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https://github.com/libsdl-org/SDL.git
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80a907e0e6
This ended up being lots of application code churn without any real benefit in practice.
240 lines
7.0 KiB
C
240 lines
7.0 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: Check viewports */
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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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#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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static SDL_Rect viewport;
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static int done, j;
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static SDL_bool use_target = SDL_FALSE;
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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static Uint32 wait_start;
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#endif
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static SDL_Texture *sprite;
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static int sprite_w, sprite_h;
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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 void DrawOnViewport(SDL_Renderer *renderer)
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{
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SDL_FRect rect;
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SDL_Rect cliprect;
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float w, h;
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/* Set the viewport */
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SDL_SetRenderViewport(renderer, &viewport);
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/* Draw a gray background */
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SDL_SetRenderDrawColor(renderer, 0x80, 0x80, 0x80, 0xFF);
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SDL_RenderClear(renderer);
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/* Test inside points */
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
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SDL_RenderPoint(renderer, (float)(viewport.h / 2 + 20), (float)(viewport.w / 2));
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SDL_RenderPoint(renderer, (float)(viewport.h / 2 - 20), (float)(viewport.w / 2));
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SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 - 20));
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SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 + 20));
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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_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
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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 diagonal lines */
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SDL_SetRenderDrawColor(renderer, 0x00, 0xff, 0xFF, 0xFF);
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SDL_RenderLine(renderer, 0.0f, 0.0f, (float)(viewport.w - 1), (float)(viewport.h - 1));
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SDL_RenderLine(renderer, (float)(viewport.w - 1), 0.0f, 0.0f, (float)(viewport.h - 1));
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/* Test outside points */
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
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SDL_RenderPoint(renderer, (float)(viewport.h / 2 + viewport.h), (float)(viewport.w / 2));
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SDL_RenderPoint(renderer, (float)(viewport.h / 2 - viewport.h), (float)(viewport.w / 2));
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SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 - viewport.w));
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SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 + viewport.w));
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/* Add a box at the top */
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rect.w = 8.0f;
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rect.h = 8.0f;
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rect.x = (float)((viewport.w - rect.w) / 2);
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rect.y = 0.0f;
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SDL_RenderFillRect(renderer, &rect);
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/* Add a clip rect and fill it with the sprite */
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SDL_GetTextureSize(sprite, &w, &h);
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rect.x = (viewport.w - w) / 2;
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rect.y = (viewport.h - h) / 2;
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rect.w = w;
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rect.h = h;
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cliprect.x = (int)rect.x;
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cliprect.y = (int)rect.y;
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cliprect.w = (int)rect.w;
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cliprect.h = (int)rect.h;
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SDL_SetRenderClipRect(renderer, &cliprect);
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SDL_RenderTexture(renderer, sprite, NULL, &rect);
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SDL_SetRenderClipRect(renderer, NULL);
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}
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static void loop(void)
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{
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SDL_Event event;
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int i;
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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/* Avoid using delays */
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if (SDL_GetTicks() - wait_start < 1000) {
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return;
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}
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wait_start = SDL_GetTicks();
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#endif
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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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/* Move a viewport box in steps around the screen */
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viewport.x = j * 100;
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viewport.y = viewport.x;
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viewport.w = 100 + j * 50;
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viewport.h = 100 + j * 50;
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j = (j + 1) % 4;
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SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h);
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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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/* Draw using viewport */
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DrawOnViewport(state->renderers[i]);
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/* Update the screen! */
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if (use_target) {
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SDL_SetRenderTarget(state->renderers[i], NULL);
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SDL_RenderTexture(state->renderers[i], state->targets[i], NULL, NULL);
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SDL_RenderPresent(state->renderers[i]);
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SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
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} else {
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SDL_RenderPresent(state->renderers[i]);
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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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Uint64 then, now;
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Uint32 frames;
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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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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], "--target") == 0) {
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use_target = 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[] = { "[--target]", 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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sprite = LoadTexture(state->renderers[0], "icon.bmp", SDL_TRUE, &sprite_w, &sprite_h);
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if (!sprite) {
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quit(2);
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}
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if (use_target) {
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int w, h;
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for (i = 0; i < state->num_windows; ++i) {
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SDL_GetWindowSize(state->windows[i], &w, &h);
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state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
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SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
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}
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}
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for (i = 0; i < state->num_windows; ++i) {
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SDL_Renderer *renderer = state->renderers[i];
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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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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j = 0;
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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wait_start = SDL_GetTicks();
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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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SDL_Delay(1000);
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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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quit(0);
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return 0;
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}
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