diff options
author | 3gg <3gg@shellblade.net> | 2025-08-30 16:53:58 -0700 |
---|---|---|
committer | 3gg <3gg@shellblade.net> | 2025-08-30 16:53:58 -0700 |
commit | 6aaedb813fa11ba0679c3051bc2eb28646b9506c (patch) | |
tree | 34acbfc9840e02cb4753e6306ea7ce978bf8b58e /src/contrib/SDL-3.2.20/test/testsprite.c | |
parent | 8f228ade99dd3d4c8da9b78ade1815c9adf85c8f (diff) |
Update to SDL3
Diffstat (limited to 'src/contrib/SDL-3.2.20/test/testsprite.c')
-rw-r--r-- | src/contrib/SDL-3.2.20/test/testsprite.c | 597 |
1 files changed, 597 insertions, 0 deletions
diff --git a/src/contrib/SDL-3.2.20/test/testsprite.c b/src/contrib/SDL-3.2.20/test/testsprite.c new file mode 100644 index 0000000..2f202d6 --- /dev/null +++ b/src/contrib/SDL-3.2.20/test/testsprite.c | |||
@@ -0,0 +1,597 @@ | |||
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 | #define SDL_MAIN_USE_CALLBACKS 1 | ||
15 | #include <SDL3/SDL_test.h> | ||
16 | #include <SDL3/SDL_test_common.h> | ||
17 | #include <SDL3/SDL_main.h> | ||
18 | #include "testutils.h" | ||
19 | |||
20 | #define NUM_SPRITES 100 | ||
21 | #define MAX_SPEED 1 | ||
22 | |||
23 | static SDLTest_CommonState *state; | ||
24 | static const char *icon = "icon.bmp"; | ||
25 | static int num_sprites; | ||
26 | static SDL_Texture **sprites; | ||
27 | static bool cycle_color; | ||
28 | static bool cycle_alpha; | ||
29 | static int cycle_direction = 1; | ||
30 | static int current_alpha = 0; | ||
31 | static int current_color = 0; | ||
32 | static SDL_FRect *positions; | ||
33 | static SDL_FRect *velocities; | ||
34 | static float sprite_w, sprite_h; | ||
35 | static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND; | ||
36 | static Uint64 next_fps_check; | ||
37 | static Uint32 frames; | ||
38 | static const int fps_check_delay = 5000; | ||
39 | static int use_rendergeometry = 0; | ||
40 | static bool suspend_when_occluded; | ||
41 | |||
42 | /* Number of iterations to move sprites - used for visual tests. */ | ||
43 | /* -1: infinite random moves (default); >=0: enables N deterministic moves */ | ||
44 | static int iterations = -1; | ||
45 | |||
46 | void SDL_AppQuit(void *appstate, SDL_AppResult result) | ||
47 | { | ||
48 | SDL_free(sprites); | ||
49 | SDL_free(positions); | ||
50 | SDL_free(velocities); | ||
51 | SDLTest_CommonQuit(state); | ||
52 | } | ||
53 | |||
54 | static int LoadSprite(const char *file) | ||
55 | { | ||
56 | int i, w, h; | ||
57 | |||
58 | for (i = 0; i < state->num_windows; ++i) { | ||
59 | /* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */ | ||
60 | if (sprites[i]) { | ||
61 | SDL_DestroyTexture(sprites[i]); | ||
62 | } | ||
63 | sprites[i] = LoadTexture(state->renderers[i], file, true, &w, &h); | ||
64 | sprite_w = (float)w; | ||
65 | sprite_h = (float)h; | ||
66 | if (!sprites[i]) { | ||
67 | return -1; | ||
68 | } | ||
69 | if (!SDL_SetTextureBlendMode(sprites[i], blendMode)) { | ||
70 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s", SDL_GetError()); | ||
71 | SDL_DestroyTexture(sprites[i]); | ||
72 | return -1; | ||
73 | } | ||
74 | } | ||
75 | |||
76 | /* We're ready to roll. :) */ | ||
77 | return 0; | ||
78 | } | ||
79 | |||
80 | static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite) | ||
81 | { | ||
