1 /*
2   Copyright (C) 1997-2021 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_common.h"
23 
24 #define WINDOW_WIDTH    640
25 #define WINDOW_HEIGHT   480
26 
27 static SDLTest_CommonState *state;
28 
29 typedef 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 
38 DrawState *drawstates;
39 int done;
40 
41 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
42 static void
quit(int rc)43 quit(int rc)
44 {
45     SDLTest_CommonQuit(state);
46     exit(rc);
47 }
48 
49 SDL_Texture *
LoadTexture(SDL_Renderer * renderer,const char * file,SDL_bool transparent)50 LoadTexture(SDL_Renderer *renderer, const 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 
99 void
Draw(DrawState * s)100 Draw(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 
130 void
loop()131 loop()
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 
152 int
main(int argc,char * argv[])153 main(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 
168     if (!SDLTest_CommonDefaultArgs(state, argc, argv) || !SDLTest_CommonInit(state)) {
169         SDLTest_CommonQuit(state);
170         return 1;
171     }
172 
173     drawstates = SDL_stack_alloc(DrawState, state->num_windows);
174     for (i = 0; i < state->num_windows; ++i) {
175         DrawState *drawstate = &drawstates[i];
176 
177         drawstate->window = state->windows[i];
178         drawstate->renderer = state->renderers[i];
179         drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
180         drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
181         if (!drawstate->sprite || !drawstate->background) {
182             quit(2);
183         }
184         SDL_QueryTexture(drawstate->sprite, NULL, NULL,
185                          &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
186         drawstate->scale_direction = 1;
187     }
188 
189     /* Main render loop */
190     frames = 0;
191     then = SDL_GetTicks();
192     done = 0;
193 
194 #ifdef __EMSCRIPTEN__
195     emscripten_set_main_loop(loop, 0, 1);
196 #else
197     while (!done) {
198         ++frames;
199         loop();
200     }
201 #endif
202 
203     /* Print out some timing information */
204     now = SDL_GetTicks();
205     if (now > then) {
206         double fps = ((double) frames * 1000) / (now - then);
207         SDL_Log("%2.2f frames per second\n", fps);
208     }
209 
210     SDL_stack_free(drawstates);
211 
212     quit(0);
213     return 0;
214 }
215 
216 /* vi: set ts=4 sw=4 expandtab: */
217