266 lines
7.6 KiB
C
266 lines
7.6 KiB
C
/*
|
|
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
|
|
|
|
This software is provided 'as-is', without any express or implied
|
|
warranty. In no event will the authors be held liable for any damages
|
|
arising from the use of this software.
|
|
|
|
Permission is granted to anyone to use this software for any purpose,
|
|
including commercial applications, and to alter it and redistribute it
|
|
freely.
|
|
*/
|
|
|
|
/* Simple program: draw a RGB triangle, with texture */
|
|
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
#include <time.h>
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
#include <emscripten/emscripten.h>
|
|
#endif
|
|
|
|
#include "SDL_test_common.h"
|
|
#include "testutils.h"
|
|
|
|
static SDLTest_CommonState *state;
|
|
static SDL_bool use_texture = SDL_FALSE;
|
|
static SDL_Texture **sprites;
|
|
static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
|
|
static float angle = 0.0f;
|
|
static int sprite_w, sprite_h;
|
|
|
|
int done;
|
|
|
|
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
|
|
static void
|
|
quit(int rc)
|
|
{
|
|
SDL_free(sprites);
|
|
SDLTest_CommonQuit(state);
|
|
exit(rc);
|
|
}
|
|
|
|
int LoadSprite(const char *file)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
|
|
sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &sprite_w, &sprite_h);
|
|
if (!sprites[i]) {
|
|
return -1;
|
|
}
|
|
if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
|
|
SDL_DestroyTexture(sprites[i]);
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
/* We're ready to roll. :) */
|
|
return 0;
|
|
}
|
|
|
|
void loop()
|
|
{
|
|
int i;
|
|
SDL_Event event;
|
|
|
|
/* Check for events */
|
|
while (SDL_PollEvent(&event)) {
|
|
|
|
if (event.type == SDL_MOUSEMOTION) {
|
|
if (event.motion.state) {
|
|
int xrel, yrel;
|
|
int window_w, window_h;
|
|
SDL_Window *window = SDL_GetWindowFromID(event.motion.windowID);
|
|
SDL_GetWindowSize(window, &window_w, &window_h);
|
|
xrel = event.motion.xrel;
|
|
yrel = event.motion.yrel;
|
|
if (event.motion.y < window_h / 2) {
|
|
angle += xrel;
|
|
} else {
|
|
angle -= xrel;
|
|
}
|
|
if (event.motion.x < window_w / 2) {
|
|
angle -= yrel;
|
|
} else {
|
|
angle += yrel;
|
|
}
|
|
}
|
|
} else {
|
|
SDLTest_CommonEvent(state, &event, &done);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
SDL_Renderer *renderer = state->renderers[i];
|
|
if (state->windows[i] == NULL) {
|
|
continue;
|
|
}
|
|
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
|
|
SDL_RenderClear(renderer);
|
|
|
|
{
|
|
SDL_Rect viewport;
|
|
SDL_Vertex verts[3];
|
|
float a;
|
|
float d;
|
|
int cx, cy;
|
|
|
|
/* Query the sizes */
|
|
SDL_RenderGetViewport(renderer, &viewport);
|
|
SDL_zeroa(verts);
|
|
cx = viewport.x + viewport.w / 2;
|
|
cy = viewport.y + viewport.h / 2;
|
|
d = (viewport.w + viewport.h) / 5.f;
|
|
|
|
a = (angle * 3.1415f) / 180.0f;
|
|
verts[0].position.x = cx + d * SDL_cosf(a);
|
|
verts[0].position.y = cy + d * SDL_sinf(a);
|
|
verts[0].color.r = 0xFF;
|
|
verts[0].color.g = 0;
|
|
verts[0].color.b = 0;
|
|
verts[0].color.a = 0xFF;
|
|
|
|
a = ((angle + 120) * 3.1415f) / 180.0f;
|
|
verts[1].position.x = cx + d * SDL_cosf(a);
|
|
verts[1].position.y = cy + d * SDL_sinf(a);
|
|
verts[1].color.r = 0;
|
|
verts[1].color.g = 0xFF;
|
|
verts[1].color.b = 0;
|
|
verts[1].color.a = 0xFF;
|
|
|
|
