mirror of
				https://github.com/thunderbrewhq/thunderbrew
				synced 2025-10-28 14:56:06 +03:00 
			
		
		
		
	
		
			
				
	
	
		
			598 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			598 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
 | |
|   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 */
 | |
| 
 | |
| #define SDL_MAIN_USE_CALLBACKS 1
 | |
| #include <SDL3/SDL_test.h>
 | |
| #include <SDL3/SDL_test_common.h>
 | |
| #include <SDL3/SDL_main.h>
 | |
| #include "testutils.h"
 | |
| 
 | |
| #define NUM_SPRITES 100
 | |
| #define MAX_SPEED   1
 | |
| 
 | |
| static SDLTest_CommonState *state;
 | |
| static const char *icon = "icon.bmp";
 | |
| static int num_sprites;
 | |
| static SDL_Texture **sprites;
 | |
| static bool cycle_color;
 | |
| static bool cycle_alpha;
 | |
| static int cycle_direction = 1;
 | |
| static int current_alpha = 0;
 | |
| static int current_color = 0;
 | |
| static SDL_FRect *positions;
 | |
| static SDL_FRect *velocities;
 | |
| static float sprite_w, sprite_h;
 | |
| static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
 | |
| static Uint64 next_fps_check;
 | |
| static Uint32 frames;
 | |
| static const int fps_check_delay = 5000;
 | |
| static int use_rendergeometry = 0;
 | |
| static bool suspend_when_occluded;
 | |
| 
 | |
| /* Number of iterations to move sprites - used for visual tests. */
 | |
| /* -1: infinite random moves (default); >=0: enables N deterministic moves */
 | |
| static int iterations = -1;
 | |
| 
 | |
| void SDL_AppQuit(void *appstate, SDL_AppResult result)
 | |
| {
 | |
|     SDL_free(sprites);
 | |
|     SDL_free(positions);
 | |
|     SDL_free(velocities);
 | |
|     SDLTest_CommonQuit(state);
 | |
| }
 | |
| 
 | |
| static int LoadSprite(const char *file)
 | |
| {
 | |
|     int i, w, h;
 | |
| 
 | |
|     for (i = 0; i < state->num_windows; ++i) {
 | |
|         /* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
 | |
|         if (sprites[i]) {
 | |
|             SDL_DestroyTexture(sprites[i]);
 | |
|         }
 | |
|         sprites[i] = LoadTexture(state->renderers[i], file, true, &w, &h);
 | |
|         sprite_w = (float)w;
 | |
|         sprite_h = (float)h;
 | |
|         if (!sprites[i]) {
 | |
|             return -1;
 | |
|         }
 | |
|         if (!SDL_SetTextureBlendMode(sprites[i], blendMode)) {
 | |
|             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s", SDL_GetError());
 | |
|             SDL_DestroyTexture(sprites[i]);
 | |
|             return -1;
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     /* We're ready to roll. :) */
 | |
|     return 0;
 | |
| }
 | |
| 
 | |
| static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
 | |
| {
 | |
|     int i;
 | |
|     SDL_Rect viewport;
 | |
|     SDL_FRect temp;
 | |
|     SDL_FRect *position, *velocity;
 | |
| 
 | |
|     /* Query the sizes */
 | |
|     SDL_SetRenderViewport(renderer, NULL);
 | |
|     SDL_GetRenderSafeArea(renderer, &viewport);
 | |
|     SDL_SetRenderViewport(renderer, &viewport);
 | |
| 
 | |
|     /* Cycle the color and alpha, if desired */
 | |
|     if (cycle_color) {
 | |
|         current_color += cycle_direction;
 | |
|         if (current_color < 0) {
 | |
|             current_color = 0;
 | |
|             cycle_direction = -cycle_direction;
 | |
|         }
 | |
|         if (current_color > 255) {
 | |
|             current_color = 255;
 | |
|             cycle_direction = -cycle_direction;
 | |
|         }
 | |
|         SDL_SetTextureColorMod(sprite, 255, (Uint8)current_color,
 | |
|                                (Uint8)current_color);
 | |
|     }
 | |
|     if (cycle_alpha) {
 | |
|         current_alpha += cycle_direction;
 | |
|         if (current_alpha < 0) {
 | |
|             current_alpha = 0;
 | |
|             cycle_direction = -cycle_direction;
 | |
