Hash :
00e5eeb4
Author :
Date :
2019-05-19T01:45:15
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/*
Copyright (C) 1997-2019 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;
/* 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, const 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;
}
void
Draw(DrawState *s)
{
SDL_Rect viewport;
SDL_Texture *target;
SDL_Point *center=NULL;
SDL_Point origin = {0,0};
SDL_RenderGetViewport(s->renderer, &viewport);
target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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) {
center = &origin;
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_RenderCopyEx(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, (SDL_RendererFlip)s->scale_direction);
SDL_SetRenderTarget(s->renderer, NULL);
SDL_RenderCopy(s->renderer, target, NULL, NULL);
SDL_DestroyTexture(target);
/* Update the screen! */
SDL_RenderPresent(s->renderer);
/* SDL_Delay(10); */
}
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;
Draw(&drawstates[i]);
}
#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;
}
if (!SDLTest_CommonDefaultArgs(state, argc, argv) || !SDLTest_CommonInit(state)) {
SDLTest_CommonQuit(state);
return 1;
}
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];
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: */