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- /*
- Copyright (C) 1997-2025 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 <SDL3/SDL_test_common.h>
- #include <SDL3/SDL_main.h>
- #include "testutils.h"
- #ifdef SDL_PLATFORM_EMSCRIPTEN
- #include <emscripten/emscripten.h>
- #endif
- #include <stdlib.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;
- static DrawState *drawstates;
- static int done;
- static bool test_composite = false;
- /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
- static void
- quit(int rc)
- {
- SDLTest_CommonQuit(state);
- /* Let 'main()' return normally */
- if (rc != 0) {
- exit(rc);
- }
- }
- static bool
- DrawComposite(DrawState *s)
- {
- SDL_Rect viewport;
- SDL_FRect R;
- SDL_Texture *target;
- SDL_Surface *surface;
- static bool blend_tested = false;
- if (!blend_tested) {
- SDL_Texture *A, *B;
- A = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
- SDL_SetTextureBlendMode(A, SDL_BLENDMODE_BLEND);
- B = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
- SDL_SetTextureBlendMode(B, SDL_BLENDMODE_BLEND);
- SDL_SetRenderTarget(s->renderer, A);
- SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x80);
- SDL_RenderFillRect(s->renderer, NULL);
- SDL_SetRenderTarget(s->renderer, B);
- SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
- SDL_RenderFillRect(s->renderer, NULL);
- SDL_RenderTexture(s->renderer, A, NULL, NULL);
- surface = SDL_RenderReadPixels(s->renderer, NULL);
- if (surface) {
- Uint8 r, g, b, a;
- if (SDL_ReadSurfacePixel(surface, 0, 0, &r, &g, &b, &a)) {
- SDL_Log("Blended pixel: 0x%.2x%.2x%.2x%.2x\n", r, g, b, a);
- }
- SDL_DestroySurface(surface);
- }
- SDL_DestroyTexture(A);
- SDL_DestroyTexture(B);
- blend_tested = true;
- }
- SDL_GetRenderViewport(s->renderer, &viewport);
- target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
- SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
- SDL_SetRenderTarget(s->renderer, target);
- /* Draw the background.
- This is solid black so when the sprite is copied to it, any per-pixel alpha will be blended through.
- */
- SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
- SDL_RenderFillRect(s->renderer, 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) {
- 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_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
- SDL_SetRenderTarget(s->renderer, NULL);
- SDL_RenderTexture(s->renderer, s->background, NULL, NULL);
- SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND);
- SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80);
- R.x = 0.0f;
- R.y = 0.0f;
- R.w = 100.0f;
- R.h = 100.0f;
- SDL_RenderFillRect(s->renderer, &R);
- SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE);
- SDL_RenderTexture(s->renderer, target, NULL, NULL);
- SDL_DestroyTexture(target);
- /* Update the screen! */
- SDL_RenderPresent(s->renderer);
- return true;
- }
- static bool
- Draw(DrawState *s)
- {
- SDL_Rect viewport;
- SDL_Texture *target;
- SDL_GetRenderViewport(s->renderer, &viewport);
- target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
- if (!target) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s\n", SDL_GetError());
- return false;
- }
- 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) {
- 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_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
- SDL_SetRenderTarget(s->renderer, NULL);
- SDL_RenderTexture(s->renderer, target, NULL, NULL);
- SDL_DestroyTexture(target);
- /* Update the screen! */
- SDL_RenderPresent(s->renderer);
- return true;
- }
- static void loop(void)
- {
- 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;
- }
- if (test_composite) {
- if (!DrawComposite(&drawstates[i])) {
- done = 1;
- }
- } else {
- if (!Draw(&drawstates[i])) {
- done = 1;
- }
- }
- }
- #ifdef SDL_PLATFORM_EMSCRIPTEN
- if (done) {
- emscripten_cancel_main_loop();
- }
- #endif
- }
- int main(int argc, char *argv[])
- {
- int i;
- int frames;
- Uint64 then, now;
- /* Initialize test framework */
- state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
- if (!state) {
- return 1;
- }
- for (i = 1; i < argc;) {
- int consumed;
- consumed = SDLTest_CommonArg(state, i);
- if (consumed == 0) {
- consumed = -1;
- if (SDL_strcasecmp(argv[i], "--composite") == 0) {
- test_composite = true;
- consumed = 1;
- }
- }
- if (consumed < 0) {
- static const char *options[] = { "[--composite]", NULL };
- SDLTest_CommonLogUsage(state, argv[0], options);
- quit(1);
- }
- i += consumed;
- }
- if (!SDLTest_CommonInit(state)) {
- quit(2);
- }
- drawstates = SDL_stack_alloc(DrawState, state->num_windows);
- for (i = 0; i < state->num_windows; ++i) {
- DrawState *drawstate = &drawstates[i];
- drawstate->window = state->windows[i];
- drawstate->renderer = state->renderers[i];
- if (test_composite) {
- drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", true, NULL, NULL);
- } else {
- drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", true, NULL, NULL);
- }
- drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", false, NULL, NULL);
- if (!drawstate->sprite || !drawstate->background) {
- quit(2);
- }
- SDL_GetTextureSize(drawstate->sprite, &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
- drawstate->scale_direction = 1;
- }
- /* Main render loop */
- frames = 0;
- then = SDL_GetTicks();
- done = 0;
- #ifdef SDL_PLATFORM_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;
- }
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