view test/testscale.c @ 5282:8e421890cdb8

Fixed bug #1117 There's a new event that's always sent when the window changes size, and that event is what the renderers listen for to determine if they need to rebind their context.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 12 Feb 2011 19:02:14 -0800
parents a9eb73f21e3a
children
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/* 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;
}

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