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			608 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			608 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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| 
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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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| 
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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:  Move N sprites around on the screen as fast as possible */
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| 
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| #include <stdlib.h>
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| #include <stdio.h>
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| #include <time.h>
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| 
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| #ifdef __EMSCRIPTEN__
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| #include <emscripten/emscripten.h>
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| #endif
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| 
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| #include "SDL_test.h"
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| #include "SDL_test_common.h"
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| #include "testutils.h"
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| 
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| #define NUM_SPRITES 100
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| #define MAX_SPEED   1
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| 
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| static SDLTest_CommonState *state;
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| static int num_sprites;
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| static SDL_Texture **sprites;
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| static SDL_bool cycle_color;
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| static SDL_bool cycle_alpha;
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| static int cycle_direction = 1;
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| static int current_alpha = 0;
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| static int current_color = 0;
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| static SDL_Rect *positions;
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| static SDL_Rect *velocities;
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| static int sprite_w, sprite_h;
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| static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
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| static Uint32 next_fps_check, frames;
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| static const Uint32 fps_check_delay = 5000;
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| static int use_rendergeometry = 0;
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| 
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| /* Number of iterations to move sprites - used for visual tests. */
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| /* -1: infinite random moves (default); >=0: enables N deterministic moves */
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| static int iterations = -1;
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| 
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| int done;
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| 
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| /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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| static void
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| quit(int rc)
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| {
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|     SDL_free(sprites);
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|     SDL_free(positions);
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|     SDL_free(velocities);
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|     SDLTest_CommonQuit(state);
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|     /* If rc is 0, just let main return normally rather than calling exit.
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|      * This allows testing of platforms where SDL_main is required and does meaningful cleanup.
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|      */
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|     if (rc != 0) {
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|         exit(rc);
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|     }
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| }
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| 
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| int LoadSprite(const char *file)
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| {
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|     int i;
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| 
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|     for (i = 0; i < state->num_windows; ++i) {
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|         /* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
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|         sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &sprite_w, &sprite_h);
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|         if (!sprites[i]) {
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|             return -1;
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|         }
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|         if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
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|             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
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|             SDL_DestroyTexture(sprites[i]);
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|             return -1;
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|         }
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|     }
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| 
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|     /* We're ready to roll. :) */
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|     return 0;
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| }
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| 
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| void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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| {
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|     int i;
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|     SDL_Rect viewport, temp;
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|     SDL_Rect *position, *velocity;
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| 
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|     /* Query the sizes */
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|     SDL_RenderGetViewport(renderer, &viewport);
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| 
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|     /* Cycle the color and alpha, if desired */
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|     if (cycle_color) {
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|         current_color += cycle_direction;
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|         if (current_color < 0) {
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|             current_color = 0;
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|             cycle_direction = -cycle_direction;
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|         }
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|         if (current_color > 255) {
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|             current_color = 255;
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|             cycle_direction = -cycle_direction;
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|         }
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|         SDL_SetTextureColorMod(sprite, 255, (Uint8)current_color,
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|                                (Uint8)current_color);
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|     }
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|     if (cycle_alpha) {
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|         current_alpha += cycle_direction;
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|         if (current_alpha < 0) {
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|             current_alpha = 0;
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|             cycle_direction = -cycle_direction;
