SDL2/test/testsprite2.c
Sam Lantinga 0a027f75d0 Fall back to opaque sprite if no formats with alpha are supported.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403835
2009-09-20 23:09:30 +00:00

376 lines
12 KiB
C

/* Simple program: Move N sprites around on the screen as fast as possible */
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include "common.h"
#define NUM_SPRITES 100
#define MAX_SPEED 1
static CommonState *state;
static int num_sprites;
static SDL_TextureID *sprites;
static SDL_bool cycle_color;
static SDL_bool cycle_alpha;
static int cycle_direction = 1;
static int current_alpha = 0;
static int current_color = 0;
static SDL_Rect *positions;
static SDL_Rect *velocities;
static int sprite_w, sprite_h;
static SDL_BlendMode blendMode = SDL_BLENDMODE_MASK;
static SDL_TextureScaleMode scaleMode = SDL_TEXTURESCALEMODE_NONE;
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
if (sprites) {
SDL_free(sprites);
}
if (positions) {
SDL_free(positions);
}
if (velocities) {
SDL_free(velocities);
}
CommonQuit(state);
exit(rc);
}
int
LoadSprite(char *file)
{
int i;
SDL_Surface *temp;
/* Load the sprite image */
temp = SDL_LoadBMP(file);
if (temp == NULL) {
fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
return (-1);
}
sprite_w = temp->w;
sprite_h = temp->h;
/* Set transparent pixel as the pixel at (0,0) */
if (temp->format->palette) {
SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels);
} else {
switch (temp->format->BitsPerPixel) {
case 15:
SDL_SetColorKey(temp, SDL_SRCCOLORKEY,
(*(Uint16 *) temp->pixels) & 0x00007FFF);
break;
case 16:
SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint16 *) temp->pixels);
break;
case 24:
SDL_SetColorKey(temp, SDL_SRCCOLORKEY,
(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
break;
case 32:
SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint32 *) temp->pixels);
break;
}
}
/* Create textures from the image */
for (i = 0; i < state->num_windows; ++i) {
SDL_SelectRenderer(state->windows[i]);
sprites[i] = SDL_CreateTextureFromSurface(0, temp);
if (!sprites[i]) {
SDL_SetColorKey(temp, 0, 0);
sprites[i] = SDL_CreateTextureFromSurface(0, temp);
}
if (!sprites[i]) {
fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
SDL_FreeSurface(temp);
return (-1);
}
SDL_SetTextureBlendMode(sprites[i], blendMode);
SDL_SetTextureScaleMode(sprites[i], scaleMode);
}
SDL_FreeSurface(temp);
/* We're ready to roll. :) */
return (0);
}
void
MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
{
int i, n;
int window_w, window_h;
SDL_Rect temp;
SDL_Rect *position, *velocity;
SDL_SelectRenderer(window);
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
/* Cycle the color and alpha, if desired */
if (cycle_color) {
current_color += cycle_direction;
if (current_color < 0) {
current_color = 0;
cycle_direction = -cycle_direction;
}
if (current_color > 255) {
current_color = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
(Uint8) current_color);
}
if (cycle_alpha) {
current_alpha += cycle_direction;
if (current_alpha < 0) {
current_alpha = 0;
cycle_direction = -cycle_direction;
}
if (current_alpha > 255) {
current_alpha = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
}
/* Draw a gray background */
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderFill(NULL);
/* Test points */
SDL_SetRenderDrawColor(0xFF, 0x00, 0x00, 0xFF);
SDL_RenderPoint(0, 0);
SDL_RenderPoint(window_w-1, 0);
SDL_RenderPoint(0, window_h-1);
SDL_RenderPoint(window_w-1, window_h-1);
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF);
SDL_RenderLine(1, 0, window_w-2, 0);
SDL_RenderLine(1, window_h-1, window_w-2, window_h-1);
SDL_RenderLine(0, 1, 0, window_h-2);
SDL_RenderLine(window_w-1, 1, window_w-1, window_h-2);
/* Test fill and copy */
SDL_SetRenderDrawColor(0xFF, 0xFF, 0xFF, 0xFF);
temp.x = 1;
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFill(&temp);
SDL_RenderCopy(sprite, NULL, &temp);
temp.x = window_w-sprite_w-1;
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFill(&temp);
SDL_RenderCopy(sprite, NULL, &temp);
temp.x = 1;
temp.y = window_h-sprite_h-1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFill(&temp);
SDL_RenderCopy(sprite, NULL, &temp);
temp.x = window_w-sprite_w-1;