82 | int i; | ||
83 | SDL_Rect viewport; | ||
84 | SDL_FRect temp; | ||
85 | SDL_FRect *position, *velocity; | ||
86 | |||
87 | /* Query the sizes */ | ||
88 | SDL_SetRenderViewport(renderer, NULL); | ||
89 | SDL_GetRenderSafeArea(renderer, &viewport); | ||
90 | SDL_SetRenderViewport(renderer, &viewport); | ||
91 | |||
92 | /* Cycle the color and alpha, if desired */ | ||
93 | if (cycle_color) { | ||
94 | current_color += cycle_direction; | ||
95 | if (current_color < 0) { | ||
96 | current_color = 0; | ||
97 | cycle_direction = -cycle_direction; | ||
98 | } | ||
99 | if (current_color > 255) { | ||
100 | current_color = 255; | ||
101 | cycle_direction = -cycle_direction; | ||
102 | } | ||
103 | SDL_SetTextureColorMod(sprite, 255, (Uint8)current_color, | ||
104 | (Uint8)current_color); | ||
105 | } | ||
106 | if (cycle_alpha) { | ||
107 | current_alpha += cycle_direction; | ||
108 | if (current_alpha < 0) { | ||
109 | current_alpha = 0; | ||
110 | cycle_direction = -cycle_direction; | ||
111 | } | ||
112 | if (current_alpha > 255) { | ||
113 | current_alpha = 255; | ||
114 | cycle_direction = -cycle_direction; | ||
115 | } | ||
116 | SDL_SetTextureAlphaMod(sprite, (Uint8)current_alpha); | ||
117 | } | ||
118 | |||
119 | /* Draw a gray background */ | ||
120 | SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0x00 /* used with --transparent */); | ||
121 | SDL_RenderClear(renderer); | ||
122 | |||
123 | /* Test points */ | ||
124 | SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF); | ||
125 | SDL_RenderPoint(renderer, 0.0f, 0.0f); | ||
126 | SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f); | ||
127 | SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1)); | ||
128 | SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1)); | ||
129 | |||
130 | /* Test horizontal and vertical lines */ | ||
131 | SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF); | ||
132 | SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f); | ||
133 | SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF); | ||
134 | SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1)); | ||
135 | SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF); | ||
136 | SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2)); | ||
137 | SDL_RenderLine(renderer, (float)(viewport.w - 1), 1.0f, (float)(viewport.w - 1), (float)(viewport.h - 2)); | ||
138 | |||
139 | /* Test fill and copy */ | ||
140 | SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF); | ||
141 | temp.x = 1.0f; | ||
142 | temp.y = 1.0f; | ||
143 | temp.w = sprite_w; | ||
144 | temp.h = sprite_h; | ||
145 | if (use_rendergeometry == 0) { | ||
146 | SDL_RenderFillRect(renderer, &temp); | ||
147 | } else { | ||
148 | /* Draw two triangles, filled, uniform */ | ||
149 | SDL_FColor color; | ||
150 | SDL_Vertex verts[3]; | ||
151 | SDL_zeroa(verts); | ||
152 | color.r = 1.0f; | ||
153 | color.g = 1.0f; | ||
154 | color.b = 1.0f; | ||
155 | color.a = 1.0f; | ||
156 | |||
157 | verts[0].position.x = temp.x; | ||
158 | verts[0].position.y = temp.y; | ||
159 | verts[0].color = color; | ||
160 | |||
161 | verts[1].position.x = temp.x + temp.w; | ||
162 | verts[1].position.y = temp.y; | ||
163 | verts[1].color = color; | ||
164 | |||
