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Reverted unintended testsprite changes

(cherry picked from commit de605a3b7e4aabdbc0f1d04bf5ea4796381526d5)
Sam Lantinga 1 месяц назад
Родитель
Сommit
9bf533d1c4
1 измененных файлов с 601 добавлено и 15 удалено
  1. 601 15
      test/testsprite.c

+ 601 - 15
test/testsprite.c

@@ -1,17 +1,603 @@
-#include <SDL3/SDL.h>
-
-int main(void) {
-    SDL_Init(SDL_INIT_VIDEO);
-    SDL_Window *window = SDL_CreateWindow("", 500, 500, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
-    SDL_Renderer *renderer = SDL_CreateRenderer(window, NULL);
-    SDL_Event event;
-    bool running = true;
-
-    while (running) {
-      while (SDL_PollEvent(&event)) {
-        if (event.type == SDL_EVENT_QUIT) running = false;
-        if (event.type == SDL_EVENT_MOUSE_MOTION) SDL_Log("%f\n", event.motion.x);
-      }
-      SDL_RenderPresent(renderer);
+/*
+  Copyright (C) 1997-2026 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:  Move N sprites around on the screen as fast as possible */
+
+#define SDL_MAIN_USE_CALLBACKS 1
+#include <SDL3/SDL_test.h>
+#include <SDL3/SDL_test_common.h>
+#include <SDL3/SDL_main.h>
+#include "testutils.h"
+
+#define NUM_SPRITES 100
+#define MAX_SPEED   1
+
+static SDLTest_CommonState *state;
+static const char *icon = "icon.png";
+static int num_sprites;
+static SDL_Texture **sprites;
+static bool cycle_color;
+static bool cycle_alpha;
+static int cycle_direction = 1;
+static int current_alpha = 0;
+static int current_color = 0;
+static SDL_FRect *positions;
+static SDL_FRect *velocities;
+static float sprite_w, sprite_h;
+static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
+static Uint64 next_fps_check;
+static Uint32 frames;
+static const int fps_check_delay = 5000;
+static int use_rendergeometry = 0;
+static bool suspend_when_occluded;
+
+/* Number of iterations to move sprites - used for visual tests. */
+/* -1: infinite random moves (default); >=0: enables N deterministic moves */
+static int iterations = -1;
+
+void SDL_AppQuit(void *appstate, SDL_AppResult result)
+{
+    SDL_free(sprites);
+    SDL_free(positions);
+    SDL_free(velocities);
+    SDLTest_CommonQuit(state);
+}
+
+static bool LoadSprite(const char *file)
+{
+    int i;
+
+    for (i = 0; i < state->num_windows; ++i) {
+        /* This does the SDL_LoadPNG step repeatedly, but that's OK for test code. */
+        if (sprites[i]) {
+            SDL_DestroyTexture(sprites[i]);
+        }
+        sprites[i] = LoadTexture(state->renderers[i], file, true);
+        if (sprites[i]) {
+            sprite_w = (float)sprites[i]->w;
+            sprite_h = (float)sprites[i]->h;
+        }
+        if (!sprites[i]) {
+            return false;
+        }
+        if (!SDL_SetTextureBlendMode(sprites[i], blendMode)) {
+            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s", SDL_GetError());
+            SDL_DestroyTexture(sprites[i]);
+            return false;
+        }
+    }
+
+    /* We're ready to roll. :) */
+    return true;
+}
+
+static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
+{
+    int i;
+    SDL_Rect viewport;
+    SDL_FRect temp;
+    SDL_FRect *position, *velocity;
+
+    /* Query the sizes */
+    SDL_SetRenderViewport(renderer, NULL);
+    SDL_GetRenderSafeArea(renderer, &viewport);
+    SDL_SetRenderViewport(renderer, &viewport);
+
+    /* Cycle the color and alpha, if desired */
+    if (cycle_color) {
+        current_color += cycle_direction;
+        if (current_color < 0) {
+            current_color = 0;
+            cycle_direction = -cycle_direction;
+        }
+        if (current_color > 255) {
+            current_color = 255;
+            cycle_direction = -cycle_direction;
+        }
+        SDL_SetTextureColorMod(sprite, 255, (Uint8)current_color,
+                               (Uint8)current_color);
+    }
+    if (cycle_alpha) {
+        current_alpha += cycle_direction;
+        if (current_alpha < 0) {
+            current_alpha = 0;
+            cycle_direction = -cycle_direction;
+        }
+        if (current_alpha > 255) {
+            current_alpha = 255;
+            cycle_direction = -cycle_direction;
+        }
+        SDL_SetTextureAlphaMod(sprite, (Uint8)current_alpha);
+    }
+
+    /* Draw a gray background */
+    if (SDL_GetWindowFlags(SDL_GetRenderWindow(renderer)) & SDL_WINDOW_TRANSPARENT) {