|         }
 | |
|         if (current_alpha > 255) {
 | |
|             current_alpha = 255;
 | |
|             cycle_direction = -cycle_direction;
 | |
|         }
 | |
|         SDL_SetTextureAlphaMod(sprite, (Uint8)current_alpha);
 | |
|     }
 | |
| 
 | |
|     /* Draw a gray background */
 | |
|     SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0x00 /* used with --transparent */);
 | |
|     SDL_RenderClear(renderer);
 | |
| 
 | |
|     /* Test points */
 | |
|     SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
 | |
|     SDL_RenderPoint(renderer, 0.0f, 0.0f);
 | |
|     SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f);
 | |
|     SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1));
 | |
|     SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1));
 | |
| 
 | |
|     /* Test horizontal and vertical lines */
 | |
|     SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
 | |
|     SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
 | |
|     SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
 | |
|     SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
 | |
|     SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
 | |
|     SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
 | |
|     SDL_RenderLine(renderer, (float)(viewport.w - 1), 1.0f, (float)(viewport.w - 1), (float)(viewport.h - 2));
 | |
| 
 | |
|     /* Test fill and copy */
 | |
|     SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
 | |
|     temp.x = 1.0f;
 | |
|     temp.y = 1.0f;
 | |
|     temp.w = sprite_w;
 | |
|     temp.h = sprite_h;
 | |
|     if (use_rendergeometry == 0) {
 | |
|         SDL_RenderFillRect(renderer, &temp);
 | |
|     } else {
 | |
|         /* Draw two triangles, filled, uniform */
 | |
|         SDL_FColor color;
 | |
|         SDL_Vertex verts[3];
 | |
|         SDL_zeroa(verts);
 | |
|         color.r = 1.0f;
 | |
|         color.g = 1.0f;
 | |
|         color.b = 1.0f;
 | |
|         color.a = 1.0f;
 | |
| 
 | |
|         verts[0].position.x = temp.x;
 | |
|         verts[0].position.y = temp.y;
 | |
|         verts[0].color = color;
 | |
| 
 | |
|         verts[1].position.x = temp.x + temp.w;
 | |
|         verts[1].position.y = temp.y;
 | |
|         verts[1].color = color;
 | |
| 
 | |
|         verts[2].position.x = temp.x + temp.w;
 | |
|         verts[2].position.y = temp.y + temp.h;
 | |
|         verts[2].color = color;
 | |
| 
 | |
|         SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
 | |
| 
 | |
|         verts[1].position.x = temp.x;
 | |
|         verts[1].position.y = temp.y + temp.h;
 | |
|         verts[1].color = color;
 | |
| 
 | |
|         SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
 | |
|     }
 | |
|     SDL_RenderTexture(renderer, sprite, NULL, &temp);
 | |
|     temp.x = viewport.w - sprite_w - 1;
 | |
|     temp.y = 1.0f;
 | |
|     temp.w = sprite_w;
 | |
|     temp.h = sprite_h;
 | |
|     SDL_RenderFillRect(renderer, &temp);
 | |
|     SDL_RenderTexture(renderer, sprite, NULL, &temp);
 | |
|     temp.x = 1.0f;
 | |
|     temp.y = viewport.h - sprite_h - 1;
 | |
|     temp.w = sprite_w;
 | |
|     temp.h = sprite_h;
 | |
|     SDL_RenderFillRect(renderer, &temp);
 | |
|     SDL_RenderTexture(renderer, sprite, NULL, &temp);
 | |
|     temp.x = viewport.w - sprite_w - 1;
 | |
|     temp.y = viewport.h - sprite_h - 1;
 | |
|     temp.w = sprite_w;
 | |
|     temp.h = sprite_h;
 | |
|     SDL_RenderFillRect(renderer, &temp);
 | |
|     SDL_RenderTexture(renderer, sprite, NULL, &temp);
 | |
| 
 | |
|     /* Test diagonal lines */
 | |
|     SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
 | |
|     SDL_RenderLine(renderer, sprite_w, sprite_h,
 | |
|                        viewport.w - sprite_w - 2, viewport.h - sprite_h - 2);
 | |
|     SDL_RenderLine(renderer, viewport.w - sprite_w - 2, sprite_h,
