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
13 /* Simple program: draw a RGB triangle, with texture */
14
15 #include <stdlib.h>
16 #include <stdio.h>
17 #include <time.h>
18
19 #ifdef __EMSCRIPTEN__
20 #include <emscripten/emscripten.h>
21 #endif
22
23 #include "SDL_test_common.h"
24
25 static SDLTest_CommonState *state;
26 static SDL_bool use_texture = SDL_FALSE;
27 static SDL_Texture **sprites;
28 static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
29 static double angle = 0.0;
30 static int sprite_w, sprite_h;
31
32 int done;
33
34 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
35 static void
quit(int rc)36 quit(int rc)
37 {
38 SDL_free(sprites);
39 SDLTest_CommonQuit(state);
40 exit(rc);
41 }
42
43 int
LoadSprite(const char * file)44 LoadSprite(const char *file)
45 {
46 int i;
47 SDL_Surface *temp;
48
49 /* Load the sprite image */
50 temp = SDL_LoadBMP(file);
51 if (temp == NULL) {
52 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
53 return (-1);
54 }
55 sprite_w = temp->w;
56 sprite_h = temp->h;
57
58 /* Set transparent pixel as the pixel at (0,0) */
59 if (temp->format->palette) {
60 SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
61 } else {
62 switch (temp->format->BitsPerPixel) {
63 case 15:
64 SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
65 break;
66 case 16:
67 SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
68 break;
69 case 24:
70 SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
71 break;
72 case 32:
73 SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
74 break;
75 }
76 }
77
78 /* Create textures from the image */
79 for (i = 0; i < state->num_windows; ++i) {
80 SDL_Renderer *renderer = state->renderers[i];
81 sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
82 if (!sprites[i]) {
83 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
84 SDL_FreeSurface(temp);
85 return (-1);
86 }
87 if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
88 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
89 SDL_FreeSurface(temp);
90 SDL_DestroyTexture(sprites[i]);
91 return (-1);
92 }
93 }
94 SDL_FreeSurface(temp);
95
96 /* We're ready to roll. :) */
97 return (0);
98 }
99
100
101 void
loop()102 loop()
103 {
104 int i;
105 SDL_Event event;
106
107 /* Check for events */
108 while (SDL_PollEvent(&event)) {
109
110 if (event.type == SDL_MOUSEMOTION) {
111 if (event.motion.state) {
112 int xrel, yrel;
113 int window_w, window_h;
114 SDL_Window *window = SDL_GetWindowFromID(event.motion.windowID);
115 SDL_GetWindowSize(window, &window_w, &window_h);
116 xrel = event.motion.xrel;
117 yrel = event.motion.yrel;
118 if (event.motion.y < window_h / 2) {
119 angle += xrel;
120 } else {
121 angle -= xrel;
122 }
123 if (event.motion.x < window_w / 2) {
124 angle -= yrel;
125 } else {
126 angle += yrel;
127 }
128 }
129 } else {
130 SDLTest_CommonEvent(state, &event, &done);
131 }
132 }
133
134 for (i = 0; i < state->num_windows; ++i) {
135 SDL_Renderer *renderer = state->renderers[i];
136 if (state->windows[i] == NULL)
137 continue;
138 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
139 SDL_RenderClear(renderer);
140
141 {
142 SDL_Rect viewport;
143 SDL_Vertex verts[3];
144 double a;
145 double d;
146 int cx, cy;
147
148 /* Query the sizes */
149 SDL_RenderGetViewport(renderer, &viewport);
150 SDL_zeroa(verts);
151 cx = viewport.x + viewport.w / 2;
152 cy = viewport.y + viewport.h / 2;
153 d = (viewport.w + viewport.h) / 5;
154
155 a = (angle * 3.1415) / 180.0;
156 verts[0].position.x = cx + d * SDL_cos(a);
157 verts[0].position.y = cy + d * SDL_sin(a);
158 verts[0].color.r = 0xFF;
159 verts[0].color.g = 0;
160 verts[0].color.b = 0;
