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https://github.com/libsdl-org/SDL.git
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a90ad3b0e2
We require stdbool.h in the build environment, so we might as well use the plain bool type. If your environment doesn't have stdbool.h, this simple replacement will suffice: typedef signed char bool;
592 lines
21 KiB
C
592 lines
21 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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#define SDL_MAIN_USE_CALLBACKS 1
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#include <SDL3/SDL_test.h>
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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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#define NUM_SPRITES 100
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#define MAX_SPEED 1
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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 bool cycle_color;
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static 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_FRect *positions;
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static SDL_FRect *velocities;
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static float sprite_w, sprite_h;
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static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
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static Uint64 next_fps_check;
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static Uint32 frames;
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static const int fps_check_delay = 5000;
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static int use_rendergeometry = 0;
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static bool suspend_when_occluded;
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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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void SDL_AppQuit(void *appstate)
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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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}
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static int LoadSprite(const char *file)
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{
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int i, w, h;
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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, true, &w, &h);
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sprite_w = (float)w;
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sprite_h = (float)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)) {
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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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/* We're ready to roll. :) */
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return 0;
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}
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static 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;
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SDL_FRect temp;
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SDL_FRect *position, *velocity;
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/* Query the sizes */
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SDL_SetRenderViewport(renderer, NULL);
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SDL_GetRenderSafeArea(renderer, &viewport);
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SDL_SetRenderViewport(renderer, &viewport);
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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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/* Draw a gray background */
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0x00 /* used with --transparent */);
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SDL_RenderClear(renderer);
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/* Test points */
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SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
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SDL_RenderPoint(renderer, 0.0f, 0.0f);
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SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f);
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SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1));
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SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1));
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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_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
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SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
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SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
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SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
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SDL_RenderLine(renderer, (float)(viewport.w - 1), 1.0f, (float)(viewport.w - 1), (float)(viewport.h - 2));
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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 = 1.0f;
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temp.y = 1.0f;
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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_FColor color;
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SDL_Vertex verts[3];
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SDL_zeroa(verts);
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color.r = 1.0f;
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color.g = 1.0f;
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color.b = 1.0f;
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color.a = 1.0f;
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verts[0].position.x = temp.x;
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verts[0].position.y = temp.y;
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verts[0].color = color;
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verts[1].position.x = temp.x + temp.w;
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verts[1].position.y = temp.y;
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verts[1].color = color;
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verts[2].position.x = temp.x + temp.w;
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verts[2].position.y = temp.y + temp.h;
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verts[2].color = color;
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SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
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verts[1].position.x = temp.x;
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verts[1].position.y = temp.y + temp.h;
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verts[1].color = color;
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SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
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}
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SDL_RenderTexture(renderer, sprite, NULL, &temp);
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temp.x = viewport.w - sprite_w - 1;
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temp.y = 1.0f;
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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_RenderTexture(renderer, sprite, NULL, &temp);
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temp.x = 1.0f;
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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_RenderTexture(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_RenderTexture(renderer, sprite, NULL, &temp);
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/* Test diagonal lines */
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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SDL_RenderLine(renderer, sprite_w, sprite_h,
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viewport.w - sprite_w - 2, viewport.h - sprite_h - 2);
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SDL_RenderLine(renderer, viewport.w - sprite_w - 2, sprite_h,
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sprite_w, viewport.h - sprite_h - 2);
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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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/* 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 = false;
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cycle_color = false;
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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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/* Blit the sprite onto the screen */
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SDL_RenderTexture(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_FColor color;
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SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
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SDL_GetTextureAlphaModFloat(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 = position->x;
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verts->position.y = 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 = position->x + position->w;
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verts->position.y = 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 = position->x + position->w;
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verts->position.y = 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 = position->x;
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verts->position.y = 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 = position->x + position->w;
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verts->position.y = 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 = position->x;
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verts->position.y = 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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/* 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_FColor color;
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SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
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SDL_GetTextureAlphaModFloat(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 = position->x;
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verts->position.y = 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 = position->x + position->w;
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verts->position.y = 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 = position->x + position->w / 2.0f;
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verts->position.y = 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 = position->x;
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verts->position.y = 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 = position->x + position->w;
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verts->position.y = 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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/* 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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/* Update the screen! */
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SDL_RenderPresent(renderer);
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}
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_Rect safe_area;
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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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/* Initialize parameters */
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num_sprites = NUM_SPRITES;
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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 SDL_APP_FAILURE;
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}
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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], "--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], "blend_premultiplied") == 0) {
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blendMode = SDL_BLENDMODE_BLEND_PREMULTIPLIED;
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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], "add_premultiplied") == 0) {
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blendMode = SDL_BLENDMODE_ADD_PREMULTIPLIED;
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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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} 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]) {
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iterations = SDL_atoi(argv[i + 1]);
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if (iterations < -1) {
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iterations = -1;
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}
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consumed = 2;
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}
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} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
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cycle_color = true;
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consumed = 1;
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} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
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cycle_alpha = true;
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consumed = 1;
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} else if (SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) {
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suspend_when_occluded = true;
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consumed = 1;
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} else if (SDL_strcasecmp(argv[i], "--use-rendergeometry") == 0) {
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if (argv[i + 1]) {
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if (SDL_strcasecmp(argv[i + 1], "mode1") == 0) {
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/* Draw sprite2 as triangles that can be recombined as rect by software renderer */
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use_rendergeometry = 1;
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} else if (SDL_strcasecmp(argv[i + 1], "mode2") == 0) {
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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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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!\n");
|
|
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!\n");
|
|
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)
|
|
{
|
|
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\n", fps);
|
|
next_fps_check = now + fps_check_delay;
|
|
frames = 0;
|
|
}
|
|
|
|
return SDL_APP_CONTINUE;
|
|
}
|