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- /*
- Copyright (C) 1997-2025 Sam Lantinga <[email protected]>
- 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.
- */
- /* testgdk: Basic tests of using task queue/xbl (with simple drawing) in GDK.
- * NOTE: As of June 2022 GDK, login will only work if MicrosoftGame.config is
- * configured properly. See README-gdk.md.
- */
- #include <stdlib.h>
- #include <stdio.h>
- #include <time.h>
- #include "SDL_test.h"
- #include "SDL_test_common.h"
- #include "../src/core/windows/SDL_windows.h"
- extern "C" {
- #include "../test/testutils.h"
- }
- #include <XGameRuntime.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 int sprite_w, sprite_h;
- static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
- int done;
- static struct
- {
- SDL_AudioSpec spec;
- Uint8 *sound; /* Pointer to wave data */
- Uint32 soundlen; /* Length of wave data */
- int soundpos; /* Current play position */
- } wave;
- static SDL_AudioDeviceID device;
- static void
- close_audio()
- {
- if (device != 0) {
- SDL_CloseAudioDevice(device);
- device = 0;
- }
- }
- /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
- static void
- quit(int rc)
- {
- SDL_free(sprites);
- close_audio();
- SDL_FreeWAV(wave.sound);
- 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 void
- open_audio()
- {
- /* Initialize fillerup() variables */
- device = SDL_OpenAudioDevice(NULL, SDL_FALSE, &wave.spec, NULL, 0);
- if (!device) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open audio: %s\n", SDL_GetError());
- SDL_FreeWAV(wave.sound);
- quit(2);
- }
- /* Let the audio run */
- SDL_PauseAudioDevice(device, SDL_FALSE);
- }
- static void
- reopen_audio()
- {
- close_audio();
- open_audio();
- }
- void SDLCALL
- fillerup(void *unused, Uint8 *stream, int len)
- {
- Uint8 *waveptr;
- int waveleft;
- /* Set up the pointers */
- waveptr = wave.sound + wave.soundpos;
- waveleft = wave.soundlen - wave.soundpos;
- /* Go! */
- while (waveleft <= len) {
- SDL_memcpy(stream, waveptr, waveleft);
- stream += waveleft;
- len -= waveleft;
- waveptr = wave.sound;
- waveleft = wave.soundlen;
- wave.soundpos = 0;
- }
- SDL_memcpy(stream, waveptr, len);
- wave.soundpos += len;
- }
- void
- UserLoggedIn(XUserHandle user)
- {
- HRESULT hr;
- char gamertag[128];
- hr = XUserGetGamertag(user, XUserGamertagComponent::UniqueModern, sizeof(gamertag), gamertag, NULL);
- if (SUCCEEDED(hr)) {
- SDL_Log("User logged in: %s", gamertag);
- } else {
- SDL_Log("[GDK] UserLoggedIn -- XUserGetGamertag failed: 0x%08x.", hr);
- }
- XUserCloseHandle(user);
- }
- void
- AddUserUICallback(XAsyncBlock *asyncBlock)
- {
- HRESULT hr;
- XUserHandle user = NULL;
- hr = XUserAddResult(asyncBlock, &user);
- if (SUCCEEDED(hr)) {
- uint64_t userId;
- hr = XUserGetId(user, &userId);
- if (FAILED(hr)) {
- /* If unable to get the user ID, it means the account is banned, etc. */
- SDL_Log("[GDK] AddUserSilentCallback -- XUserGetId failed: 0x%08x.", hr);
- XUserCloseHandle(user);
- /* Per the docs, likely should call XUserResolveIssueWithUiAsync here. */
- } else {
- UserLoggedIn(user);
- }
- } else {
- SDL_Log("[GDK] AddUserUICallback -- XUserAddAsync failed: 0x%08x.", hr);
- }
- delete asyncBlock;
- }
- void
- AddUserUI()
- {
- HRESULT hr;
- XAsyncBlock *asyncBlock = new XAsyncBlock;
- asyncBlock->context = NULL;
- asyncBlock->queue = NULL; /* A null queue will use the global process task queue */
- asyncBlock->callback = &AddUserUICallback;
- hr = XUserAddAsync(XUserAddOptions::None, asyncBlock);
- if (FAILED(hr)) {
- delete asyncBlock;
- SDL_Log("[GDK] AddUserSilent -- failed: 0x%08x", hr);
- }
- }
- void
- AddUserSilentCallback(XAsyncBlock *asyncBlock)
- {
- HRESULT hr;
- XUserHandle user = NULL;
- hr = XUserAddResult(asyncBlock, &user);
- if (SUCCEEDED(hr)) {
- uint64_t userId;
- hr = XUserGetId(user, &userId);
- if (FAILED(hr)) {
- /* If unable to get the user ID, it means the account is banned, etc. */
- SDL_Log("[GDK] AddUserSilentCallback -- XUserGetId failed: 0x%08x. Trying with UI.", hr);
- XUserCloseHandle(user);
- AddUserUI();
- } else {
- UserLoggedIn(user);
- }
- } else {
- SDL_Log("[GDK] AddUserSilentCallback -- XUserAddAsync failed: 0x%08x. Trying with UI.", hr);
- AddUserUI();
- }
- delete asyncBlock;
- }
- void
- AddUserSilent()
- {
- HRESULT hr;
- XAsyncBlock *asyncBlock = new XAsyncBlock;
- asyncBlock->context = NULL;
- asyncBlock->queue = NULL; /* A null queue will use the global process task queue */
- asyncBlock->callback = &AddUserSilentCallback;