161 verts[0].color.a = 0xFF;
162
163 a = ((angle + 120) * 3.1415) / 180.0;
164 verts[1].position.x = cx + d * SDL_cos(a);
165 verts[1].position.y = cy + d * SDL_sin(a);
166 verts[1].color.r = 0;
167 verts[1].color.g = 0xFF;
168 verts[1].color.b = 0;
169 verts[1].color.a = 0xFF;
170
171 a = ((angle + 240) * 3.1415) / 180.0;
172 verts[2].position.x = cx + d * SDL_cos(a);
173 verts[2].position.y = cy + d * SDL_sin(a);
174 verts[2].color.r = 0;
175 verts[2].color.g = 0;
176 verts[2].color.b = 0xFF;
177 verts[2].color.a = 0xFF;
178
179 if (use_texture) {
180 verts[0].tex_coord.x = 0.5;
181 verts[0].tex_coord.y = 0.0;
182 verts[1].tex_coord.x = 1.0;
183 verts[1].tex_coord.y = 1.0;
184 verts[2].tex_coord.x = 0.0;
185 verts[2].tex_coord.y = 1.0;
186 }
187
188 SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0);
189 }
190
191 SDL_RenderPresent(renderer);
192 }
193 #ifdef __EMSCRIPTEN__
194 if (done) {
195 emscripten_cancel_main_loop();
196 }
197 #endif
198 }
199
200 int
main(int argc,char * argv[])201 main(int argc, char *argv[])
202 {
203 int i;
204 const char *icon = "icon.bmp";
205 Uint32 then, now, frames;
206
207 /* Enable standard application logging */
208 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
209
210 /* Initialize test framework */
211 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
212 if (!state) {
213 return 1;
214 }
215 for (i = 1; i < argc;) {
216 int consumed;
217
218 consumed = SDLTest_CommonArg(state, i);
219 if (consumed == 0) {
220 consumed = -1;
221 if (SDL_strcasecmp(argv[i], "--blend") == 0) {
222 if (argv[i + 1]) {
223 if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
224 blendMode = SDL_BLENDMODE_NONE;
225 consumed = 2;
226 } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
227 blendMode = SDL_BLENDMODE_BLEND;
228 consumed = 2;
229 } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
230 blendMode = SDL_BLENDMODE_ADD;
231 consumed = 2;
232 } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
233 blendMode = SDL_BLENDMODE_MOD;
234 consumed = 2;
235 }
236 }
237 } else if (SDL_strcasecmp(argv[i], "--use-texture") == 0) {
238 use_texture = SDL_TRUE;
239 consumed = 1;
240 }
241 }
242 if (consumed < 0) {
243 static const char *options[] = { "[--blend none|blend|add|mod]", "[--use-texture]", NULL };
244 SDLTest_CommonLogUsage(state, argv[0], options);
245 return 1;
246 }
247 i += consumed;
248 }
249 if (!SDLTest_CommonInit(state)) {
250 return 2;
251 }
252
253 /* Create the windows, initialize the renderers, and load the textures */
254 sprites =
255 (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
256 if (!sprites) {
257 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
258 quit(2);
259 }
260 /* Create the windows and initialize the renderers */
261 for (i = 0; i < state->num_windows; ++i) {
262 SDL_Renderer *renderer = state->renderers[i];
263 SDL_SetRenderDrawBlendMode(renderer, blendMode);
264 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
265 SDL_RenderClear(renderer);
266 sprites[i] = NULL;
267 }
268 if (use_texture) {
269 if (LoadSprite(icon) < 0) {
270 quit(2);
271 }
272 }
273
274
275 srand((unsigned int)time(NULL));
276
277 /* Main render loop */
278 frames = 0;
279 then = SDL_GetTicks();
280 done = 0;
281
282 #ifdef __EMSCRIPTEN__
283 emscripten_set_main_loop(loop, 0, 1);
284 #else
285 while (!done) {
286 ++frames;
287 loop();
288 }
289 #endif
290
291 /* Print out some timing information */
292 now = SDL_GetTicks();
293 if (now > then) {
294 double fps = ((double) frames * 1000) / (now - then);
295 SDL_Log("%2.2f frames per second\n", fps);
296 }
297
298 quit(0);
299
300 return 0;
301 }
302
303 /* vi: set ts=4 sw=4 expandtab: */
304