 | |
|                        sprite_w, viewport.h - sprite_h - 2);
 | |
| 
 | |
|     /* Conditionally move the sprites, bounce at the wall */
 | |
|     if (iterations == -1 || iterations > 0) {
 | |
|         for (i = 0; i < num_sprites; ++i) {
 | |
|             position = &positions[i];
 | |
|             velocity = &velocities[i];
 | |
|             position->x += velocity->x;
 | |
|             if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
 | |
|                 velocity->x = -velocity->x;
 | |
|                 position->x += velocity->x;
 | |
|             }
 | |
|             position->y += velocity->y;
 | |
|             if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
 | |
|                 velocity->y = -velocity->y;
 | |
|                 position->y += velocity->y;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
 | |
|         if (iterations > 0) {
 | |
|             iterations--;
 | |
|             if (iterations == 0) {
 | |
|                 cycle_alpha = false;
 | |
|                 cycle_color = false;
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     /* Draw sprites */
 | |
|     if (use_rendergeometry == 0) {
 | |
|         for (i = 0; i < num_sprites; ++i) {
 | |
|             position = &positions[i];
 | |
| 
 | |
|             /* Blit the sprite onto the screen */
 | |
|             SDL_RenderTexture(renderer, sprite, NULL, position);
 | |
|         }
 | |
|     } else if (use_rendergeometry == 1) {
 | |
|         /*
 | |
|          *   0--1
 | |
|          *   | /|
 | |
|          *   |/ |
 | |
|          *   3--2
 | |
|          *
 | |
|          *  Draw sprite2 as triangles that can be recombined as rect by software renderer
 | |
|          */
 | |
|         SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 6);
 | |
|         SDL_Vertex *verts2 = verts;
 | |
|         if (verts) {
 | |
|             SDL_FColor color;
 | |
|             SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
 | |
|             SDL_GetTextureAlphaModFloat(sprite, &color.a);
 | |
|             for (i = 0; i < num_sprites; ++i) {
 | |
|                 position = &positions[i];
 | |
|                 /* 0 */
 | |
|                 verts->position.x = position->x;
 | |
|                 verts->position.y = position->y;
 | |
|                 verts->color = color;
 | |
|                 verts->tex_coord.x = 0.0f;
 | |
|                 verts->tex_coord.y = 0.0f;
 | |
|                 verts++;
 | |
|                 /* 1 */
 | |
|                 verts->position.x = position->x + position->w;
 | |
|                 verts->position.y = position->y;
 | |
|                 verts->color = color;
 | |
|                 verts->tex_coord.x = 1.0f;
 | |
|                 verts->tex_coord.y = 0.0f;
 | |
|                 verts++;
 | |
|                 /* 2 */
 | |
|                 verts->position.x = position->x + position->w;
 | |
|                 verts->position.y = position->y + position->h;
 | |
|                 verts->color = color;
 | |
|                 verts->tex_coord.x = 1.0f;
 | |
|                 verts->tex_coord.y = 1.0f;
 | |
|                 verts++;
 | |
|                 /* 0 */
 | |
|                 verts->position.x = position->x;
 | |
|                 verts->position.y = position->y;
 | |
|                 verts->color = color;
 | |
|                 verts->tex_coord.x = 0.0f;
 | |
|                 verts->tex_coord.y = 0.0f;
 | |
|                 verts++;
 | |
|                 /* 2 */
 | |
|                 verts->position.x = position->x + position->w;
 | |
|                 verts->position.y = position->y + position->h;
 | |
|                 verts->color = color;
 | |
|                 verts->tex_coord.x = 1.0f;
 | |
|                 verts->tex_coord.y = 1.0f;
 | |
|                 verts++;
 | |