+        SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, SDL_ALPHA_TRANSPARENT);
+    } else {
+        SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, SDL_ALPHA_OPAQUE);
+    }
+    SDL_RenderClear(renderer);
+
+    /* Test points */
+    SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
+    SDL_RenderPoint(renderer, 0.0f, 0.0f);
+    SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f);
+    SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1));
+    SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1));
+
+    /* Test horizontal and vertical lines */
+    SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
+    SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
+    SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
+    SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
+    SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
+    SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
+    SDL_RenderLine(renderer, (float)(viewport.w - 1), 1.0f, (float)(viewport.w - 1), (float)(viewport.h - 2));
+
+    /* Test fill and copy */
+    SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
+    temp.x = 1.0f;
+    temp.y = 1.0f;
+    temp.w = sprite_w;
+    temp.h = sprite_h;
+    if (use_rendergeometry == 0) {
+        SDL_RenderFillRect(renderer, &temp);
+    } else {
+        /* Draw two triangles, filled, uniform */
+        SDL_FColor color;
+        SDL_Vertex verts[3];
+        SDL_zeroa(verts);
+        color.r = 1.0f;
+        color.g = 1.0f;
+        color.b = 1.0f;
+        color.a = 1.0f;
+
+        verts[0].position.x = temp.x;
+        verts[0].position.y = temp.y;
+        verts[0].color = color;
+
+        verts[1].position.x = temp.x + temp.w;
+        verts[1].position.y = temp.y;
+        verts[1].color = color;
+
+        verts[2].position.x = temp.x + temp.w;
+        verts[2].position.y = temp.y + temp.h;
+        verts[2].color = color;
+
+        SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
+
+        verts[1].position.x = temp.x;
+        verts[1].position.y = temp.y + temp.h;
+        verts[1].color = color;
+
+        SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
+    }
+    SDL_RenderTexture(renderer, sprite, NULL, &temp);
+    temp.x = viewport.w - sprite_w - 1;
+    temp.y = 1.0f;
+    temp.w = sprite_w;
+    temp.h = sprite_h;
+    SDL_RenderFillRect(renderer, &temp);
+    SDL_RenderTexture(renderer, sprite, NULL, &temp);
+    temp.x = 1.0f;
+    temp.y = viewport.h - sprite_h - 1;
+    temp.w = sprite_w;
+    temp.h = sprite_h;
+    SDL_RenderFillRect(renderer, &temp);
+    SDL_RenderTexture(renderer, sprite, NULL, &temp);
+    temp.x = viewport.w - sprite_w - 1;
+    temp.y = viewport.h - sprite_h - 1;
+    temp.w = sprite_w;
+    temp.h = sprite_h;
+    SDL_RenderFillRect(renderer, &temp);
+    SDL_RenderTexture(renderer, sprite, NULL, &temp);
+
+    /* Test diagonal lines */
+    SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
+    SDL_RenderLine(renderer, sprite_w, sprite_h,
+                       viewport.w - sprite_w - 2, viewport.h - sprite_h - 2);
+    SDL_RenderLine(renderer, viewport.w - sprite_w - 2, sprite_h,
+                       sprite_w, viewport.h - sprite_h - 2);
+
+    /* Conditionally move the sprites, bounce at the wall */
+    if (iterations == -1 || iterations > 0) {
+        for (i = 0; i < num_sprites; ++i) {
+            position = &positions[i];
+            velocity = &velocities[i];
+            position->x += velocity->x;
+            if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
+                velocity->x = -velocity->x;
+                position->x += velocity->x;
+            }
+            position->y += velocity->y;
+            if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
+                velocity->y = -velocity->y;
+                position->y += velocity->y;
+            }
+        }
+
+        /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
+        if (iterations > 0) {
+            iterations--;
+            if (iterations == 0) {
+                cycle_alpha = false;
+                cycle_color = false;
+            }
+        }
+    }
+
+    /* Draw sprites */
+    if (use_rendergeometry == 0) {
+        for (i = 0; i < num_sprites; ++i) {
+            position = &positions[i];
+
+            /* Blit the sprite onto the screen */
+            SDL_RenderTexture(renderer, sprite, NULL, position);
