2 Copyright (C) 1997-2020 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>
23 #include "SDL_test_common.h"
24 #define WINDOW_WIDTH 720
25 #define WINDOW_HEIGHT 1280
26 #define NUM_SPRITES 100
29 static SDLTest_CommonState *state;
30 static int num_sprites;
31 static SDL_Texture **sprites;
32 static SDL_bool cycle_color;
33 static SDL_bool cycle_alpha;
34 static int cycle_direction = 1;
35 static int current_alpha = 0;
36 static int current_color = 0;
37 static SDL_Rect *positions;
38 static SDL_Rect *velocities;
39 static int sprite_w, sprite_h;
40 static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
41 static Uint32 next_fps_check, frames;
42 static const Uint32 fps_check_delay = 5000;
44 /* Number of iterations to move sprites - used for visual tests. */
45 /* -1: infinite random moves (default); >=0: enables N deterministic moves */
46 static int iterations = -1;
50 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
57 SDLTest_CommonQuit(state);
62 LoadSprite(const char *file)
67 /* Load the sprite image */
68 temp = SDL_LoadBMP(file);
70 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
76 /* Set transparent pixel as the pixel at (0,0) */
77 if (temp->format->palette) {
78 SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
80 switch (temp->format->BitsPerPixel) {
82 SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
85 SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
88 SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
91 SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
96 /* Create textures from the image */
97 for (i = 0; i < state->num_windows; ++i) {
98 SDL_Renderer *renderer = state->renderers[i];
99 sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
101 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
102 SDL_FreeSurface(temp);
105 if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
106 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
107 SDL_FreeSurface(temp);
108 SDL_DestroyTexture(sprites[i]);
112 SDL_FreeSurface(temp);
114 /* We're ready to roll. :) */
119 MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
122 SDL_Rect viewport, temp;
123 SDL_Rect *position, *velocity;
125 /* Query the sizes */
126 SDL_RenderGetViewport(renderer, &viewport);
128 /* Cycle the color and alpha, if desired */
130 current_color += cycle_direction;
131 if (current_color < 0) {
133 cycle_direction = -cycle_direction;
135 if (current_color > 255) {
137 cycle_direction = -cycle_direction;
139 SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
140 (Uint8) current_color);
143 current_alpha += cycle_direction;
144 if (current_alpha < 0) {
146 cycle_direction = -cycle_direction;
148 if (current_alpha > 255) {
150 cycle_direction = -cycle_direction;
152 SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
155 /* Draw a gray background */
156 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
157 SDL_RenderClear(renderer);
160 SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
161 SDL_RenderDrawPoint(renderer, 0, 0);
162 SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
163 SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
164 SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
166 /* Test horizontal and vertical lines */
167 SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
168 SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
169 SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
170 SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
171 SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
174 /* Test fill and copy */
175 SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
180 SDL_RenderFillRect(renderer, &temp);
181 SDL_RenderCopy(renderer, sprite, NULL, &temp);
182 temp.x = viewport.w-sprite_w-1;
186 SDL_RenderFillRect(renderer, &temp);
187 SDL_RenderCopy(renderer, sprite, NULL, &temp);
189 temp.y = viewport.h-sprite_h-1;
192 SDL_RenderFillRect(renderer, &temp);
193 SDL_RenderCopy(renderer, sprite, NULL, &temp);
194 temp.x = viewport.w-sprite_w-1;
195 temp.y = viewport.h-sprite_h-1;
198 SDL_RenderFillRect(renderer, &temp);
199 SDL_RenderCopy(renderer, sprite, NULL, &temp);
201 /* Test diagonal lines */
202 SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
203 SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
204 viewport.w-sprite_w-2, viewport.h-sprite_h-2);
205 SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
206 sprite_w, viewport.h-sprite_h-2);
208 /* Conditionally move the sprites, bounce at the wall */
209 if (iterations == -1 || iterations > 0) {
210 for (i = 0; i < num_sprites; ++i) {
211 position = &positions[i];