165 | verts[2].position.x = temp.x + temp.w; | ||
166 | verts[2].position.y = temp.y + temp.h; | ||
167 | verts[2].color = color; | ||
168 | |||
169 | SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0); | ||
170 | |||
171 | verts[1].position.x = temp.x; | ||
172 | verts[1].position.y = temp.y + temp.h; | ||
173 | verts[1].color = color; | ||
174 | |||
175 | SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0); | ||
176 | } | ||
177 | SDL_RenderTexture(renderer, sprite, NULL, &temp); | ||
178 | temp.x = viewport.w - sprite_w - 1; | ||
179 | temp.y = 1.0f; | ||
180 | temp.w = sprite_w; | ||
181 | temp.h = sprite_h; | ||
182 | SDL_RenderFillRect(renderer, &temp); | ||
183 | SDL_RenderTexture(renderer, sprite, NULL, &temp); | ||
184 | temp.x = 1.0f; | ||
185 | temp.y = viewport.h - sprite_h - 1; | ||
186 | temp.w = sprite_w; | ||
187 | temp.h = sprite_h; | ||
188 | SDL_RenderFillRect(renderer, &temp); | ||
189 | SDL_RenderTexture(renderer, sprite, NULL, &temp); | ||
190 | temp.x = viewport.w - sprite_w - 1; | ||
191 | temp.y = viewport.h - sprite_h - 1; | ||
192 | temp.w = sprite_w; | ||
193 | temp.h = sprite_h; | ||
194 | SDL_RenderFillRect(renderer, &temp); | ||
195 | SDL_RenderTexture(renderer, sprite, NULL, &temp); | ||
196 | |||
197 | /* Test diagonal lines */ | ||
198 | SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF); | ||
199 | SDL_RenderLine(renderer, sprite_w, sprite_h, | ||
200 | viewport.w - sprite_w - 2, viewport.h - sprite_h - 2); | ||
201 | SDL_RenderLine(renderer, viewport.w - sprite_w - 2, sprite_h, | ||
202 | sprite_w, viewport.h - sprite_h - 2); | ||
203 | |||
204 | /* Conditionally move the sprites, bounce at the wall */ | ||
205 | if (iterations == -1 || iterations > 0) { | ||
206 | for (i = 0; i < num_sprites; ++i) { | ||
207 | position = &positions[i]; | ||
208 | velocity = &velocities[i]; | ||
209 | position->x += velocity->x; | ||
210 | if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) { | ||
211 | velocity->x = -velocity->x; | ||
212 | position->x += velocity->x; | ||
213 | } | ||
214 | position->y += velocity->y; | ||
215 | if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) { | ||
216 | velocity->y = -velocity->y; | ||
217 | position->y += velocity->y; | ||
218 | } | ||
219 | } | ||
220 | |||
221 | /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */ | ||
222 | if (iterations > 0) { | ||
223 | iterations--; | ||
224 | if (iterations == 0) { | ||
225 | cycle_alpha = false; | ||
226 | cycle_color = false; | ||
227 | } | ||
228 | } | ||
229 | } | ||
230 | |||
231 | /* Draw sprites */ | ||
232 | if (use_rendergeometry == 0) { | ||
233 | for (i = 0; i < num_sprites; ++i) { | ||
234 | position = &positions[i]; | ||
235 | |||
236 | /* Blit the sprite onto the screen */ | ||
237 | SDL_RenderTexture(renderer, sprite, NULL, position); | ||
238 | } | ||
239 | } else if (use_rendergeometry == 1) { | ||
240 | /* | ||
241 | * 0--1 | ||
242 | * | /| | ||
243 | * |/ | | ||
244 | * 3--2 | ||
245 | * | ||
246 | * Draw sprite2 as triangles that can be recombined as rect by software renderer | ||
247 | */ | ||
248 | SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 6); | ||
249 | SDL_Vertex *verts2 = verts; | ||
250 | if (verts) { | ||
251 | SDL_FColor color; | ||
