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https://github.com/libsdl-org/SDL.git
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0e45984fa0
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly uninitialized data structure if loading the library first failed. A later try to use EGL then skipped initialization and assumed it was previously successful because the data structure now already existed. This led to at least one crash in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was dereferenced to make a call to eglBindAPI().
336 lines
9.5 KiB
C
336 lines
9.5 KiB
C
/*
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Copyright (C) 1997-2015 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 <stdlib.h>
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#include <stdio.h>
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#include <time.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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#include "SDL_test_common.h"
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static SDLTest_CommonState *state;
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typedef struct {
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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_Rect sprite_rect;
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int scale_direction;
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} DrawState;
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DrawState *drawstates;
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int done;
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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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exit(rc);
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}
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SDL_Texture *
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LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
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{
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SDL_Surface *temp;
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SDL_Texture *texture;
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/* Load the sprite image */
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temp = SDL_LoadBMP(file);
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if (temp == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
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return NULL;
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}
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/* Set transparent pixel as the pixel at (0,0) */
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if (transparent) {
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if (temp->format->palette) {
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
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} else {
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switch (temp->format->BitsPerPixel) {
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case 15:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint16 *) temp->pixels) & 0x00007FFF);
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break;
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case 16:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
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break;
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case 24:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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break;
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case 32:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
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break;
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}
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}
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}
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/* Create textures from the image */
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texture = SDL_CreateTextureFromSurface(renderer, temp);
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if (!texture) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
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SDL_FreeSurface(temp);
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return NULL;
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}
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SDL_FreeSurface(temp);
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/* We're ready to roll. :) */
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return texture;
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}
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SDL_bool
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DrawComposite(DrawState *s)
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{
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SDL_Rect viewport, R;
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SDL_Texture *target;
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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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Uint32 P;
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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_RenderCopy(s->renderer, A, NULL, NULL);
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SDL_RenderReadPixels(s->renderer, NULL, SDL_PIXELFORMAT_ARGB8888, &P, sizeof(P));
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SDL_Log("Blended pixel: 0x%8.8X\n", P);
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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_RenderGetViewport(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 = (viewport.w - s->sprite_rect.w) / 2;
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s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
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SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
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SDL_SetRenderTarget(s->renderer, NULL);
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SDL_RenderCopy(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;
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R.y = 0;
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R.w = 100;
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R.h = 100;
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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_RenderCopy(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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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_RenderGetViewport(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_RenderCopy(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 = (viewport.w - s->sprite_rect.w) / 2;
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s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
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SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
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SDL_SetRenderTarget(s->renderer, NULL);
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SDL_RenderCopy(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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void
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loop()
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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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if (test_composite) {
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if (!DrawComposite(&drawstates[i])) done = 1;
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} else {
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if (!Draw(&drawstates[i])) done = 1;
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}
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}
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#ifdef __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
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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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Uint32 then, now;
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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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], "--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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SDL_Log("Usage: %s %s [--composite]\n",
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argv[0], SDLTest_CommonUsage(state));
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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);
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} else {
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drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
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}
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drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
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if (!drawstate->sprite || !drawstate->background) {
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quit(2);
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}
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SDL_QueryTexture(drawstate->sprite, NULL, NULL,
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&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 __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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/* vi: set ts=4 sw=4 expandtab: */
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