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- /*
- Copyright (C) 1997-2014 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>
- #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;
- /* 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;
- }
- int
- main(int argc, char *argv[])
- {
- DrawState *drawstates;
- int i, done;
- SDL_Event event;
- int frames;
- Uint32 then, now;
- SDL_bool test_composite = SDL_FALSE;
- /* 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;
- while (!done) {
- /* Check for events */
- ++frames;
- 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;
- }
- }
- }
- /* 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: */
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