mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-29 20:27:12 +01:00
529664278f
norfanin Some of the tests keep using the pointers of a destroyed SDL_Window when the common event handling handled the close event. The event handler itself does not NULL the pointer after the destruction. The attached patch adds a loop in the handler that will assign NULL to the destroyed window. It also adds checks to some of the tests so they skip those windows by checking for NULL.
380 lines
12 KiB
C
380 lines
12 KiB
C
/*
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Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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/* Simple program: Move N sprites around on the screen as fast as possible */
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#include <stdlib.h>
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#include <stdio.h>
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#include <time.h>
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#include "SDL_test.h"
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#include "SDL_test_common.h"
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#define NUM_SPRITES 100
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#define MAX_SPEED 1
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static SDLTest_CommonState *state;
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static int num_sprites;
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static SDL_Texture **sprites;
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static SDL_bool cycle_color;
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static SDL_bool cycle_alpha;
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static int cycle_direction = 1;
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static int current_alpha = 0;
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static int current_color = 0;
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static SDL_Rect *positions;
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static SDL_Rect *velocities;
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static int sprite_w, sprite_h;
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static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
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/* Number of iterations to move sprites - used for visual tests. */
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/* -1: infinite random moves (default); >=0: enables N deterministic moves */
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static int iterations = -1;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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SDL_free(sprites);
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SDL_free(positions);
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SDL_free(velocities);
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SDLTest_CommonQuit(state);
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exit(rc);
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}
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int
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LoadSprite(const char *file)
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{
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int i;
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SDL_Surface *temp;
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/* Load the sprite image */
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temp = SDL_LoadBMP(file);
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if (temp == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
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return (-1);
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}
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sprite_w = temp->w;
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sprite_h = temp->h;
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/* Set transparent pixel as the pixel at (0,0) */
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if (temp->format->palette) {
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SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
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} else {
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switch (temp->format->BitsPerPixel) {
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case 15:
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SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
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break;
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case 16:
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SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
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break;
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case 24:
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SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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break;
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case 32:
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SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
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break;
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}
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}
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/* Create textures from the image */
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for (i = 0; i < state->num_windows; ++i) {
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SDL_Renderer *renderer = state->renderers[i];
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sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
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if (!sprites[i]) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
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SDL_FreeSurface(temp);
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return (-1);
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}
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SDL_SetTextureBlendMode(sprites[i], blendMode);
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}
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SDL_FreeSurface(temp);
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/* We're ready to roll. :) */
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return (0);
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}
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void
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MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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{
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int i;
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SDL_Rect viewport, temp;
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SDL_Rect *position, *velocity;
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/* Query the sizes */
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SDL_RenderGetViewport(renderer, &viewport);
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/* Cycle the color and alpha, if desired */
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if (cycle_color) {
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current_color += cycle_direction;
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if (current_color < 0) {
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current_color = 0;
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cycle_direction = -cycle_direction;
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}
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if (current_color > 255) {
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current_color = 255;
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cycle_direction = -cycle_direction;
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}
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SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
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(Uint8) current_color);
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}
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if (cycle_alpha) {
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current_alpha += cycle_direction;
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if (current_alpha < 0) {
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current_alpha = 0;
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cycle_direction = -cycle_direction;
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}
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if (current_alpha > 255) {
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current_alpha = 255;
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cycle_direction = -cycle_direction;
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}
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SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
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}
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/* Draw a gray background */
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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/* Test points */
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SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
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SDL_RenderDrawPoint(renderer, 0, 0);
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SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
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SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
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SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
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/* Test horizontal and vertical lines */
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
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SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
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SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
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SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
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/* Test fill and copy */
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
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temp.x = 1;
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temp.y = 1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderCopy(renderer, sprite, NULL, &temp);
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temp.x = viewport.w-sprite_w-1;
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temp.y = 1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderCopy(renderer, sprite, NULL, &temp);
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temp.x = 1;
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temp.y = viewport.h-sprite_h-1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderCopy(renderer, sprite, NULL, &temp);
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temp.x = viewport.w-sprite_w-1;
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temp.y = viewport.h-sprite_h-1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderCopy(renderer, sprite, NULL, &temp);
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/* Test diagonal lines */
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
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viewport.w-sprite_w-2, viewport.h-sprite_h-2);
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SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
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sprite_w, viewport.h-sprite_h-2);
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/* Conditionally move the sprites, bounce at the wall */
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if (iterations == -1 || iterations > 0) {
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for (i = 0; i < num_sprites; ++i) {
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position = &positions[i];
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velocity = &velocities[i];