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|         }
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|         if (current_alpha > 255) {
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|             current_alpha = 255;
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|             cycle_direction = -cycle_direction;
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|         }
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|         SDL_SetTextureAlphaMod(sprite, (Uint8)current_alpha);
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|     }
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| 
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|     /* Draw a gray background */
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|     SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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|     SDL_RenderClear(renderer);
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| 
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|     /* Test points */
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|     SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
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|     SDL_RenderDrawPoint(renderer, 0, 0);
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|     SDL_RenderDrawPoint(renderer, viewport.w - 1, 0);
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|     SDL_RenderDrawPoint(renderer, 0, viewport.h - 1);
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|     SDL_RenderDrawPoint(renderer, viewport.w - 1, viewport.h - 1);
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| 
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|     /* Test horizontal and vertical lines */
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|     SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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|     SDL_RenderDrawLine(renderer, 1, 0, viewport.w - 2, 0);
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|     SDL_RenderDrawLine(renderer, 1, viewport.h - 1, viewport.w - 2, viewport.h - 1);
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|     SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h - 2);
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|     SDL_RenderDrawLine(renderer, viewport.w - 1, 1, viewport.w - 1, viewport.h - 2);
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| 
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|     /* Test fill and copy */
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|     SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
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|     temp.x = 1;
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|     temp.y = 1;
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|     temp.w = sprite_w;
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|     temp.h = sprite_h;
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|     if (use_rendergeometry == 0) {
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|         SDL_RenderFillRect(renderer, &temp);
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|     } else {
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|         /* Draw two triangles, filled, uniform */
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|         SDL_Color color;
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|         SDL_Vertex verts[3];
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|         SDL_zeroa(verts);
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|         color.r = 0xFF;
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|         color.g = 0xFF;
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|         color.b = 0xFF;
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|         color.a = 0xFF;
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| 
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|         verts[0].position.x = (float)temp.x;
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|         verts[0].position.y = (float)temp.y;
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|         verts[0].color = color;
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| 
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|         verts[1].position.x = (float)temp.x + temp.w;
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|         verts[1].position.y = (float)temp.y;
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|         verts[1].color = color;
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| 
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|         verts[2].position.x = (float)temp.x + temp.w;
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|         verts[2].position.y = (float)temp.y + temp.h;
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|         verts[2].color = color;
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| 
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|         SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
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| 
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|         verts[1].position.x = (float)temp.x;
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|         verts[1].position.y = (float)temp.y + temp.h;
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|         verts[1].color = color;
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| 
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|         SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
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|     }
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|     SDL_RenderCopy(renderer, sprite, NULL, &temp);
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|     temp.x = viewport.w - sprite_w - 1;
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|     temp.y = 1;
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|     temp.w = sprite_w;
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|     temp.h = sprite_h;
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|     SDL_RenderFillRect(renderer, &temp);
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|     SDL_RenderCopy(renderer, sprite, NULL, &temp);
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|     temp.x = 1;
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|     temp.y = viewport.h - sprite_h - 1;
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|     temp.w = sprite_w;
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|     temp.h = sprite_h;
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|     SDL_RenderFillRect(renderer, &temp);
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|     SDL_RenderCopy(renderer, sprite, NULL, &temp);
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|     temp.x = viewport.w - sprite_w - 1;
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|     temp.y = viewport.h - sprite_h - 1;
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|     temp.w = sprite_w;
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|     temp.h = sprite_h;
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|     SDL_RenderFillRect(renderer, &temp);
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|     SDL_RenderCopy(renderer, sprite, NULL, &temp);
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| 
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|     /* Test diagonal lines */
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|     SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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|     SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
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|                        viewport.w - sprite_w - 2, viewport.h - sprite_h - 2);
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|     SDL_RenderDrawLine(renderer, viewport.w - sprite_w - 2, sprite_h,
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|                        sprite_w, viewport.h - sprite_h - 2);
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| 
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|     /* Conditionally move the sprites, bounce at the wall */
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|     if (iterations == -1 || iterations > 0) {
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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 >= (viewport.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 >= (viewport.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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|         }
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| 
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|         /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
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|         if (iterations > 0) {
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|             iterations--;
