}
|
|
for (i = 1; i < argc;) {
|
|
int consumed;
|
|
|
|
consumed = SDLTest_CommonArg(state, i);
|
|
if (consumed == 0) {
|
|
consumed = -1;
|
|
if (SDL_strcasecmp(argv[i], "--composite") == 0) {
|
|
test_composite = SDL_TRUE;
|
|
consumed = 1;
|
|
}
|
|
}
|
|
if (consumed < 0) {
|
|
SDL_Log("Usage: %s %s [--composite]\n",
|
|
argv[0], SDLTest_CommonUsage(state));
|
|
quit(1);
|
|
}
|
|
i += consumed;
|
|
}
|
|
if (!SDLTest_CommonInit(state)) {
|
|
quit(2);
|
|
}
|
|
|
|
drawstates = SDL_stack_alloc(DrawState, state->num_windows);
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
DrawState *drawstate = &drawstates[i];
|
|
|
|
drawstate->window = state->windows[i];
|
|
drawstate->renderer = state->renderers[i];
|
|
if (test_composite) {
|
|
drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", SDL_TRUE);
|
|
} else {
|
|
drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
|
|
}
|
|
drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
|
|
if (!drawstate->sprite || !drawstate->background) {
|
|
quit(2);
|
|
}
|
|
SDL_QueryTexture(drawstate->sprite, NULL, NULL,
|
|
&drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
|
|
drawstate->scale_direction = 1;
|
|
}
|
|
|
|
/* Main render loop */
|
|
frames = 0;
|
|
then = SDL_GetTicks();
|
|
done = 0;
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
emscripten_set_main_loop(loop, 0, 1);
|
|
#else
|
|
while (!done) {
|
|
++frames;
|
|
loop();
|
|
}
|
|
#endif
|
|
|
|
/* Print out some timing information */
|
|
now = SDL_GetTicks();
|
|
if (now > then) {
|
|
double fps = ((double) frames * 1000) / (now - then);
|
|
SDL_Log("%2.2f frames per second\n", fps);
|
|
}
|
|
|
|
SDL_stack_free(drawstates);
|
|
|
|
quit(0);
|
|
return 0;
|
|
}
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|