testviewport.c 7.0 KB

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  1. /*
  2. Copyright (C) 1997-2023 Sam Lantinga <[email protected]>
  3. This software is provided 'as-is', without any express or implied
  4. warranty. In no event will the authors be held liable for any damages
  5. arising from the use of this software.
  6. Permission is granted to anyone to use this software for any purpose,
  7. including commercial applications, and to alter it and redistribute it
  8. freely.
  9. */
  10. /* Simple program: Check viewports */
  11. #include <stdlib.h>
  12. #ifdef __EMSCRIPTEN__
  13. #include <emscripten/emscripten.h>
  14. #endif
  15. #include <SDL3/SDL_test.h>
  16. #include <SDL3/SDL_test_common.h>
  17. #include <SDL3/SDL_main.h>
  18. #include "testutils.h"
  19. static SDLTest_CommonState *state;
  20. static SDL_Rect viewport;
  21. static int done, j;
  22. static SDL_bool use_target = SDL_FALSE;
  23. #ifdef __EMSCRIPTEN__
  24. static Uint32 wait_start;
  25. #endif
  26. static SDL_Texture *sprite;
  27. static int sprite_w, sprite_h;
  28. /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
  29. static void
  30. quit(int rc)
  31. {
  32. SDLTest_CommonQuit(state);
  33. /* Let 'main()' return normally */
  34. if (rc != 0) {
  35. exit(rc);
  36. }
  37. }
  38. static void DrawOnViewport(SDL_Renderer *renderer)
  39. {
  40. SDL_FRect rect;
  41. SDL_Rect cliprect;
  42. int w, h;
  43. /* Set the viewport */
  44. SDL_SetRenderViewport(renderer, &viewport);
  45. /* Draw a gray background */
  46. SDL_SetRenderDrawColor(renderer, 0x80, 0x80, 0x80, 0xFF);
  47. SDL_RenderClear(renderer);
  48. /* Test inside points */
  49. SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
  50. SDL_RenderPoint(renderer, (float)(viewport.h / 2 + 20), (float)(viewport.w / 2));
  51. SDL_RenderPoint(renderer, (float)(viewport.h / 2 - 20), (float)(viewport.w / 2));
  52. SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 - 20));
  53. SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 + 20));
  54. /* Test horizontal and vertical lines */
  55. SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
  56. SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
  57. SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
  58. SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
  59. SDL_RenderLine(renderer, (float)(viewport.w - 1), 1.0f, (float)(viewport.w - 1), (float)(viewport.h - 2));
  60. /* Test diagonal lines */
  61. SDL_SetRenderDrawColor(renderer, 0x00, 0xff, 0xFF, 0xFF);
  62. SDL_RenderLine(renderer, 0.0f, 0.0f, (float)(viewport.w - 1), (float)(viewport.h - 1));
  63. SDL_RenderLine(renderer, (float)(viewport.w - 1), 0.0f, 0.0f, (float)(viewport.h - 1));
  64. /* Test outside points */
  65. SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
  66. SDL_RenderPoint(renderer, (float)(viewport.h / 2 + viewport.h), (float)(viewport.w / 2));
  67. SDL_RenderPoint(renderer, (float)(viewport.h / 2 - viewport.h), (float)(viewport.w / 2));
  68. SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 - viewport.w));
  69. SDL_RenderPoint(renderer, (float)(viewport.h / 2), (float)(viewport.w / 2 + viewport.w));
  70. /* Add a box at the top */
  71. rect.w = 8.0f;
  72. rect.h = 8.0f;
  73. rect.x = (float)((viewport.w - rect.w) / 2);
  74. rect.y = 0.0f;
  75. SDL_RenderFillRect(renderer, &rect);
  76. /* Add a clip rect and fill it with the sprite */
  77. SDL_QueryTexture(sprite, NULL, NULL, &w, &h);
  78. cliprect.x = (viewport.w - w) / 2;
  79. cliprect.y = (viewport.h - h) / 2;
  80. cliprect.w = w;
  81. cliprect.h = h;
  82. rect.x = (float)cliprect.x;