252 | SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b); | ||
253 | SDL_GetTextureAlphaModFloat(sprite, &color.a); | ||
254 | for (i = 0; i < num_sprites; ++i) { | ||
255 | position = &positions[i]; | ||
256 | /* 0 */ | ||
257 | verts->position.x = position->x; | ||
258 | verts->position.y = position->y; | ||
259 | verts->color = color; | ||
260 | verts->tex_coord.x = 0.0f; | ||
261 | verts->tex_coord.y = 0.0f; | ||
262 | verts++; | ||
263 | /* 1 */ | ||
264 | verts->position.x = position->x + position->w; | ||
265 | verts->position.y = position->y; | ||
266 | verts->color = color; | ||
267 | verts->tex_coord.x = 1.0f; | ||
268 | verts->tex_coord.y = 0.0f; | ||
269 | verts++; | ||
270 | /* 2 */ | ||
271 | verts->position.x = position->x + position->w; | ||
272 | verts->position.y = position->y + position->h; | ||
273 | verts->color = color; | ||
274 | verts->tex_coord.x = 1.0f; | ||
275 | verts->tex_coord.y = 1.0f; | ||
276 | verts++; | ||
277 | /* 0 */ | ||
278 | verts->position.x = position->x; | ||
279 | verts->position.y = position->y; | ||
280 | verts->color = color; | ||
281 | verts->tex_coord.x = 0.0f; | ||
282 | verts->tex_coord.y = 0.0f; | ||
283 | verts++; | ||
284 | /* 2 */ | ||
285 | verts->position.x = position->x + position->w; | ||
286 | verts->position.y = position->y + position->h; | ||
287 | verts->color = color; | ||
288 | verts->tex_coord.x = 1.0f; | ||
289 | verts->tex_coord.y = 1.0f; | ||
290 | verts++; | ||
291 | /* 3 */ | ||
292 | verts->position.x = position->x; | ||
293 | verts->position.y = position->y + position->h; | ||
294 | verts->color = color; | ||
295 | verts->tex_coord.x = 0.0f; | ||
296 | verts->tex_coord.y = 1.0f; | ||
297 | verts++; | ||
298 | } | ||
299 | |||
300 | /* Blit sprites as triangles onto the screen */ | ||
301 | SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 6, NULL, 0); | ||
302 | SDL_free(verts2); | ||
303 | } | ||
304 | } else if (use_rendergeometry == 2) { | ||
305 | /* 0-----1 | ||
306 | * |\ A /| | ||
307 | * | \ / | | ||
308 | * |D 2 B| | ||
309 | * | / \ | | ||
310 | * |/ C \| | ||
311 | * 3-----4 | ||
312 | * | ||
313 | * Draw sprite2 as triangles that can *not* be recombined as rect by software renderer | ||
314 | * Use an 'indices' array | ||
315 | */ | ||
316 | SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 5); | ||
317 | SDL_Vertex *verts2 = verts; | ||
318 | int *indices = (int *)SDL_malloc(num_sprites * sizeof(int) * 4 * 3); | ||
319 | int *indices2 = indices; | ||
320 | if (verts && indices) { | ||
321 | int pos = 0; | ||
322 | SDL_FColor color; | ||
323 | SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b); | ||
324 | SDL_GetTextureAlphaModFloat(sprite, &color.a); | ||
325 | for (i = 0; i < num_sprites; ++i) { | ||
326 | position = &positions[i]; | ||
327 | /* 0 */ | ||
328 | verts->position.x = position->x; | ||
329 | verts->position.y = position->y; | ||
330 | verts->color = color; | ||
331 | verts->tex_coord.x = 0.0f; | ||
332 | verts->tex_coord.y = 0.0f; | ||
333 | verts++; | ||
334 | /* 1 */ | ||
335 | verts->position.x = position->x + position->w; | ||
336 | verts->position.y = position->y; | ||
337 | verts->color = color; | ||
338 | verts->tex_coord.x = 1.0f; | ||