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position->x += velocity->x;
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if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
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velocity->x = -velocity->x;
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position->x += velocity->x;
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}
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position->y += velocity->y;
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if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
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velocity->y = -velocity->y;
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position->y += velocity->y;
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}
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}
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/* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
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if (iterations > 0) {
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iterations--;
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if (iterations == 0) {
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cycle_alpha = SDL_FALSE;
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cycle_color = SDL_FALSE;
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}
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}
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}
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/* Draw sprites */
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for (i = 0; i < num_sprites; ++i) {
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position = &positions[i];
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/* Blit the sprite onto the screen */
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SDL_RenderCopy(renderer, sprite, NULL, position);
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}
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/* Update the screen! */
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SDL_RenderPresent(renderer);
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}
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int
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main(int argc, char *argv[])
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{
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int i, done;
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SDL_Event event;
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Uint32 then, now, frames;
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Uint64 seed;
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const char *icon = "icon.bmp";
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/* Initialize parameters */
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num_sprites = NUM_SPRITES;
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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if (!state) {
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return 1;
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}
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state->window_flags |= SDL_WINDOW_RESIZABLE;
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for (i = 1; i < argc;) {
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int consumed;
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consumed = SDLTest_CommonArg(state, i);
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if (consumed == 0) {
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consumed = -1;
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if (SDL_strcasecmp(argv[i], "--blend") == 0) {
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if (argv[i + 1]) {
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if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
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blendMode = SDL_BLENDMODE_NONE;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
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blendMode = SDL_BLENDMODE_BLEND;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
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blendMode = SDL_BLENDMODE_ADD;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
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blendMode = SDL_BLENDMODE_MOD;
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consumed = 2;
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}
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}
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} else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
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if (argv[i + 1]) {
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iterations = SDL_atoi(argv[i + 1]);
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if (iterations < -1) iterations = -1;
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consumed = 2;
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}
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} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
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cycle_color = SDL_TRUE;
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consumed = 1;
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} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
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cycle_alpha = SDL_TRUE;
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consumed = 1;
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} else if (SDL_isdigit(*argv[i])) {
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num_sprites = SDL_atoi(argv[i]);
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consumed = 1;
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} else if (argv[i][0] != '-') {
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icon = argv[i];
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consumed = 1;
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}
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}
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if (consumed < 0) {
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SDL_Log("Usage: %s %s [--blend none|blend|add|mod] [--cyclecolor] [--cyclealpha] [--iterations N] [num_sprites] [icon.bmp]\n",
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argv[0], SDLTest_CommonUsage(state));
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quit(1);
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}
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i += consumed;
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}
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if (!SDLTest_CommonInit(state)) {
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quit(2);
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}
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/* Create the windows, initialize the renderers, and load the textures */
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sprites =
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(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
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if (!sprites) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
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quit(2);
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}
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for (i = 0; i < state->num_windows; ++i) {
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SDL_Renderer *renderer = state->renderers[i];
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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}
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if (LoadSprite(icon) < 0) {
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quit(2);
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}
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/* Allocate memory for the sprite info */
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positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
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velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
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if (!positions || !velocities) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
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quit(2);
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}
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/* Position sprites and set their velocities using the fuzzer */
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if (iterations >= 0) {
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/* Deterministic seed - used for visual tests */
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seed = (Uint64)iterations;
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} else {
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/* Pseudo-random seed generated from the time */
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seed = (Uint64)time(NULL);
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}
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SDLTest_FuzzerInit(seed);
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for (i = 0; i < num_sprites; ++i) {
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positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w);
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positions[i].y = SDLTest_RandomIntegerInRange(0, state->window_h - sprite_h);
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positions[i].w = sprite_w;
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positions[i].h = sprite_h;
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velocities[i].x = 0;
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velocities[i].y = 0;
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while (!velocities[i].x && !velocities[i].y) {
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velocities[i].x = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
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velocities[i].y = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
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}
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}
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/* Main render loop */
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frames = 0;
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then = SDL_GetTicks();
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done = 0;
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while (!done) {
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/* Check for events */
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++frames;
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while (SDL_PollEvent(&event)) {
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SDLTest_CommonEvent(state, &event, &done);
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}
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for (i = 0; i < state->num_windows; ++i) {
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if (state->windows[i] == NULL)
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continue;
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MoveSprites(state->renderers[i], sprites[i]);
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}
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}
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/* Print out some timing information */
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now = SDL_GetTicks();
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if (now > then) {
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double fps = ((double) frames * 1000) / (now - then);
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SDL_Log("%2.2f frames per second\n", fps);
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}
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quit(0);
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return 0;
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}
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/* vi: set ts=4 sw=4 expandtab: */
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