Atlas - testviewport.c

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1/* 2 Copyright (C) 1997-2025 Sam Lantinga <[email protected]> 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: Check viewports */ 13 14#include <SDL3/SDL_test.h> 15#include <SDL3/SDL_test_common.h> 16#include <SDL3/SDL_main.h> 17#include "testutils.h" 18 19#ifdef SDL_PLATFORM_EMSCRIPTEN 20#include <emscripten/emscripten.h> 21#endif 22 23#include <stdlib.h> 24 25static SDLTest_CommonState *state; 26 27static SDL_Rect viewport; 28static int done, j; 29static bool use_target = false; 30#ifdef SDL_PLATFORM_EMSCRIPTEN 31static Uint32 wait_start; 32#endif 33static SDL_Texture *sprite; 34 35/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ 36static void 37quit(int rc) 38{ 39 SDLTest_CommonQuit(state); 40 /* Let 'main()' return normally */ 41 if (rc != 0) { 42 exit(rc); 43 } 44} 45 46static void DrawOnViewport(SDL_Renderer *renderer) 47{ 48 SDL_FRect rect; 49 SDL_Rect cliprect; 50 51 /* Set the viewport */ 52 SDL_SetRenderViewport(renderer, &viewport); 53 54 /* Draw a gray background */ 55 SDL_SetRenderDrawColor(renderer, 0x80, 0x80, 0x80, 0xFF); 56 SDL_RenderClear(renderer); 57 58 /* Test inside points */ 59 SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF); 60 SDL_RenderPoint(renderer, (float)(viewport.h / 2 + 20), (float)(viewport.w / 2)); 61 SDL_RenderPoint(renderer, (float)(viewport.h / 2 - 20), (float)(viewport.w / 2)); 62 SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 - 20)); 63 SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 + 20)); 64 65 /* Test horizontal and vertical lines */ 66 SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF); 67 SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f); 68 SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1)); 69 SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2)); 70 SDL_RenderLine(renderer, (float)(viewport.w - 1), 1.0f, (float)(viewport.w - 1), (float)(viewport.h - 2)); 71 72 /* Test diagonal lines */ 73 SDL_SetRenderDrawColor(renderer, 0x00, 0xff, 0xFF, 0xFF); 74 SDL_RenderLine(renderer, 0.0f, 0.0f, (float)(viewport.w - 1), (float)(viewport.h - 1)); 75 SDL_RenderLine(renderer, (float)(viewport.w - 1), 0.0f, 0.0f, (float)(viewport.h - 1)); 76 77 /* Test outside points */ 78 SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF); 79 SDL_RenderPoint(renderer, (float)(viewport.h / 2 + viewport.h), (float)(viewport.w / 2)); 80 SDL_RenderPoint(renderer, (float)(viewport.h / 2 - viewport.h), (float)(viewport.w / 2)); 81 SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 - viewport.w)); 82 SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 + viewport.w)); 83 84 /* Add a box at the top */ 85 rect.w = 8.0f; 86 rect.h = 8.0f; 87 rect.x = (viewport.w - rect.w) / 2; 88 rect.y = 0.0f; 89 SDL_RenderFillRect(renderer, &rect); 90 91 /* Add a clip rect and fill it with the sprite */ 92 cliprect.x = (viewport.w - sprite->w) / 2; 93 cliprect.y = (viewport.h - sprite->h) / 2; 94 cliprect.w = sprite->w; 95 cliprect.h = sprite->h; 96 SDL_RectToFRect(&cliprect, &rect); 97 SDL_SetRenderClipRect(renderer, &cliprect); 98 SDL_RenderTexture(renderer, sprite, NULL, &rect); 99 SDL_SetRenderClipRect(renderer, NULL); 100} 101 102static void loop(void) 103{ 104 SDL_Event event; 105 int i; 106#ifdef SDL_PLATFORM_EMSCRIPTEN 107 /* Avoid using delays */ 108 if (SDL_GetTicks() - wait_start < 1000) { 109 return; 110 } 111 wait_start = SDL_GetTicks(); 112#endif 113 /* Check for events */ 114 while (SDL_PollEvent(&event)) { 115 SDLTest_CommonEvent(state, &event, &done); 116 } 117 118 /* Move a viewport box in steps around the screen */ 119 viewport.x = j * 100; 120 viewport.y = viewport.x; 121 viewport.w = 100 + j * 50; 122 viewport.h = 100 + j * 50; 123 j = (j + 1) % 4; 124 SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h); 125 126 for (i = 0; i < state->num_windows; ++i) { 127 if (state->windows[i] == NULL) { 128 continue; 129 } 130 131 /* Draw using viewport */ 132 DrawOnViewport(state->renderers[i]); 133 134 /* Update the screen! */ 135 if (use_target) { 136 SDL_SetRenderTarget(state->renderers[i], NULL); 137 SDL_RenderTexture(state->renderers[i], state->targets[i], NULL, NULL); 138 SDL_RenderPresent(state->renderers[i]); 139 SDL_SetRenderTarget(state->renderers[i], state->targets[i]); 140 } else { 141 SDL_RenderPresent(state->renderers[i]); 142 } 143 } 144 145#ifdef SDL_PLATFORM_EMSCRIPTEN 146 if (done) { 147 emscripten_cancel_main_loop(); 148 } 149#endif 150} 151 152int main(int argc, char *argv[]) 153{ 154 int i; 155 Uint64 then, now; 156 Uint32 frames; 157 158 /* Initialize test framework */ 159 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); 160 if (!state) { 161 return 1; 162 } 163 164 for (i = 1; i < argc;) { 165 int consumed; 166 167 consumed = SDLTest_CommonArg(state, i); 168 if (consumed == 0) { 169 consumed = -1; 170 if (SDL_strcasecmp(argv[i], "--target") == 0) { 171 use_target = true; 172 consumed = 1; 173 } 174 } 175 if (consumed < 0) { 176 static const char *options[] = { "[--target]", NULL }; 177 SDLTest_CommonLogUsage(state, argv[0], options); 178 quit(1); 179 } 180 i += consumed; 181 } 182 if (!SDLTest_CommonInit(state)) { 183 quit(2); 184 } 185 186 sprite = LoadTexture(state->renderers[0], "icon.png", true); 187 if (!sprite) { 188 quit(2); 189 } 190 191 if (use_target) { 192 int w, h; 193 194 for (i = 0; i < state->num_windows; ++i) { 195 SDL_GetWindowSize(state->windows[i], &w, &h); 196 state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h); 197 SDL_SetRenderTarget(state->renderers[i], state->targets[i]); 198 } 199 } 200 201 for (i = 0; i < state->num_windows; ++i) { 202 SDL_Renderer *renderer = state->renderers[i]; 203 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); 204 SDL_RenderClear(renderer); 205 } 206 207 /* Main render loop */ 208 frames = 0; 209 then = SDL_GetTicks(); 210 done = 0; 211 j = 0; 212 213#ifdef SDL_PLATFORM_EMSCRIPTEN 214 wait_start = SDL_GetTicks(); 215 emscripten_set_main_loop(loop, 0, 1); 216#else 217 while (!done) { 218 ++frames; 219 loop(); 220 SDL_Delay(1000); 221 } 222#endif 223 224 /* Print out some timing information */ 225 now = SDL_GetTicks(); 226 if (now > then) { 227 double fps = ((double)frames * 1000) / (now - then); 228 SDL_Log("%2.2f frames per second", fps); 229 } 230 quit(0); 231 return 0; 232} 233
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