Atlas - testscale.c

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1/* 2 Copyright (C) 1997-2018 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: 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_common.h" 23 24#define WINDOW_WIDTH 640 25#define WINDOW_HEIGHT 480 26 27static SDLTest_CommonState *state; 28 29typedef struct { 30 SDL_Window *window; 31 SDL_Renderer *renderer; 32 SDL_Texture *background; 33 SDL_Texture *sprite; 34 SDL_Rect sprite_rect; 35 int scale_direction; 36} DrawState; 37 38DrawState *drawstates; 39int done; 40 41/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ 42static void 43quit(int rc) 44{ 45 SDLTest_CommonQuit(state); 46 exit(rc); 47} 48 49SDL_Texture * 50LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent) 51{ 52 SDL_Surface *temp; 53 SDL_Texture *texture; 54 55 /* Load the sprite image */ 56 temp = SDL_LoadBMP(file); 57 if (temp == NULL) { 58 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError()); 59 return NULL; 60 } 61 62 /* Set transparent pixel as the pixel at (0,0) */ 63 if (transparent) { 64 if (temp->format->palette) { 65 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels); 66 } else { 67 switch (temp->format->BitsPerPixel) { 68 case 15: 69 SDL_SetColorKey(temp, SDL_TRUE, 70 (*(Uint16 *) temp->pixels) & 0x00007FFF); 71 break; 72 case 16: 73 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels); 74 break; 75 case 24: 76 SDL_SetColorKey(temp, SDL_TRUE, 77 (*(Uint32 *) temp->pixels) & 0x00FFFFFF); 78 break; 79 case 32: 80 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels); 81 break; 82 } 83 } 84 } 85 86 /* Create textures from the image */ 87 texture = SDL_CreateTextureFromSurface(renderer, temp); 88 if (!texture) { 89 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); 90 SDL_FreeSurface(temp); 91 return NULL; 92 } 93 SDL_FreeSurface(temp); 94 95 /* We're ready to roll. :) */ 96 return texture; 97} 98 99void 100Draw(DrawState *s) 101{ 102 SDL_Rect viewport; 103 104 SDL_RenderGetViewport(s->renderer, &viewport); 105 106 /* Draw the background */ 107 SDL_RenderCopy(s->renderer, s->background, NULL, NULL); 108 109 /* Scale and draw the sprite */ 110 s->sprite_rect.w += s->scale_direction; 111 s->sprite_rect.h += s->scale_direction; 112 if (s->scale_direction > 0) { 113 if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) { 114 s->scale_direction = -1; 115 } 116 } else { 117 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) { 118 s->scale_direction = 1; 119 } 120 } 121 s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2; 122 s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2; 123 124 SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect); 125 126 /* Update the screen! */ 127 SDL_RenderPresent(s->renderer); 128} 129 130void 131loop() 132{ 133 int i; 134 SDL_Event event; 135 136 /* Check for events */ 137 while (SDL_PollEvent(&event)) { 138 SDLTest_CommonEvent(state, &event, &done); 139 } 140 for (i = 0; i < state->num_windows; ++i) { 141 if (state->windows[i] == NULL) 142 continue; 143 Draw(&drawstates[i]); 144 } 145#ifdef __EMSCRIPTEN__ 146 if (done) { 147 emscripten_cancel_main_loop(); 148 } 149#endif 150} 151 152int 153main(int argc, char *argv[]) 154{ 155 int i; 156 int frames; 157 Uint32 then, now; 158 159 /* Enable standard application logging */ 160 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); 161 162 /* Initialize test framework */ 163 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); 164 if (!state) { 165 return 1; 166 } 167 for (i = 1; i < argc;) { 168 int consumed; 169 170 consumed = SDLTest_CommonArg(state, i); 171 if (consumed == 0) { 172 SDL_Log("Usage: %s %s\n", argv[0], SDLTest_CommonUsage(state)); 173 return 1; 174 } 175 i += consumed; 176 } 177 if (!SDLTest_CommonInit(state)) { 178 quit(2); 179 } 180 181 drawstates = SDL_stack_alloc(DrawState, state->num_windows); 182 for (i = 0; i < state->num_windows; ++i) { 183 DrawState *drawstate = &drawstates[i]; 184 185 drawstate->window = state->windows[i]; 186 drawstate->renderer = state->renderers[i]; 187 drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE); 188 drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE); 189 if (!drawstate->sprite || !drawstate->background) { 190 quit(2); 191 } 192 SDL_QueryTexture(drawstate->sprite, NULL, NULL, 193 &drawstate->sprite_rect.w, &drawstate->sprite_rect.h); 194 drawstate->scale_direction = 1; 195 } 196 197 /* Main render loop */ 198 frames = 0; 199 then = SDL_GetTicks(); 200 done = 0; 201 202#ifdef __EMSCRIPTEN__ 203 emscripten_set_main_loop(loop, 0, 1); 204#else 205 while (!done) { 206 ++frames; 207 loop(); 208 } 209#endif 210 211 /* Print out some timing information */ 212 now = SDL_GetTicks(); 213 if (now > then) { 214 double fps = ((double) frames * 1000) / (now - then); 215 SDL_Log("%2.2f frames per second\n", fps); 216 } 217 218 SDL_stack_free(drawstates); 219 220 quit(0); 221 return 0; 222} 223 224/* vi: set ts=4 sw=4 expandtab: */ 225
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