a = ((angle + 240) * 3.1415f) / 180.0f;
|
|
verts[2].position.x = cx + d * SDL_cosf(a);
|
|
verts[2].position.y = cy + d * SDL_sinf(a);
|
|
verts[2].color.r = 0;
|
|
verts[2].color.g = 0;
|
|
verts[2].color.b = 0xFF;
|
|
verts[2].color.a = 0xFF;
|
|
|
|
if (use_texture) {
|
|
verts[0].tex_coord.x = 0.5f;
|
|
verts[0].tex_coord.y = 0.0f;
|
|
verts[1].tex_coord.x = 1.0f;
|
|
verts[1].tex_coord.y = 1.0f;
|
|
verts[2].tex_coord.x = 0.0f;
|
|
verts[2].tex_coord.y = 1.0f;
|
|
}
|
|
|
|
SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0);
|
|
}
|
|
|
|
SDL_RenderPresent(renderer);
|
|
}
|
|
#ifdef __EMSCRIPTEN__
|
|
if (done) {
|
|
emscripten_cancel_main_loop();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
int main(int argc, char *argv[])
|
|
{
|
|
int i;
|
|
const char *icon = "icon.bmp";
|
|
Uint32 then, now, frames;
|
|
|
|
/* Enable standard application logging */
|
|
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
|
|
|
/* Initialize test framework */
|
|
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
|
|
if (!state) {
|
|
return 1;
|
|
}
|
|
for (i = 1; i < argc;) {
|
|
int consumed;
|
|
|
|
consumed = SDLTest_CommonArg(state, i);
|
|
if (consumed == 0) {
|
|
consumed = -1;
|
|
if (SDL_strcasecmp(argv[i], "--blend") == 0) {
|
|
if (argv[i + 1]) {
|
|
if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
|
|
blendMode = SDL_BLENDMODE_NONE;
|
|
consumed = 2;
|
|
} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
|
|
blendMode = SDL_BLENDMODE_BLEND;
|
|
consumed = 2;
|
|
} else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
|
|
blendMode = SDL_BLENDMODE_ADD;
|
|
consumed = 2;
|
|
} else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
|
|
blendMode = SDL_BLENDMODE_MOD;
|
|
consumed = 2;
|
|
}
|
|
}
|
|
} else if (SDL_strcasecmp(argv[i], "--use-texture") == 0) {
|
|
use_texture = SDL_TRUE;
|
|
consumed = 1;
|
|
}
|
|
}
|
|
if (consumed < 0) {
|
|
static const char *options[] = { "[--blend none|blend|add|mod]", "[--use-texture]", NULL };
|
|
SDLTest_CommonLogUsage(state, argv[0], options);
|
|
return 1;
|
|
}
|
|
i += consumed;
|
|
}
|
|
if (!SDLTest_CommonInit(state)) {
|
|
return 2;
|
|
}
|
|
|
|
/* Create the windows, initialize the renderers, and load the textures */
|
|
sprites =
|
|
(SDL_Texture **)SDL_malloc(state->num_windows * sizeof(*sprites));
|
|
if (!sprites) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
|
|
quit(2);
|
|
}
|
|
/* Create the windows and initialize the renderers */
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
SDL_Renderer *renderer = state->renderers[i];
|
|
SDL_SetRenderDrawBlendMode(renderer, blendMode);
|
|
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
|
|
SDL_RenderClear(renderer);
|
|
sprites[i] = NULL;
|
|
}
|
|
if (use_texture) {
|
|
if (LoadSprite(icon) < 0) {
|
|
quit(2);
|
|
}
|
|
}
|
|
|
|
srand((unsigned int)time(NULL));
|
|
|
|
/* Main render loop */
|
|
frames = 0;
|
|
then = SDL_GetTicks();
|
|
done = 0;
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
emscripten_set_main_loop(loop, 0, 1);
|
|
#else
|
|
while (!done) {
|
|
++frames;
|
|
loop();
|
|
}
|
|
#endif
|
|
|
|
/* Print out some timing information */
|
|
now = SDL_GetTicks();
|
|
if (now > then) {
|
|
double fps = ((double)frames * 1000) / (now - then);
|
|
SDL_Log("%2.2f frames per second\n", fps);
|
|
}
|
|
|
|
quit(0);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|