|                 /* 3 */
 | |
|                 verts->position.x = position->x;
 | |
|                 verts->position.y = position->y + position->h;
 | |
|                 verts->color = color;
 | |
|                 verts->tex_coord.x = 0.0f;
 | |
|                 verts->tex_coord.y = 1.0f;
 | |
|                 verts++;
 | |
|             }
 | |
| 
 | |
|             /* Blit sprites as triangles onto the screen */
 | |
|             SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 6, NULL, 0);
 | |
|             SDL_free(verts2);
 | |
|         }
 | |
|     } else if (use_rendergeometry == 2) {
 | |
|         /*   0-----1
 | |
|          *   |\ A /|
 | |
|          *   | \ / |
 | |
|          *   |D 2 B|
 | |
|          *   | / \ |
 | |
|          *   |/ C \|
 | |
|          *   3-----4
 | |
|          *
 | |
|          * Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
 | |
|          * Use an 'indices' array
 | |
|          */
 | |
|         SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 5);
 | |
|         SDL_Vertex *verts2 = verts;
 | |
|         int *indices = (int *)SDL_malloc(num_sprites * sizeof(int) * 4 * 3);
 | |
|         int *indices2 = indices;
 | |
|         if (verts && indices) {
 | |
|             int pos = 0;
 | |
|             SDL_FColor color;
 | |
|             SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
 | |
|             SDL_GetTextureAlphaModFloat(sprite, &color.a);
 | |
|             for (i = 0; i < num_sprites; ++i) {
 | |
|                 position = &positions[i];
 | |
|                 /* 0 */
 | |
|                 verts->position.x = position->x;
 | |
|                 verts->position.y = position->y;
 | |
|                 verts->color = color;
 | |
|                 verts->tex_coord.x = 0.0f;
 | |
|                 verts->tex_coord.y = 0.0f;
 | |
|                 verts++;
 | |
|                 /* 1 */
 | |
|                 verts->position.x = position->x + position->w;
 | |
|                 verts->position.y = position->y;
 | |
|                 verts->color = color;
 | |
|                 verts->tex_coord.x = 1.0f;
 | |
|                 verts->tex_coord.y = 0.0f;
 | |
|                 verts++;
 | |
|                 /* 2 */
 | |
|                 verts->position.x = position->x + position->w / 2.0f;
 | |
|                 verts->position.y = position->y + position->h / 2.0f;
 | |
|                 verts->color = color;
 | |
|                 verts->tex_coord.x = 0.5f;
 | |
|                 verts->tex_coord.y = 0.5f;
 | |
|                 verts++;
 | |
|                 /* 3 */
 | |
|                 verts->position.x = position->x;
 | |
|                 verts->position.y = position->y + position->h;
 | |
|                 verts->color = color;
 | |
|                 verts->tex_coord.x = 0.0f;
 | |
|                 verts->tex_coord.y = 1.0f;
 | |
|                 verts++;
 | |
|                 /* 4 */
 | |
|                 verts->position.x = position->x + position->w;
 | |
|                 verts->position.y = position->y + position->h;
 | |
|                 verts->color = color;
 | |
|                 verts->tex_coord.x = 1.0f;
 | |
|                 verts->tex_coord.y = 1.0f;
 | |
|                 verts++;
 | |
|                 /* A */
 | |
|                 *indices++ = pos + 0;
 | |
|                 *indices++ = pos + 1;
 | |
|                 *indices++ = pos + 2;
 | |
|                 /* B */
 | |
|                 *indices++ = pos + 1;
 | |
|                 *indices++ = pos + 2;
 | |
|                 *indices++ = pos + 4;
 | |
|                 /* C */
 | |
|                 *indices++ = pos + 3;
 | |
|                 *indices++ = pos + 2;
 | |
|                 *indices++ = pos + 4;
 | |
|                 /* D */
 | |
|                 *indices++ = pos + 3;
 | |
|                 *indices++ = pos + 2;
