cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
Log | Files | Refs | sfeed.txt

testrendercopyex.c (6038B)


      1/*
      2  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
      3
      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.
      7
      8  Permission is granted to anyone to use this software for any purpose,
      9  including commercial applications, and to alter it and redistribute it
     10  freely.
     11*/
     12/* Simple program:  Move N sprites around on the screen as fast as possible */
     13
     14#include <stdlib.h>
     15#include <stdio.h>
     16#include <time.h>
     17
     18#include "SDL_test_common.h"
     19
     20
     21static SDLTest_CommonState *state;
     22
     23typedef struct {
     24    SDL_Window *window;
     25    SDL_Renderer *renderer;
     26    SDL_Texture *background;
     27    SDL_Texture *sprite;
     28    SDL_Rect sprite_rect;
     29    int scale_direction;
     30} DrawState;
     31
     32/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
     33static void
     34quit(int rc)
     35{
     36    SDLTest_CommonQuit(state);
     37    exit(rc);
     38}
     39
     40SDL_Texture *
     41LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
     42{
     43    SDL_Surface *temp;
     44    SDL_Texture *texture;
     45
     46    /* Load the sprite image */
     47    temp = SDL_LoadBMP(file);
     48    if (temp == NULL) {
     49        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
     50        return NULL;
     51    }
     52
     53    /* Set transparent pixel as the pixel at (0,0) */
     54    if (transparent) {
     55        if (temp->format->palette) {
     56            SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
     57        } else {
     58            switch (temp->format->BitsPerPixel) {
     59            case 15:
     60                SDL_SetColorKey(temp, SDL_TRUE,
     61                                (*(Uint16 *) temp->pixels) & 0x00007FFF);
     62                break;
     63            case 16:
     64                SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
     65                break;
     66            case 24:
     67                SDL_SetColorKey(temp, SDL_TRUE,
     68                                (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
     69                break;
     70            case 32:
     71                SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
     72                break;
     73            }
     74        }
     75    }
     76
     77    /* Create textures from the image */
     78    texture = SDL_CreateTextureFromSurface(renderer, temp);
     79    if (!texture) {
     80        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
     81        SDL_FreeSurface(temp);
     82        return NULL;
     83    }
     84    SDL_FreeSurface(temp);
     85
     86    /* We're ready to roll. :) */
     87    return texture;
     88}
     89
     90void
     91Draw(DrawState *s)
     92{
     93    SDL_Rect viewport;
     94    SDL_Texture *target;
     95    SDL_Point *center=NULL;
     96    SDL_Point origin = {0,0};
     97
     98    SDL_RenderGetViewport(s->renderer, &viewport);
     99
    100    target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
    101    SDL_SetRenderTarget(s->renderer, target);
    102
    103    /* Draw the background */
    104    SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
    105
    106    /* Scale and draw the sprite */
    107    s->sprite_rect.w += s->scale_direction;
    108    s->sprite_rect.h += s->scale_direction;
    109    if (s->scale_direction > 0) {
    110        center = &origin;
    111        if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
    112            s->scale_direction = -1;
    113        }
    114    } else {
    115        if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
    116            s->scale_direction = 1;
    117        }
    118    }
    119    s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
    120    s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
    121
    122    SDL_RenderCopyEx(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, s->scale_direction);
    123
    124    SDL_SetRenderTarget(s->renderer, NULL);
    125    SDL_RenderCopy(s->renderer, target, NULL, NULL);
    126    SDL_DestroyTexture(target);
    127
    128    /* Update the screen! */
    129    SDL_RenderPresent(s->renderer);
    130    /* SDL_Delay(10); */
    131}
    132
    133int
    134main(int argc, char *argv[])
    135{
    136    DrawState *drawstates;
    137    int i, done;
    138    SDL_Event event;
    139    int frames;
    140    Uint32 then, now;
    141
    142	/* Enable standard application logging */
    143    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
    144
    145    /* Initialize test framework */
    146    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
    147    if (!state) {
    148        return 1;
    149    }
    150    for (i = 1; i < argc;) {
    151        int consumed;
    152
    153        consumed = SDLTest_CommonArg(state, i);
    154        if (consumed == 0) {
    155            SDL_Log("Usage: %s %s\n", argv[0], SDLTest_CommonUsage(state));
    156            return 1;
    157        }
    158        i += consumed;
    159    }
    160    if (!SDLTest_CommonInit(state)) {
    161        quit(2);
    162    }
    163
    164    drawstates = SDL_stack_alloc(DrawState, state->num_windows);
    165    for (i = 0; i < state->num_windows; ++i) {
    166        DrawState *drawstate = &drawstates[i];
    167
    168        drawstate->window = state->windows[i];
    169        drawstate->renderer = state->renderers[i];
    170        drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
    171        drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
    172        if (!drawstate->sprite || !drawstate->background) {
    173            quit(2);
    174        }
    175        SDL_QueryTexture(drawstate->sprite, NULL, NULL,
    176                         &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
    177        drawstate->scale_direction = 1;
    178    }
    179
    180    /* Main render loop */
    181    frames = 0;
    182    then = SDL_GetTicks();
    183    done = 0;
    184    while (!done) {
    185        /* Check for events */
    186        ++frames;
    187        while (SDL_PollEvent(&event)) {
    188            SDLTest_CommonEvent(state, &event, &done);
    189        }
    190        for (i = 0; i < state->num_windows; ++i) {
    191            if (state->windows[i] == NULL)
    192                continue;
    193            Draw(&drawstates[i]);
    194        }
    195    }
    196
    197    /* Print out some timing information */
    198    now = SDL_GetTicks();
    199    if (now > then) {
    200        double fps = ((double) frames * 1000) / (now - then);
    201        SDL_Log("%2.2f frames per second\n", fps);
    202    }
    203
    204    SDL_stack_free(drawstates);
    205
    206    quit(0);
    207    return 0;
    208}
    209
    210/* vi: set ts=4 sw=4 expandtab: */