212 velocity = &velocities[i];
213 position->x += velocity->x;
214 if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
215 velocity->x = -velocity->x;
216 position->x += velocity->x;
218 position->y += velocity->y;
219 if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
220 velocity->y = -velocity->y;
221 position->y += velocity->y;
226 /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
227 if (iterations > 0) {
229 if (iterations == 0) {
230 cycle_alpha = SDL_FALSE;
231 cycle_color = SDL_FALSE;
237 for (i = 0; i < num_sprites; ++i) {
238 position = &positions[i];
240 /* Blit the sprite onto the screen */
241 SDL_RenderCopy(renderer, sprite, NULL, position);
244 /* Update the screen! */
245 SDL_RenderPresent(renderer);
255 /* Check for events */
256 while (SDL_PollEvent(&event)) {
257 SDLTest_CommonEvent(state, &event, &done);
260 if(event.key.keysym.sym == 0)
267 for (i = 0; i < state->num_windows; ++i) {
268 if (state->windows[i] == NULL)
270 MoveSprites(state->renderers[i], sprites[i]);
272 #ifdef __EMSCRIPTEN__
274 emscripten_cancel_main_loop();
279 now = SDL_GetTicks();
280 if (SDL_TICKS_PASSED(now, next_fps_check)) {
281 /* Print out some timing information */
282 const Uint32 then = next_fps_check - fps_check_delay;
283 const double fps = ((double) frames * 1000) / (now - then);
284 SDL_Log("%2.2f frames per second\n", fps);
285 next_fps_check = now + fps_check_delay;
291 main(int argc, char *argv[])
295 const char *icon = "res/icon.bmp";
297 /* Initialize parameters */
298 num_sprites = NUM_SPRITES;
300 /* Initialize test framework */
301 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
302 state->window_w = WINDOW_WIDTH;
303 state->window_h = WINDOW_HEIGHT;
308 for (i = 1; i < argc;) {
311 consumed = SDLTest_CommonArg(state, i);
314 if (SDL_strcasecmp(argv[i], "--blend") == 0) {
316 if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
317 blendMode = SDL_BLENDMODE_NONE;
319 } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
320 blendMode = SDL_BLENDMODE_BLEND;
322 } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
323 blendMode = SDL_BLENDMODE_ADD;
325 } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
326 blendMode = SDL_BLENDMODE_MOD;
328 } else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
329 blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
333 } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
335 iterations = SDL_atoi(argv[i + 1]);
336 if (iterations < -1) iterations = -1;
339 } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
340 cycle_color = SDL_TRUE;
342 } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
343 cycle_alpha = SDL_TRUE;
345 } else if (SDL_isdigit(*argv[i])) {
346 num_sprites = SDL_atoi(argv[i]);
348 } else if (argv[i][0] != '-') {
354 static const char *options[] = { "[--blend none|blend|add|mod]", "[--cyclecolor]", "[--cyclealpha]", "[--iterations N]", "[num_sprites]", "[icon.bmp]", NULL };
355 SDLTest_CommonLogUsage(state, argv[0], options);
360 if (!SDLTest_CommonInit(state)) {
364 /* Create the windows, initialize the renderers, and load the textures */
366 (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
368 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
371 for (i = 0; i < state->num_windows; ++i) {
372 SDL_Renderer *renderer = state->renderers[i];
373 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
374 SDL_RenderClear(renderer);
376 if (LoadSprite(icon) < 0) {
384 /* Allocate memory for the sprite info */
385 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
386 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
387 if (!positions || !velocities) {
388 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
392 /* Position sprites and set their velocities using the fuzzer */
393 if (iterations >= 0) {
394 /* Deterministic seed - used for visual tests */
395 seed = (Uint64)iterations;
397 /* Pseudo-random seed generated from the time */
398 seed = (Uint64)time(NULL);
400 SDLTest_FuzzerInit(seed);
401 for (i = 0; i < num_sprites; ++i) {
402 positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w);
403 positions[i].y = SDLTest_RandomIntegerInRange(0, state->window_h - sprite_h);
404 positions[i].w = sprite_w;
405 positions[i].h = sprite_h;
408 while (!velocities[i].x && !velocities[i].y) {
409 velocities[i].x = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
410 velocities[i].y = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
414 /* Main render loop */
416 next_fps_check = SDL_GetTicks() + fps_check_delay;
419 #ifdef __EMSCRIPTEN__
420 emscripten_set_main_loop(loop, 0, 1);
431 /* vi: set ts=4 sw=4 expandtab: */