+        }
+    } else if (use_rendergeometry == 1) {
+        /*
+         *   0--1
+         *   | /|
+         *   |/ |
+         *   3--2
+         *
+         *  Draw sprite2 as triangles that can be recombined as rect by software renderer
+         */
+        SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 6);
+        SDL_Vertex *verts2 = verts;
+        if (verts) {
+            SDL_FColor color;
+            SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
+            SDL_GetTextureAlphaModFloat(sprite, &color.a);
+            for (i = 0; i < num_sprites; ++i) {
+                position = &positions[i];
+                /* 0 */
+                verts->position.x = position->x;
+                verts->position.y = position->y;
+                verts->color = color;
+                verts->tex_coord.x = 0.0f;
+                verts->tex_coord.y = 0.0f;
+                verts++;
+                /* 1 */
+                verts->position.x = position->x + position->w;
+                verts->position.y = position->y;
+                verts->color = color;
+                verts->tex_coord.x = 1.0f;
+                verts->tex_coord.y = 0.0f;
+                verts++;
+                /* 2 */
+                verts->position.x = position->x + position->w;
+                verts->position.y = position->y + position->h;
+                verts->color = color;
+                verts->tex_coord.x = 1.0f;
+                verts->tex_coord.y = 1.0f;
+                verts++;
+                /* 0 */
+                verts->position.x = position->x;
+                verts->position.y = position->y;
+                verts->color = color;
+                verts->tex_coord.x = 0.0f;
+                verts->tex_coord.y = 0.0f;
+                verts++;
+                /* 2 */
+                verts->position.x = position->x + position->w;
+                verts->position.y = position->y + position->h;
+                verts->color = color;
+                verts->tex_coord.x = 1.0f;
+                verts->tex_coord.y = 1.0f;
+                verts++;
+                /* 3 */
+                verts->position.x = position->x;
+                verts->position.y = position->y + position->h;
+                verts->color = color;
+                verts->tex_coord.x = 0.0f;
+                verts->tex_coord.y = 1.0f;
+                verts++;
+            }
+
+            /* Blit sprites as triangles onto the screen */
+            SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 6, NULL, 0);
+            SDL_free(verts2);
+        }
+    } else if (use_rendergeometry == 2) {
+        /*   0-----1
+         *   |\ A /|
+         *   | \ / |
+         *   |D 2 B|
+         *   | / \ |
+         *   |/ C \|
+         *   3-----4
+         *
+         * Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
+         * Use an 'indices' array
+         */
+        SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 5);
+        SDL_Vertex *verts2 = verts;
+        int *indices = (int *)SDL_malloc(num_sprites * sizeof(int) * 4 * 3);
+        int *indices2 = indices;
+        if (verts && indices) {
+            int pos = 0;
+            SDL_FColor color;
+            SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
+            SDL_GetTextureAlphaModFloat(sprite, &color.a);
+            for (i = 0; i < num_sprites; ++i) {
+                position = &positions[i];
+                /* 0 */
+                verts->position.x = position->x;
+                verts->position.y = position->y;
+                verts->color = color;
+                verts->tex_coord.x = 0.0f;
+                verts->tex_coord.y = 0.0f;
+                verts++;
+                /* 1 */
+                verts->position.x = position->x + position->w;
+                verts->position.y = position->y;
+                verts->color = color;
+                verts->tex_coord.x = 1.0f;
+                verts->tex_coord.y = 0.0f;
+                verts++;
+                /* 2 */
+                verts->position.x = position->x + position->w / 2.0f;
+                verts->position.y = position->y + position->h / 2.0f;
+                verts->color = color;
+                verts->tex_coord.x = 0.5f;
+                verts->tex_coord.y = 0.5f;
+                verts++;
+                /* 3 */
+                verts->position.x = position->x;