339 | verts->tex_coord.y = 0.0f; | ||
340 | verts++; | ||
341 | /* 2 */ | ||
342 | verts->position.x = position->x + position->w / 2.0f; | ||
343 | verts->position.y = position->y + position->h / 2.0f; | ||
344 | verts->color = color; | ||
345 | verts->tex_coord.x = 0.5f; | ||
346 | verts->tex_coord.y = 0.5f; | ||
347 | verts++; | ||
348 | /* 3 */ | ||
349 | verts->position.x = position->x; | ||
350 | verts->position.y = position->y + position->h; | ||
351 | verts->color = color; | ||
352 | verts->tex_coord.x = 0.0f; | ||
353 | verts->tex_coord.y = 1.0f; | ||
354 | verts++; | ||
355 | /* 4 */ | ||
356 | verts->position.x = position->x + position->w; | ||
357 | verts->position.y = position->y + position->h; | ||
358 | verts->color = color; | ||
359 | verts->tex_coord.x = 1.0f; | ||
360 | verts->tex_coord.y = 1.0f; | ||
361 | verts++; | ||
362 | /* A */ | ||
363 | *indices++ = pos + 0; | ||
364 | *indices++ = pos + 1; | ||
365 | *indices++ = pos + 2; | ||
366 | /* B */ | ||
367 | *indices++ = pos + 1; | ||
368 | *indices++ = pos + 2; | ||
369 | *indices++ = pos + 4; | ||
370 | /* C */ | ||
371 | *indices++ = pos + 3; | ||
372 | *indices++ = pos + 2; | ||
373 | *indices++ = pos + 4; | ||
374 | /* D */ | ||
375 | *indices++ = pos + 3; | ||
376 | *indices++ = pos + 2; | ||
377 | *indices++ = pos + 0; | ||
378 | pos += 5; | ||
379 | } | ||
380 | } | ||
381 | |||
382 | /* Blit sprites as triangles onto the screen */ | ||
383 | SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 5, indices2, num_sprites * 4 * 3); | ||
384 | SDL_free(verts2); | ||
385 | SDL_free(indices2); | ||
386 | } | ||
387 | |||
388 | /* Update the screen! */ | ||
389 | SDL_RenderPresent(renderer); | ||
390 | } | ||
391 | |||
392 | SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) | ||
393 | { | ||
394 | SDL_Rect safe_area; | ||
395 | int i; | ||
396 | Uint64 seed; | ||
397 | |||
398 | /* Initialize parameters */ | ||
399 | num_sprites = NUM_SPRITES; | ||
400 | |||
401 | /* Initialize test framework */ | ||
402 | state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); | ||
403 | if (!state) { | ||
404 | return SDL_APP_FAILURE; | ||
405 | } | ||
406 | |||
407 | for (i = 1; i < argc;) { | ||
408 | int consumed; | ||
409 | |||
410 | consumed = SDLTest_CommonArg(state, i); | ||
411 | if (consumed == 0) { | ||
412 | consumed = -1; | ||
413 | if (SDL_strcasecmp(argv[i], "--blend") == 0) { | ||
414 | if (argv[i + 1]) { | ||
415 | if (SDL_strcasecmp(argv[i + 1], "none") == 0) { | ||
416 | blendMode = SDL_BLENDMODE_NONE; | ||
417 | consumed = 2; | ||
418 | } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { | ||
419 | blendMode = SDL_BLENDMODE_BLEND; | ||
420 | consumed = 2; | ||
421 | } else if (SDL_strcasecmp(argv[i + 1], "blend_premultiplied") == 0) { | ||
422 | blendMode = SDL_BLENDMODE_BLEND_PREMULTIPLIED; | ||
423 | consumed = 2; | ||
424 | } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { | ||
425 | blendMode = SDL_BLENDMODE_ADD; | ||
426 | consumed = 2; | ||
427 | } else if (SDL_strcasecmp(argv[i + 1], "add_premultiplied") == 0) { | ||
428 | blendMode = SDL_BLENDMODE_ADD_PREMULTIPLIED; | ||
429 | consumed = 2; | ||
430 | } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { | ||
431 | blendMode = SDL_BLENDMODE_MOD; | ||
