2 Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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.
8 Permission is granted to anyone to use this software for any purpose,
9 including commercial applications, and to alter it and redistribute it
12 /* Simple program: Move N sprites around on the screen as fast as possible */
19 #include <emscripten/emscripten.h>
22 #include "SDL_test_common.h"
25 static SDLTest_CommonState *state;
29 SDL_Renderer *renderer;
30 SDL_Texture *background;
36 DrawState *drawstates;
39 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
43 SDLTest_CommonQuit(state);
48 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
53 /* Load the sprite image */
54 temp = SDL_LoadBMP(file);
56 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
60 /* Set transparent pixel as the pixel at (0,0) */
62 if (temp->format->palette) {
63 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
65 switch (temp->format->BitsPerPixel) {
67 SDL_SetColorKey(temp, SDL_TRUE,
68 (*(Uint16 *) temp->pixels) & 0x00007FFF);
71 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
74 SDL_SetColorKey(temp, SDL_TRUE,
75 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
78 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
84 /* Create textures from the image */
85 texture = SDL_CreateTextureFromSurface(renderer, temp);
87 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
88 SDL_FreeSurface(temp);
91 SDL_FreeSurface(temp);
93 /* We're ready to roll. :) */
102 SDL_Point *center=NULL;
103 SDL_Point origin = {0,0};
105 SDL_RenderGetViewport(s->renderer, &viewport);
107 target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
108 SDL_SetRenderTarget(s->renderer, target);
110 /* Draw the background */
111 SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
113 /* Scale and draw the sprite */
114 s->sprite_rect.w += s->scale_direction;
115 s->sprite_rect.h += s->scale_direction;
116 if (s->scale_direction > 0) {
118 if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
119 s->scale_direction = -1;
122 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
123 s->scale_direction = 1;
126 s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
127 s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
129 SDL_RenderCopyEx(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, s->scale_direction);
131 SDL_SetRenderTarget(s->renderer, NULL);
132 SDL_RenderCopy(s->renderer, target, NULL, NULL);
133 SDL_DestroyTexture(target);
135 /* Update the screen! */
136 SDL_RenderPresent(s->renderer);
145 /* Check for events */
147 while (SDL_PollEvent(&event)) {
148 SDLTest_CommonEvent(state, &event, &done);
150 for (i = 0; i < state->num_windows; ++i) {
151 if (state->windows[i] == NULL)
153 Draw(&drawstates[i]);
155 #ifdef __EMSCRIPTEN__
157 emscripten_cancel_main_loop();
163 main(int argc, char *argv[])
169 /* Enable standard application logging */
170 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
172 /* Initialize test framework */
173 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
177 for (i = 1; i < argc;) {
180 consumed = SDLTest_CommonArg(state, i);
182 SDL_Log("Usage: %s %s\n", argv[0], SDLTest_CommonUsage(state));
187 if (!SDLTest_CommonInit(state)) {
191 drawstates = SDL_stack_alloc(DrawState, state->num_windows);
192 for (i = 0; i < state->num_windows; ++i) {
193 DrawState *drawstate = &drawstates[i];
195 drawstate->window = state->windows[i];
196 drawstate->renderer = state->renderers[i];
197 drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
198 drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
199 if (!drawstate->sprite || !drawstate->background) {
202 SDL_QueryTexture(drawstate->sprite, NULL, NULL,
203 &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
204 drawstate->scale_direction = 1;
207 /* Main render loop */
209 then = SDL_GetTicks();
212 #ifdef __EMSCRIPTEN__
213 emscripten_set_main_loop(loop, 0, 1);
220 /* Print out some timing information */
221 now = SDL_GetTicks();
223 double fps = ((double) frames * 1000) / (now - then);
224 SDL_Log("%2.2f frames per second\n", fps);
227 SDL_stack_free(drawstates);
233 /* vi: set ts=4 sw=4 expandtab: */