2 Copyright (C) 1997-2018 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;
42 /* Number of iterations to move sprites - used for visual tests. */
43 /* -1: infinite random moves (default); >=0: enables N deterministic moves */
44 static int iterations = -1;
48 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
55 SDLTest_CommonQuit(state);
60 LoadSprite(const char *file)
65 /* Load the sprite image */
66 temp = SDL_LoadBMP(file);
68 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
74 /* Set transparent pixel as the pixel at (0,0) */
75 if (temp->format->palette) {
76 SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
78 switch (temp->format->BitsPerPixel) {
80 SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
83 SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
86 SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
89 SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
94 /* Create textures from the image */
95 for (i = 0; i < state->num_windows; ++i) {
96 SDL_Renderer *renderer = state->renderers[i];
97 sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
99 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
100 SDL_FreeSurface(temp);
103 if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
104 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
105 SDL_FreeSurface(temp);
106 SDL_DestroyTexture(sprites[i]);
110 SDL_FreeSurface(temp);
112 /* We're ready to roll. :) */
117 MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
120 SDL_Rect viewport, temp;
121 SDL_Rect *position, *velocity;
123 /* Query the sizes */
124 SDL_RenderGetViewport(renderer, &viewport);
126 /* Cycle the color and alpha, if desired */
128 current_color += cycle_direction;
129 if (current_color < 0) {
131 cycle_direction = -cycle_direction;
133 if (current_color > 255) {
135 cycle_direction = -cycle_direction;
137 SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
138 (Uint8) current_color);
141 current_alpha += cycle_direction;
142 if (current_alpha < 0) {
144 cycle_direction = -cycle_direction;
146 if (current_alpha > 255) {
148 cycle_direction = -cycle_direction;
150 SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
153 /* Draw a gray background */
154 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
155 SDL_RenderClear(renderer);
158 SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
159 SDL_RenderDrawPoint(renderer, 0, 0);
160 SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
161 SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
162 SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
164 /* Test horizontal and vertical lines */
165 SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
166 SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
167 SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
168 SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
169 SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
172 /* Test fill and copy */
173 SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
178 SDL_RenderFillRect(renderer, &temp);
179 SDL_RenderCopy(renderer, sprite, NULL, &temp);
180 temp.x = viewport.w-sprite_w-1;
184 SDL_RenderFillRect(renderer, &temp);
185 SDL_RenderCopy(renderer, sprite, NULL, &temp);
187 temp.y = viewport.h-sprite_h-1;
190 SDL_RenderFillRect(renderer, &temp);
191 SDL_RenderCopy(renderer, sprite, NULL, &temp);
192 temp.x = viewport.w-sprite_w-1;
193 temp.y = viewport.h-sprite_h-1;
196 SDL_RenderFillRect(renderer, &temp);
197 SDL_RenderCopy(renderer, sprite, NULL, &temp);
199 /* Test diagonal lines */
200 SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
201 SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
202 viewport.w-sprite_w-2, viewport.h-sprite_h-2);
203 SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
204 sprite_w, viewport.h-sprite_h-2);
206 /* Conditionally move the sprites, bounce at the wall */
207 if (iterations == -1 || iterations > 0) {
208 for (i = 0; i < num_sprites; ++i) {
209 position = &positions[i];
210 velocity = &velocities[i];
211 position->x += velocity->x;
212 if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
213 velocity->x = -velocity->x;
214 position->x += velocity->x;
216 position->y += velocity->y;
217 if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
218 velocity->y = -velocity->y;
219 position->y += velocity->y;
224 /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
225 if (iterations > 0) {
227 if (iterations == 0) {
228 cycle_alpha = SDL_FALSE;
229 cycle_color = SDL_FALSE;
235 for (i = 0; i < num_sprites; ++i) {
236 position = &positions[i];
238 /* Blit the sprite onto the screen */
239 SDL_RenderCopy(renderer, sprite, NULL, position);
242 /* Update the screen! */
243 SDL_RenderPresent(renderer);
252 /* Check for events */
253 while (SDL_PollEvent(&event)) {
254 SDLTest_CommonEvent(state, &event, &done);
257 if(event.key.keysym.sym == 0)
264 for (i = 0; i < state->num_windows; ++i) {
265 if (state->windows[i] == NULL)
267 MoveSprites(state->renderers[i], sprites[i]);
269 #ifdef __EMSCRIPTEN__
271 emscripten_cancel_main_loop();
276 main(int argc, char *argv[])
279 Uint32 then, now, frames;
281 const char *icon = "res/icon.bmp";
283 /* Initialize parameters */
284 num_sprites = NUM_SPRITES;
286 /* Initialize test framework */
287 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
288 state->window_w = WINDOW_WIDTH;
289 state->window_h = WINDOW_HEIGHT;
294 for (i = 1; i < argc;) {
297 consumed = SDLTest_CommonArg(state, i);
300 if (SDL_strcasecmp(argv[i], "--blend") == 0) {
302 if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
303 blendMode = SDL_BLENDMODE_NONE;
305 } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
306 blendMode = SDL_BLENDMODE_BLEND;
308 } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
309 blendMode = SDL_BLENDMODE_ADD;
311 } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
312 blendMode = SDL_BLENDMODE_MOD;
314 } else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
315 blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
319 } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
321 iterations = SDL_atoi(argv[i + 1]);
322 if (iterations < -1) iterations = -1;
325 } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
326 cycle_color = SDL_TRUE;
328 } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
329 cycle_alpha = SDL_TRUE;
331 } else if (SDL_isdigit(*argv[i])) {
332 num_sprites = SDL_atoi(argv[i]);
334 } else if (argv[i][0] != '-') {
340 SDL_Log("Usage: %s %s [--blend none|blend|add|mod] [--cyclecolor] [--cyclealpha] [--iterations N] [num_sprites] [icon.bmp]\n",
341 argv[0], SDLTest_CommonUsage(state));
346 if (!SDLTest_CommonInit(state)) {
350 /* Create the windows, initialize the renderers, and load the textures */
352 (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
354 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
357 for (i = 0; i < state->num_windows; ++i) {
358 SDL_Renderer *renderer = state->renderers[i];
359 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
360 SDL_RenderClear(renderer);
362 if (LoadSprite(icon) < 0) {
370 /* Allocate memory for the sprite info */
371 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
372 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
373 if (!positions || !velocities) {
374 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
378 /* Position sprites and set their velocities using the fuzzer */
379 if (iterations >= 0) {
380 /* Deterministic seed - used for visual tests */
381 seed = (Uint64)iterations;
383 /* Pseudo-random seed generated from the time */
384 seed = (Uint64)time(NULL);
386 SDLTest_FuzzerInit(seed);
387 for (i = 0; i < num_sprites; ++i) {
388 positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w);
389 positions[i].y = SDLTest_RandomIntegerInRange(0, state->window_h - sprite_h);
390 positions[i].w = sprite_w;
391 positions[i].h = sprite_h;
394 while (!velocities[i].x && !velocities[i].y) {
395 velocities[i].x = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
396 velocities[i].y = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
400 /* Main render loop */
402 then = SDL_GetTicks();
405 #ifdef __EMSCRIPTEN__
406 emscripten_set_main_loop(loop, 0, 1);
414 /* Print out some timing information */
415 now = SDL_GetTicks();
417 double fps = ((double) frames * 1000) / (now - then);
418 SDL_Log("%2.2f frames per second\n", fps);
424 /* vi: set ts=4 sw=4 expandtab: */