432 | consumed = 2; | ||
433 | } else if (SDL_strcasecmp(argv[i + 1], "mul") == 0) { | ||
434 | blendMode = SDL_BLENDMODE_MUL; | ||
435 | consumed = 2; | ||
436 | } else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) { | ||
437 | blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT); | ||
438 | consumed = 2; | ||
439 | } | ||
440 | } | ||
441 | } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) { | ||
442 | if (argv[i + 1]) { | ||
443 | iterations = SDL_atoi(argv[i + 1]); | ||
444 | if (iterations < -1) { | ||
445 | iterations = -1; | ||
446 | } | ||
447 | consumed = 2; | ||
448 | } | ||
449 | } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) { | ||
450 | cycle_color = true; | ||
451 | consumed = 1; | ||
452 | } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { | ||
453 | cycle_alpha = true; | ||
454 | consumed = 1; | ||
455 | } else if (SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) { | ||
456 | suspend_when_occluded = true; | ||
457 | consumed = 1; | ||
458 | } else if (SDL_strcasecmp(argv[i], "--use-rendergeometry") == 0) { | ||
459 | if (argv[i + 1]) { | ||
460 | if (SDL_strcasecmp(argv[i + 1], "mode1") == 0) { | ||
461 | /* Draw sprite2 as triangles that can be recombined as rect by software renderer */ | ||
462 | use_rendergeometry = 1; | ||
463 | } else if (SDL_strcasecmp(argv[i + 1], "mode2") == 0) { | ||
464 | /* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer | ||
465 | * Use an 'indices' array */ | ||
466 | use_rendergeometry = 2; | ||
467 | } else { | ||
468 | return SDL_APP_FAILURE; | ||
469 | } | ||
470 | } | ||
471 | consumed = 2; | ||
472 | } else if (SDL_isdigit(*argv[i])) { | ||
473 | num_sprites = SDL_atoi(argv[i]); | ||
474 | consumed = 1; | ||
475 | } else if (argv[i][0] != '-') { | ||
476 | icon = argv[i]; | ||
477 | consumed = 1; | ||
478 | } | ||
479 | } | ||
480 | if (consumed < 0) { | ||
481 | static const char *options[] = { | ||
482 | "[--blend none|blend|blend_premultiplied|add|add_premultiplied|mod|mul|sub]", | ||
483 | "[--cyclecolor]", | ||
484 | "[--cyclealpha]", | ||
485 | "[--suspend-when-occluded]", | ||
486 | "[--iterations N]", | ||
487 | "[--use-rendergeometry mode1|mode2]", | ||
488 | "[num_sprites]", | ||
489 | "[icon.bmp]", | ||
490 | NULL | ||
491 | }; | ||
492 | SDLTest_CommonLogUsage(state, argv[0], options); | ||
493 | return SDL_APP_FAILURE; | ||
494 | } | ||
495 | i += consumed; | ||
496 | } | ||
497 | if (!SDLTest_CommonInit(state)) { | ||
498 | return SDL_APP_FAILURE; | ||
499 | } | ||
500 | |||
501 | /* Create the windows, initialize the renderers, and load the textures */ | ||
502 | sprites = | ||
503 | (SDL_Texture **)SDL_malloc(state->num_windows * sizeof(*sprites)); | ||
504 | if (!sprites) { | ||
505 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!"); | ||
506 | return SDL_APP_FAILURE; | ||
507 | } | ||
508 | for (i = 0; i < state->num_windows; ++i) { | ||
509 | SDL_Renderer *renderer = state->renderers[i]; | ||
510 | SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); | ||
511 | SDL_RenderClear(renderer); | ||
512 | } | ||
513 | if (LoadSprite(icon) < 0) { | ||
514 | return SDL_APP_FAILURE; | ||
515 | } | ||
516 | |||
517 | /* Allocate memory for the sprite info */ | ||