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|             if (iterations == 0) {
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|                 cycle_alpha = SDL_FALSE;
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|                 cycle_color = SDL_FALSE;
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|             }
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|         }
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|     }
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| 
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|     /* Draw sprites */
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|     if (use_rendergeometry == 0) {
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|         for (i = 0; i < num_sprites; ++i) {
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|             position = &positions[i];
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| 
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|             /* Blit the sprite onto the screen */
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|             SDL_RenderCopy(renderer, sprite, NULL, position);
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|         }
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|     } else if (use_rendergeometry == 1) {
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|         /*
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|          *   0--1
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|          *   | /|
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|          *   |/ |
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|          *   3--2
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|          *
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|          *  Draw sprite2 as triangles that can be recombined as rect by software renderer
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|          */
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|         SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 6);
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|         SDL_Vertex *verts2 = verts;
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|         if (verts) {
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|             SDL_Color color;
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|             SDL_GetTextureColorMod(sprite, &color.r, &color.g, &color.b);
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|             SDL_GetTextureAlphaMod(sprite, &color.a);
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|             for (i = 0; i < num_sprites; ++i) {
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|                 position = &positions[i];
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|                 /* 0 */
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|                 verts->position.x = (float)position->x;
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|                 verts->position.y = (float)position->y;
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|                 verts->color = color;
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|                 verts->tex_coord.x = 0.0f;
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|                 verts->tex_coord.y = 0.0f;
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|                 verts++;
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|                 /* 1 */
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|                 verts->position.x = (float)position->x + position->w;
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|                 verts->position.y = (float)position->y;
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|                 verts->color = color;
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|                 verts->tex_coord.x = 1.0f;
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|                 verts->tex_coord.y = 0.0f;
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|                 verts++;
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|                 /* 2 */
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|                 verts->position.x = (float)position->x + position->w;
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|                 verts->position.y = (float)position->y + position->h;
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|                 verts->color = color;
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|                 verts->tex_coord.x = 1.0f;
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|                 verts->tex_coord.y = 1.0f;
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|                 verts++;
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|                 /* 0 */
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|                 verts->position.x = (float)position->x;
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|                 verts->position.y = (float)position->y;
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|                 verts->color = color;
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|                 verts->tex_coord.x = 0.0f;
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|                 verts->tex_coord.y = 0.0f;
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|                 verts++;
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|                 /* 2 */
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|                 verts->position.x = (float)position->x + position->w;
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|                 verts->position.y = (float)position->y + position->h;
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|                 verts->color = color;
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|                 verts->tex_coord.x = 1.0f;
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|                 verts->tex_coord.y = 1.0f;
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|                 verts++;
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|                 /* 3 */
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|                 verts->position.x = (float)position->x;
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|                 verts->position.y = (float)position->y + position->h;
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|                 verts->color = color;
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|                 verts->tex_coord.x = 0.0f;
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|                 verts->tex_coord.y = 1.0f;
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|                 verts++;
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|             }
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| 
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|             /* Blit sprites as triangles onto the screen */
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|             SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 6, NULL, 0);
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|             SDL_free(verts2);
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|         }
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|     } else if (use_rendergeometry == 2) {
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|         /*   0-----1
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|          *   |\ A /|
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|          *   | \ / |
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|          *   |D 2 B|
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|          *   | / \ |
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|          *   |/ C \|
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|          *   3-----4
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|          *
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|          * Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
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|          * Use an 'indices' array
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|          */
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|         SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 5);
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|         SDL_Vertex *verts2 = verts;
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|         int *indices = (int *)SDL_malloc(num_sprites * sizeof(int) * 4 * 3);
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|         int *indices2 = indices;
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|         if (verts && indices) {
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|             int pos = 0;
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|             SDL_Color color;