+                verts->position.y = position->y + position->h;
+                verts->color = color;
+                verts->tex_coord.x = 0.0f;
+                verts->tex_coord.y = 1.0f;
+                verts++;
+                /* 4 */
+                verts->position.x = position->x + position->w;
+                verts->position.y = position->y + position->h;
+                verts->color = color;
+                verts->tex_coord.x = 1.0f;
+                verts->tex_coord.y = 1.0f;
+                verts++;
+                /* A */
+                *indices++ = pos + 0;
+                *indices++ = pos + 1;
+                *indices++ = pos + 2;
+                /* B */
+                *indices++ = pos + 1;
+                *indices++ = pos + 2;
+                *indices++ = pos + 4;
+                /* C */
+                *indices++ = pos + 3;
+                *indices++ = pos + 2;
+                *indices++ = pos + 4;
+                /* D */
+                *indices++ = pos + 3;
+                *indices++ = pos + 2;
+                *indices++ = pos + 0;
+                pos += 5;
+            }
+        }
+
+        /* Blit sprites as triangles onto the screen */
+        SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 5, indices2, num_sprites * 4 * 3);
+        SDL_free(verts2);
+        SDL_free(indices2);
+    }
+
+    /* Update the screen! */
+    SDL_RenderPresent(renderer);
+}
+
+SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
+{
+    SDL_Rect safe_area;
+    int i;
+    Uint64 seed;
+
+    /* Initialize parameters */
+    num_sprites = NUM_SPRITES;
+
+    /* Initialize test framework */
+    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
+    if (!state) {
+        return SDL_APP_FAILURE;
+    }
+
+    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], "blend_premultiplied") == 0) {
+                        blendMode = SDL_BLENDMODE_BLEND_PREMULTIPLIED;
+                        consumed = 2;
+                    } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
+                        blendMode = SDL_BLENDMODE_ADD;
+                        consumed = 2;
+                    } else if (SDL_strcasecmp(argv[i + 1], "add_premultiplied") == 0) {
+                        blendMode = SDL_BLENDMODE_ADD_PREMULTIPLIED;
+                        consumed = 2;
+                    } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
+                        blendMode = SDL_BLENDMODE_MOD;
+                        consumed = 2;
+                    } else if (SDL_strcasecmp(argv[i + 1], "mul") == 0) {
+                        blendMode = SDL_BLENDMODE_MUL;
+                        consumed = 2;
+                    } else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
+                        blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
+                        consumed = 2;
+                    }
+                }
+            } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
+                if (argv[i + 1]) {
+                    iterations = SDL_atoi(argv[i + 1]);
+                    if (iterations < -1) {
+                        iterations = -1;
+                    }
+                    consumed = 2;
+                }
+            } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
+                cycle_color = true;
+                consumed = 1;
+            } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
+                cycle_alpha = true;
+                consumed = 1;
+            } else if (SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) {
+                suspend_when_occluded = true;
+                consumed = 1;
+            } else if (SDL_strcasecmp(argv[i], "--use-rendergeometry") == 0) {
+                if (argv[i + 1]) {
+                    if (SDL_strcasecmp(argv[i + 1], "mode1") == 0) {
+                        /* Draw sprite2 as triangles that can be recombined as rect by software renderer */
+                        use_rendergeometry = 1;
+                    } else if (SDL_strcasecmp(argv[i + 1], "mode2") == 0) {
+                        /* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
+                         * Use an 'indices' array */
+                        use_rendergeometry = 2;
+                    } else {
+                        return SDL_APP_FAILURE;
+                    }
+                }
+                consumed = 2;
