Add testgeometry to draw a non uniform triangle --use-texture: an option to load icon.bmp as a texture handle mouse motion: rotate the triangle
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diff --git a/test/CMakeLists.txt b/test/CMakeLists.txt
index cec555e..e9f66ed 100644
--- a/test/CMakeLists.txt
+++ b/test/CMakeLists.txt
@@ -42,6 +42,7 @@ add_executable(testdropfile testdropfile.c)
add_executable(testerror testerror.c)
add_executable(testfile testfile.c)
add_executable(testgamecontroller testgamecontroller.c)
+add_executable(testgeometry testgeometry.c)
add_executable(testgesture testgesture.c)
add_executable(testgl2 testgl2.c)
add_executable(testgles testgles.c)
diff --git a/test/Makefile.in b/test/Makefile.in
index be907ae..e505799 100644
--- a/test/Makefile.in
+++ b/test/Makefile.in
@@ -29,6 +29,7 @@ TARGETS = \
testfile$(EXE) \
testfilesystem$(EXE) \
testgamecontroller$(EXE) \
+ testgeometry$(EXE) \
testgesture$(EXE) \
testhaptic$(EXE) \
testhittesting$(EXE) \
@@ -161,7 +162,10 @@ testfile$(EXE): $(srcdir)/testfile.c
testgamecontroller$(EXE): $(srcdir)/testgamecontroller.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
-
+
+testgeometry$(EXE): $(srcdir)/testgeometry.c
+ $(CC) -o $@ $^ $(CFLAGS) $(LIBS)
+
testgesture$(EXE): $(srcdir)/testgesture.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@
diff --git a/test/Makefile.os2 b/test/Makefile.os2
index fe5ff6d..4a78fdf 100644
--- a/test/Makefile.os2
+++ b/test/Makefile.os2
@@ -2,7 +2,7 @@ BINPATH = .
TARGETS = testatomic.exe testdisplayinfo.exe testbounds.exe testdraw2.exe &
testdrawchessboard.exe testdropfile.exe testerror.exe testfile.exe &
- testfilesystem.exe testgamecontroller.exe testgesture.exe &
+ testfilesystem.exe testgamecontroller.exe testgeometry.exe testgesture.exe &
testhittesting.exe testhotplug.exe testiconv.exe testime.exe testlocale.exe &
testintersections.exe testjoystick.exe testkeys.exe testloadso.exe &
testlock.exe testmessage.exe testoverlay2.exe testplatform.exe &
diff --git a/test/testgeometry.c b/test/testgeometry.c
new file mode 100644
index 0000000..9041233
--- /dev/null
+++ b/test/testgeometry.c
@@ -0,0 +1,303 @@
+/*
+ Copyright (C) 1997-2021 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: draw a RGB triangle, with texture */
+
+#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;
+static SDL_bool use_texture = SDL_FALSE;
+static SDL_Texture **sprites;
+static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
+static double angle = 0.0;
+static int sprite_w, sprite_h;
+
+int done;
+
+/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
+static void
+quit(int rc)
+{
+ SDL_free(sprites);
+ SDLTest_CommonQuit(state);
+ exit(rc);
+}
+
+int
+LoadSprite(const char *file)
+{
+ int i;
+ SDL_Surface *temp;
+
+ /* 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 (-1);
+ }
+ sprite_w = temp->w;
+ sprite_h = temp->h;
+
+ /* Set transparent pixel as the pixel at (0,0) */
+ if (temp->format->palette) {
+ SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
+ } else {
+ switch (temp->format->BitsPerPixel) {
+ case 15:
+ SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
+ break;
+ case 16:
+ SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
+ break;
+ case 24:
+ SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
+ break;
+ case 32:
+ SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
+ break;
+ }
+ }
+
+ /* Create textures from the image */
+ for (i = 0; i < state->num_windows; ++i) {
+ SDL_Renderer *renderer = state->renderers[i];
+ sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
+ if (!sprites[i]) {
+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
+ SDL_FreeSurface(temp);
+ return (-1);
+ }
+ if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
+ SDL_FreeSurface(temp);
+ SDL_DestroyTexture(sprites[i]);
+ return (-1);
+ }
+ }
+ SDL_FreeSurface(temp);
+
+ /* We're ready to roll. :) */
+ return (0);
+}
+
+
+void
+loop()
+{
+ int i;
+ SDL_Event event;
+
+ /* Check for events */
