SDL  2.0
testsprite2.c
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1 /*
2  Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
3 
4  This software is provided 'as-is', without any express or implied
5  warranty. In no event will the authors be held liable for any damages
6  arising from the use of this software.
7 
8  Permission is granted to anyone to use this software for any purpose,
9  including commercial applications, and to alter it and redistribute it
10  freely.
11 */
12 /* Simple program: Move N sprites around on the screen as fast as possible */
13 
14 #include <stdlib.h>
15 #include <stdio.h>
16 #include <time.h>
17 
18 #ifdef __EMSCRIPTEN__
19 #include <emscripten/emscripten.h>
20 #endif
21 
22 #include "SDL_test.h"
23 #include "SDL_test_common.h"
24 
25 #define NUM_SPRITES 100
26 #define MAX_SPEED 1
27 
29 static int num_sprites;
33 static int cycle_direction = 1;
34 static int current_alpha = 0;
35 static int current_color = 0;
38 static int sprite_w, sprite_h;
40 
41 /* Number of iterations to move sprites - used for visual tests. */
42 /* -1: infinite random moves (default); >=0: enables N deterministic moves */
43 static int iterations = -1;
44 
45 int done;
46 
47 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
48 static void
49 quit(int rc)
50 {
51  SDL_free(sprites);
52  SDL_free(positions);
53  SDL_free(velocities);
54  SDLTest_CommonQuit(state);
55  exit(rc);
56 }
57 
58 int
59 LoadSprite(const char *file)
60 {
61  int i;
62  SDL_Surface *temp;
63 
64  /* Load the sprite image */
65  temp = SDL_LoadBMP(file);
66  if (temp == NULL) {
67  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
68  return (-1);
69  }
70  sprite_w = temp->w;
71  sprite_h = temp->h;
72 
73  /* Set transparent pixel as the pixel at (0,0) */
74  if (temp->format->palette) {
75  SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
76  } else {
77  switch (temp->format->BitsPerPixel) {
78  case 15:
79  SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
80  break;
81  case 16:
82  SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
83  break;
84  case 24:
85  SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
86  break;
87  case 32:
88  SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
89  break;
90  }
91  }
92 
93  /* Create textures from the image */
94  for (i = 0; i < state->num_windows; ++i) {
95  SDL_Renderer *renderer = state->renderers[i];
96  sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
97  if (!sprites[i]) {
98  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
99  SDL_FreeSurface(temp);
100  return (-1);
101  }
102  if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
103  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
104  SDL_FreeSurface(temp);
105  SDL_DestroyTexture(sprites[i]);
106  return (-1);
107  }
108  }
109  SDL_FreeSurface(temp);
110 
111  /* We're ready to roll. :) */
112  return (0);
113 }
114 
115 void
117 {
118  int i;
119  SDL_Rect viewport, temp;
120  SDL_Rect *position, *velocity;
121 
122  /* Query the sizes */
123  SDL_RenderGetViewport(renderer, &viewport);
124 
125  /* Cycle the color and alpha, if desired */
126  if (cycle_color) {
128  if (current_color < 0) {
129  current_color = 0;
131  }
132  if (current_color > 255) {
133  current_color = 255;
135  }
137  (Uint8) current_color);
138  }
139  if (cycle_alpha) {
141  if (current_alpha < 0) {
142  current_alpha = 0;
144  }
145  if (current_alpha > 255) {
146  current_alpha = 255;
148  }
150  }
151 
152  /* Draw a gray background */
153  SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
154  SDL_RenderClear(renderer);
155 
156  /* Test points */
157  SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
158  SDL_RenderDrawPoint(renderer, 0, 0);
159  SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
160  SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
161  SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
162 
163  /* Test horizontal and vertical lines */
164  SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
165  SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
166  SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
167  SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
168  SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
169 
170  /* Test fill and copy */
171  SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
172  temp.x = 1;
173  temp.y = 1;
174  temp.w = sprite_w;
175  temp.h = sprite_h;
176  SDL_RenderFillRect(renderer, &temp);
177  SDL_RenderCopy(renderer, sprite, NULL, &temp);
178  temp.x = viewport.w-sprite_w-1;
179  temp.y = 1;
180  temp.w = sprite_w;
181  temp.h = sprite_h;
182  SDL_RenderFillRect(renderer, &temp);
183  SDL_RenderCopy(renderer, sprite, NULL, &temp);
184  temp.x = 1;
185  temp.y = viewport.h-sprite_h-1;
186  temp.w = sprite_w;
187  temp.h = sprite_h;
188  SDL_RenderFillRect(renderer, &temp);
189  SDL_RenderCopy(renderer, sprite, NULL, &temp);
190  temp.x = viewport.w-sprite_w-1;
191  temp.y = viewport.h-sprite_h-1;
192  temp.w = sprite_w;
193  temp.h = sprite_h;
194  SDL_RenderFillRect(renderer, &temp);
195  SDL_RenderCopy(renderer, sprite, NULL, &temp);
196 
197  /* Test diagonal lines */
198  SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
200  viewport.w-sprite_w-2, viewport.h-sprite_h-2);
