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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>
David Gow 9 hónapja
szülő
commit
540a356199
2 módosított fájl, 178 hozzáadás és 0 törlés
  1. 1 0
      test/CMakeLists.txt
  2. 177 0
      test/testspritesurface.c

+ 1 - 0
test/CMakeLists.txt

@@ -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 - 0
test/testspritesurface.c

@@ -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;
+}