Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
463 lines
14 KiB
C++
463 lines
14 KiB
C++
/*
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Copyright (C) 1997-2024 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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/* testgdk: Basic tests of using task queue/xbl (with simple drawing) in GDK.
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* NOTE: As of June 2022 GDK, login will only work if MicrosoftGame.config is
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* configured properly. See README-gdk.md.
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*/
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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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#include <SDL3/SDL_test.h>
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#include <SDL3/SDL_test_common.h>
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#include "../src/core/windows/SDL_windows.h"
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#include <SDL3/SDL_main.h>
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extern "C" {
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#include "../test/testutils.h"
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}
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#include <XGameRuntime.h>
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#define NUM_SPRITES 100
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#define MAX_SPEED 1
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static SDLTest_CommonState *state;
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static int num_sprites;
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static SDL_Texture **sprites;
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static SDL_bool cycle_color;
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static SDL_bool cycle_alpha;
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static int cycle_direction = 1;
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static int current_alpha = 0;
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static int current_color = 0;
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static int sprite_w, sprite_h;
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static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
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int done;
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static struct
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{
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SDL_AudioSpec spec;
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Uint8 *sound; /* Pointer to wave data */
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Uint32 soundlen; /* Length of wave data */
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int soundpos; /* Current play position */
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} wave;
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static SDL_AudioStream *stream;
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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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SDL_free(sprites);
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SDL_DestroyAudioStream(stream);
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SDL_free(wave.sound);
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SDLTest_CommonQuit(state);
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/* If rc is 0, just let main return normally rather than calling exit.
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* This allows testing of platforms where SDL_main is required and does meaningful cleanup.
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*/
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if (rc != 0) {
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exit(rc);
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}
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}
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static int fillerup(void)
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{
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const int minimum = (wave.soundlen / SDL_AUDIO_FRAMESIZE(wave.spec)) / 2;
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if (SDL_GetAudioStreamQueued(stream) < minimum) {
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SDL_PutAudioStreamData(stream, wave.sound, wave.soundlen);
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}
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return 0;
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}
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void
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UserLoggedIn(XUserHandle user)
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{
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HRESULT hr;
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char gamertag[128];
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hr = XUserGetGamertag(user, XUserGamertagComponent::UniqueModern, sizeof(gamertag), gamertag, NULL);
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if (SUCCEEDED(hr)) {
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SDL_Log("User logged in: %s", gamertag);
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} else {
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SDL_Log("[GDK] UserLoggedIn -- XUserGetGamertag failed: 0x%08x.", hr);
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}
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XUserCloseHandle(user);
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}
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void
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AddUserUICallback(XAsyncBlock *asyncBlock)
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{
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HRESULT hr;
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XUserHandle user = NULL;
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hr = XUserAddResult(asyncBlock, &user);
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if (SUCCEEDED(hr)) {
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uint64_t userId;
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hr = XUserGetId(user, &userId);
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if (FAILED(hr)) {
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/* If unable to get the user ID, it means the account is banned, etc. */
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SDL_Log("[GDK] AddUserSilentCallback -- XUserGetId failed: 0x%08x.", hr);
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XUserCloseHandle(user);
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/* Per the docs, likely should call XUserResolveIssueWithUiAsync here. */
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} else {
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UserLoggedIn(user);
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}
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} else {
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SDL_Log("[GDK] AddUserUICallback -- XUserAddAsync failed: 0x%08x.", hr);
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}
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delete asyncBlock;
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}
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void
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AddUserUI()
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{
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HRESULT hr;
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XAsyncBlock *asyncBlock = new XAsyncBlock;
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asyncBlock->context = NULL;
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asyncBlock->queue = NULL; /* A null queue will use the global process task queue */
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asyncBlock->callback = &AddUserUICallback;
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hr = XUserAddAsync(XUserAddOptions::None, asyncBlock);
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if (FAILED(hr)) {
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delete asyncBlock;
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SDL_Log("[GDK] AddUserSilent -- failed: 0x%08x", hr);
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}
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}
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void
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AddUserSilentCallback(XAsyncBlock *asyncBlock)
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{
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HRESULT hr;
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XUserHandle user = NULL;
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hr = XUserAddResult(asyncBlock, &user);
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if (SUCCEEDED(hr)) {
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uint64_t userId;
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hr = XUserGetId(user, &userId);
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if (FAILED(hr)) {
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/* If unable to get the user ID, it means the account is banned, etc. */
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SDL_Log("[GDK] AddUserSilentCallback -- XUserGetId failed: 0x%08x. Trying with UI.", hr);
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XUserCloseHandle(user);
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AddUserUI();
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} else {
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UserLoggedIn(user);
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}
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} else {
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SDL_Log("[GDK] AddUserSilentCallback -- XUserAddAsync failed: 0x%08x. Trying with UI.", hr);
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AddUserUI();
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}
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delete asyncBlock;
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}
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void
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AddUserSilent()
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{
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HRESULT hr;
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XAsyncBlock *asyncBlock = new XAsyncBlock;
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asyncBlock->context = NULL;
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asyncBlock->queue = NULL; /* A null queue will use the global process task queue */
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asyncBlock->callback = &AddUserSilentCallback;
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hr = XUserAddAsync(XUserAddOptions::AddDefaultUserSilently, asyncBlock);
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if (FAILED(hr)) {
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delete asyncBlock;
