1 /*
2   Copyright (C) 1997-2016 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 
28 static SDLTest_CommonState *state;
29 static int num_sprites;
30 static SDL_Texture **sprites;
31 static SDL_bool cycle_color;
32 static SDL_bool cycle_alpha;
33 static int cycle_direction = 1;
34 static int current_alpha = 0;
35 static int current_color = 0;
36 static SDL_Rect *positions;
37 static SDL_Rect *velocities;
38 static int sprite_w, sprite_h;
39 static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
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
quit(int rc)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
LoadSprite(const char * file)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         SDL_SetTextureBlendMode(sprites[i], blendMode);
103     }
104     SDL_FreeSurface(temp);
105 
106     /* We're ready to roll. :) */
107     return (0);
108 }
109 
110 void
MoveSprites(SDL_Renderer * renderer,SDL_Texture * sprite)111 MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
112 {
113     int i;
114     SDL_Rect viewport, temp;
115     SDL_Rect *position, *velocity;
116 
117     /* Query the sizes */
118     SDL_RenderGetViewport(renderer, &viewport);
119 
120     /* Cycle the color and alpha, if desired */
121     if (cycle_color) {
122         current_color += cycle_direction;
123         if (current_color < 0) {
124             current_color = 0;
125             cycle_direction = -cycle_direction;
126         }
127         if (current_color > 255) {
128             current_color = 255;
129             cycle_direction = -cycle_direction;
130         }
131         SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
132                                (Uint8) current_color);
133     }
134     if (cycle_alpha) {
135         current_alpha += cycle_direction;
136         if (current_alpha < 0) {
137             current_alpha = 0;
138             cycle_direction = -cycle_direction;
139         }
140         if (current_alpha > 255) {
141             current_alpha = 255;
142             cycle_direction = -cycle_direction;
143         }
144         SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
145     }
146 
147     /* Draw a gray background */
148     SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
149     SDL_RenderClear(renderer);
150 
151     /* Test points */
152     SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
153     SDL_RenderDrawPoint(renderer, 0, 0);
154     SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
155     SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
156     SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
157 
158     /* Test horizontal and vertical lines */
159     SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
160     SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
161     SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
162     SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
163     SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
164 
165     /* Test fill and copy */
166     SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
167     temp.x = 1;
168     temp.y = 1;
169     temp.w = sprite_w;
170     temp.h = sprite_h;
171     SDL_RenderFillRect(renderer, &temp);
172     SDL_RenderCopy(renderer, sprite, NULL, &temp);
173     temp.x = viewport.w-sprite_w-1;
174     temp.y = 1;
175     temp.w = sprite_w;
176     temp.h = sprite_h;
177     SDL_RenderFillRect(renderer, &temp);
178     SDL_RenderCopy(renderer, sprite, NULL, &temp);
179     temp.x = 1;
180     temp.y = viewport.h-sprite_h-1;
181     temp.w = sprite_w;
182     temp.h = sprite_h;
183     SDL_RenderFillRect(renderer, &temp);
184     SDL_RenderCopy(renderer, sprite, NULL, &temp);
185     temp.x = viewport.w-sprite_w-1;
186     temp.y = viewport.h-sprite_h-1;
187     temp.w = sprite_w;
188     temp.h = sprite_h;
189     SDL_RenderFillRect(renderer, &temp);
190     SDL_RenderCopy(renderer, sprite, NULL, &temp);
191 
192     /* Test diagonal lines */
193     SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
194     SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
195                        viewport.w-sprite_w-2, viewport.h-sprite_h-2);
196     SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
197                        sprite_w, viewport.h-sprite_h-2);
198 
199     /* Conditionally move the sprites, bounce at the wall */
200     if (iterations == -1 || iterations > 0) {
201         for (i = 0; i < num_sprites; ++i) {
202             position = &positions[i];
203             velocity = &velocities[i];
204             position->x += velocity->x;
205             if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
206                 velocity->x = -velocity->x;
207                 position->x += velocity->x;
208             }
209             position->y += velocity->y;
210             if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
211                 velocity->y = -velocity->y;
212                 position->y += velocity->y;
213             }
214 
215         }
216 
217         /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
218         if (iterations > 0) {
219             iterations--;
220             if (iterations == 0) {
221                 cycle_alpha = SDL_FALSE;
222                 cycle_color = SDL_FALSE;
223             }
224         }
225     }
226 
227     /* Draw sprites */
228     for (i = 0; i < num_sprites; ++i) {
229         position = &positions[i];
230 
231         /* Blit the sprite onto the screen */
232         SDL_RenderCopy(renderer, sprite, NULL, position);
233     }
234 
235     /* Update the screen! */
236     SDL_RenderPresent(renderer);
237 }
238 
239 void
loop()240 loop()
241 {
