summaryrefslogtreecommitdiff
path: root/src/contrib/SDL-3.2.20/test/testrendercopyex.c
diff options
context:
space:
mode:
author3gg <3gg@shellblade.net>2025-08-30 16:53:58 -0700
committer3gg <3gg@shellblade.net>2025-08-30 16:53:58 -0700
commit6aaedb813fa11ba0679c3051bc2eb28646b9506c (patch)
tree34acbfc9840e02cb4753e6306ea7ce978bf8b58e /src/contrib/SDL-3.2.20/test/testrendercopyex.c
parent8f228ade99dd3d4c8da9b78ade1815c9adf85c8f (diff)
Update to SDL3
Diffstat (limited to 'src/contrib/SDL-3.2.20/test/testrendercopyex.c')
-rw-r--r--src/contrib/SDL-3.2.20/test/testrendercopyex.c171
1 files changed, 171 insertions, 0 deletions
diff --git a/src/contrib/SDL-3.2.20/test/testrendercopyex.c b/src/contrib/SDL-3.2.20/test/testrendercopyex.c
new file mode 100644
index 0000000..e46d522
--- /dev/null
+++ b/src/contrib/SDL-3.2.20/test/testrendercopyex.c
@@ -0,0 +1,171 @@
1/*
2 Copyright (C) 1997-2025 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 <SDL3/SDL_test_common.h>
15#include <SDL3/SDL_main.h>
16#include "testutils.h"
17
18#ifdef SDL_PLATFORM_EMSCRIPTEN
19#include <emscripten/emscripten.h>
20#endif
21
22#include <stdlib.h>
23
24static SDLTest_CommonState *state;
25
26typedef struct
27{
28 SDL_Window *window;
29 SDL_Renderer *renderer;
30 SDL_Texture *background;
31 SDL_Texture *sprite;
32 SDL_FRect sprite_rect;
33 int scale_direction;
34} DrawState;
35
36static DrawState *drawstates;
37static int done;
38
39/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
40static void
41quit(int rc)
42{
43 SDLTest_CommonQuit(state);
44 /* Let 'main()' return normally */
45 if (rc != 0) {
46 exit(rc);
47 }
48}
49
50static void Draw(DrawState *s)
51{
52 SDL_Rect viewport;
53 SDL_Texture *target;
54 SDL_FPoint *center = NULL;
55 SDL_FPoint origin = { 0.0f, 0.0f };
56
57 SDL_GetRenderViewport(s->renderer, &viewport);
58
59 target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
60 SDL_SetRenderTarget(s->renderer, target);
61
62 /* Draw the background */
63 SDL_RenderTexture(s->renderer, s->background, NULL, NULL);
64
65 /* Scale and draw the sprite */
66 s->sprite_rect.w += s->scale_direction;
67 s->sprite_rect.h += s->scale_direction;
68 if (s->scale_direction > 0) {
69 center = &origin;
70 if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
71 s->scale_direction = -1;
72 }
73 } else {
74 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
75 s->scale_direction = 1;
76 }
77 }
78 s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
79 s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
80
81 SDL_RenderTextureRotated(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, SDL_FLIP_NONE);
82
83 SDL_SetRenderTarget(s->renderer, NULL);
84 SDL_RenderTexture(s->renderer, target, NULL, NULL);
85 SDL_DestroyTexture(target);
86
87 /* Update the screen! */
88 SDL_RenderPresent(s->renderer);
89 /* SDL_Delay(10); */
90}
91
92static void loop(void)
93{
94 int i;
95 SDL_Event event;
96
97 /* Check for events */
98
99 while (SDL_PollEvent(&event)) {
100 SDLTest_CommonEvent(state, &event, &done);
101 }
102 for (i = 0; i < state->num_windows; ++i) {
103 if (state->windows[i] == NULL) {
104 continue;
105 }
106 Draw(&drawstates[i]);
107 }
108#ifdef SDL_PLATFORM_EMSCRIPTEN
109 if (done) {
110 emscripten_cancel_main_loop();
111 }
112#endif
113}
114
115int main(int argc, char *argv[])
116{
117 int i;
118 int frames;
119 Uint64 then, now;
120
121 /* Initialize test framework */
122 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
123 if (!state) {
124 return 1;
125 }
126
127 if (!SDLTest_CommonDefaultArgs(state, argc, argv) || !SDLTest_CommonInit(state)) {
128 SDLTest_CommonQuit(state);
129 return 1;
130 }
131
132 drawstates = SDL_stack_alloc(DrawState, state->num_windows);
133 for (i = 0; i < state->num_windows; ++i) {
134 DrawState *drawstate = &drawstates[i];
135
136 drawstate->window = state->windows[i];
137 drawstate->renderer = state->renderers[i];
138 drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", true, NULL, NULL);
139 drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", false, NULL, NULL);
140 if (!drawstate->sprite || !drawstate->background) {
141 quit(2);
142 }
143 SDL_GetTextureSize(drawstate->sprite, &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
144 drawstate->scale_direction = 1;
145 }
146
147 /* Main render loop */
148 frames = 0;
149 then = SDL_GetTicks();
150 done = 0;
151
152#ifdef SDL_PLATFORM_EMSCRIPTEN
153 emscripten_set_main_loop(loop, 0, 1);
154#else
155 while (!done) {
156 ++frames;
157 loop();
158 }
159#endif
160 /* Print out some timing information */
161 now = SDL_GetTicks();
162 if (now > then) {
163 double fps = ((double)frames * 1000) / (now - then);
164 SDL_Log("%2.2f frames per second", fps);
165 }
166
167 SDL_stack_free(drawstates);
168
169 quit(0);
170 return 0;
171}