+ while (SDL_PollEvent(&event)) {
+
+ if (event.type == SDL_MOUSEMOTION) {
+ if (event.motion.state) {
+ int xrel, yrel;
+ int window_w, window_h;
+ SDL_Window *window = SDL_GetWindowFromID(event.motion.windowID);
+ SDL_GetWindowSize(window, &window_w, &window_h);
+ xrel = event.motion.xrel;
+ yrel = event.motion.yrel;
+ if (event.motion.y < window_h / 2) {
+ angle += xrel;
+ } else {
+ angle -= xrel;
+ }
+ if (event.motion.x < window_w / 2) {
+ angle -= yrel;
+ } else {
+ angle += yrel;
+ }
+ }
+ } else {
+ SDLTest_CommonEvent(state, &event, &done);
+ }
+ }
+
+ for (i = 0; i < state->num_windows; ++i) {
+ SDL_Renderer *renderer = state->renderers[i];
+ if (state->windows[i] == NULL)
+ continue;
+ SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
+ SDL_RenderClear(renderer);
+
+ {
+ SDL_Rect viewport;
+ double a;
+ double d;
+ int cx, cy;
+
+ /* Query the sizes */
+ SDL_RenderGetViewport(renderer, &viewport);
+ SDL_Vertex verts[3];
+ SDL_zeroa(verts);
+ cx = viewport.x + viewport.w / 2;
+ cy = viewport.y + viewport.h / 2;
+ d = (viewport.w + viewport.h) / 5;
+
+ a = (angle * 3.1415) / 180.0;
+ verts[0].position.x = cx + d * SDL_cos(a);
+ verts[0].position.y = cy + d * SDL_sin(a);
+ verts[0].color.r = 0xFF;
+ verts[0].color.g = 0;
+ verts[0].color.b = 0;
+ verts[0].color.a = 0xFF;
+
+ a = ((angle + 120) * 3.1415) / 180.0;
+ verts[1].position.x = cx + d * SDL_cos(a);
+ verts[1].position.y = cy + d * SDL_sin(a);
+ verts[1].color.r = 0;
+ verts[1].color.g = 0xFF;
+ verts[1].color.b = 0;
+ verts[1].color.a = 0xFF;
+
+ a = ((angle + 240) * 3.1415) / 180.0;
+ verts[2].position.x = cx + d * SDL_cos(a);
+ verts[2].position.y = cy + d * SDL_sin(a);
+ verts[2].color.r = 0;
+ verts[2].color.g = 0;
+ verts[2].color.b = 0xFF;
+ verts[2].color.a = 0xFF;
+
+ if (use_texture) {
+ verts[0].tex_coord.x = 0.5;
+ verts[0].tex_coord.y = 0.0;
+ verts[1].tex_coord.x = 1.0;
+ verts[1].tex_coord.y = 1.0;
+ verts[2].tex_coord.x = 0.0;
+ verts[2].tex_coord.y = 1.0;
+ }
+
+ SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0);
+ }
+
+ SDL_RenderPresent(renderer);
+ }
+#ifdef __EMSCRIPTEN__
+ if (done) {
+ emscripten_cancel_main_loop();
+ }
+#endif
+}
+
+int
+main(int argc, char *argv[])
+{
+ int i;
+ const char *icon = "icon.bmp";
+ Uint32 then, now, frames;
+
+ /* 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], "--blend") == 0) {
+ if (argv[i + 1]) {
+ if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
+ blendMode = SDL_BLENDMODE_NONE;
+ consumed = 2;
+ } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
+ blendMode = SDL_BLENDMODE_BLEND;
+ consumed = 2;
+ } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
+ blendMode = SDL_BLENDMODE_ADD;
+ consumed = 2;
+ } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
+ blendMode = SDL_BLENDMODE_MOD;
+ consumed = 2;
+ }
+ }
+ } else if (SDL_strcasecmp(argv[i], "--use-texture") == 0) {
+ use_texture = SDL_TRUE;
+ consumed = 1;
+ }
+ }
+ if (consumed < 0) {
+ static const char *options[] = { "[--blend none|blend|add|mod]", "[--use-texture]", NULL };
+ SDLTest_CommonLogUsage(state, argv[0], options);
+ return 1;
+ }
+ i += consumed;
+ }
+ if (!SDLTest_CommonInit(state)) {
+ return 2;
+ }
+
+ /* Create the windows, initialize the renderers, and load the textures */
+ sprites =
+ (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
+ if (!sprites) {
+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
+ quit(2);
+ }
+ /* Create the windows and initialize the renderers */
+ for (i = 0; i < state->num_windows; ++i) {
+ SDL_Renderer *renderer = state->renderers[i];
+ SDL_SetRenderDrawBlendMode(renderer, blendMode);
+ SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
+ SDL_RenderClear(renderer);
+ sprites[i] = NULL;
+ }
+ if (use_texture) {
+ if (LoadSprite(icon) < 0) {
+ quit(2);
+ }
+ }
+
+
+ srand((unsigned int)time(NULL));
+
+ /* 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);
+ }
+
+ quit(0);
+
+ return 0;
+}
+
+/* vi: set ts=4 sw=4 expandtab: */