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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/testviewport.c
parent8f228ade99dd3d4c8da9b78ade1815c9adf85c8f (diff)
Update to SDL3
Diffstat (limited to 'src/contrib/SDL-3.2.20/test/testviewport.c')
-rw-r--r--src/contrib/SDL-3.2.20/test/testviewport.c234
1 files changed, 234 insertions, 0 deletions
diff --git a/src/contrib/SDL-3.2.20/test/testviewport.c b/src/contrib/SDL-3.2.20/test/testviewport.c
new file mode 100644
index 0000000..01e27e7
--- /dev/null
+++ b/src/contrib/SDL-3.2.20/test/testviewport.c
@@ -0,0 +1,234 @@
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: Check viewports */
13
14#include <SDL3/SDL_test.h>
15#include <SDL3/SDL_test_common.h>
16#include <SDL3/SDL_main.h>
17#include "testutils.h"
18
19#ifdef SDL_PLATFORM_EMSCRIPTEN
20#include <emscripten/emscripten.h>
21#endif
22
23#include <stdlib.h>
24
25static SDLTest_CommonState *state;
26
27static SDL_Rect viewport;
28static int done, j;
29static bool use_target = false;
30#ifdef SDL_PLATFORM_EMSCRIPTEN
31static Uint32 wait_start;
32#endif
33static SDL_Texture *sprite;
34static int sprite_w, sprite_h;
35
36/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
37static void
38quit(int rc)
39{
40 SDLTest_CommonQuit(state);
41 /* Let 'main()' return normally */
42 if (rc != 0) {
43 exit(rc);
44 }
45}
46
47static void DrawOnViewport(SDL_Renderer *renderer)
48{
49 SDL_FRect rect;
50 SDL_Rect cliprect;
51
52 /* Set the viewport */
53 SDL_SetRenderViewport(renderer, &viewport);
54
55 /* Draw a gray background */
56 SDL_SetRenderDrawColor(renderer, 0x80, 0x80, 0x80, 0xFF);
57 SDL_RenderClear(renderer);
58
59 /* Test inside points */
60 SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
61 SDL_RenderPoint(renderer, (float)(viewport.h / 2 + 20), (float)(viewport.w / 2));
62 SDL_RenderPoint(renderer, (float)(viewport.h / 2 - 20), (float)(viewport.w / 2));
63 SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 - 20));
64 SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 + 20));
65
66 /* Test horizontal and vertical lines */
67 SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
68 SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
69 SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
70 SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
71 SDL_RenderLine(renderer, (float)(viewport.w - 1), 1.0f, (float)(viewport.w - 1), (float)(viewport.h - 2));
72
73 /* Test diagonal lines */
74 SDL_SetRenderDrawColor(renderer, 0x00, 0xff, 0xFF, 0xFF);
75 SDL_RenderLine(renderer, 0.0f, 0.0f, (float)(viewport.w - 1), (float)(viewport.h - 1));
76 SDL_RenderLine(renderer, (float)(viewport.w - 1), 0.0f, 0.0f, (float)(viewport.h - 1));
77
78 /* Test outside points */
79 SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
80 SDL_RenderPoint(renderer, (float)(viewport.h / 2 + viewport.h), (float)(viewport.w / 2));
81 SDL_RenderPoint(renderer, (float)(viewport.h / 2 - viewport.h), (float)(viewport.w / 2));
82 SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 - viewport.w));
83 SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 + viewport.w));
84
85 /* Add a box at the top */
86 rect.w = 8.0f;
87 rect.h = 8.0f;
88 rect.x = (viewport.w - rect.w) / 2;
89 rect.y = 0.0f;
90 SDL_RenderFillRect(renderer, &rect);
91
92 /* Add a clip rect and fill it with the sprite */
93 cliprect.x = (viewport.w - sprite->w) / 2;
