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@@ -1,17 +1,603 @@
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-#include <SDL3/SDL.h>
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-
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-int main(void) {
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- SDL_Init(SDL_INIT_VIDEO);
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- SDL_Window *window = SDL_CreateWindow("", 500, 500, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
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- SDL_Renderer *renderer = SDL_CreateRenderer(window, NULL);
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- SDL_Event event;
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- bool running = true;
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-
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- while (running) {
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- while (SDL_PollEvent(&event)) {
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- if (event.type == SDL_EVENT_QUIT) running = false;
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- if (event.type == SDL_EVENT_MOUSE_MOTION) SDL_Log("%f\n", event.motion.x);
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- }
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- SDL_RenderPresent(renderer);
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+/*
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+ Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
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+
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+ This software is provided 'as-is', without any express or implied
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+ warranty. In no event will the authors be held liable for any damages
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+ arising from the use of this software.
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+
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+ Permission is granted to anyone to use this software for any purpose,
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+ including commercial applications, and to alter it and redistribute it
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+ freely.
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+*/
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+/* Simple program: Move N sprites around on the screen as fast as possible */
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+
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+#define SDL_MAIN_USE_CALLBACKS 1
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+#include <SDL3/SDL_test.h>
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+#include <SDL3/SDL_test_common.h>
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+#include <SDL3/SDL_main.h>
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+#include "testutils.h"
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+
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+#define NUM_SPRITES 100
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+#define MAX_SPEED 1
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+
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+static SDLTest_CommonState *state;
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+static const char *icon = "icon.png";
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+static int num_sprites;
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+static SDL_Texture **sprites;
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+static bool cycle_color;
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+static bool cycle_alpha;
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+static int cycle_direction = 1;
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+static int current_alpha = 0;
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+static int current_color = 0;
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+static SDL_FRect *positions;
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+static SDL_FRect *velocities;
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+static float sprite_w, sprite_h;
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+static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
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+static Uint64 next_fps_check;
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+static Uint32 frames;
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+static const int fps_check_delay = 5000;
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+static int use_rendergeometry = 0;
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+static bool suspend_when_occluded;
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+
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+/* Number of iterations to move sprites - used for visual tests. */
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+/* -1: infinite random moves (default); >=0: enables N deterministic moves */
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+static int iterations = -1;
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+
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+void SDL_AppQuit(void *appstate, SDL_AppResult result)
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+{
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+ SDL_free(sprites);
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+ SDL_free(positions);
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+ SDL_free(velocities);
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+ SDLTest_CommonQuit(state);
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+}
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+
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+static bool LoadSprite(const char *file)
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+{
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+ int i;
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+
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+ for (i = 0; i < state->num_windows; ++i) {
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+ /* This does the SDL_LoadPNG step repeatedly, but that's OK for test code. */
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+ if (sprites[i]) {
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+ SDL_DestroyTexture(sprites[i]);
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+ }
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+ sprites[i] = LoadTexture(state->renderers[i], file, true);
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+ if (sprites[i]) {
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+ sprite_w = (float)sprites[i]->w;
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+ sprite_h = (float)sprites[i]->h;
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+ }
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+ if (!sprites[i]) {
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+ return false;
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+ }
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+ if (!SDL_SetTextureBlendMode(sprites[i], blendMode)) {
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+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s", SDL_GetError());
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+ SDL_DestroyTexture(sprites[i]);
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+ return false;
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+ }
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+ }
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+
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+ /* We're ready to roll. :) */
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+ return true;
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+}
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+
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+static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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+{
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+ int i;
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+ SDL_Rect viewport;
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+ SDL_FRect temp;
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+ SDL_FRect *position, *velocity;
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+
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+ /* Query the sizes */
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+ SDL_SetRenderViewport(renderer, NULL);
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+ SDL_GetRenderSafeArea(renderer, &viewport);
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+ SDL_SetRenderViewport(renderer, &viewport);
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+
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+ /* Cycle the color and alpha, if desired */
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+ if (cycle_color) {
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+ current_color += cycle_direction;
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+ if (current_color < 0) {
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+ current_color = 0;
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+ cycle_direction = -cycle_direction;
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+ }
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+ if (current_color > 255) {
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+ current_color = 255;
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+ cycle_direction = -cycle_direction;
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+ }
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+ SDL_SetTextureColorMod(sprite, 255, (Uint8)current_color,
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+ (Uint8)current_color);
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+ }
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+ if (cycle_alpha) {
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+ current_alpha += cycle_direction;
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+ if (current_alpha < 0) {
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+ current_alpha = 0;