518 | positions = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*positions)); | ||
519 | velocities = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*velocities)); | ||
520 | if (!positions || !velocities) { | ||
521 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!"); | ||
522 | return SDL_APP_FAILURE; | ||
523 | } | ||
524 | |||
525 | /* Position sprites and set their velocities using the fuzzer */ | ||
526 | /* Really we should be using per-window safe area, but this is fine for a simple test */ | ||
527 | SDL_GetRenderSafeArea(state->renderers[0], &safe_area); | ||
528 | if (iterations >= 0) { | ||
529 | /* Deterministic seed - used for visual tests */ | ||
530 | seed = (Uint64)iterations; | ||
531 | } else { | ||
532 | /* Pseudo-random seed generated from the time */ | ||
533 | seed = SDL_GetPerformanceCounter(); | ||
534 | } | ||
535 | SDLTest_FuzzerInit(seed); | ||
536 | for (i = 0; i < num_sprites; ++i) { | ||
537 | positions[i].x = (float)SDLTest_RandomIntegerInRange(0, (int)(safe_area.w - sprite_w)); | ||
538 | positions[i].y = (float)SDLTest_RandomIntegerInRange(0, (int)(safe_area.h - sprite_h)); | ||
539 | positions[i].w = sprite_w; | ||
540 | positions[i].h = sprite_h; | ||
541 | velocities[i].x = 0; | ||
542 | velocities[i].y = 0; | ||
543 | while (velocities[i].x == 0.f && velocities[i].y == 0.f) { | ||
544 | velocities[i].x = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED); | ||
545 | velocities[i].y = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED); | ||
546 | } | ||
547 | } | ||
548 | |||
549 | /* Main render loop in SDL_AppIterate will begin when this function returns. */ | ||
550 | frames = 0; | ||
551 | next_fps_check = SDL_GetTicks() + fps_check_delay; | ||
552 | |||
553 | return SDL_APP_CONTINUE; | ||
554 | } | ||
555 | |||
556 | |||
557 | SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) | ||
558 | { | ||
559 | if (event->type == SDL_EVENT_RENDER_DEVICE_RESET) { | ||
560 | LoadSprite(icon); | ||
561 | } | ||
562 | return SDLTest_CommonEventMainCallbacks(state, event); | ||
563 | } | ||
564 | |||
565 | SDL_AppResult SDL_AppIterate(void *appstate) | ||
566 | { | ||
567 | Uint64 now; | ||
568 | int i; | ||
569 | int active_windows = 0; | ||
570 | |||
571 | for (i = 0; i < state->num_windows; ++i) { | ||
572 | if (state->windows[i] == NULL || | ||
573 | (suspend_when_occluded && (SDL_GetWindowFlags(state->windows[i]) & SDL_WINDOW_OCCLUDED))) { | ||
574 | continue; | ||
575 | } | ||
576 | ++active_windows; | ||
577 | MoveSprites(state->renderers[i], sprites[i]); | ||
578 | } | ||
579 | |||
580 | /* If all windows are occluded, throttle the event polling to 15hz. */ | ||
581 | if (!active_windows) { | ||
582 | SDL_DelayNS(SDL_NS_PER_SECOND / 15); | ||
583 | } | ||
584 | |||
585 | frames++; | ||
586 | now = SDL_GetTicks(); | ||
587 | if (now >= next_fps_check) { | ||
588 | /* Print out some timing information */ | ||
589 | const Uint64 then = next_fps_check - fps_check_delay; | ||
590 | const double fps = ((double)frames * 1000) / (now - then); | ||
591 | SDL_Log("%2.2f frames per second", fps); | ||
592 | next_fps_check = now + fps_check_delay; | ||
593 | frames = 0; | ||
594 | } | ||
595 | |||
596 | return SDL_APP_CONTINUE; | ||
597 | } | ||