
Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
297 lines
8.5 KiB
C
297 lines
8.5 KiB
C
/*
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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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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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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#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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#ifdef SDL_PLATFORM_EMSCRIPTEN
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#include <emscripten/emscripten.h>
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#endif
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#include <stdlib.h>
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static SDLTest_CommonState *state;
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typedef struct
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{
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_Texture *background;
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SDL_Texture *sprite;
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SDL_FRect sprite_rect;
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int scale_direction;
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} DrawState;
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static DrawState *drawstates;
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static int done;
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static SDL_bool test_composite = SDL_FALSE;
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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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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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static SDL_bool
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DrawComposite(DrawState *s)
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{
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SDL_Rect viewport;
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SDL_FRect R;
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SDL_Texture *target;
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SDL_Surface *surface;
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static SDL_bool blend_tested = SDL_FALSE;
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if (!blend_tested) {
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SDL_Texture *A, *B;
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A = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
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SDL_SetTextureBlendMode(A, SDL_BLENDMODE_BLEND);
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B = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
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SDL_SetTextureBlendMode(B, SDL_BLENDMODE_BLEND);
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SDL_SetRenderTarget(s->renderer, A);
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SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x80);
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SDL_RenderFillRect(s->renderer, NULL);
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SDL_SetRenderTarget(s->renderer, B);
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SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
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SDL_RenderFillRect(s->renderer, NULL);
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SDL_RenderTexture(s->renderer, A, NULL, NULL);
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surface = SDL_RenderReadPixels(s->renderer, NULL);
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if (surface) {
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Uint8 r, g, b, a;
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if (SDL_ReadSurfacePixel(surface, 0, 0, &r, &g, &b, &a)) {
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SDL_Log("Blended pixel: 0x%.2x%.2x%.2x%.2x\n", r, g, b, a);
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}
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SDL_DestroySurface(surface);
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}
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SDL_DestroyTexture(A);
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SDL_DestroyTexture(B);
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blend_tested = SDL_TRUE;
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}
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SDL_GetRenderViewport(s->renderer, &viewport);
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target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
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SDL_SetRenderTarget(s->renderer, target);
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/* Draw the background.
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This is solid black so when the sprite is copied to it, any per-pixel alpha will be blended through.
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*/
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SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
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SDL_RenderFillRect(s->renderer, NULL);
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/* Scale and draw the sprite */
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s->sprite_rect.w += s->scale_direction;
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s->sprite_rect.h += s->scale_direction;
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if (s->scale_direction > 0) {
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if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
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s->scale_direction = -1;
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}
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} else {
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if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
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s->scale_direction = 1;
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}
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}
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s->sprite_rect.x = (float)((viewport.w - s->sprite_rect.w) / 2);
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s->sprite_rect.y = (float)((viewport.h - s->sprite_rect.h) / 2);
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SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
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SDL_SetRenderTarget(s->renderer, NULL);
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SDL_RenderTexture(s->renderer, s->background, NULL, NULL);
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SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80);
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R.x = 0.0f;
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R.y = 0.0f;
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R.w = 100.0f;
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R.h = 100.0f;
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SDL_RenderFillRect(s->renderer, &R);
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SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE);
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SDL_RenderTexture(s->renderer, target, NULL, NULL);
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SDL_DestroyTexture(target);
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/* Update the screen! */
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SDL_RenderPresent(s->renderer);
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return SDL_TRUE;
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}
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static SDL_bool
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Draw(DrawState *s)
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{
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SDL_Rect viewport;
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SDL_Texture *target;
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SDL_GetRenderViewport(s->renderer, &viewport);
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target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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if (!target) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s\n", SDL_GetError());
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return SDL_FALSE;
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}
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SDL_SetRenderTarget(s->renderer, target);
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/* Draw the background */
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SDL_RenderTexture(s->renderer, s->background, NULL, NULL);
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/* Scale and draw the sprite */
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s->sprite_rect.w += s->scale_direction;
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s->sprite_rect.h += s->scale_direction;
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if (s->scale_direction > 0) {
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if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
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s->scale_direction = -1;
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}
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} else {
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if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
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s->scale_direction = 1;
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}
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}
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s->sprite_rect.x = (float)((viewport.w - s->sprite_rect.w) / 2);
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s->sprite_rect.y = (float)((viewport.h - s->sprite_rect.h) / 2);
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SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
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SDL_SetRenderTarget(s->renderer, NULL);
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SDL_RenderTexture(s->renderer, target, NULL, NULL);
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SDL_DestroyTexture(target);
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/* Update the screen! */
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SDL_RenderPresent(s->renderer);
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return SDL_TRUE;
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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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/* 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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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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if (test_composite) {
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if (!DrawComposite(&drawstates[i])) {
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done = 1;
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}
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} else {
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if (!Draw(&drawstates[i])) {
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done = 1;
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}
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}
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}
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#ifdef SDL_PLATFORM_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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int main(int argc, char *argv[])
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{
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int i;
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int frames;
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Uint64 then, now;
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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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/* Enable standard application logging */
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SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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for (i = 1; i < argc;) {
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int consumed;
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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], "--composite") == 0) {
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test_composite = 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[] = { "[--composite]", NULL };
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SDLTest_CommonLogUsage(state, argv[0], options);
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quit(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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quit(2);
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}
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drawstates = SDL_stack_alloc(DrawState, state->num_windows);
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for (i = 0; i < state->num_windows; ++i) {
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DrawState *drawstate = &drawstates[i];
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drawstate->window = state->windows[i];
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drawstate->renderer = state->renderers[i];
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if (test_composite) {
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drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", SDL_TRUE, NULL, NULL);
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} else {
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drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE, NULL, NULL);
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}
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drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE, NULL, NULL);
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if (!drawstate->sprite || !drawstate->background) {
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quit(2);
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}
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SDL_GetTextureSize(drawstate->sprite, &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
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drawstate->scale_direction = 1;
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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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#ifdef SDL_PLATFORM_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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/* 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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SDL_stack_free(drawstates);
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quit(0);
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return 0;
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}
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