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|             SDL_GetTextureColorMod(sprite, &color.r, &color.g, &color.b);
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|             SDL_GetTextureAlphaMod(sprite, &color.a);
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|             for (i = 0; i < num_sprites; ++i) {
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|                 position = &positions[i];
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|                 /* 0 */
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|                 verts->position.x = (float)position->x;
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|                 verts->position.y = (float)position->y;
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|                 verts->color = color;
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|                 verts->tex_coord.x = 0.0f;
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|                 verts->tex_coord.y = 0.0f;
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|                 verts++;
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|                 /* 1 */
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|                 verts->position.x = (float)position->x + position->w;
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|                 verts->position.y = (float)position->y;
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|                 verts->color = color;
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|                 verts->tex_coord.x = 1.0f;
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|                 verts->tex_coord.y = 0.0f;
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|                 verts++;
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|                 /* 2 */
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|                 verts->position.x = (float)position->x + position->w / 2.0f;
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|                 verts->position.y = (float)position->y + position->h / 2.0f;
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|                 verts->color = color;
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|                 verts->tex_coord.x = 0.5f;
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|                 verts->tex_coord.y = 0.5f;
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|                 verts++;
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|                 /* 3 */
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|                 verts->position.x = (float)position->x;
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|                 verts->position.y = (float)position->y + position->h;
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|                 verts->color = color;
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|                 verts->tex_coord.x = 0.0f;
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|                 verts->tex_coord.y = 1.0f;
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|                 verts++;
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|                 /* 4 */
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|                 verts->position.x = (float)position->x + position->w;
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|                 verts->position.y = (float)position->y + position->h;
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|                 verts->color = color;
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|                 verts->tex_coord.x = 1.0f;
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|                 verts->tex_coord.y = 1.0f;
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|                 verts++;
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|                 /* A */
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|                 *indices++ = pos + 0;
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|                 *indices++ = pos + 1;
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|                 *indices++ = pos + 2;
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|                 /* B */
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|                 *indices++ = pos + 1;
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|                 *indices++ = pos + 2;
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|                 *indices++ = pos + 4;
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|                 /* C */
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|                 *indices++ = pos + 3;
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|                 *indices++ = pos + 2;
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|                 *indices++ = pos + 4;
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|                 /* D */
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|                 *indices++ = pos + 3;
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|                 *indices++ = pos + 2;
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|                 *indices++ = pos + 0;
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|                 pos += 5;
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|             }
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|         }
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| 
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|         /* Blit sprites as triangles onto the screen */
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|         SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 5, indices2, num_sprites * 4 * 3);
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|         SDL_free(verts2);
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|         SDL_free(indices2);
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|     }
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| 
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|     /* Update the screen! */
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|     SDL_RenderPresent(renderer);
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| }
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| 
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| static void MoveAllSprites()
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| {
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|     int i;
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| 
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|     for (i = 0; i < state->num_windows; ++i) {
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|         if (state->windows[i] == NULL) {
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|             continue;
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|         }
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|         MoveSprites(state->renderers[i], sprites[i]);
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|     }
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| }
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| 
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| void loop()
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| {
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|     Uint32 now;
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|     SDL_Event event;
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| 
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|     /* Check for events */
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|     while (SDL_PollEvent(&event)) {
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|         SDLTest_CommonEvent(state, &event, &done);
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|     }
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| 
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|     MoveAllSprites();
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| 
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| #ifdef __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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|     frames++;
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|     now = SDL_GetTicks();
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|     if (SDL_TICKS_PASSED(now, next_fps_check)) {
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|         /* Print out some timing information */
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|         const Uint32 then = next_fps_check - fps_check_delay;
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|         const double fps = ((double)frames * 1000) / (now - then);
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|         SDL_Log("%2.2f frames per second\n", fps);