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+ cycle_direction = -cycle_direction;
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+ }
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+ if (current_alpha > 255) {
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+ current_alpha = 255;
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+ cycle_direction = -cycle_direction;
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+ }
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+ SDL_SetTextureAlphaMod(sprite, (Uint8)current_alpha);
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+ }
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+
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+ /* Draw a gray background */
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+ if (SDL_GetWindowFlags(SDL_GetRenderWindow(renderer)) & SDL_WINDOW_TRANSPARENT) {
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+ SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, SDL_ALPHA_TRANSPARENT);
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+ } else {
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+ SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, SDL_ALPHA_OPAQUE);
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+ }
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+ SDL_RenderClear(renderer);
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+
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+ /* Test points */
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+ SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
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+ SDL_RenderPoint(renderer, 0.0f, 0.0f);
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+ SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f);
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+ SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1));
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+ SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1));
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+
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+ /* Test horizontal and vertical lines */
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+ SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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+ SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
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+ SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
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+ SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
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+ SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
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+ SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
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+ SDL_RenderLine(renderer, (float)(viewport.w - 1), 1.0f, (float)(viewport.w - 1), (float)(viewport.h - 2));
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+
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+ /* Test fill and copy */
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+ SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
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+ temp.x = 1.0f;
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+ temp.y = 1.0f;
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+ temp.w = sprite_w;
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+ temp.h = sprite_h;
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+ if (use_rendergeometry == 0) {
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+ SDL_RenderFillRect(renderer, &temp);
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+ } else {
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+ /* Draw two triangles, filled, uniform */
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+ SDL_FColor color;
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+ SDL_Vertex verts[3];
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+ SDL_zeroa(verts);
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+ color.r = 1.0f;
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+ color.g = 1.0f;
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+ color.b = 1.0f;
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+ color.a = 1.0f;
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+
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+ verts[0].position.x = temp.x;
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+ verts[0].position.y = temp.y;
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+ verts[0].color = color;
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+
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+ verts[1].position.x = temp.x + temp.w;
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+ verts[1].position.y = temp.y;
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+ verts[1].color = color;
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+
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+ verts[2].position.x = temp.x + temp.w;
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+ verts[2].position.y = temp.y + temp.h;
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+ verts[2].color = color;
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+
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+ SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
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+
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+ verts[1].position.x = temp.x;
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+ verts[1].position.y = temp.y + temp.h;
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+ verts[1].color = color;
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+
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+ SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
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+ }
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+ SDL_RenderTexture(renderer, sprite, NULL, &temp);
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+ temp.x = viewport.w - sprite_w - 1;
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+ temp.y = 1.0f;
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+ temp.w = sprite_w;
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+ temp.h = sprite_h;
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+ SDL_RenderFillRect(renderer, &temp);
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+ SDL_RenderTexture(renderer, sprite, NULL, &temp);
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+ temp.x = 1.0f;
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+ temp.y = viewport.h - sprite_h - 1;
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+ temp.w = sprite_w;
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+ temp.h = sprite_h;
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+ SDL_RenderFillRect(renderer, &temp);
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+ SDL_RenderTexture(renderer, sprite, NULL, &temp);
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+ temp.x = viewport.w - sprite_w - 1;
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+ temp.y = viewport.h - sprite_h - 1;
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+ temp.w = sprite_w;
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+ temp.h = sprite_h;
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+ SDL_RenderFillRect(renderer, &temp);
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+ SDL_RenderTexture(renderer, sprite, NULL, &temp);
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+
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+ /* Test diagonal lines */
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+ SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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+ SDL_RenderLine(renderer, sprite_w, sprite_h,
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+ viewport.w - sprite_w - 2, viewport.h - sprite_h - 2);
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+ SDL_RenderLine(renderer, viewport.w - sprite_w - 2, sprite_h,
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+ sprite_w, viewport.h - sprite_h - 2);
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+
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+ /* Conditionally move the sprites, bounce at the wall */
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+ if (iterations == -1 || iterations > 0) {
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+ for (i = 0; i < num_sprites; ++i) {
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+ position = &positions[i];
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+ velocity = &velocities[i];
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+ position->x += velocity->x;
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+ if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
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+ velocity->x = -velocity->x;
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+ position->x += velocity->x;
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+ }
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+ position->y += velocity->y;
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+ if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
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+ velocity->y = -velocity->y;
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+ position->y += velocity->y;
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+ }
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+ }
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+
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+ /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
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+ if (iterations > 0) {
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+ iterations--;
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+ if (iterations == 0) {
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+ cycle_alpha = false;
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+ cycle_color = false;