+            } else if (SDL_isdigit(*argv[i])) {
+                num_sprites = SDL_atoi(argv[i]);
+                consumed = 1;
+            } else if (argv[i][0] != '-') {
+                icon = argv[i];
+                consumed = 1;
+            }
+        }
+        if (consumed < 0) {
+            static const char *options[] = {
+                "[--blend none|blend|blend_premultiplied|add|add_premultiplied|mod|mul|sub]",
+                "[--cyclecolor]",
+                "[--cyclealpha]",
+                "[--suspend-when-occluded]",
+                "[--iterations N]",
+                "[--use-rendergeometry mode1|mode2]",
+                "[num_sprites]",
+                "[icon.png]",
+                NULL
+            };
+            SDLTest_CommonLogUsage(state, argv[0], options);
+            return SDL_APP_FAILURE;
+        }
+        i += consumed;
+    }
+    if (!SDLTest_CommonInit(state)) {
+        return SDL_APP_FAILURE;
+    }
+
+    /* Create the windows, initialize the renderers, and load the textures */
+    sprites =
+        (SDL_Texture **)SDL_calloc(state->num_windows, sizeof(*sprites));
+    if (!sprites) {
+        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
+        return SDL_APP_FAILURE;
+    }
+    for (i = 0; i < state->num_windows; ++i) {
+        SDL_Renderer *renderer = state->renderers[i];
+        SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
+        SDL_RenderClear(renderer);
+    }
+    if (!LoadSprite(icon)) {
+        return SDL_APP_FAILURE;
+    }
+
+    /* Allocate memory for the sprite info */
+    positions = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*positions));
+    velocities = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*velocities));
+    if (!positions || !velocities) {
+        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
+        return SDL_APP_FAILURE;
     }
+
+    /* Position sprites and set their velocities using the fuzzer */
+    /* Really we should be using per-window safe area, but this is fine for a simple test */
+    SDL_GetRenderSafeArea(state->renderers[0], &safe_area);
+    if (iterations >= 0) {
+        /* Deterministic seed - used for visual tests */
+        seed = (Uint64)iterations;
+    } else {
+        /* Pseudo-random seed generated from the time */
+        seed = SDL_GetPerformanceCounter();
+    }
+    SDLTest_FuzzerInit(seed);
+    for (i = 0; i < num_sprites; ++i) {
+        positions[i].x = (float)SDLTest_RandomIntegerInRange(0, (int)(safe_area.w - sprite_w));
+        positions[i].y = (float)SDLTest_RandomIntegerInRange(0, (int)(safe_area.h - sprite_h));
+        positions[i].w = sprite_w;
+        positions[i].h = sprite_h;
+        velocities[i].x = 0;
+        velocities[i].y = 0;
+        while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
+            velocities[i].x = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
+            velocities[i].y = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
+        }
+    }
+
+    /* Main render loop in SDL_AppIterate will begin when this function returns. */
+    frames = 0;
+    next_fps_check = SDL_GetTicks() + fps_check_delay;
+
+    return SDL_APP_CONTINUE;
+}
+
+
+SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
+{
+    if (event->type == SDL_EVENT_RENDER_DEVICE_RESET) {
+        LoadSprite(icon);
+    }
+    return SDLTest_CommonEventMainCallbacks(state, event);
+}
+
+SDL_AppResult SDL_AppIterate(void *appstate)
+{
+    Uint64 now;
+    int i;
+    int active_windows = 0;
+
+    for (i = 0; i < state->num_windows; ++i) {
+        if (state->windows[i] == NULL ||
+            (suspend_when_occluded && (SDL_GetWindowFlags(state->windows[i]) & SDL_WINDOW_OCCLUDED))) {
+            continue;
+        }
+        ++active_windows;
+        MoveSprites(state->renderers[i], sprites[i]);
+    }
+
+    /* If all windows are occluded, throttle the event polling to 15hz. */
+    if (!active_windows) {
+        SDL_DelayNS(SDL_NS_PER_SECOND / 15);
+    }
+
+    frames++;
+    now = SDL_GetTicks();
+    if (now >= next_fps_check) {
+        /* Print out some timing information */
+        const Uint64 then = next_fps_check - fps_check_delay;
+        const double fps = ((double)frames * 1000) / (now - then);
+        SDL_Log("%2.2f frames per second", fps);
+        next_fps_check = now + fps_check_delay;
+        frames = 0;
+    }
+
+    return SDL_APP_CONTINUE;
 }