mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
24c86b5501
since the window system doesn't do it for us like other platforms. This prevents sticky keys and missed keys when going in and out of focus, for example Alt would appear to stick if switching away from an SDL app with Alt-Tab and had to be pressed again. CR: Sam
211 lines
5.9 KiB
C
211 lines
5.9 KiB
C
/*
|
|
Copyright (C) 1997-2014 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: Move N sprites around on the screen as fast as possible */
|
|
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
#include <time.h>
|
|
|
|
#include "SDL_test_common.h"
|
|
|
|
|
|
static SDLTest_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)
|
|
{
|
|
SDLTest_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) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "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) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "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)
|
|
{
|
|
SDL_Rect viewport;
|
|
SDL_Texture *target;
|
|
SDL_Point *center=NULL;
|
|
SDL_Point origin = {0,0};
|
|
|
|
SDL_RenderGetViewport(s->renderer, &viewport);
|
|
|
|
target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
|
|
SDL_SetRenderTarget(s->renderer, target);
|
|
|
|
/* 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) {
|
|
center = &origin;
|
|
if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.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 = (viewport.w - s->sprite_rect.w) / 2;
|
|
s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
|
|
|
|
SDL_RenderCopyEx(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, s->scale_direction);
|
|
|
|
SDL_SetRenderTarget(s->renderer, NULL);
|
|
SDL_RenderCopy(s->renderer, target, NULL, NULL);
|
|
SDL_DestroyTexture(target);
|
|
|
|
/* Update the screen! */
|
|
SDL_RenderPresent(s->renderer);
|
|
/* SDL_Delay(10); */
|
|
}
|
|
|
|
int
|
|
main(int argc, char *argv[])
|
|
{
|
|
DrawState *drawstates;
|
|
int i, done;
|
|
SDL_Event event;
|
|
int frames;
|
|
Uint32 then, now;
|
|
|
|
/* Enable standard application logging */
|
|
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
|
|
|
/* 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) {
|
|
SDL_Log("Usage: %s %s\n", argv[0], SDLTest_CommonUsage(state));
|
|
return 1;
|
|
}
|
|
i += consumed;
|
|
}
|
|
if (!SDLTest_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)) {
|
|
SDLTest_CommonEvent(state, &event, &done);
|
|
}
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
if (state->windows[i] == NULL)
|
|
continue;
|
|
Draw(&drawstates[i]);
|
|
}
|
|
}
|
|
|
|
/* 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);
|
|
}
|
|
|
|
SDL_stack_free(drawstates);
|
|
|
|
quit(0);
|
|
return 0;
|
|
}
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|