|
|
- /*
- 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: Check viewports */
-
- #include <stdlib.h>
- #include <stdio.h>
- #include <time.h>
-
- #ifdef __EMSCRIPTEN__
- #include <emscripten/emscripten.h>
- #endif
-
- #include "SDL_test.h"
- #include "SDL_test_common.h"
-
-
- static SDLTest_CommonState *state;
-
- static SDL_Rect viewport;
- static int done, j;
- static SDL_bool use_target = SDL_FALSE;
- #ifdef __EMSCRIPTEN__
- static Uint32 wait_start;
- #endif
- static SDL_Texture *sprite;
- static int sprite_w, sprite_h;
-
- /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
- static void
- quit(int rc)
- {
- SDLTest_CommonQuit(state);
- exit(rc);
- }
-
- int
- LoadSprite(const char *file, SDL_Renderer *renderer)
- {
- 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\n", 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, 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 */
- sprite = SDL_CreateTextureFromSurface(renderer, temp);
- if (!sprite) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
- SDL_FreeSurface(temp);
- return (-1);
- }
- SDL_FreeSurface(temp);
-
- /* We're ready to roll. :) */
- return (0);
- }
-
- void
- DrawOnViewport(SDL_Renderer * renderer)
- {
- SDL_Rect rect;
-
- /* Set the viewport */
- SDL_RenderSetViewport(renderer, &viewport);
-
- /* Draw a gray background */
- SDL_SetRenderDrawColor(renderer, 0x80, 0x80, 0x80, 0xFF);
- SDL_RenderClear(renderer);
-
- /* Test inside points */
- SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
- SDL_RenderDrawPoint(renderer, viewport.h/2 + 20, viewport.w/2);
- SDL_RenderDrawPoint(renderer, viewport.h/2 - 20, viewport.w/2);
- SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - 20);
- SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + 20);
-
- /* Test horizontal and vertical lines */
- SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
- SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
- SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
- SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
- SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
-
- /* Test diagonal lines */
- SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
- SDL_RenderDrawLine(renderer, 0, 0, viewport.w-1, viewport.h-1);
- SDL_RenderDrawLine(renderer, viewport.w-1, 0, 0, viewport.h-1);
-
- /* Test outside points */
- SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
- SDL_RenderDrawPoint(renderer, viewport.h/2 + viewport.h, viewport.w/2);
- SDL_RenderDrawPoint(renderer, viewport.h/2 - viewport.h, viewport.w/2);
- SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 - viewport.w);
- SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 + viewport.w);
-
- /* Add a box at the top */
- rect.w = 8;
- rect.h = 8;
- rect.x = (viewport.w - rect.w) / 2;
- rect.y = 0;
- SDL_RenderFillRect(renderer, &rect);
-
- /* Add a clip rect and fill it with the sprite */
- SDL_QueryTexture(sprite, NULL, NULL, &rect.w, &rect.h);
- rect.x = (viewport.w - rect.w) / 2;
- rect.y = (viewport.h - rect.h) / 2;
- SDL_RenderSetClipRect(renderer, &rect);
- SDL_RenderCopy(renderer, sprite, NULL, &rect);
- SDL_RenderSetClipRect(renderer, NULL);
- }
-
- void
- loop()
- {
- #ifdef __EMSCRIPTEN__
- /* Avoid using delays */
- if(SDL_GetTicks() - wait_start < 1000)
- return;
- wait_start = SDL_GetTicks();
- #endif
- SDL_Event event;
- int i;
- /* Check for events */
- while (SDL_PollEvent(&event)) {
- SDLTest_CommonEvent(state, &event, &done);
- }
-
- /* Move a viewport box in steps around the screen */
- viewport.x = j * 100;
- viewport.y = viewport.x;
- viewport.w = 100 + j * 50;
- viewport.h = 100 + j * 50;
- j = (j + 1) % 4;
- SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h);
-
- for (i = 0; i < state->num_windows; ++i) {
- if (state->windows[i] == NULL)
- continue;
-
- /* Draw using viewport */
- DrawOnViewport(state->renderers[i]);
-
- /* Update the screen! */
- if (use_target) {
- SDL_SetRenderTarget(state->renderers[i], NULL);
- SDL_RenderCopy(state->renderers[i], state->targets[i], NULL, NULL);
- SDL_RenderPresent(state->renderers[i]);
- SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
- } else {
- SDL_RenderPresent(state->renderers[i]);
- }
- }
-
- #ifdef __EMSCRIPTEN__
- if (done) {
- emscripten_cancel_main_loop();
- }
- #endif
- }
-
- int
- main(int argc, char *argv[])
- {
- int i;
- Uint32 then, now, frames;
-
- /* 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], "--target") == 0) {
- use_target = SDL_TRUE;
- consumed = 1;
- }
- }
- if (consumed < 0) {
- static const char *options[] = { "[--target]", NULL };
- SDLTest_CommonLogUsage(state, argv[0], options);
- quit(1);
- }
- i += consumed;
- }
- if (!SDLTest_CommonInit(state)) {
- quit(2);
- }
-
- if (LoadSprite("icon.bmp", state->renderers[0]) < 0) {
- quit(2);
- }
-
- if (use_target) {
- int w, h;
-
- for (i = 0; i < state->num_windows; ++i) {
- SDL_GetWindowSize(state->windows[i], &w, &h);
- state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
- SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
- }
- }
-
- for (i = 0; i < state->num_windows; ++i) {
- SDL_Renderer *renderer = state->renderers[i];
- SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
- SDL_RenderClear(renderer);
- }
-
- /* Main render loop */
- frames = 0;
- then = SDL_GetTicks();
- done = 0;
- j = 0;
-
- #ifdef __EMSCRIPTEN__
- wait_start = SDL_GetTicks();
- emscripten_set_main_loop(loop, 0, 1);
- #else
- while (!done) {
- ++frames;
- loop();
- SDL_Delay(1000);
- }
- #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: */
|