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SDL_Log("[GDK] AddUserSilent -- failed: 0x%08x", hr);
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}
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}
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int
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LoadSprite(const char *file)
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{
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int i;
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for (i = 0; i < state->num_windows; ++i) {
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/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
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sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &sprite_w, &sprite_h);
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if (!sprites[i]) {
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return -1;
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}
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if (!SDL_SetTextureBlendMode(sprites[i], blendMode)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
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SDL_DestroyTexture(sprites[i]);
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return -1;
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}
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}
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/* We're ready to roll. :) */
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return 0;
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}
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void
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DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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{
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SDL_Rect viewport;
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SDL_FRect temp;
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/* Query the sizes */
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SDL_GetRenderViewport(renderer, &viewport);
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/* Cycle the color and alpha, if desired */
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if (cycle_color) {
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current_color += cycle_direction;
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if (current_color < 0) {
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current_color = 0;
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cycle_direction = -cycle_direction;
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}
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if (current_color > 255) {
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current_color = 255;
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cycle_direction = -cycle_direction;
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}
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SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
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(Uint8) current_color);
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}
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if (cycle_alpha) {
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current_alpha += cycle_direction;
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if (current_alpha < 0) {
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current_alpha = 0;
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cycle_direction = -cycle_direction;
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}
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if (current_alpha > 255) {
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current_alpha = 255;
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cycle_direction = -cycle_direction;
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}
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SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
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}
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/* Draw a gray background */
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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/* Test points */
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SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
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SDL_RenderPoint(renderer, 0.0f, 0.0f);
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SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f);
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SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1));
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SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1));
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/* Test horizontal and vertical lines */
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
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SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
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SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
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SDL_RenderLine(renderer, (float)(viewport.w - 1), 1, (float)(viewport.w - 1), (float)(viewport.h - 2));
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/* Test fill and copy */
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
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temp.x = 1.0f;
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temp.y = 1.0f;
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temp.w = (float)sprite_w;
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temp.h = (float)sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderTexture(renderer, sprite, NULL, &temp);
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temp.x = (float)(viewport.w-sprite_w-1);
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temp.y = 1.0f;
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temp.w = (float)sprite_w;
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temp.h = (float)sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderTexture(renderer, sprite, NULL, &temp);
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temp.x = 1.0f;
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temp.y = (float)(viewport.h-sprite_h-1);
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temp.w = (float)sprite_w;
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temp.h = (float)sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderTexture(renderer, sprite, NULL, &temp);
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temp.x = (float)(viewport.w-sprite_w-1);
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temp.y = (float)(viewport.h-sprite_h-1);
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temp.w = (float)(sprite_w);
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temp.h = (float)(sprite_h);
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderTexture(renderer, sprite, NULL, &temp);
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/* Test diagonal lines */
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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SDL_RenderLine(renderer, (float)sprite_w, (float)sprite_h,
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(float)(viewport.w-sprite_w-2), (float)(viewport.h-sprite_h-2));
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SDL_RenderLine(renderer, (float)(viewport.w-sprite_w-2), (float)sprite_h,
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(float)sprite_w, (float)(viewport.h-sprite_h-2));
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/* Update the screen! */
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SDL_RenderPresent(renderer);
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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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if (event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat) {
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SDL_Log("Initial SDL_EVENT_KEY_DOWN: %s", SDL_GetScancodeName(event.key.scancode));
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}
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#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
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/* On Xbox, ignore the keydown event because the features aren't supported */
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if (event.type != SDL_EVENT_KEY_DOWN) {
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SDLTest_CommonEvent(state, &event, &done);
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}
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#else
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SDLTest_CommonEvent(state, &event, &done);
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#endif
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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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}
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DrawSprites(state->renderers[i], sprites[i]);
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}
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fillerup();
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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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const char *icon = "icon.bmp";
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char *soundname = NULL;
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/* Initialize parameters */
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num_sprites = NUM_SPRITES;
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO | SDL_INIT_AUDIO);
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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], "--blend") == 0) {
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if (argv[i + 1]) {
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if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
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blendMode = SDL_BLENDMODE_NONE;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
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blendMode = SDL_BLENDMODE_BLEND;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
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blendMode = SDL_BLENDMODE_ADD;
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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)) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", soundname, SDL_GetError());
|
|
quit(1);
|
|
}
|
|
|
|
/* 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());
|
|
|
|
stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &wave.spec, NULL, NULL);
|
|
if (!stream) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create audio stream: %s\n", SDL_GetError());
|
|
return -1;
|
|
}
|
|
SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
|
|
|
|
/* Main render loop */
|
|
done = 0;
|
|
|
|
/* Try to add the default user silently */
|
|
AddUserSilent();
|
|
|
|
while (!done) {
|
|
loop();
|
|
}
|
|
|
|
quit(0);
|
|
|
|
SDL_free(soundname);
|
|
return 0;
|
|
}
|