242     int i;
243     SDL_Event event;
244 
245     /* Check for events */
246     while (SDL_PollEvent(&event)) {
247         SDLTest_CommonEvent(state, &event, &done);
248     }
249     for (i = 0; i < state->num_windows; ++i) {
250         if (state->windows[i] == NULL)
251             continue;
252         MoveSprites(state->renderers[i], sprites[i]);
253     }
254 #ifdef __EMSCRIPTEN__
255     if (done) {
256         emscripten_cancel_main_loop();
257     }
258 #endif
259 }
260 
261 int
main(int argc,char * argv[])262 main(int argc, char *argv[])
263 {
264     int i;
265     Uint32 then, now, frames;
266     Uint64 seed;
267     const char *icon = "icon.bmp";
268 
269     /* Initialize parameters */
270     num_sprites = NUM_SPRITES;
271 
272     /* Initialize test framework */
273     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
274     if (!state) {
275         return 1;
276     }
277 
278     for (i = 1; i < argc;) {
279         int consumed;
280 
281         consumed = SDLTest_CommonArg(state, i);
282         if (consumed == 0) {
283             consumed = -1;
284             if (SDL_strcasecmp(argv[i], "--blend") == 0) {
285                 if (argv[i + 1]) {
286                     if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
287                         blendMode = SDL_BLENDMODE_NONE;
288                         consumed = 2;
289                     } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
290                         blendMode = SDL_BLENDMODE_BLEND;
291                         consumed = 2;
292                     } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
293                         blendMode = SDL_BLENDMODE_ADD;
294                         consumed = 2;
295                     } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
296                         blendMode = SDL_BLENDMODE_MOD;
297                         consumed = 2;
298                     }
299                 }
300             } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
301                 if (argv[i + 1]) {
302                     iterations = SDL_atoi(argv[i + 1]);
303                     if (iterations < -1) iterations = -1;
304                     consumed = 2;
305                 }
306             } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
307                 cycle_color = SDL_TRUE;
308                 consumed = 1;
309             } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
310                 cycle_alpha = SDL_TRUE;
311                 consumed = 1;
312             } else if (SDL_isdigit(*argv[i])) {
313                 num_sprites = SDL_atoi(argv[i]);
314                 consumed = 1;
315             } else if (argv[i][0] != '-') {
316                 icon = argv[i];
317                 consumed = 1;
318             }
319         }
320         if (consumed < 0) {
321             SDL_Log("Usage: %s %s [--blend none|blend|add|mod] [--cyclecolor] [--cyclealpha] [--iterations N] [num_sprites] [icon.bmp]\n",
322                     argv[0], SDLTest_CommonUsage(state));
323             quit(1);
324         }
325         i += consumed;
326     }
327     if (!SDLTest_CommonInit(state)) {
328         quit(2);
329     }
330 
331     /* Create the windows, initialize the renderers, and load the textures */
332     sprites =
333         (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
334     if (!sprites) {
335         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
336         quit(2);
337     }
338     for (i = 0; i < state->num_windows; ++i) {
339         SDL_Renderer *renderer = state->renderers[i];
340         SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
341         SDL_RenderClear(renderer);
342     }
343     if (LoadSprite(icon) < 0) {
344         quit(2);
345     }
346 
347     /* Allocate memory for the sprite info */
348     positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
349     velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
350     if (!positions || !velocities) {
351         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
352         quit(2);
353     }
354 
355     /* Position sprites and set their velocities using the fuzzer */
356     if (iterations >= 0) {
357         /* Deterministic seed - used for visual tests */
358         seed = (Uint64)iterations;
359     } else {
360         /* Pseudo-random seed generated from the time */
361         seed = (Uint64)time(NULL);
362     }
363     SDLTest_FuzzerInit(seed);
364     for (i = 0; i < num_sprites; ++i) {
365         positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w);
366         positions[i].y = SDLTest_RandomIntegerInRange(0, state->window_h - sprite_h);
367         positions[i].w = sprite_w;
368         positions[i].h = sprite_h;
369         velocities[i].x = 0;
370         velocities[i].y = 0;
371         while (!velocities[i].x && !velocities[i].y) {
372             velocities[i].x = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
373             velocities[i].y = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
374         }
375     }
376 
377     /* Main render loop */
378     frames = 0;
379     then = SDL_GetTicks();
380     done = 0;
381 
382 #ifdef __EMSCRIPTEN__
383     emscripten_set_main_loop(loop, 0, 1);
384 #else
385     while (!done) {
386         ++frames;
387         loop();
388     }
389 #endif
390 
391     /* Print out some timing information */
392     now = SDL_GetTicks();
393     if (now > then) {
394         double fps = ((double) frames * 1000) / (now - then);
395         SDL_Log("%2.2f frames per second\n", fps);
396     }
397     quit(0);
398     return 0;
399 }
400 
401 /* vi: set ts=4 sw=4 expandtab: */
402