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: Check viewports */
19 #include <emscripten/emscripten.h>
23 #include "SDL_test_common.h"
26 static SDLTest_CommonState *state;
28 static SDL_Rect viewport;
30 static SDL_bool use_target = SDL_FALSE;
32 static Uint32 wait_start;
34 static SDL_Texture *sprite;
35 static int sprite_w, sprite_h;
37 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
41 SDLTest_CommonQuit(state);
46 LoadSprite(char *file, SDL_Renderer *renderer)
50 /* Load the sprite image */
51 temp = SDL_LoadBMP(file);
53 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", file, SDL_GetError());
59 /* Set transparent pixel as the pixel at (0,0) */
60 if (temp->format->palette) {
61 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
63 switch (temp->format->BitsPerPixel) {
65 SDL_SetColorKey(temp, SDL_TRUE,
66 (*(Uint16 *) temp->pixels) & 0x00007FFF);
69 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
72 SDL_SetColorKey(temp, SDL_TRUE,
73 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
76 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
81 /* Create textures from the image */
82 sprite = SDL_CreateTextureFromSurface(renderer, temp);
84 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
85 SDL_FreeSurface(temp);
88 SDL_FreeSurface(temp);
90 /* We're ready to roll. :) */
95 DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport)
99 /* Set the viewport */
100 SDL_RenderSetViewport(renderer, &viewport);
102 /* Draw a gray background */
103 SDL_SetRenderDrawColor(renderer, 0x80, 0x80, 0x80, 0xFF);
104 SDL_RenderClear(renderer);
106 /* Test inside points */
107 SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
108 SDL_RenderDrawPoint(renderer, viewport.h/2 + 20, viewport.w/2);
109 SDL_RenderDrawPoint(renderer, viewport.h/2 - 20, viewport.w/2);
110 SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - 20);
111 SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + 20);
113 /* Test horizontal and vertical lines */
114 SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
115 SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
116 SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
117 SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
118 SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
120 /* Test diagonal lines */
121 SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
122 SDL_RenderDrawLine(renderer, 0, 0, viewport.w-1, viewport.h-1);
123 SDL_RenderDrawLine(renderer, viewport.w-1, 0, 0, viewport.h-1);
125 /* Test outside points */
126 SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
127 SDL_RenderDrawPoint(renderer, viewport.h/2 + viewport.h, viewport.w/2);
128 SDL_RenderDrawPoint(renderer, viewport.h/2 - viewport.h, viewport.w/2);
129 SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 - viewport.w);
130 SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 + viewport.w);
132 /* Add a box at the top */
135 rect.x = (viewport.w - rect.w) / 2;
137 SDL_RenderFillRect(renderer, &rect);
139 /* Add a clip rect and fill it with the sprite */
140 SDL_QueryTexture(sprite, NULL, NULL, &rect.w, &rect.h);
141 rect.x = (viewport.w - rect.w) / 2;
142 rect.y = (viewport.h - rect.h) / 2;
143 SDL_RenderSetClipRect(renderer, &rect);
144 SDL_RenderCopy(renderer, sprite, NULL, &rect);
145 SDL_RenderSetClipRect(renderer, NULL);
151 #ifdef __EMSCRIPTEN__
152 /* Avoid using delays */
153 if(SDL_GetTicks() - wait_start < 1000)
155 wait_start = SDL_GetTicks();
159 /* Check for events */
160 while (SDL_PollEvent(&event)) {
161 SDLTest_CommonEvent(state, &event, &done);
164 /* Move a viewport box in steps around the screen */
165 viewport.x = j * 100;
166 viewport.y = viewport.x;
167 viewport.w = 100 + j * 50;
168 viewport.h = 100 + j * 50;
170 SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h);
172 for (i = 0; i < state->num_windows; ++i) {
173 if (state->windows[i] == NULL)
176 /* Draw using viewport */
177 DrawOnViewport(state->renderers[i], viewport);
179 /* Update the screen! */
181 SDL_SetRenderTarget(state->renderers[i], NULL);
182 SDL_RenderCopy(state->renderers[i], state->targets[i], NULL, NULL);
183 SDL_RenderPresent(state->renderers[i]);
184 SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
186 SDL_RenderPresent(state->renderers[i]);
190 #ifdef __EMSCRIPTEN__
192 emscripten_cancel_main_loop();
198 main(int argc, char *argv[])
201 Uint32 then, now, frames;
203 /* Initialize test framework */
204 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
210 for (i = 1; i < argc;) {
213 consumed = SDLTest_CommonArg(state, i);
216 if (SDL_strcasecmp(argv[i], "--target") == 0) {
217 use_target = SDL_TRUE;
222 static const char *options[] = { "[--target]", NULL };
223 SDLTest_CommonLogUsage(state, argv[0], options);
228 if (!SDLTest_CommonInit(state)) {
232 if (LoadSprite("icon.bmp", state->renderers[0]) < 0) {
239 for (i = 0; i < state->num_windows; ++i) {
240 SDL_GetWindowSize(state->windows[i], &w, &h);
241 state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
242 SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
246 for (i = 0; i < state->num_windows; ++i) {
247 SDL_Renderer *renderer = state->renderers[i];
248 SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
249 SDL_RenderClear(renderer);
252 /* Main render loop */
254 then = SDL_GetTicks();
258 #ifdef __EMSCRIPTEN__
259 wait_start = SDL_GetTicks();
260 emscripten_set_main_loop(loop, 0, 1);
269 /* Print out some timing information */
270 now = SDL_GetTicks();
272 double fps = ((double) frames * 1000) / (now - then);
273 SDL_Log("%2.2f frames per second\n", fps);
279 /* vi: set ts=4 sw=4 expandtab: */