201  SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
202  sprite_w, viewport.h-sprite_h-2);
203 
204  /* Conditionally move the sprites, bounce at the wall */
205  if (iterations == -1 || iterations > 0) {
206  for (i = 0; i < num_sprites; ++i) {
207  position = &positions[i];
208  velocity = &velocities[i];
209  position->x += velocity->x;
210  if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
211  velocity->x = -velocity->x;
212  position->x += velocity->x;
213  }
214  position->y += velocity->y;
215  if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
216  velocity->y = -velocity->y;
217  position->y += velocity->y;
218  }
219 
220  }
221 
222  /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
223  if (iterations > 0) {
224  iterations--;
225  if (iterations == 0) {
228  }
229  }
230  }
231 
232  /* Draw sprites */
233  for (i = 0; i < num_sprites; ++i) {
234  position = &positions[i];
235 
236  /* Blit the sprite onto the screen */
237  SDL_RenderCopy(renderer, sprite, NULL, position);
238  }
239 
240  /* Update the screen! */
241  SDL_RenderPresent(renderer);
242 }
243 
244 void
246 {
247  int i;
249 
250  /* Check for events */
251  while (SDL_PollEvent(&event)) {
252  SDLTest_CommonEvent(state, &event, &done);
253  }
254  for (i = 0; i < state->num_windows; ++i) {
255  if (state->windows[i] == NULL)
256  continue;
257  MoveSprites(state->renderers[i], sprites[i]);
258  }
259 #ifdef __EMSCRIPTEN__
260  if (done) {
261  emscripten_cancel_main_loop();
262  }
263 #endif
264 }
265 
266 int
267 main(int argc, char *argv[])
268 {
269  int i;
270  Uint32 then, now, frames;
271  Uint64 seed;
272  const char *icon = "icon.bmp";
273 
274  /* Initialize parameters */
276 
277  /* Initialize test framework */
279  if (!state) {
280  return 1;
281  }
282 
283  for (i = 1; i < argc;) {
284  int consumed;
285 
286  consumed = SDLTest_CommonArg(state, i);
287  if (consumed == 0) {
288  consumed = -1;
289  if (SDL_strcasecmp(argv[i], "--blend") == 0) {
290  if (argv[i + 1]) {
291  if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
293  consumed = 2;
294  } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
296  consumed = 2;
297  } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
299  consumed = 2;
300  } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
302  consumed = 2;
303  } else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
305  consumed = 2;
306  }
307  }
308  } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
309  if (argv[i + 1]) {
310  iterations = SDL_atoi(argv[i + 1]);
311  if (iterations < -1) iterations = -1;
312  consumed = 2;
313  }
314  } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
316  consumed = 1;
317  } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
319  consumed = 1;
320  } else if (SDL_isdigit(*argv[i])) {
321  num_sprites = SDL_atoi(argv[i]);
322  consumed = 1;
323  } else if (argv[i][0] != '-') {
324  icon = argv[i];
325  consumed = 1;
326  }
327  }
328  if (consumed < 0) {
329  SDL_Log("Usage: %s %s [--blend none|blend|add|mod] [--cyclecolor] [--cyclealpha] [--iterations N] [num_sprites] [icon.bmp]\n",
330  argv[0], SDLTest_CommonUsage(state));
331  quit(1);
332  }
333  i += consumed;
334  }
335  if (!SDLTest_CommonInit(state)) {
336  quit(2);
337  }
338 
339  /* Create the windows, initialize the renderers, and load the textures */
340  sprites =
341  (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
342  if (!sprites) {
343  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
344  quit(2);
345  }
346  for (i = 0; i < state->num_windows; ++i) {
347  SDL_Renderer *renderer = state->renderers[i];
348  SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
349  SDL_RenderClear(renderer);
350  }
351  if (LoadSprite(icon) < 0) {
352  quit(2);
353  }
354 
355  /* Allocate memory for the sprite info */
356  positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
357  velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
358  if (!positions || !velocities) {
359  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
360  quit(2);
361  }
362 
363  /* Position sprites and set their velocities using the fuzzer */
364  if (iterations >= 0) {
365  /* Deterministic seed - used for visual tests */
366  seed = (Uint64)iterations;
367  } else {
368  /* Pseudo-random seed generated from the time */
369  seed = (Uint64)time(NULL);
370  }
371  SDLTest_FuzzerInit(seed);
372  for (i = 0; i < num_sprites; ++i) {
373  positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w);
374  positions[i].y = SDLTest_RandomIntegerInRange(0, state->window_h - sprite_h);
375  positions[i].w = sprite_w;
376  positions[i].h = sprite_h;
377  velocities[i].x = 0;
378  velocities[i].y = 0;
379  while (!velocities[i].x && !velocities[i].y) {
382  }
383  }
384 
385  /* Main render loop */
386  frames = 0;
387  then = SDL_GetTicks();
388  done = 0;
389 
390 #ifdef __EMSCRIPTEN__
391  emscripten_set_main_loop(loop, 0, 1);
392 #else
393  while (!done) {
394  ++frames;
395  loop();
396  }
397 #endif
398 
399  /* Print out some timing information */
400  now = SDL_GetTicks();
401  if (now > then) {
402  double fps = ((double) frames * 1000) / (now - then);
403  SDL_Log("%2.2f frames per second\n", fps);
404  }
405  quit(0);
406  return 0;
407 }
408 
409 /* vi: set ts=4 sw=4 expandtab: */