 | |
|                 *indices++ = pos + 0;
 | |
|                 pos += 5;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         /* Blit sprites as triangles onto the screen */
 | |
|         SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 5, indices2, num_sprites * 4 * 3);
 | |
|         SDL_free(verts2);
 | |
|         SDL_free(indices2);
 | |
|     }
 | |
| 
 | |
|     /* Update the screen! */
 | |
|     SDL_RenderPresent(renderer);
 | |
| }
 | |
| 
 | |
| SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
 | |
| {
 | |
|     SDL_Rect safe_area;
 | |
|     int i;
 | |
|     Uint64 seed;
 | |
| 
 | |
|     /* Initialize parameters */
 | |
|     num_sprites = NUM_SPRITES;
 | |
| 
 | |
|     /* Initialize test framework */
 | |
|     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
 | |
|     if (!state) {
 | |
|         return SDL_APP_FAILURE;
 | |
|     }
 | |
| 
 | |
|     for (i = 1; i < argc;) {
 | |
|         int consumed;
 | |
| 
 | |
|         consumed = SDLTest_CommonArg(state, i);
 | |
|         if (consumed == 0) {
 | |
|             consumed = -1;
 | |
|             if (SDL_strcasecmp(argv[i], "--blend") == 0) {
 | |
|                 if (argv[i + 1]) {
 | |
|                     if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
 | |
|                         blendMode = SDL_BLENDMODE_NONE;
 | |
|                         consumed = 2;
 | |
|                     } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
 | |
|                         blendMode = SDL_BLENDMODE_BLEND;
 | |
|                         consumed = 2;
 | |
|                     } else if (SDL_strcasecmp(argv[i + 1], "blend_premultiplied") == 0) {
 | |
|                         blendMode = SDL_BLENDMODE_BLEND_PREMULTIPLIED;
 | |
|                         consumed = 2;
 | |
|                     } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
 | |
|                         blendMode = SDL_BLENDMODE_ADD;
 | |
|                         consumed = 2;
 | |
|                     } else if (SDL_strcasecmp(argv[i + 1], "add_premultiplied") == 0) {
 | |
|                         blendMode = SDL_BLENDMODE_ADD_PREMULTIPLIED;
 | |
|                         consumed = 2;
 | |
|                     } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
 | |
|                         blendMode = SDL_BLENDMODE_MOD;
 | |
|                         consumed = 2;
 | |
|                     } else if (SDL_strcasecmp(argv[i + 1], "mul") == 0) {
 | |
|                         blendMode = SDL_BLENDMODE_MUL;
 | |
|                         consumed = 2;
 | |
|                     } else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
 | |
|                         blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
 | |
|                         consumed = 2;
 | |
|                     }
 | |
|                 }
 | |
|             } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
 | |
|                 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 = true;
 | |
|                 consumed = 1;
 | |
|             } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
 | |
|                 cycle_alpha = true;
 | |
|                 consumed = 1;
 | |
|             } else if (SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) {
 | |
|                 suspend_when_occluded = 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 SDL_APP_FAILURE;
 | |
|                     }
 | |
|                 }
 | |
|                 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|blend_premultiplied|add|add_premultiplied|mod|mul|sub]",
 | |
|                 "[--cyclecolor]",
 | |
|                 "[--cyclealpha]",
 | |
|                 "[--suspend-when-occluded]",
 | |
|                 "[--iterations N]",
 | |
|                 "[--use-rendergeometry mode1|mode2]",
