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>
This commit is contained in:
David Gow 2024-07-09 17:42:24 +08:00 committed by Sam Lantinga
parent b5a7b1ca89
commit 540a356199
2 changed files with 178 additions and 0 deletions

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@ -405,6 +405,7 @@ add_sdl_test_executable(testshader NEEDS_RESOURCES TESTUTILS SOURCES testshader.
add_sdl_test_executable(testshape NEEDS_RESOURCES SOURCES testshape.c ${glass_bmp_header})
add_sdl_test_executable(testsprite MAIN_CALLBACKS NEEDS_RESOURCES TESTUTILS SOURCES testsprite.c)
add_sdl_test_executable(testspriteminimal SOURCES testspriteminimal.c ${icon_bmp_header})
add_sdl_test_executable(testspritesurface SOURCES testspritesurface.c ${icon_bmp_header})
add_sdl_test_executable(teststreaming NEEDS_RESOURCES TESTUTILS SOURCES teststreaming.c)
add_sdl_test_executable(testtimer NONINTERACTIVE NONINTERACTIVE_ARGS --no-interactive NONINTERACTIVE_TIMEOUT 60 SOURCES testtimer.c)
add_sdl_test_executable(testurl SOURCES testurl.c)

177
test/testspritesurface.c Normal file
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@ -0,0 +1,177 @@
/*
Copyright (C) 1997-2024 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: Test surface blitting. */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#ifdef SDL_PLATFORM_EMSCRIPTEN
#include <emscripten/emscripten.h>
#endif
#include "icon.h"
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
#define NUM_SPRITES 100
#define MAX_SPEED 1
static SDL_Surface *sprite;
static SDL_Rect positions[NUM_SPRITES];
static SDL_Rect velocities[NUM_SPRITES];
static int sprite_w, sprite_h;
SDL_Window *window;
SDL_Surface *window_surf;
static int done;
static SDL_Surface *CreateSurface(unsigned char *data, unsigned int len, int *w, int *h) {
SDL_Surface *surface = NULL;
SDL_IOStream *src = SDL_IOFromConstMem(data, len);
if (src) {
surface = SDL_LoadBMP_IO(src, SDL_TRUE);
if (surface) {
/* Treat white as transparent */
SDL_SetSurfaceColorKey(surface, SDL_TRUE, SDL_MapSurfaceRGB(surface, 255, 255, 255));
*w = surface->w;
*h = surface->h;
}
}
return surface;
}
static void MoveSprites(void)
{
int i;
int window_w = WINDOW_WIDTH;
int window_h = WINDOW_HEIGHT;
SDL_Rect *position, *velocity;
Uint32 background = SDL_MapSurfaceRGB(window_surf, 0xA0, 0xA0, 0xA0);
SDL_FillSurfaceRect(window_surf, NULL, background);
/* Move the sprite, bounce at the wall, and draw */
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_BlitSurface(sprite, NULL, window_surf, position);
}
/* Update the screen! */
SDL_UpdateWindowSurface(window);
}
static void loop(void)
{
SDL_Event event;
/* Check for events */
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_QUIT || event.type == SDL_EVENT_KEY_DOWN) {
done = 1;
}
}
MoveSprites();
#ifdef SDL_PLATFORM_EMSCRIPTEN
if (done) {
emscripten_cancel_main_loop();
}
#endif
}
int main(int argc, char *argv[])
{
int return_code = -1;
int i;
/* Enable standard application logging */
SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
if (argc > 1) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "USAGE: %s\n", argv[0]);
return_code = 1;
goto quit;
}
if ((window = SDL_CreateWindow("testspritesurface", WINDOW_WIDTH, WINDOW_HEIGHT, 0)) == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window (%s)", SDL_GetError());
return_code = 2;
goto quit;
}
if ((window_surf = SDL_GetWindowSurface(window)) == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't acquire window surface (%s)", SDL_GetError());
return_code = 3;
goto quit;
}
sprite = CreateSurface(icon_bmp, icon_bmp_len, &sprite_w, &sprite_h);
if (!sprite) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create surface (%s)", SDL_GetError());
return_code = 4;
goto quit;
}
/* Initialize the sprite positions */
for (i = 0; i < NUM_SPRITES; ++i) {
positions[i].x = SDL_rand(WINDOW_WIDTH - sprite_w);
positions[i].y = SDL_rand(WINDOW_HEIGHT - sprite_h);
positions[i].w = sprite_w;
positions[i].h = sprite_h;
velocities[i].x = 0.0f;
velocities[i].y = 0.0f;
while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
velocities[i].x = (SDL_rand(MAX_SPEED * 2 + 1)) - MAX_SPEED;
velocities[i].y = (SDL_rand(MAX_SPEED * 2 + 1)) - MAX_SPEED;
}
}
/* Main render loop */
done = 0;
#ifdef SDL_PLATFORM_EMSCRIPTEN
emscripten_set_main_loop(loop, 0, 1);
#else
while (!done) {
loop();
}
#endif
return_code = 0;
quit:
if (sprite) {
SDL_DestroySurface(sprite);
sprite = NULL;
}
if (window_surf) {
SDL_DestroyWindowSurface(window);
window_surf = NULL;
}
if (window) {
SDL_DestroyWindow(window);
window = NULL;
}
SDL_Quit();
return return_code;
}