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+ }
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+ }
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+ }
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+
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+ /* Draw sprites */
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+ if (use_rendergeometry == 0) {
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+ for (i = 0; i < num_sprites; ++i) {
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+ position = &positions[i];
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+
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+ /* Blit the sprite onto the screen */
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+ SDL_RenderTexture(renderer, sprite, NULL, position);
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+ }
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+ } else if (use_rendergeometry == 1) {
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+ /*
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+ * 0--1
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+ * | /|
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+ * |/ |
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+ * 3--2
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+ *
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+ * Draw sprite2 as triangles that can be recombined as rect by software renderer
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+ */
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+ SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 6);
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+ SDL_Vertex *verts2 = verts;
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+ if (verts) {
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+ SDL_FColor color;
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+ SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
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+ SDL_GetTextureAlphaModFloat(sprite, &color.a);
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+ for (i = 0; i < num_sprites; ++i) {
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+ position = &positions[i];
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+ /* 0 */
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+ verts->position.x = position->x;
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+ verts->position.y = position->y;
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+ verts->color = color;
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+ verts->tex_coord.x = 0.0f;
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+ verts->tex_coord.y = 0.0f;
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+ verts++;
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+ /* 1 */
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+ verts->position.x = position->x + position->w;
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+ verts->position.y = position->y;
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+ verts->color = color;
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+ verts->tex_coord.x = 1.0f;
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+ verts->tex_coord.y = 0.0f;
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+ verts++;
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+ /* 2 */
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+ verts->position.x = position->x + position->w;
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+ verts->position.y = position->y + position->h;
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+ verts->color = color;
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+ verts->tex_coord.x = 1.0f;
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+ verts->tex_coord.y = 1.0f;
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+ verts++;
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+ /* 0 */
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+ verts->position.x = position->x;
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+ verts->position.y = position->y;
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+ verts->color = color;
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+ verts->tex_coord.x = 0.0f;
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+ verts->tex_coord.y = 0.0f;
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+ verts++;
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+ /* 2 */
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+ verts->position.x = position->x + position->w;
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+ verts->position.y = position->y + position->h;
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+ verts->color = color;
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+ verts->tex_coord.x = 1.0f;
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+ verts->tex_coord.y = 1.0f;
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+ verts++;
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+ /* 3 */
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+ verts->position.x = position->x;
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+ verts->position.y = position->y + position->h;
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+ verts->color = color;
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+ verts->tex_coord.x = 0.0f;
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+ verts->tex_coord.y = 1.0f;
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+ verts++;
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+ }
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+
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+ /* Blit sprites as triangles onto the screen */
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+ SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 6, NULL, 0);
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+ SDL_free(verts2);
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+ }
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+ } else if (use_rendergeometry == 2) {
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+ /* 0-----1
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+ * |\ A /|
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+ * | \ / |
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+ * |D 2 B|
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+ * | / \ |
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+ * |/ C \|
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+ * 3-----4
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+ *
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+ * Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
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+ * Use an 'indices' array
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+ */
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+ SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 5);
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+ SDL_Vertex *verts2 = verts;
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+ int *indices = (int *)SDL_malloc(num_sprites * sizeof(int) * 4 * 3);
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+ int *indices2 = indices;
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+ if (verts && indices) {
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+ int pos = 0;
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+ SDL_FColor color;
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+ SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
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+ SDL_GetTextureAlphaModFloat(sprite, &color.a);
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+ for (i = 0; i < num_sprites; ++i) {
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+ position = &positions[i];
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+ /* 0 */
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+ verts->position.x = position->x;
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+ verts->position.y = position->y;
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+ verts->color = color;
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+ verts->tex_coord.x = 0.0f;
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+ verts->tex_coord.y = 0.0f;
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+ verts++;
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+ /* 1 */
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+ verts->position.x = position->x + position->w;
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+ verts->position.y = position->y;
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+ verts->color = color;
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+ verts->tex_coord.x = 1.0f;
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+ verts->tex_coord.y = 0.0f;
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+ verts++;
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+ /* 2 */
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+ verts->position.x = position->x + position->w / 2.0f;
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+ verts->position.y = position->y + position->h / 2.0f;
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+ verts->color = color;
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+ verts->tex_coord.x = 0.5f;
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+ verts->tex_coord.y = 0.5f;
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+ verts++;
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+ /* 3 */
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+ verts->position.x = position->x;
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+ verts->position.y = position->y + position->h;
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+ verts->color = color;
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+ verts->tex_coord.x = 0.0f;
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+ verts->tex_coord.y = 1.0f;
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+ verts++;
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+ /* 4 */
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+ 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;
|
|
|
}
|