SDL2/test/testrendercopyex.c
Sam Lantinga 9c1a9ecb4b Removed non-float versions of SDL render API drawing functions
This simplifies the API and removes a level of API translation between the int variants of the functions and the float implementation

Fixes https://github.com/libsdl-org/SDL/issues/6656
2023-01-03 08:16:58 -08:00

175 lines
4.6 KiB
C

/*
Copyright (C) 1997-2022 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>
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif
#include <SDL3/SDL_test_common.h>
#include <SDL3/SDL_main.h>
#include "testutils.h"
static SDLTest_CommonState *state;
typedef struct
{
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Texture *background;
SDL_Texture *sprite;
SDL_FRect sprite_rect;
int scale_direction;
} DrawState;
DrawState *drawstates;
int done;
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
SDLTest_CommonQuit(state);
exit(rc);
}
void Draw(DrawState *s)
{
SDL_Rect viewport;
SDL_Texture *target;
SDL_FPoint *center = NULL;
SDL_FPoint origin = { 0.0f, 0.0f };
SDL_GetRenderViewport(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_RenderTexture(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 = (float)((viewport.w - s->sprite_rect.w) / 2);
s->sprite_rect.y = (float)((viewport.h - s->sprite_rect.h) / 2);
SDL_RenderTextureRotated(s->renderer, s->sprite, NULL, &s->sprite_rect, (double)s->sprite_rect.w, center, (SDL_RendererFlip)s->scale_direction);
SDL_SetRenderTarget(s->renderer, NULL);
SDL_RenderTexture(s->renderer, target, NULL, NULL);
SDL_DestroyTexture(target);
/* Update the screen! */
SDL_RenderPresent(s->renderer);
/* SDL_Delay(10); */
}
void loop()
{
int i;
SDL_Event event;
/* Check for events */
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]);
}
#ifdef __EMSCRIPTEN__
if (done) {
emscripten_cancel_main_loop();
}
#endif
}
int main(int argc, char *argv[])
{
int i;
int frames;
Uint64 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 == NULL) {
return 1;
}
if (!SDLTest_CommonDefaultArgs(state, argc, argv) || !SDLTest_CommonInit(state)) {
SDLTest_CommonQuit(state);
return 1;
}
drawstates = SDL_stack_alloc(DrawState, state->num_windows);
for (i = 0; i < state->num_windows; ++i) {
DrawState *drawstate = &drawstates[i];
int w, h;
drawstate->window = state->windows[i];
drawstate->renderer = state->renderers[i];
drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE, NULL, NULL);
drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE, NULL, NULL);
if (!drawstate->sprite || !drawstate->background) {
quit(2);
}
SDL_QueryTexture(drawstate->sprite, NULL, NULL, &w, &h);
drawstate->sprite_rect.w = (float)w;
drawstate->sprite_rect.h = (float)h;
drawstate->scale_direction = 1;
}
/* Main render loop */
frames = 0;
then = SDL_GetTicks();
done = 0;
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(loop, 0, 1);
#else
while (!done) {
++frames;
loop();
}
#endif
/* 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;
}