- hr = XUserAddAsync(XUserAddOptions::AddDefaultUserSilently, asyncBlock);
- if (FAILED(hr)) {
- delete asyncBlock;
- SDL_Log("[GDK] AddUserSilent -- failed: 0x%08x", hr);
- }
- }
- int
- LoadSprite(const char *file)
- {
- int i;
- 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, &sprite_w, &sprite_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;
- }
- void
- DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
- {
- SDL_Rect viewport, temp;
- /* Query the sizes */
- SDL_RenderGetViewport(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, 0xFF);
- SDL_RenderClear(renderer);
- /* Test points */
- SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
- SDL_RenderDrawPoint(renderer, 0, 0);
- SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
- SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
- SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
- /* Test horizontal and vertical lines */
- SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
- SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
- SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
- SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
- SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
- /* Test fill and copy */
- SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
- temp.x = 1;
- temp.y = 1;
- temp.w = sprite_w;
- temp.h = sprite_h;
- SDL_RenderFillRect(renderer, &temp);
- SDL_RenderCopy(renderer, sprite, NULL, &temp);
- temp.x = viewport.w-sprite_w-1;
- temp.y = 1;
- temp.w = sprite_w;
- temp.h = sprite_h;
- SDL_RenderFillRect(renderer, &temp);
- SDL_RenderCopy(renderer, sprite, NULL, &temp);
- temp.x = 1;
- temp.y = viewport.h-sprite_h-1;
- temp.w = sprite_w;
- temp.h = sprite_h;
- SDL_RenderFillRect(renderer, &temp);
- SDL_RenderCopy(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_RenderCopy(renderer, sprite, NULL, &temp);
- /* Test diagonal lines */
- SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
- SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
- viewport.w-sprite_w-2, viewport.h-sprite_h-2);
- SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
- sprite_w, viewport.h-sprite_h-2);
- /* Update the screen! */
- SDL_RenderPresent(renderer);
- }
- void
- loop()
- {
- int i;
- SDL_Event event;
- /* Check for events */
- while (SDL_PollEvent(&event)) {
- if (event.type == SDL_KEYDOWN && !event.key.repeat) {
- SDL_Log("Initial SDL_KEYDOWN: %s", SDL_GetScancodeName(event.key.keysym.scancode));
- }
- #if defined(__XBOXONE__) || defined(__XBOXSERIES__)
- /* On Xbox, ignore the keydown event because the features aren't supported */
- if (event.type != SDL_KEYDOWN) {
- SDLTest_CommonEvent(state, &event, &done);
- }
- #else
- SDLTest_CommonEvent(state, &event, &done);
- #endif
- }
- for (i = 0; i < state->num_windows; ++i) {
- if (state->windows[i] == NULL) {
- continue;
- }
- DrawSprites(state->renderers[i], sprites[i]);
- }
- }
- int
- main(int argc, char *argv[])
- {
- int i;
- const char *icon = "icon.bmp";
- char *soundname = NULL;
- /* Initialize parameters */
- num_sprites = NUM_SPRITES;
- /* Initialize test framework */
- state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO | SDL_INIT_AUDIO);
- if (!state) {
- 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], "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], "--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_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]",
- "[--cyclecolor]",
- "[--cyclealpha]",
- "[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) {
- 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);
- }
- soundname = GetResourceFilename(argc > 1 ? argv[1] : NULL, "sample.wav");
- if (!soundname) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s\n", SDL_GetError());
- quit(1);
- }
- /* Load the wave file into memory */
- if (SDL_LoadWAV(soundname, &wave.spec, &wave.sound, &wave.soundlen) == NULL) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", soundname, SDL_GetError());
- quit(1);
- }
- wave.spec.callback = fillerup;
- /* Show the list of available drivers */
- SDL_Log("Available audio drivers:");
- for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) {
- SDL_Log("%i: %s", i, SDL_GetAudioDriver(i));
- }
- SDL_Log("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
- open_audio();
- /* Main render loop */
- done = 0;
- /* Try to add the default user silently */
- AddUserSilent();
- while (!done) {
- loop();
- }
- quit(0);
- SDL_free(soundname);
- return 0;
- }
- /* vi: set ts=4 sw=4 expandtab: */
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