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	 706c8903a1
			
		
	
	
		706c8903a1
		
			
		
	
	
	
	
		
			
			* chore(build): add vendored SDL 3.0.0 library * chore(build): add vendored glew-cmake-2.2.0 library * feat(console): in the presence of -opengl launch flag, change GxApi to OpenGl * feat(gx): add uncompleted CGxDeviceGLSDL targeting Windows and Linux * chore(build): change SDL3 linkage from shared (bad) to to static (good)
		
			
				
	
	
		
			272 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			272 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Copyright (C) 1997-2023 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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| 
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| /* Simple program:  draw a RGB triangle, with texture  */
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| 
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| #include <stdlib.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 <SDL3/SDL_test_common.h>
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| #include <SDL3/SDL_main.h>
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| #include "testutils.h"
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| 
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| static SDLTest_CommonState *state;
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| static SDL_bool use_texture = SDL_FALSE;
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| static SDL_Texture **sprites;
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| static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
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| static float angle = 0.0f;
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| static int sprite_w, sprite_h;
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| 
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| static 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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|     SDLTest_CommonQuit(state);
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|     /* Let 'main()' return normally */
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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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| static 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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| static void loop(void)
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| {
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|     int i;
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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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| 
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|         if (event.type == SDL_EVENT_MOUSE_MOTION) {
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|             if (event.motion.state) {
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|                 float xrel, yrel;
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|                 int window_w, window_h;
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|                 SDL_Window *window = SDL_GetWindowFromID(event.motion.windowID);
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|                 SDL_GetWindowSize(window, &window_w, &window_h);
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|                 xrel = event.motion.xrel;
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|                 yrel = event.motion.yrel;
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|                 if (event.motion.y < (float)window_h / 2.0f) {
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|                     angle += xrel;
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|                 } else {
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|                     angle -= xrel;
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|                 }
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|                 if (event.motion.x < (float)window_w / 2.0f) {
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|                     angle -= yrel;
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|                 } else {
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|                     angle += yrel;
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|                 }
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|             }
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|         } else {
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|             SDLTest_CommonEvent(state, &event, &done);
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|         }
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|     }
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| 
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|     for (i = 0; i < state->num_windows; ++i) {
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|         SDL_Renderer *renderer = state->renderers[i];
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|         if (state->windows[i] == NULL) {
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|             continue;
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|         }
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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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|         {
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|             SDL_Rect viewport;
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|             SDL_Vertex verts[3];
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|             float a;
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|             float d;
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|             int cx, cy;
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| 
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|             /* Query the sizes */
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|             SDL_GetRenderViewport(renderer, &viewport);
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|             SDL_zeroa(verts);
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|             cx = viewport.x + viewport.w / 2;
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|             cy = viewport.y + viewport.h / 2;
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|             d = (viewport.w + viewport.h) / 5.f;
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| 
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|             a = (angle * 3.1415f) / 180.0f;
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|             verts[0].position.x = cx + d * SDL_cosf(a);
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|             verts[0].position.y = cy + d * SDL_sinf(a);
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|             verts[0].color.r = 0xFF;
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|             verts[0].color.g = 0;
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|             verts[0].color.b = 0;
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|             verts[0].color.a = 0xFF;
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| 
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|             a = ((angle + 120) * 3.1415f) / 180.0f;
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|             verts[1].position.x = cx + d * SDL_cosf(a);
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|             verts[1].position.y = cy + d * SDL_sinf(a);
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|             verts[1].color.r = 0;
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|             verts[1].color.g = 0xFF;
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|             verts[1].color.b = 0;
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|             verts[1].color.a = 0xFF;
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| 
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|             a = ((angle + 240) * 3.1415f) / 180.0f;
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|             verts[2].position.x = cx + d * SDL_cosf(a);
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|             verts[2].position.y = cy + d * SDL_sinf(a);
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|             verts[2].color.r = 0;
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|             verts[2].color.g = 0;
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|             verts[2].color.b = 0xFF;
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|             verts[2].color.a = 0xFF;
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| 
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|             if (use_texture) {
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|                 verts[0].tex_coord.x = 0.5f;
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|                 verts[0].tex_coord.y = 0.0f;
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|                 verts[1].tex_coord.x = 1.0f;
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|                 verts[1].tex_coord.y = 1.0f;
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|                 verts[2].tex_coord.x = 0.0f;
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|                 verts[2].tex_coord.y = 1.0f;
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|             }
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| 
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|             SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0);
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|         }
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| 
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|         SDL_RenderPresent(renderer);
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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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| 
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| int main(int argc, char *argv[])
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| {
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|     int i;
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|     const char *icon = "icon.bmp";
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|     Uint64 then, now;
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|     Uint32 frames;
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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 == NULL) {
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|         return 1;
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|     }
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| 
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|     /* Enable standard application logging */
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|     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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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], "mul") == 0) {
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|                         blendMode = SDL_BLENDMODE_MUL;
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|                         consumed = 2;
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|                     }
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|                 }
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|             } else if (SDL_strcasecmp(argv[i], "--use-texture") == 0) {
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|                 use_texture = SDL_TRUE;
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|                 consumed = 1;
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|             }
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|         }
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|         if (consumed < 0) {
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|             static const char *options[] = { "[--blend none|blend|add|mod|mul]", "[--use-texture]", NULL };
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|             SDLTest_CommonLogUsage(state, argv[0], options);
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|             return 1;
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|         }
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|         i += consumed;
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|     }
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|     if (!SDLTest_CommonInit(state)) {
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|         return 2;
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|     }
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| 
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|     /* Create the windows, initialize the renderers, and load the textures */
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|     sprites =
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|         (SDL_Texture **)SDL_malloc(state->num_windows * sizeof(*sprites));
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|     if (sprites == NULL) {
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|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
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|         quit(2);
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|     }
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|     /* Create the windows and initialize the renderers */
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|     for (i = 0; i < state->num_windows; ++i) {
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|         SDL_Renderer *renderer = state->renderers[i];
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|         SDL_SetRenderDrawBlendMode(renderer, blendMode);
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|         SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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|         SDL_RenderClear(renderer);
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|         sprites[i] = NULL;
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|     }
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|     if (use_texture) {
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|         if (LoadSprite(icon) < 0) {
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|             quit(2);
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|         }
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|     }
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| 
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|     srand((unsigned int)time(NULL));
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| 
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|     /* Main render loop */
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|     frames = 0;
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|     then = SDL_GetTicks();
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|     done = 0;
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| 
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| #ifdef __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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|         ++frames;
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|         loop();
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|     }
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| #endif
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| 
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|     /* Print out some timing information */
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|     now = SDL_GetTicks();
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|     if (now > then) {
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|         double fps = ((double)frames * 1000) / (now - then);
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|         SDL_Log("%2.2f frames per second\n", fps);
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|     }
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| 
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|     quit(0);
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| 
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|     return 0;
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| }
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