Added a test program framework for easy initialization.

Started work on multi-window OpenGL demo

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401959
This commit is contained in:
Sam Lantinga 2006-07-18 07:49:51 +00:00
parent e0a8c14a39
commit 3b997f233d
6 changed files with 1802 additions and 99 deletions

View file

@ -4,18 +4,14 @@
#include <stdio.h>
#include <time.h>
#include "SDL.h"
#include "common.h"
#define NUM_WINDOWS 4
#define WINDOW_W 640
#define WINDOW_H 480
#define NUM_SPRITES 100
#define MAX_SPEED 1
#define BACKGROUND 0x00FFFFFF
static int num_windows;
static CommonState *state;
static int num_sprites;
static SDL_WindowID *windows;
static SDL_TextureID *sprites;
static SDL_Rect *positions;
static SDL_Rect *velocities;
@ -25,9 +21,6 @@ static int sprite_w, sprite_h;
static void
quit(int rc)
{
if (windows) {
SDL_free(windows);
}
if (sprites) {
SDL_free(sprites);
}
@ -37,7 +30,7 @@ quit(int rc)
if (velocities) {
SDL_free(velocities);
}
SDL_Quit();
CommonQuit(state);
exit(rc);
}
@ -62,8 +55,8 @@ LoadSprite(char *file)
}
/* Create textures from the image */
for (i = 0; i < num_windows; ++i) {
SDL_SelectRenderer(windows[i]);
for (i = 0; i < state->num_windows; ++i) {
SDL_SelectRenderer(state->windows[i]);
sprites[i] =
SDL_CreateTextureFromSurface(0, SDL_TextureAccess_Remote, temp);
if (!sprites[i]) {
@ -125,78 +118,45 @@ MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
int
main(int argc, char *argv[])
{
int window_w, window_h;
Uint32 window_flags = SDL_WINDOW_SHOWN;
Uint32 render_flags = 0;
SDL_DisplayMode *mode, fullscreen_mode;
int i, done;
SDL_Event event;
Uint32 then, now, frames;
/* Initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
return (1);
}
num_windows = NUM_WINDOWS;
/* Initialize parameters */
num_sprites = NUM_SPRITES;
window_w = WINDOW_W;
window_h = WINDOW_H;
for (i = 1; i < argc; ++i) {
if (strcmp(argv[i], "-width") == 0 && (i + 1 < argc)) {
window_w = atoi(argv[++i]);
} else if (strcmp(argv[i], "-height") == 0 && (i + 1 < argc)) {
window_h = atoi(argv[++i]);
} else if (strcmp(argv[i], "-windows") == 0 && (i + 1 < argc)) {
num_windows = atoi(argv[++i]);
window_flags &= ~SDL_WINDOW_FULLSCREEN;
} else if (strcmp(argv[i], "-fullscreen") == 0) {
num_windows = 1;
window_flags |= SDL_WINDOW_FULLSCREEN;
} else if (strcmp(argv[i], "-sync") == 0) {
render_flags |= SDL_Renderer_PresentVSync;
} else if (isdigit(argv[i][0])) {
num_sprites = atoi(argv[i]);
} else {
fprintf(stderr,
"Usage: %s [-width N] [-height N] [-windows N] [-fullscreen] [-sync] [numsprites]\n",
argv[0]);
/* 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", argv[0], CommonUsage(state));
quit(1);
}
if (consumed == 0) {
num_sprites = SDL_atoi(argv[i]);
consumed = 1;
}
i += consumed;
}
if (window_flags & SDL_WINDOW_FULLSCREEN) {
SDL_zero(fullscreen_mode);
fullscreen_mode.w = window_w;
fullscreen_mode.h = window_h;
SDL_SetFullscreenDisplayMode(&fullscreen_mode);
if (!CommonInit(state)) {
quit(2);
}
/* Create the windows, initialize the renderers, and load the textures */
windows = (SDL_WindowID *) SDL_malloc(num_windows * sizeof(*windows));
sprites = (SDL_TextureID *) SDL_malloc(num_windows * sizeof(*sprites));
if (!windows || !sprites) {
sprites =
(SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites));
if (!sprites) {
fprintf(stderr, "Out of memory!\n");
quit(2);
}
for (i = 0; i < num_windows; ++i) {
char title[32];
SDL_snprintf(title, sizeof(title), "testsprite %d", i + 1);
windows[i] =
SDL_CreateWindow(title, SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, window_w, window_h,
window_flags);
if (!windows[i]) {
fprintf(stderr, "Couldn't create window: %s\n", SDL_GetError());
quit(2);
}
if (SDL_CreateRenderer(windows[i], -1, render_flags) < 0) {
fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError());
quit(2);
}
for (i = 0; i < state->num_windows; ++i) {
SDL_SelectRenderer(state->windows[i]);
SDL_RenderFill(NULL, BACKGROUND);
}
if (LoadSprite("icon.bmp") < 0) {
@ -212,8 +172,8 @@ main(int argc, char *argv[])
}
srand(time(NULL));
for (i = 0; i < num_sprites; ++i) {
positions[i].x = rand() % (window_w - sprite_w);
positions[i].y = rand() % (window_h - sprite_h);
positions[i].x = rand() % (state->window_w - sprite_w);
positions[i].y = rand() % (state->window_h - sprite_h);
positions[i].w = sprite_w;
positions[i].h = sprite_h;
velocities[i].x = 0;
@ -232,6 +192,7 @@ main(int argc, char *argv[])
/* Check for events */
++frames;
while (SDL_PollEvent(&event)) {
CommonEvent(state, &event, &done);
switch (event.type) {
case SDL_WINDOWEVENT:
switch (event.window.event) {
@ -239,22 +200,14 @@ main(int argc, char *argv[])
SDL_SelectRenderer(event.window.windowID);
SDL_RenderFill(NULL, BACKGROUND);
break;
case SDL_WINDOWEVENT_CLOSE:
done = 1;
break;
}
break;
case SDL_KEYDOWN:
/* Any keypress quits the app... */
case SDL_QUIT:
done = 1;
break;
default:
break;
}
}
for (i = 0; i < num_windows; ++i) {
MoveSprites(windows[i], sprites[i]);
for (i = 0; i < state->num_windows; ++i) {
MoveSprites(state->windows[i], sprites[i]);
}
}