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"
23 #define WINDOW_WIDTH 720
24 #define WINDOW_HEIGHT 1280
26 static SDLTest_CommonState *state;
30 SDL_Renderer *renderer;
31 SDL_Texture *background;
37 DrawState *drawstates;
40 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
44 SDLTest_CommonQuit(state);
49 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
54 /* Load the sprite image */
55 temp = SDL_LoadBMP(file);
57 SDLTest_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
61 /* Set transparent pixel as the pixel at (0,0) */
63 if (temp->format->palette) {
64 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
66 switch (temp->format->BitsPerPixel) {
68 SDL_SetColorKey(temp, SDL_TRUE,
69 (*(Uint16 *) temp->pixels) & 0x00007FFF);
72 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
75 SDL_SetColorKey(temp, SDL_TRUE,
76 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
79 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
85 /* Create textures from the image */
86 texture = SDL_CreateTextureFromSurface(renderer, temp);
88 SDLTest_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
89 SDL_FreeSurface(temp);
92 SDL_FreeSurface(temp);
94 /* We're ready to roll. :) */
103 SDL_Point *center=NULL;
104 SDL_Point origin = {0,0};
106 SDL_RenderGetViewport(s->renderer, &viewport);
108 target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
109 SDL_SetRenderTarget(s->renderer, target);
111 /* Draw the background */
112 SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
114 /* Scale and draw the sprite */
115 s->sprite_rect.w += s->scale_direction;
116 s->sprite_rect.h += s->scale_direction;
117 if (s->scale_direction > 0) {
119 if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
120 s->scale_direction = -1;
123 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
124 s->scale_direction = 1;
127 s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
128 s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
130 SDL_RenderCopyEx(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, s->scale_direction);
132 SDL_SetRenderTarget(s->renderer, NULL);
133 SDL_RenderCopy(s->renderer, target, NULL, NULL);
134 SDL_DestroyTexture(target);
136 /* Update the screen! */
137 SDL_RenderPresent(s->renderer);
146 /* Check for events */
148 while (SDL_PollEvent(&event)) {
149 SDLTest_CommonEvent(state, &event, &done);
152 if(event.key.keysym.sym == 0)
159 for (i = 0; i < state->num_windows; ++i) {
160 if (state->windows[i] == NULL)
162 Draw(&drawstates[i]);
164 #ifdef __EMSCRIPTEN__
166 emscripten_cancel_main_loop();
171 SDL_main(int argc, char *argv[])
177 /* Enable standard application logging */
178 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
180 /* Initialize test framework */
181 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
182 state->window_w = WINDOW_WIDTH;
183 state->window_h = WINDOW_HEIGHT;
187 for (i = 1; i < argc;) {
190 consumed = SDLTest_CommonArg(state, i);
192 SDLTest_Log("Usage: %s %s\n", argv[0], SDLTest_CommonUsage(state));
197 if (!SDLTest_CommonInit(state)) {
201 drawstates = SDL_stack_alloc(DrawState, state->num_windows);
202 for (i = 0; i < state->num_windows; ++i) {
203 DrawState *drawstate = &drawstates[i];
205 drawstate->window = state->windows[i];
206 drawstate->renderer = state->renderers[i];
207 drawstate->sprite = LoadTexture(drawstate->renderer, "res/icon.bmp", SDL_TRUE);
208 drawstate->background = LoadTexture(drawstate->renderer, "res/sample.bmp", SDL_FALSE);
209 if (!drawstate->sprite || !drawstate->background) {
212 SDL_QueryTexture(drawstate->sprite, NULL, NULL,
213 &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
214 drawstate->scale_direction = 1;
217 /* Main render loop */
219 then = SDL_GetTicks();
222 #ifdef __EMSCRIPTEN__
223 emscripten_set_main_loop(loop, 0, 1);
230 /* Print out some timing information */
231 now = SDL_GetTicks();
233 double fps = ((double) frames * 1000) / (now - then);
234 SDLTest_Log("%2.2f frames per second\n", fps);
237 SDL_stack_free(drawstates);
243 /* vi: set ts=4 sw=4 expandtab: */