 | |
|                 "[num_sprites]",
 | |
|                 "[icon.bmp]",
 | |
|                 NULL
 | |
|             };
 | |
|             SDLTest_CommonLogUsage(state, argv[0], options);
 | |
|             return SDL_APP_FAILURE;
 | |
|         }
 | |
|         i += consumed;
 | |
|     }
 | |
|     if (!SDLTest_CommonInit(state)) {
 | |
|         return SDL_APP_FAILURE;
 | |
|     }
 | |
| 
 | |
|     /* 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!");
 | |
|         return SDL_APP_FAILURE;
 | |
|     }
 | |
|     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) {
 | |
|         return SDL_APP_FAILURE;
 | |
|     }
 | |
| 
 | |
|     /* Allocate memory for the sprite info */
 | |
|     positions = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*positions));
 | |
|     velocities = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*velocities));
 | |
|     if (!positions || !velocities) {
 | |
|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
 | |
|         return SDL_APP_FAILURE;
 | |
|     }
 | |
| 
 | |
|     /* Position sprites and set their velocities using the fuzzer */
 | |
|     /* Really we should be using per-window safe area, but this is fine for a simple test */
 | |
|     SDL_GetRenderSafeArea(state->renderers[0], &safe_area);
 | |
|     if (iterations >= 0) {
 | |
|         /* Deterministic seed - used for visual tests */
 | |
|         seed = (Uint64)iterations;
 | |
|     } else {
 | |
|         /* Pseudo-random seed generated from the time */
 | |
|         seed = SDL_GetPerformanceCounter();
 | |
|     }
 | |
|     SDLTest_FuzzerInit(seed);
 | |
|     for (i = 0; i < num_sprites; ++i) {
 | |
|         positions[i].x = (float)SDLTest_RandomIntegerInRange(0, (int)(safe_area.w - sprite_w));
 | |
|         positions[i].y = (float)SDLTest_RandomIntegerInRange(0, (int)(safe_area.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 == 0.f && velocities[i].y == 0.f) {
 | |
|             velocities[i].x = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
 | |
|             velocities[i].y = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     /* Main render loop in SDL_AppIterate will begin when this function returns. */
 | |
|     frames = 0;
 | |
|     next_fps_check = SDL_GetTicks() + fps_check_delay;
 | |
| 
 | |
|     return SDL_APP_CONTINUE;
 | |
| }
 | |
| 
 | |
| 
 | |
| SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
 | |
| {
 | |
|     if (event->type == SDL_EVENT_RENDER_DEVICE_RESET) {
 | |
|         LoadSprite(icon);
 | |
|     }
 | |
|     return SDLTest_CommonEventMainCallbacks(state, event);
 | |
| }
 | |
| 
 | |
| SDL_AppResult SDL_AppIterate(void *appstate)
 | |
| {
 | |
|     Uint64 now;
 | |
|     int i;
 | |
|     int active_windows = 0;
 | |
| 
 | |
|     for (i = 0; i < state->num_windows; ++i) {
 | |
|         if (state->windows[i] == NULL ||
 | |
|             (suspend_when_occluded && (SDL_GetWindowFlags(state->windows[i]) & SDL_WINDOW_OCCLUDED))) {
 | |
|             continue;
 | |
|         }
 | |
|         ++active_windows;
 | |
|         MoveSprites(state->renderers[i], sprites[i]);
 | |
|     }
 | |
| 
 | |
|     /* If all windows are occluded, throttle the event polling to 15hz. */
 | |
|     if (!active_windows) {
 | |
|         SDL_DelayNS(SDL_NS_PER_SECOND / 15);
 | |
|     }
 | |
| 
 | |
|     frames++;
 | |
|     now = SDL_GetTicks();
 | |
|     if (now >= next_fps_check) {
 | |
|         /* Print out some timing information */
 | |
|         const Uint64 then = next_fps_check - fps_check_delay;
 | |
|         const double fps = ((double)frames * 1000) / (now - then);
 | |
|         SDL_Log("%2.2f frames per second", fps);
 | |
|         next_fps_check = now + fps_check_delay;
 | |
|         frames = 0;
 | |
|     }
 | |
| 
 | |
|     return SDL_APP_CONTINUE;
 | |
| }
 | 
