mirror of
https://github.com/pineappleEA/pineapple-src.git
synced 2024-11-29 18:48:27 -05:00
280 lines
7.8 KiB
C
Executable File
280 lines
7.8 KiB
C
Executable File
/*
|
|
Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
|
|
|
|
This software is provided 'as-is', without any express or implied
|
|
warranty. In no event will the authors be held liable for any damages
|
|
arising from the use of this software.
|
|
|
|
Permission is granted to anyone to use this software for any purpose,
|
|
including commercial applications, and to alter it and redistribute it
|
|
freely.
|
|
*/
|
|
/* Simple program: Check viewports */
|
|
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
#include <time.h>
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
#include <emscripten/emscripten.h>
|
|
#endif
|
|
|
|
#include "SDL_test.h"
|
|
#include "SDL_test_common.h"
|
|
|
|
|
|
static SDLTest_CommonState *state;
|
|
|
|
static SDL_Rect viewport;
|
|
static int done, j;
|
|
static SDL_bool use_target = SDL_FALSE;
|
|
#ifdef __EMSCRIPTEN__
|
|
static Uint32 wait_start;
|
|
#endif
|
|
static SDL_Texture *sprite;
|
|
static int sprite_w, sprite_h;
|
|
|
|
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
|
|
static void
|
|
quit(int rc)
|
|
{
|
|
SDLTest_CommonQuit(state);
|
|
exit(rc);
|
|
}
|
|
|
|
int
|
|
LoadSprite(char *file, SDL_Renderer *renderer)
|
|
{
|
|
SDL_Surface *temp;
|
|
|
|
/* Load the sprite image */
|
|
temp = SDL_LoadBMP(file);
|
|
if (temp == NULL) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", file, SDL_GetError());
|
|
return (-1);
|
|
}
|
|
sprite_w = temp->w;
|
|
sprite_h = temp->h;
|
|
|
|
/* Set transparent pixel as the pixel at (0,0) */
|
|
if (temp->format->palette) {
|
|
SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
|
|
} else {
|
|
switch (temp->format->BitsPerPixel) {
|
|
case 15:
|
|
SDL_SetColorKey(temp, SDL_TRUE,
|
|
(*(Uint16 *) temp->pixels) & 0x00007FFF);
|
|
break;
|
|
case 16:
|
|
SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
|
|
break;
|
|
case 24:
|
|
SDL_SetColorKey(temp, SDL_TRUE,
|
|
(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
|
|
break;
|
|
case 32:
|
|
SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Create textures from the image */
|
|
sprite = SDL_CreateTextureFromSurface(renderer, temp);
|
|
if (!sprite) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
|
|
SDL_FreeSurface(temp);
|
|
return (-1);
|
|
}
|
|
SDL_FreeSurface(temp);
|
|
|
|
/* We're ready to roll. :) */
|
|
return (0);
|
|
}
|
|
|
|
void
|
|
DrawOnViewport(SDL_Renderer * renderer)
|
|
{
|
|
SDL_Rect rect;
|
|
|
|
/* Set the viewport */
|
|
SDL_RenderSetViewport(renderer, &viewport);
|
|
|
|
/* Draw a gray background */
|
|
SDL_SetRenderDrawColor(renderer, 0x80, 0x80, 0x80, 0xFF);
|
|
SDL_RenderClear(renderer);
|
|
|
|
/* Test inside points */
|
|
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
|
|
SDL_RenderDrawPoint(renderer, viewport.h/2 + 20, viewport.w/2);
|
|
SDL_RenderDrawPoint(renderer, viewport.h/2 - 20, viewport.w/2);
|
|
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - 20);
|
|
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + 20);
|
|
|
|
/* Test horizontal and vertical lines */
|
|
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
|
|
SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
|
|
SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
|
|
SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
|
|
SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
|
|
|
|
/* Test diagonal lines */
|
|
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
|
|
SDL_RenderDrawLine(renderer, 0, 0, viewport.w-1, viewport.h-1);
|
|
SDL_RenderDrawLine(renderer, viewport.w-1, 0, 0, viewport.h-1);
|
|
|
|
/* Test outside points */
|
|
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
|
|
