Mercurial > sdl-ios-xcode
diff test/testscale.c @ 5245:a9eb73f21e3a
Added a scaling test program
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 09 Feb 2011 15:37:07 -0800 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/test/testscale.c Wed Feb 09 15:37:07 2011 -0800 @@ -0,0 +1,186 @@ +/* Simple program: Move N sprites around on the screen as fast as possible */ + +#include <stdlib.h> +#include <stdio.h> +#include <time.h> + +#include "SDL.h" +#include "common.h" + +#define WINDOW_WIDTH 640 +#define WINDOW_HEIGHT 480 + +static CommonState *state; + +typedef struct { + SDL_Window *window; + SDL_Renderer *renderer; + SDL_Texture *background; + SDL_Texture *sprite; + SDL_Rect sprite_rect; + int scale_direction; +} DrawState; + +/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ +static void +quit(int rc) +{ + CommonQuit(state); + exit(rc); +} + +SDL_Texture * +LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent) +{ + SDL_Surface *temp; + SDL_Texture *texture; + + /* Load the sprite image */ + temp = SDL_LoadBMP(file); + if (temp == NULL) { + fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); + return NULL; + } + + /* Set transparent pixel as the pixel at (0,0) */ + if (transparent) { + 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 */ + texture = SDL_CreateTextureFromSurface(renderer, temp); + if (!texture) { + fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); + SDL_FreeSurface(temp); + return NULL; + } + SDL_FreeSurface(temp); + + /* We're ready to roll. :) */ + return texture; +} + +void +Draw(DrawState *s) +{ + int w, h; + SDL_Rect rect; + + SDL_GetWindowSize(s->window, &w, &h); + + /* Draw the background */ + SDL_RenderCopy(s->renderer, s->background, NULL, NULL); + + /* Scale and draw the sprite */ + s->sprite_rect.w += s->scale_direction; + s->sprite_rect.h += s->scale_direction; + if (s->scale_direction > 0) { + if (s->sprite_rect.w >= w || s->sprite_rect.h >= h) { + s->scale_direction = -1; + } + } else { + if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) { + s->scale_direction = 1; + } + } + s->sprite_rect.x = (w - s->sprite_rect.w) / 2; + s->sprite_rect.y = (h - s->sprite_rect.h) / 2; + + SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect); + + /* Update the screen! */ + SDL_RenderPresent(s->renderer); +} + +int +main(int argc, char *argv[]) +{ + DrawState *drawstates; + int i, done; + SDL_Event event; + int frames; + Uint32 then, now; + + /* Initialize test framework */ + state = CommonCreateState(argv, SDL_INIT_VIDEO); + if (!state) { + return 1; + } + for (i = 1; i < argc;) { + int consumed; + + consumed = CommonArg(state, i); + if (consumed == 0) { + fprintf(stderr, "Usage: %s %s\n", argv[0], CommonUsage(state)); + return 1; + } + i += consumed; + } + if (!CommonInit(state)) { + quit(2); + } + + drawstates = SDL_stack_alloc(DrawState, state->num_windows); + for (i = 0; i < state->num_windows; ++i) { + DrawState *drawstate = &drawstates[i]; + + drawstate->window = state->windows[i]; + drawstate->renderer = state->renderers[i]; + drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE); + drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE); + if (!drawstate->sprite || !drawstate->background) { + quit(2); + } + SDL_QueryTexture(drawstate->sprite, NULL, NULL, + &drawstate->sprite_rect.w, &drawstate->sprite_rect.h); + drawstate->scale_direction = 1; + } + + /* Main render loop */ + frames = 0; + then = SDL_GetTicks(); + done = 0; + while (!done) { + /* Check for events */ + ++frames; + while (SDL_PollEvent(&event)) { + CommonEvent(state, &event, &done); + } + for (i = 0; i < state->num_windows; ++i) { + Draw(&drawstates[i]); + } + } + + /* Print out some timing information */ + now = SDL_GetTicks(); + if (now > then) { + double fps = ((double) frames * 1000) / (now - then); + printf("%2.2f frames per second\n", fps); + } + + SDL_stack_free(drawstate); + + quit(0); + return 0; +} + +/* vi: set ts=4 sw=4 expandtab: */