--- a/test/Makefile.in Wed Feb 09 10:37:52 2011 -0800
+++ b/test/Makefile.in Wed Feb 09 15:37:07 2011 -0800
@@ -43,6 +43,7 @@
testplatform$(EXE) \
testpower$(EXE) \
testresample$(EXE) \
+ testscale$(EXE) \
testsem$(EXE) \
testshader$(EXE) \
testshape$(EXE) \
@@ -153,6 +154,9 @@
testplatform$(EXE): $(srcdir)/testplatform.c
$(CC) -o $@ $? $(CFLAGS) $(LIBS)
+testscale$(EXE): $(srcdir)/testscale.c $(srcdir)/common.c
+ $(CC) -o $@ $(srcdir)/testscale.c $(srcdir)/common.c $(CFLAGS) $(LIBS)
+
testsem$(EXE): $(srcdir)/testsem.c
$(CC) -o $@ $? $(CFLAGS) $(LIBS)
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/test/testscale.c Wed Feb 09 15:37:07 2011 -0800
@@ -0,0 +1,186 @@
+/* Simple program: Move N sprites around on the screen as fast as possible */
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <time.h>
+
+#include "SDL.h"
+#include "common.h"
+
+#define WINDOW_WIDTH 640
+#define WINDOW_HEIGHT 480
+
+static CommonState *state;
+
+typedef struct {
+ SDL_Window *window;
+ SDL_Renderer *renderer;
+ SDL_Texture *background;
+ SDL_Texture *sprite;
+ SDL_Rect sprite_rect;
+ int scale_direction;
+} DrawState;
+
+/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
+static void
+quit(int rc)
+{
+ CommonQuit(state);
+ exit(rc);
+}
+
+SDL_Texture *
+LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
+{
+ SDL_Surface *temp;
+ SDL_Texture *texture;
+
+ /* Load the sprite image */
+ temp = SDL_LoadBMP(file);
+ if (temp == NULL) {
+ fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
+ return NULL;
+ }
+
+ /* Set transparent pixel as the pixel at (0,0) */
+ if (transparent) {
+ if (temp->format->palette) {
+ SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
+ } else {
+ switch (temp->format->BitsPerPixel) {
+ case 15:
+ SDL_SetColorKey(temp, SDL_TRUE,
+ (*(Uint16 *) temp->pixels) & 0x00007FFF);
+ break;
+ case 16:
+ SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
+ break;
+ case 24:
+ SDL_SetColorKey(temp, SDL_TRUE,
+ (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
+ break;
+ case 32:
+ SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
+ break;
+ }
+ }
+ }
+
+ /* Create textures from the image */
+ texture = SDL_CreateTextureFromSurface(renderer, temp);
+ if (!texture) {
+ fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
+ SDL_FreeSurface(temp);
+ return NULL;
+ }
+ SDL_FreeSurface(temp);
+
+ /* We're ready to roll. :) */
+ return texture;
+}
+
+void
+Draw(DrawState *s)
+{
+ int w, h;
+ SDL_Rect rect;
+
+ SDL_GetWindowSize(s->window, &w, &h);
+
+ /* Draw the background */
+ SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
+
+ /* Scale and draw the sprite */
+ s->sprite_rect.w += s->scale_direction;
+ s->sprite_rect.h += s->scale_direction;
+ if (s->scale_direction > 0) {
+ if (s->sprite_rect.w >= w || s->sprite_rect.h >= h) {
+ s->scale_direction = -1;
+ }
+ } else {
+ if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
+ s->scale_direction = 1;
+ }
+ }
+ s->sprite_rect.x = (w - s->sprite_rect.w) / 2;
+ s->sprite_rect.y = (h - s->sprite_rect.h) / 2;
+
+ SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
+
+ /* Update the screen! */
+ SDL_RenderPresent(s->renderer);
+}
+
+int
+main(int argc, char *argv[])
+{
+ DrawState *drawstates;
+ int i, done;
+ SDL_Event event;
+ int frames;
+ Uint32 then, now;
+
+ /* Initialize test framework */
+ state = CommonCreateState(argv, SDL_INIT_VIDEO);
+ if (!state) {
+ return 1;
+ }
+ for (i = 1; i < argc;) {
+ int consumed;
+
+ consumed = CommonArg(state, i);
+ if (consumed == 0) {
+ fprintf(stderr, "Usage: %s %s\n", argv[0], CommonUsage(state));
+ return 1;
+ }
+ i += consumed;
+ }
+ if (!CommonInit(state)) {
+ quit(2);
+ }
+
+ drawstates = SDL_stack_alloc(DrawState, state->num_windows);
+ for (i = 0; i < state->num_windows; ++i) {
+ DrawState *drawstate = &drawstates[i];
+
+ drawstate->window = state->windows[i];
+ drawstate->renderer = state->renderers[i];
+ drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
+ drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
+ if (!drawstate->sprite || !drawstate->background) {
+ quit(2);
+ }
+ SDL_QueryTexture(drawstate->sprite, NULL, NULL,
+ &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
+ drawstate->scale_direction = 1;
+ }
+
+ /* Main render loop */
+ frames = 0;
+ then = SDL_GetTicks();
+ done = 0;
+ while (!done) {
+ /* Check for events */
+ ++frames;
+ while (SDL_PollEvent(&event)) {
+ CommonEvent(state, &event, &done);
+ }
+ for (i = 0; i < state->num_windows; ++i) {
+ Draw(&drawstates[i]);
+ }
+ }
+
+ /* Print out some timing information */
+ now = SDL_GetTicks();
+ if (now > then) {
+ double fps = ((double) frames * 1000) / (now - then);
+ printf("%2.2f frames per second\n", fps);
+ }
+
+ SDL_stack_free(drawstate);
+
+ quit(0);
+ return 0;
+}
+
+/* vi: set ts=4 sw=4 expandtab: */