94 cliprect.y = (viewport.h - sprite->h) / 2;
95 cliprect.w = sprite->w;
96 cliprect.h = sprite->h;
97 SDL_RectToFRect(&cliprect, &rect);
98 SDL_SetRenderClipRect(renderer, &cliprect);
99 SDL_RenderTexture(renderer, sprite, NULL, &rect);
100 SDL_SetRenderClipRect(renderer, NULL);
101}
102
103static void loop(void)
104{
105 SDL_Event event;
106 int i;
107#ifdef SDL_PLATFORM_EMSCRIPTEN
108 /* Avoid using delays */
109 if (SDL_GetTicks() - wait_start < 1000) {
110 return;
111 }
112 wait_start = SDL_GetTicks();
113#endif
114 /* Check for events */
115 while (SDL_PollEvent(&event)) {
116 SDLTest_CommonEvent(state, &event, &done);
117 }
118
119 /* Move a viewport box in steps around the screen */
120 viewport.x = j * 100;
121 viewport.y = viewport.x;
122 viewport.w = 100 + j * 50;
123 viewport.h = 100 + j * 50;
124 j = (j + 1) % 4;
125 SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h);
126
127 for (i = 0; i < state->num_windows; ++i) {
128 if (state->windows[i] == NULL) {
129 continue;
130 }
131
132 /* Draw using viewport */
133 DrawOnViewport(state->renderers[i]);
134
135 /* Update the screen! */
136 if (use_target) {
137 SDL_SetRenderTarget(state->renderers[i], NULL);
138 SDL_RenderTexture(state->renderers[i], state->targets[i], NULL, NULL);
139 SDL_RenderPresent(state->renderers[i]);
140 SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
141 } else {
142 SDL_RenderPresent(state->renderers[i]);
143 }
144 }
145
146#ifdef SDL_PLATFORM_EMSCRIPTEN
147 if (done) {
148 emscripten_cancel_main_loop();
149 }
150#endif
151}
152
153int main(int argc, char *argv[])
154{
155 int i;
156 Uint64 then, now;
157 Uint32 frames;
158
159 /* Initialize test framework */
160 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
161 if (!state) {
162 return 1;
163 }
164
165 for (i = 1; i < argc;) {
166 int consumed;
167
168 consumed = SDLTest_CommonArg(state, i);
169 if (consumed == 0) {
170 consumed = -1;
171 if (SDL_strcasecmp(argv[i], "--target") == 0) {
172 use_target = true;
173 consumed = 1;
174 }
175 }
176 if (consumed < 0) {
177 static const char *options[] = { "[--target]", NULL };
178 SDLTest_CommonLogUsage(state, argv[0], options);
179 quit(1);
180 }
181 i += consumed;
182 }
183 if (!SDLTest_CommonInit(state)) {
184 quit(2);
185 }
186
187 sprite = LoadTexture(state->renderers[0], "icon.bmp", true, &sprite_w, &sprite_h);
188
189 if (!sprite) {
190 quit(2);
191 }
192
193 if (use_target) {
194 int w, h;
195
196 for (i = 0; i < state->num_windows; ++i) {
197 SDL_GetWindowSize(state->windows[i], &w, &h);
198 state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
199 SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
200 }
201 }
202
203 for (i = 0; i < state->num_windows; ++i) {
204 SDL_Renderer *renderer = state->renderers[i];
205 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
206 SDL_RenderClear(renderer);
207 }
208
209 /* Main render loop */
210 frames = 0;
211 then = SDL_GetTicks();
212 done = 0;
213 j = 0;
214
215#ifdef SDL_PLATFORM_EMSCRIPTEN
216 wait_start = SDL_GetTicks();
217 emscripten_set_main_loop(loop, 0, 1);
218#else
219 while (!done) {
220 ++frames;
221 loop();
222 SDL_Delay(1000);
223 }
224#endif
225
226 /* Print out some timing information */
227 now = SDL_GetTicks();
228 if (now > then) {
229 double fps = ((double)frames * 1000) / (now - then);
230 SDL_Log("%2.2f frames per second", fps);
231 }
232 quit(0);
233 return 0;
234}