annotate test/testscale.c @ 5284:96a22141cf86 tip

Changed output directory of Universal libSDL.a for iOS to respect build configurations. Template generator was updated to reflect these changes as well.
author Eric Wing <ewing . public |-at-| gmail . com>
date Sat, 12 Feb 2011 21:52:30 -0800
parents a9eb73f21e3a
children
rev   line source
5245
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1 /* Simple program: Move N sprites around on the screen as fast as possible */
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2
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3 #include <stdlib.h>
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4 #include <stdio.h>
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5 #include <time.h>
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6
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7 #include "SDL.h"
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8 #include "common.h"
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9
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10 #define WINDOW_WIDTH 640
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11 #define WINDOW_HEIGHT 480
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12
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13 static CommonState *state;
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14
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15 typedef struct {
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16 SDL_Window *window;
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17 SDL_Renderer *renderer;
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18 SDL_Texture *background;
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19 SDL_Texture *sprite;
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20 SDL_Rect sprite_rect;
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21 int scale_direction;
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22 } DrawState;
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23
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24 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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25 static void
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26 quit(int rc)
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27 {
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28 CommonQuit(state);
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29 exit(rc);
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30 }
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31
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32 SDL_Texture *
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33 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
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34 {
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35 SDL_Surface *temp;
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36 SDL_Texture *texture;
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37
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38 /* Load the sprite image */
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39 temp = SDL_LoadBMP(file);
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40 if (temp == NULL) {
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41 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
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42 return NULL;
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43 }
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44
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45 /* Set transparent pixel as the pixel at (0,0) */
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46 if (transparent) {
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47 if (temp->format->palette) {
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48 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
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49 } else {
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50 switch (temp->format->BitsPerPixel) {
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51 case 15:
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52 SDL_SetColorKey(temp, SDL_TRUE,
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53 (*(Uint16 *) temp->pixels) & 0x00007FFF);
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54 break;
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55 case 16:
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56 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
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57 break;
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58 case 24:
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59 SDL_SetColorKey(temp, SDL_TRUE,
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60 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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61 break;
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62 case 32:
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63 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
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64 break;
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65 }
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66 }
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67 }
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68
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69 /* Create textures from the image */
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70 texture = SDL_CreateTextureFromSurface(renderer, temp);
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71 if (!texture) {
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72 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
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73 SDL_FreeSurface(temp);
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74 return NULL;
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75 }
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76 SDL_FreeSurface(temp);
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77
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78 /* We're ready to roll. :) */
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79 return texture;
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80 }
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81
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82 void
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83 Draw(DrawState *s)
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84 {
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85 int w, h;
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86 SDL_Rect rect;
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87
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88 SDL_GetWindowSize(s->window, &w, &h);
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89
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90 /* Draw the background */
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91 SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
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92
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93 /* Scale and draw the sprite */
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94 s->sprite_rect.w += s->scale_direction;
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95 s->sprite_rect.h += s->scale_direction;
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96 if (s->scale_direction > 0) {
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97 if (s->sprite_rect.w >= w || s->sprite_rect.h >= h) {
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98 s->scale_direction = -1;
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99 }
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100 } else {
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101 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
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102 s->scale_direction = 1;
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103 }
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104 }
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105 s->sprite_rect.x = (w - s->sprite_rect.w) / 2;
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106 s->sprite_rect.y = (h - s->sprite_rect.h) / 2;
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107
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108 SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
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109
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110 /* Update the screen! */
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111 SDL_RenderPresent(s->renderer);
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112 }
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113
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114 int
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115 main(int argc, char *argv[])
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116 {
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117 DrawState *drawstates;
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118 int i, done;
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119 SDL_Event event;
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120 int frames;
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121 Uint32 then, now;
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122
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123 /* Initialize test framework */
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124 state = CommonCreateState(argv, SDL_INIT_VIDEO);
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125 if (!state) {
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126 return 1;
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127 }
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128 for (i = 1; i < argc;) {
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129 int consumed;
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130
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131 consumed = CommonArg(state, i);
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132 if (consumed == 0) {
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133 fprintf(stderr, "Usage: %s %s\n", argv[0], CommonUsage(state));
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134 return 1;
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135 }
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136 i += consumed;
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137 }
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138 if (!CommonInit(state)) {
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139 quit(2);
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140 }
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141
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142 drawstates = SDL_stack_alloc(DrawState, state->num_windows);
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143 for (i = 0; i < state->num_windows; ++i) {
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144 DrawState *drawstate = &drawstates[i];
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145
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146 drawstate->window = state->windows[i];
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147 drawstate->renderer = state->renderers[i];
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148 drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
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149 drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
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150 if (!drawstate->sprite || !drawstate->background) {
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151 quit(2);
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152 }
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153 SDL_QueryTexture(drawstate->sprite, NULL, NULL,
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154 &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
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155 drawstate->scale_direction = 1;
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156 }
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157
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158 /* Main render loop */
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159 frames = 0;
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160 then = SDL_GetTicks();
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161 done = 0;
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162 while (!done) {
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163 /* Check for events */
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164 ++frames;
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165 while (SDL_PollEvent(&event)) {
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166 CommonEvent(state, &event, &done);
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167 }
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168 for (i = 0; i < state->num_windows; ++i) {
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169 Draw(&drawstates[i]);
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170 }
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171 }
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172
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173 /* Print out some timing information */
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174 now = SDL_GetTicks();
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175 if (now > then) {
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176 double fps = ((double) frames * 1000) / (now - then);
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177 printf("%2.2f frames per second\n", fps);
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178 }
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179
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180 SDL_stack_free(drawstate);
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181
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182 quit(0);
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183 return 0;
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184 }
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185
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186 /* vi: set ts=4 sw=4 expandtab: */