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|         next_fps_check = now + fps_check_delay;
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|         frames = 0;
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|     }
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| }
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| 
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| static int SDLCALL ExposeEventWatcher(void *userdata, SDL_Event *event)
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| {
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|     if (event->type == SDL_WINDOWEVENT && event->window.event == SDL_WINDOWEVENT_EXPOSED) {
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|         MoveAllSprites();
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|     }
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|     return 0;
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| }
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| 
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| int main(int argc, char *argv[])
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| {
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|     int i;
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|     Uint64 seed;
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|     const char *icon = "icon.bmp";
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| 
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|     /* Initialize parameters */
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|     num_sprites = NUM_SPRITES;
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| 
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|     /* Initialize test framework */
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|     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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|     if (!state) {
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|         return 1;
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|     }
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| 
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|     for (i = 1; i < argc;) {
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|         int consumed;
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| 
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|         consumed = SDLTest_CommonArg(state, i);
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|         if (consumed == 0) {
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|             consumed = -1;
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|             if (SDL_strcasecmp(argv[i], "--blend") == 0) {
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|                 if (argv[i + 1]) {
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|                     if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
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|                         blendMode = SDL_BLENDMODE_NONE;
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|                         consumed = 2;
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|                     } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
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|                         blendMode = SDL_BLENDMODE_BLEND;
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|                         consumed = 2;
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|                     } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
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|                         blendMode = SDL_BLENDMODE_ADD;
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|                         consumed = 2;
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|                     } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
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|                         blendMode = SDL_BLENDMODE_MOD;
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|                         consumed = 2;
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|                     } else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
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|                         blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
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|                         consumed = 2;
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|                     }
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|                 }
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|             } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
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|                 if (argv[i + 1]) {
 | |
|                     iterations = SDL_atoi(argv[i + 1]);
 | |
|                     if (iterations < -1) {
 | |
|                         iterations = -1;
 | |
|                     }
 | |
|                     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_strcasecmp(argv[i], "--use-rendergeometry") == 0) {
 | |
|                 if (argv[i + 1]) {
 | |
|                     if (SDL_strcasecmp(argv[i + 1], "mode1") == 0) {
 | |
|                         /* Draw sprite2 as triangles that can be recombined as rect by software renderer */
 | |
|                         use_rendergeometry = 1;
 | |
|                     } else if (SDL_strcasecmp(argv[i + 1], "mode2") == 0) {
 | |
|                         /* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
 | |
|                          * Use an 'indices' array */
 | |
|                         use_rendergeometry = 2;
 | |
|                     } else {
 | |
|                         return -1;
 | |
|                     }
 | |
|                 }
 | |
|                 consumed = 2;
 | |
|             } else if (SDL_isdigit(*argv[i])) {
 | |
|                 num_sprites = SDL_atoi(argv[i]);
 | |
|                 consumed = 1;
 | |
|             } else if (argv[i][0] != '-') {
 | |
|                 icon = argv[i];
 | |
|                 consumed = 1;
 | |
|             }
 | |
|         }
 | |
|         if (consumed < 0) {
 | |
|             static const char *options[] = {
 | |
|                 "[--blend none|blend|add|mod]",
 | |
|                 "[--cyclecolor]",
 | |
|                 "[--cyclealpha]",
 | |
|                 "[--iterations N]",
 | |
|                 "[--use-rendergeometry mode1|mode2]",
 | |
|                 "[num_sprites]",
 | |
|                 "[icon.bmp]",
 | |
|                 NULL
 | |
|             };
 | |
|             SDLTest_CommonLogUsage(state, argv[0], options);
 | |
|             quit(1);
 | |
|         }
 | |
|         i += consumed;
 | |
|     }
 | |
|     if (!SDLTest_CommonInit(state)) {
 | |
|         quit(2);
 | |
|     }
 | |
| 
 | |
|     /* Create the windows, initialize the renderers, and load the textures */
 | |
|     sprites =
 | |
|         (SDL_Texture **)SDL_malloc(state->num_windows * sizeof(*sprites));
 | |
|     if (!sprites) {
 | |
|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
 | |
|         quit(2);
 | |
|     }
 | |
|     for (i = 0; i < state->num_windows; ++i) {
 | |
|         SDL_Renderer *renderer = state->renderers[i];
 | |
|         SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
 | |
|         SDL_RenderClear(renderer);
 | |
|     }
 | |
|     if (LoadSprite(icon) < 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) {
 | |
|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
 | |
|         quit(2);
 | |
|     }
 | |
| 
 | |
|     /* Position sprites and set their velocities using the fuzzer */
 | |
|     if (iterations >= 0) {
 | |
|         /* Deterministic seed - used for visual tests */
 | |
|         seed = (Uint64)iterations;
 | |
|     } else {
 | |
|         /* Pseudo-random seed generated from the time */
 | |
|         seed = (Uint64)time(NULL);
 | |
|     }
 | |
|     SDLTest_FuzzerInit(seed);
 | |
|     for (i = 0; i < num_sprites; ++i) {
 | |
|         positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w);
 | |
|         positions[i].y = SDLTest_RandomIntegerInRange(0, 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 = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
 | |
|             velocities[i].y = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     /* Add an event watcher to redraw from within modal window resize/move loops */
 | |
|     SDL_AddEventWatch(ExposeEventWatcher, NULL);
 | |
| 
 | |
|     /* Main render loop */
 | |
|     frames = 0;
 | |
|     next_fps_check = SDL_GetTicks() + fps_check_delay;
 | |
|     done = 0;
 | |
| 
 | |
| #ifdef __EMSCRIPTEN__
 | |
|     emscripten_set_main_loop(loop, 0, 1);
 | |
| #else
 | |
|     while (!done) {
 | |
|         loop();
 | |
|     }
 | |
| #endif
 | |
| 
 | |
|     quit(0);
 | |
|     return 0;
 | |
| }
 | |
| 
 | |
| /* vi: set ts=4 sw=4 expandtab: */
 | 