SDL_RenderDrawPoint(renderer, viewport.h/2 + viewport.h, viewport.w/2);
|
|
SDL_RenderDrawPoint(renderer, viewport.h/2 - viewport.h, viewport.w/2);
|
|
SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 - viewport.w);
|
|
SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 + viewport.w);
|
|
|
|
/* Add a box at the top */
|
|
rect.w = 8;
|
|
rect.h = 8;
|
|
rect.x = (viewport.w - rect.w) / 2;
|
|
rect.y = 0;
|
|
SDL_RenderFillRect(renderer, &rect);
|
|
|
|
/* Add a clip rect and fill it with the sprite */
|
|
SDL_QueryTexture(sprite, NULL, NULL, &rect.w, &rect.h);
|
|
rect.x = (viewport.w - rect.w) / 2;
|
|
rect.y = (viewport.h - rect.h) / 2;
|
|
SDL_RenderSetClipRect(renderer, &rect);
|
|
SDL_RenderCopy(renderer, sprite, NULL, &rect);
|
|
SDL_RenderSetClipRect(renderer, NULL);
|
|
}
|
|
|
|
void
|
|
loop()
|
|
{
|
|
#ifdef __EMSCRIPTEN__
|
|
/* Avoid using delays */
|
|
if(SDL_GetTicks() - wait_start < 1000)
|
|
return;
|
|
wait_start = SDL_GetTicks();
|
|
#endif
|
|
SDL_Event event;
|
|
int i;
|
|
/* Check for events */
|
|
while (SDL_PollEvent(&event)) {
|
|
SDLTest_CommonEvent(state, &event, &done);
|
|
}
|
|
|
|
/* Move a viewport box in steps around the screen */
|
|
viewport.x = j * 100;
|
|
viewport.y = viewport.x;
|
|
viewport.w = 100 + j * 50;
|
|
viewport.h = 100 + j * 50;
|
|
j = (j + 1) % 4;
|
|
SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h);
|
|
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
if (state->windows[i] == NULL)
|
|
continue;
|
|
|
|
/* Draw using viewport */
|
|
DrawOnViewport(state->renderers[i]);
|
|
|
|
/* Update the screen! */
|
|
if (use_target) {
|
|
SDL_SetRenderTarget(state->renderers[i], NULL);
|
|
SDL_RenderCopy(state->renderers[i], state->targets[i], NULL, NULL);
|
|
SDL_RenderPresent(state->renderers[i]);
|
|
SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
|
|
} else {
|
|
SDL_RenderPresent(state->renderers[i]);
|
|
}
|
|
}
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
if (done) {
|
|
emscripten_cancel_main_loop();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
int
|
|
main(int argc, char *argv[])
|
|
{
|
|
int i;
|
|
Uint32 then, now, frames;
|
|
|
|
/* Initialize test framework */
|
|
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
|
|
if (!state) {
|
|
return 1;
|
|
}
|
|
|
|
|
|
for (i = 1; i < argc;) {
|
|
int consumed;
|
|
|
|
consumed = SDLTest_CommonArg(state, i);
|
|
if (consumed == 0) {
|
|
consumed = -1;
|
|
if (SDL_strcasecmp(argv[i], "--target") == 0) {
|
|
use_target = SDL_TRUE;
|
|
consumed = 1;
|
|
}
|
|
}
|
|
if (consumed < 0) {
|
|
static const char *options[] = { "[--target]", NULL };
|
|
SDLTest_CommonLogUsage(state, argv[0], options);
|
|
quit(1);
|
|
}
|
|
i += consumed;
|
|
}
|
|
if (!SDLTest_CommonInit(state)) {
|
|
quit(2);
|
|
}
|
|
|
|
if (LoadSprite("icon.bmp", state->renderers[0]) < 0) {
|
|
quit(2);
|
|
}
|
|
|
|
if (use_target) {
|
|
int w, h;
|
|
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
SDL_GetWindowSize(state->windows[i], &w, &h);
|
|
state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
|
|
SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
SDL_Renderer *renderer = state->renderers[i];
|
|
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
|
|
SDL_RenderClear(renderer);
|
|
}
|
|
|
|
/* Main render loop */
|
|
frames = 0;
|
|
then = SDL_GetTicks();
|
|
done = 0;
|
|
j = 0;
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
wait_start = SDL_GetTicks();
|
|
emscripten_set_main_loop(loop, 0, 1);
|
|
#else
|
|
while (!done) {
|
|
++frames;
|
|
loop();
|
|
SDL_Delay(1000);
|
|
}
|
|
#endif
|
|
|
|
/* Print out some timing information */
|
|
now = SDL_GetTicks();
|
|
if (now > then) {
|
|
double fps = ((double) frames * 1000) / (now - then);
|
|
SDL_Log("%2.2f frames per second\n", fps);
|
|
}
|
|
quit(0);
|
|
return 0;
|
|
}
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|