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kc3-lang/SDL/test/testrendercopyex.c

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  • Author : Simon McVittie
    Date : 2022-04-12 13:07:18
    Hash : 76a7b629
    Message : test: Add some common code to load test resources As well as reducing duplication, this lets the tests load their resources from the SDL_GetBasePath() on platforms that support it, which is useful if the tests are compiled along with the rest of SDL and installed below /usr as manual tests, similar to GNOME's installed-tests convention. Thanks to Ozkan Sezer for the OS/2 build glue. Co-authored-by: Ozkan Sezer <sezeroz@gmail.com> Signed-off-by: Simon McVittie <smcv@collabora.com>

  • test/testrendercopyex.c
  • /*
      Copyright (C) 1997-2022 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"
    #include "testutils.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);
    }
    
    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, NULL, NULL);
            drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE, NULL, NULL);
            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: */