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https://github.com/shadps4-emu/ext-SDL.git
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test: Add testspritesurface
This is a cut-down version of testsprite which uses SDL_Surface (and SDL_GetWindowSurface), instead of the Render API. It's useful for quickly validating that blitting works, including some basic format conversion (with a palette). Signed-off-by: David Gow <david@ingeniumdigital.com>
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@ -405,6 +405,7 @@ add_sdl_test_executable(testshader NEEDS_RESOURCES TESTUTILS SOURCES testshader.
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add_sdl_test_executable(testshape NEEDS_RESOURCES SOURCES testshape.c ${glass_bmp_header})
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add_sdl_test_executable(testsprite MAIN_CALLBACKS NEEDS_RESOURCES TESTUTILS SOURCES testsprite.c)
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add_sdl_test_executable(testspriteminimal SOURCES testspriteminimal.c ${icon_bmp_header})
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add_sdl_test_executable(testspritesurface SOURCES testspritesurface.c ${icon_bmp_header})
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add_sdl_test_executable(teststreaming NEEDS_RESOURCES TESTUTILS SOURCES teststreaming.c)
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add_sdl_test_executable(testtimer NONINTERACTIVE NONINTERACTIVE_ARGS --no-interactive NONINTERACTIVE_TIMEOUT 60 SOURCES testtimer.c)
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add_sdl_test_executable(testurl SOURCES testurl.c)
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177
test/testspritesurface.c
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177
test/testspritesurface.c
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@ -0,0 +1,177 @@
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/*
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Copyright (C) 1997-2024 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: Test surface blitting. */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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#include <emscripten/emscripten.h>
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#endif
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#include "icon.h"
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#define WINDOW_WIDTH 640
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#define WINDOW_HEIGHT 480
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#define NUM_SPRITES 100
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#define MAX_SPEED 1
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static SDL_Surface *sprite;
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static SDL_Rect positions[NUM_SPRITES];
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static SDL_Rect velocities[NUM_SPRITES];
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static int sprite_w, sprite_h;
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SDL_Window *window;
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SDL_Surface *window_surf;
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static int done;
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static SDL_Surface *CreateSurface(unsigned char *data, unsigned int len, int *w, int *h) {
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SDL_Surface *surface = NULL;
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SDL_IOStream *src = SDL_IOFromConstMem(data, len);
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if (src) {
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surface = SDL_LoadBMP_IO(src, SDL_TRUE);
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if (surface) {
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/* Treat white as transparent */
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SDL_SetSurfaceColorKey(surface, SDL_TRUE, SDL_MapSurfaceRGB(surface, 255, 255, 255));
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*w = surface->w;
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*h = surface->h;
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}
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}
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return surface;
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}
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static void MoveSprites(void)
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{
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int i;
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int window_w = WINDOW_WIDTH;
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int window_h = WINDOW_HEIGHT;
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SDL_Rect *position, *velocity;
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Uint32 background = SDL_MapSurfaceRGB(window_surf, 0xA0, 0xA0, 0xA0);
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SDL_FillSurfaceRect(window_surf, NULL, background);
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/* Move the sprite, bounce at the wall, and draw */
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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 >= (window_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 >= (window_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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/* Blit the sprite onto the screen */
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SDL_BlitSurface(sprite, NULL, window_surf, position);
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}
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/* Update the screen! */
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SDL_UpdateWindowSurface(window);
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}
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static void loop(void)
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{
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SDL_Event event;
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/* Check for events */
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_EVENT_QUIT || event.type == SDL_EVENT_KEY_DOWN) {
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done = 1;
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}
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}
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MoveSprites();
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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if (done) {
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emscripten_cancel_main_loop();
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}
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#endif
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}
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int main(int argc, char *argv[])
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{
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int return_code = -1;
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int i;
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/* Enable standard application logging */
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SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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if (argc > 1) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "USAGE: %s\n", argv[0]);
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return_code = 1;
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goto quit;
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}
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if ((window = SDL_CreateWindow("testspritesurface", WINDOW_WIDTH, WINDOW_HEIGHT, 0)) == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window (%s)", SDL_GetError());
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return_code = 2;
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goto quit;
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}
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if ((window_surf = SDL_GetWindowSurface(window)) == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't acquire window surface (%s)", SDL_GetError());
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return_code = 3;
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goto quit;
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}
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sprite = CreateSurface(icon_bmp, icon_bmp_len, &sprite_w, &sprite_h);
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if (!sprite) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create surface (%s)", SDL_GetError());
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return_code = 4;
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goto quit;
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}
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/* Initialize the sprite positions */
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for (i = 0; i < NUM_SPRITES; ++i) {
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positions[i].x = SDL_rand(WINDOW_WIDTH - sprite_w);
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positions[i].y = SDL_rand(WINDOW_HEIGHT - 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 = 0.0f;
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velocities[i].y = 0.0f;
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while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
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velocities[i].x = (SDL_rand(MAX_SPEED * 2 + 1)) - MAX_SPEED;
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velocities[i].y = (SDL_rand(MAX_SPEED * 2 + 1)) - MAX_SPEED;
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}
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}
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/* Main render loop */
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done = 0;
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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emscripten_set_main_loop(loop, 0, 1);
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#else
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while (!done) {
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loop();
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}
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#endif
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return_code = 0;
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quit:
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if (sprite) {
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SDL_DestroySurface(sprite);
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sprite = NULL;
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}
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if (window_surf) {
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SDL_DestroyWindowSurface(window);
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window_surf = NULL;
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}
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if (window) {
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SDL_DestroyWindow(window);
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window = NULL;
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}
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SDL_Quit();
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return return_code;
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}
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