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- /*
- 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: draw a RGB triangle, with texture */
-
- #include <stdlib.h>
- #include <stdio.h>
- #include <time.h>
-
- #ifdef __EMSCRIPTEN__
- #include <emscripten/emscripten.h>
- #endif
-
- #include "SDL_test_common.h"
-
- static SDLTest_CommonState *state;
- static SDL_bool use_texture = SDL_FALSE;
- static SDL_Texture **sprites;
- static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
- static double angle = 0.0;
- static int sprite_w, sprite_h;
-
- int done;
-
- /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
- static void
- quit(int rc)
- {
- SDL_free(sprites);
- SDLTest_CommonQuit(state);
- exit(rc);
- }
-
- int
- LoadSprite(const char *file)
- {
- int i;
- SDL_Surface *temp;
-
- /* 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 (-1);
- }
- sprite_w = temp->w;
- sprite_h = temp->h;
-
- /* Set transparent pixel as the pixel at (0,0) */
- if (temp->format->palette) {
- SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
- } else {
- switch (temp->format->BitsPerPixel) {
- case 15:
- SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
- break;
- case 16:
- SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
- break;
- case 24:
- SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
- break;
- case 32:
- SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
- break;
- }
- }
-
- /* Create textures from the image */
- for (i = 0; i < state->num_windows; ++i) {
- SDL_Renderer *renderer = state->renderers[i];
- sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
- if (!sprites[i]) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
- SDL_FreeSurface(temp);
- return (-1);
- }
- if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
- SDL_FreeSurface(temp);
- SDL_DestroyTexture(sprites[i]);
- return (-1);
- }
- }
- SDL_FreeSurface(temp);
-
- /* We're ready to roll. :) */
- return (0);
- }
-
-
- void
- loop()
- {
- int i;
- SDL_Event event;
-
- /* Check for events */
- while (SDL_PollEvent(&event)) {
-
- if (event.type == SDL_MOUSEMOTION) {
- if (event.motion.state) {
- int xrel, yrel;
- int window_w, window_h;
- SDL_Window *window = SDL_GetWindowFromID(event.motion.windowID);
- SDL_GetWindowSize(window, &window_w, &window_h);
- xrel = event.motion.xrel;
- yrel = event.motion.yrel;
- if (event.motion.y < window_h / 2) {
- angle += xrel;
- } else {
- angle -= xrel;
- }
- if (event.motion.x < window_w / 2) {
- angle -= yrel;
- } else {
- angle += yrel;
- }
- }
- } else {
- SDLTest_CommonEvent(state, &event, &done);
- }
- }
-
- for (i = 0; i < state->num_windows; ++i) {
- SDL_Renderer *renderer = state->renderers[i];
- if (state->windows[i] == NULL)
- continue;
- SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
- SDL_RenderClear(renderer);
-
- {
- SDL_Rect viewport;
- SDL_Vertex verts[3];
- double a;
- double d;
- int cx, cy;
-
- /* Query the sizes */
- SDL_RenderGetViewport(renderer, &viewport);
- SDL_zeroa(verts);
- cx = viewport.x + viewport.w / 2;
- cy = viewport.y + viewport.h / 2;
- d = (viewport.w + viewport.h) / 5;
-
- a = (angle * 3.1415) / 180.0;
- verts[0].position.x = cx + d * SDL_cos(a);
- verts[0].position.y = cy + d * SDL_sin(a);
- verts[0].color.r = 0xFF;
- verts[0].color.g = 0;
- verts[0].color.b = 0;
- verts[0].color.a = 0xFF;
-
- a = ((angle + 120) * 3.1415) / 180.0;
- verts[1].position.x = cx + d * SDL_cos(a);
- verts[1].position.y = cy + d * SDL_sin(a);
- verts[1].color.r = 0;
- verts[1].color.g = 0xFF;
- verts[1].color.b = 0;
- verts[1].color.a = 0xFF;
-
- a = ((angle + 240) * 3.1415) / 180.0;
- verts[2].position.x = cx + d * SDL_cos(a);
- verts[2].position.y = cy + d * SDL_sin(a);
- verts[2].color.r = 0;
- verts[2].color.g = 0;
- verts[2].color.b = 0xFF;
- verts[2].color.a = 0xFF;
-
- if (use_texture) {
- verts[0].tex_coord.x = 0.5;
- verts[0].tex_coord.y = 0.0;
- verts[1].tex_coord.x = 1.0;
- verts[1].tex_coord.y = 1.0;
- verts[2].tex_coord.x = 0.0;
- verts[2].tex_coord.y = 1.0;
- }
-
- SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0);
- }
-
- SDL_RenderPresent(renderer);
- }
- #ifdef __EMSCRIPTEN__
- if (done) {
- emscripten_cancel_main_loop();
- }
- #endif
- }
-
- int
- main(int argc, char *argv[])
- {
- int i;
- const char *icon = "icon.bmp";
- Uint32 then, now, frames;
-
- /* 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], "--blend") == 0) {
- if (argv[i + 1]) {
- if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
- blendMode = SDL_BLENDMODE_NONE;
- consumed = 2;
- } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
- blendMode = SDL_BLENDMODE_BLEND;
- consumed = 2;
- } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
- blendMode = SDL_BLENDMODE_ADD;
- consumed = 2;
- } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
- blendMode = SDL_BLENDMODE_MOD;
- consumed = 2;
- }
- }
- } else if (SDL_strcasecmp(argv[i], "--use-texture") == 0) {
- use_texture = SDL_TRUE;
- consumed = 1;
- }
- }
- if (consumed < 0) {
- static const char *options[] = { "[--blend none|blend|add|mod]", "[--use-texture]", NULL };
- SDLTest_CommonLogUsage(state, argv[0], options);
- return 1;
- }
- i += consumed;
- }
- if (!SDLTest_CommonInit(state)) {
- return 2;
- }
-
- /* Create the windows, initialize the renderers, and load the textures */
- sprites =
- (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
- if (!sprites) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
- quit(2);
- }
- /* Create the windows and initialize the renderers */
- for (i = 0; i < state->num_windows; ++i) {
- SDL_Renderer *renderer = state->renderers[i];
- SDL_SetRenderDrawBlendMode(renderer, blendMode);
- SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
- SDL_RenderClear(renderer);
- sprites[i] = NULL;
- }
- if (use_texture) {
- if (LoadSprite(icon) < 0) {
- quit(2);
- }
- }
-
-
- srand((unsigned int)time(NULL));
-
- /* 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);
- }
-
- quit(0);
-
- return 0;
- }
-
- /* vi: set ts=4 sw=4 expandtab: */
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