temp.y = window_h-sprite_h-1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFill(&temp);
SDL_RenderCopy(sprite, NULL, &temp);
/* Test diagonal lines */
SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF);
SDL_RenderLine(sprite_w, sprite_h,
window_w-sprite_w-2, window_h-sprite_h-2);
SDL_RenderLine(window_w-sprite_w-2, sprite_h,
sprite_w, window_h-sprite_h-2);
/* Move the sprite, bounce at the wall, and draw */
n = 0;
for (i = 0; i < num_sprites; ++i) {
position = &positions[i];
velocity = &velocities[i];
position->x += velocity->x;
if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
velocity->x = -velocity->x;
position->x += velocity->x;
}
position->y += velocity->y;
if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
velocity->y = -velocity->y;
position->y += velocity->y;
}
/* Blit the sprite onto the screen */
SDL_RenderCopy(sprite, NULL, position);
}
/* Update the screen! */
SDL_RenderPresent();
}
int
main(int argc, char *argv[])
{
int i, done;
SDL_Event event;
Uint32 then, now, frames;
/* Initialize parameters */
num_sprites = NUM_SPRITES;
/* 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) {
consumed = -1;
if (SDL_strcasecmp(argv[i], "--blend") == 0) {
if (argv[i + 1]) {
if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
blendMode = SDL_BLENDMODE_NONE;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) {
blendMode = SDL_BLENDMODE_MASK;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
blendMode = SDL_BLENDMODE_BLEND;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
blendMode = SDL_BLENDMODE_ADD;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
blendMode = SDL_BLENDMODE_MOD;
consumed = 2;
}
}
} else if (SDL_strcasecmp(argv[i], "--scale") == 0) {
if (argv[i + 1]) {
if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
scaleMode = SDL_TEXTURESCALEMODE_NONE;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) {
scaleMode = SDL_TEXTURESCALEMODE_FAST;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) {
scaleMode = SDL_TEXTURESCALEMODE_SLOW;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "best") == 0) {
scaleMode = SDL_TEXTURESCALEMODE_BEST;
consumed = 2;
}
}
} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
cycle_color = SDL_TRUE;
consumed = 1;
} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
cycle_alpha = SDL_TRUE;
consumed = 1;
} else if (SDL_isdigit(*argv[i])) {
num_sprites = SDL_atoi(argv[i]);
consumed = 1;
}
}
if (consumed < 0) {
fprintf(stderr,
"Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best] [--cyclecolor] [--cyclealpha]\n",
argv[0], CommonUsage(state));
quit(1);
}
i += consumed;
}
if (!CommonInit(state)) {
quit(2);
}
/* Create the windows, initialize the renderers, and load the textures */
sprites =
(SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites));
if (!sprites) {
fprintf(stderr, "Out of memory!\n");
quit(2);
}
for (i = 0; i < state->num_windows; ++i) {
SDL_SelectRenderer(state->windows[i]);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderFill(NULL);
}
if (LoadSprite("icon.bmp") < 0) {
quit(2);
}
/* Allocate memory for the sprite info */
positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
if (!positions || !velocities) {
fprintf(stderr, "Out of memory!\n");
quit(2);
}
srand(time(NULL));
if (scaleMode != SDL_TEXTURESCALEMODE_NONE) {
sprite_w += sprite_w / 2;
sprite_h += sprite_h / 2;
}
for (i = 0; i < num_sprites; ++i) {
positions[i].x = rand() % (state->window_w - sprite_w);
positions[i].y = rand() % (state->window_h - sprite_h);
positions[i].w = sprite_w;
positions[i].h = sprite_h;
velocities[i].x = 0;
velocities[i].y = 0;
while (!velocities[i].x && !velocities[i].y) {
velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
}
}
/* Main render loop */
frames = 0;
then = SDL_GetTicks();
done = 0;
while (!done) {
/* Check for events */
++frames;
while (SDL_PollEvent(&event)) {
CommonEvent(state, &event, &done);
switch (event.type) {
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_EXPOSED:
SDL_SelectRenderer(event.window.windowID);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderFill(NULL);
break;
}
break;
default:
break;
}
}
for (i = 0; i < state->num_windows; ++i) {
MoveSprites(state->windows[i], sprites[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);
}
quit(0);
}
/* vi: set ts=4 sw=4 expandtab: */