  83. rect.y = (float)cliprect.y;
  84. rect.w = (float)cliprect.w;
  85. rect.h = (float)cliprect.h;
  86. SDL_SetRenderClipRect(renderer, &cliprect);
  87. SDL_RenderTexture(renderer, sprite, NULL, &rect);
  88. SDL_SetRenderClipRect(renderer, NULL);
  89. }
  90. static void loop(void)
  91. {
  92. SDL_Event event;
  93. int i;
  94. #ifdef __EMSCRIPTEN__
  95. /* Avoid using delays */
  96. if (SDL_GetTicks() - wait_start < 1000) {
  97. return;
  98. }
  99. wait_start = SDL_GetTicks();
  100. #endif
  101. /* Check for events */
  102. while (SDL_PollEvent(&event)) {
  103. SDLTest_CommonEvent(state, &event, &done);
  104. }
  105. /* Move a viewport box in steps around the screen */
  106. viewport.x = j * 100;
  107. viewport.y = viewport.x;
  108. viewport.w = 100 + j * 50;
  109. viewport.h = 100 + j * 50;
  110. j = (j + 1) % 4;
  111. SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h);
  112. for (i = 0; i < state->num_windows; ++i) {
  113. if (state->windows[i] == NULL) {
  114. continue;
  115. }
  116. /* Draw using viewport */
  117. DrawOnViewport(state->renderers[i]);
  118. /* Update the screen! */
  119. if (use_target) {
  120. SDL_SetRenderTarget(state->renderers[i], NULL);
  121. SDL_RenderTexture(state->renderers[i], state->targets[i], NULL, NULL);
  122. SDL_RenderPresent(state->renderers[i]);
  123. SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
  124. } else {
  125. SDL_RenderPresent(state->renderers[i]);
  126. }
  127. }
  128. #ifdef __EMSCRIPTEN__
  129. if (done) {
  130. emscripten_cancel_main_loop();
  131. }
  132. #endif
  133. }
  134. int main(int argc, char *argv[])
  135. {
  136. int i;
  137. Uint64 then, now;
  138. Uint32 frames;
  139. /* Initialize test framework */
  140. state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
  141. if (state == NULL) {
  142. return 1;
  143. }
  144. for (i = 1; i < argc;) {
  145. int consumed;
  146. consumed = SDLTest_CommonArg(state, i);
  147. if (consumed == 0) {
  148. consumed = -1;
  149. if (SDL_strcasecmp(argv[i], "--target") == 0) {
  150. use_target = SDL_TRUE;
  151. consumed = 1;
  152. }
  153. }
  154. if (consumed < 0) {
  155. static const char *options[] = { "[--target]", NULL };
  156. SDLTest_CommonLogUsage(state, argv[0], options);
  157. quit(1);
  158. }
  159. i += consumed;
  160. }
  161. if (!SDLTest_CommonInit(state)) {
  162. quit(2);
  163. }
  164. sprite = LoadTexture(state->renderers[0], "icon.bmp", SDL_TRUE, &sprite_w, &sprite_h);
  165. if (sprite == NULL) {
  166. quit(2);
  167. }
  168. if (use_target) {
  169. int w, h;
  170. for (i = 0; i < state->num_windows; ++i) {
  171. SDL_GetWindowSize(state->windows[i], &w, &h);
  172. state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
  173. SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
  174. }
  175. }
  176. for (i = 0; i < state->num_windows; ++i) {
  177. SDL_Renderer *renderer = state->renderers[i];
  178. SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
  179. SDL_RenderClear(renderer);
  180. }
  181. /* Main render loop */
  182. frames = 0;
  183. then = SDL_GetTicks();
  184. done = 0;
  185. j = 0;
  186. #ifdef __EMSCRIPTEN__
  187. wait_start = SDL_GetTicks();
  188. emscripten_set_main_loop(loop, 0, 1);
  189. #else
  190. while (!done) {
  191. ++frames;
  192. loop();
  193. SDL_Delay(1000);
  194. }
  195. #endif
  196. /* Print out some timing information */
  197. now = SDL_GetTicks();
  198. if (now > then) {
  199. double fps = ((double)frames * 1000) / (now - then);
  200. SDL_Log("%2.2f frames per second\n", fps);
  201. }
  202. quit(0);
  203. return 0;
  204. }