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