mirror of
https://github.com/libsdl-org/SDL.git
synced 2024-11-27 22:03:27 +08:00
594 lines
20 KiB
C
594 lines
20 KiB
C
/*
|
|
Copyright (C) 1997-2023 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 */
|
|
|
|
#include <stdlib.h>
|
|
#include <time.h>
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
#include <emscripten/emscripten.h>
|
|
#endif
|
|
|
|
#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 int num_sprites;
|
|
static SDL_Texture **sprites;
|
|
static SDL_bool cycle_color;
|
|
static SDL_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;
|
|
|
|
/* Number of iterations to move sprites - used for visual tests. */
|
|
/* -1: infinite random moves (default); >=0: enables N deterministic moves */
|
|
static int iterations = -1;
|
|
|
|
static int done;
|
|
|
|
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
|
|
static void
|
|
quit(int rc)
|
|
{
|
|
SDL_free(sprites);
|
|
SDL_free(positions);
|
|
SDL_free(velocities);
|
|
SDLTest_CommonQuit(state);
|
|
/* If rc is 0, just let main return normally rather than calling exit.
|
|
* This allows testing of platforms where SDL_main is required and does meaningful cleanup.
|
|
*/
|
|
if (rc != 0) {
|
|
exit(rc);
|
|
}
|
|
}
|
|
|
|
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. */
|
|
sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &w, &h);
|
|
sprite_w = (float)w;
|
|
sprite_h = (float)h;
|
|
if (!sprites[i]) {
|
|
return -1;
|
|
}
|
|
if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", 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_GetRenderViewport(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_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
|
|
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_Color color;
|
|
SDL_Vertex verts[3];
|
|
SDL_zeroa(verts);
|
|
color.r = 0xFF;
|
|
color.g = 0xFF;
|
|
color.b = 0xFF;
|
|
color.a = 0xFF;
|
|
|
|
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 = SDL_FALSE;
|
|
cycle_color = SDL_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_Color color;
|
|
SDL_GetTextureColorMod(sprite, &color.r, &color.g, &color.b);
|
|
SDL_GetTextureAlphaMod(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_Color color;
|
|
SDL_GetTextureColorMod(sprite, &color.r, &color.g, &color.b);
|
|
SDL_GetTextureAlphaMod(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);
|
|
}
|
|
|
|
static void loop(void)
|
|
{
|
|
Uint64 now;
|
|
int i;
|
|
SDL_Event event;
|
|
|
|
/* Check for events */
|
|
while (SDL_PollEvent(&event)) {
|
|
SDLTest_CommonEvent(state, &event, &done);
|
|
}
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
if (state->windows[i] == NULL) {
|
|
continue;
|
|
}
|
|
MoveSprites(state->renderers[i], sprites[i]);
|
|
}
|
|
#ifdef __EMSCRIPTEN__
|
|
if (done) {
|
|
emscripten_cancel_main_loop();
|
|
}
|
|
#endif
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
int main(int argc, char *argv[])
|
|
{
|
|
int i;
|
|
Uint64 seed;
|
|
const char *icon = "icon.bmp";
|
|
|
|
/* Initialize parameters */
|
|
num_sprites = NUM_SPRITES;
|
|
|
|
/* Initialize test framework */
|
|
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
|
|
if (state == NULL) {
|
|
return 1;
|
|
}
|
|
|
|
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], "add") == 0) {
|
|
blendMode = SDL_BLENDMODE_ADD;
|
|
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 = SDL_TRUE;
|
|
consumed = 1;
|
|
} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
|
|
cycle_alpha = SDL_TRUE;
|
|
consumed = 1;
|
|
} else if (SDL_strcasecmp(argv[i], "--use-rendergeometry") == 0) {
|
|
if (argv[i + 1]) {
|
|
if (SDL_strcasecmp(argv[i + 1], "mode1") == 0) {
|
|
/* Draw sprite2 as triangles that can be recombined as rect by software renderer */
|
|
use_rendergeometry = 1;
|
|
} else if (SDL_strcasecmp(argv[i + 1], "mode2") == 0) {
|
|
/* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
|
|
* Use an 'indices' array */
|
|
use_rendergeometry = 2;
|
|
} else {
|
|
return -1;
|
|
}
|
|
}
|
|
consumed = 2;
|
|
} else if (SDL_isdigit(*argv[i])) {
|
|
num_sprites = SDL_atoi(argv[i]);
|
|
consumed = 1;
|
|
} else if (argv[i][0] != '-') {
|
|
icon = argv[i];
|
|
consumed = 1;
|
|
}
|
|
}
|
|
if (consumed < 0) {
|
|
static const char *options[] = {
|
|
"[--blend none|blend|add|mod|mul|sub]",
|
|
"[--cyclecolor]",
|
|
"[--cyclealpha]",
|
|
"[--iterations N]",
|
|
"[--use-rendergeometry mode1|mode2]",
|
|
"[num_sprites]",
|
|
"[icon.bmp]",
|
|
NULL
|
|
};
|
|
SDLTest_CommonLogUsage(state, argv[0], options);
|
|
quit(1);
|
|
}
|
|
i += consumed;
|
|
}
|
|
if (!SDLTest_CommonInit(state)) {
|
|
quit(2);
|
|
}
|
|
|
|
/* Create the windows, initialize the renderers, and load the textures */
|
|
sprites =
|
|
(SDL_Texture **)SDL_malloc(state->num_windows * sizeof(*sprites));
|
|
if (sprites == NULL) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
|
|
quit(2);
|
|
}
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
SDL_Renderer *renderer = state->renderers[i];
|
|
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
|
|
SDL_RenderClear(renderer);
|
|
}
|
|
if (LoadSprite(icon) < 0) {
|
|
quit(2);
|
|
}
|
|
|
|
/* Allocate memory for the sprite info */
|
|
positions = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*positions));
|
|
velocities = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*velocities));
|
|
if (positions == NULL || velocities == NULL) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
|
|
quit(2);
|
|
}
|
|
|
|
/* Position sprites and set their velocities using the fuzzer */
|
|
if (iterations >= 0) {
|
|
/* Deterministic seed - used for visual tests */
|
|
seed = (Uint64)iterations;
|
|
} else {
|
|
/* Pseudo-random seed generated from the time */
|
|
seed = (Uint64)time(NULL);
|
|
}
|
|
SDLTest_FuzzerInit(seed);
|
|
for (i = 0; i < num_sprites; ++i) {
|
|
positions[i].x = (float)SDLTest_RandomIntegerInRange(0, (int)(state->window_w - sprite_w));
|
|
positions[i].y = (float)SDLTest_RandomIntegerInRange(0, (int)(state->window_h - sprite_h));
|
|
positions[i].w = sprite_w;
|
|
positions[i].h = sprite_h;
|
|
velocities[i].x = 0;
|
|
velocities[i].y = 0;
|
|
while (!velocities[i].x && !velocities[i].y) {
|
|
velocities[i].x = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
|
|
velocities[i].y = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
|
|
}
|
|
}
|
|
|
|
/* Main render loop */
|
|
frames = 0;
|
|
next_fps_check = SDL_GetTicks() + fps_check_delay;
|
|
done = 0;
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
emscripten_set_main_loop(loop, 0, 1);
|
|
#else
|
|
while (!done) {
|
|
loop();
|
|
}
|
|
#endif
|
|
|
|
quit(0);
|
|
return 0;
|
|
}
|