Add testgeometry to draw a non uniform triangle
--use-texture: an option to load icon.bmp as a texture handle mouse motion: rotate the trianglemain
parent
53bcb3e0e9
commit
bc2173baf9
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@ -42,6 +42,7 @@ add_executable(testdropfile testdropfile.c)
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add_executable(testerror testerror.c)
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add_executable(testfile testfile.c)
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add_executable(testgamecontroller testgamecontroller.c)
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add_executable(testgeometry testgeometry.c)
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add_executable(testgesture testgesture.c)
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add_executable(testgl2 testgl2.c)
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add_executable(testgles testgles.c)
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@ -29,6 +29,7 @@ TARGETS = \
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testfile$(EXE) \
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testfilesystem$(EXE) \
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testgamecontroller$(EXE) \
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testgeometry$(EXE) \
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testgesture$(EXE) \
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testhaptic$(EXE) \
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testhittesting$(EXE) \
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@ -161,7 +162,10 @@ testfile$(EXE): $(srcdir)/testfile.c
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testgamecontroller$(EXE): $(srcdir)/testgamecontroller.c
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$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
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testgeometry$(EXE): $(srcdir)/testgeometry.c
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$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
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testgesture$(EXE): $(srcdir)/testgesture.c
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$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@
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@ -2,7 +2,7 @@ BINPATH = .
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TARGETS = testatomic.exe testdisplayinfo.exe testbounds.exe testdraw2.exe &
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testdrawchessboard.exe testdropfile.exe testerror.exe testfile.exe &
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testfilesystem.exe testgamecontroller.exe testgesture.exe &
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testfilesystem.exe testgamecontroller.exe testgeometry.exe testgesture.exe &
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testhittesting.exe testhotplug.exe testiconv.exe testime.exe testlocale.exe &
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testintersections.exe testjoystick.exe testkeys.exe testloadso.exe &
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testlock.exe testmessage.exe testoverlay2.exe testplatform.exe &
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@ -0,0 +1,303 @@
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/*
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Copyright (C) 1997-2021 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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/* Simple program: draw a RGB triangle, with texture */
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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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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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#include "SDL_test_common.h"
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static SDLTest_CommonState *state;
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static SDL_bool use_texture = SDL_FALSE;
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static SDL_Texture **sprites;
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static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
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static double angle = 0.0;
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static int sprite_w, sprite_h;
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int done;
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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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SDLTest_CommonQuit(state);
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exit(rc);
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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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SDL_Surface *temp;
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/* Load the sprite image */
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temp = SDL_LoadBMP(file);
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if (temp == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
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return (-1);
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}
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sprite_w = temp->w;
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sprite_h = temp->h;
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/* Set transparent pixel as the pixel at (0,0) */
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if (temp->format->palette) {
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SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
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} else {
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switch (temp->format->BitsPerPixel) {
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case 15:
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SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
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break;
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case 16:
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SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
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break;
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case 24:
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SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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break;
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case 32:
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SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
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break;
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}
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}
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/* Create textures from the image */
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for (i = 0; i < state->num_windows; ++i) {
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SDL_Renderer *renderer = state->renderers[i];
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sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
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if (!sprites[i]) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
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SDL_FreeSurface(temp);
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return (-1);
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}
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if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
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SDL_FreeSurface(temp);
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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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SDL_FreeSurface(temp);
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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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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_MOUSEMOTION) {
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if (event.motion.state) {
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int xrel, yrel;
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int window_w, window_h;
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SDL_Window *window = SDL_GetWindowFromID(event.motion.windowID);
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SDL_GetWindowSize(window, &window_w, &window_h);
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xrel = event.motion.xrel;
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yrel = event.motion.yrel;
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if (event.motion.y < window_h / 2) {
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angle += xrel;
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} else {
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angle -= xrel;
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}
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if (event.motion.x < window_w / 2) {
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angle -= yrel;
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} else {
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angle += yrel;
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}
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}
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} else {
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SDLTest_CommonEvent(state, &event, &done);
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}
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}
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for (i = 0; i < state->num_windows; ++i) {
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SDL_Renderer *renderer = state->renderers[i];
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if (state->windows[i] == NULL)
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continue;
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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{
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SDL_Rect viewport;
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double a;
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double d;
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int cx, cy;
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/* Query the sizes */
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SDL_RenderGetViewport(renderer, &viewport);
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SDL_Vertex verts[3];
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SDL_zeroa(verts);
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cx = viewport.x + viewport.w / 2;
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cy = viewport.y + viewport.h / 2;
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d = (viewport.w + viewport.h) / 5;
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a = (angle * 3.1415) / 180.0;
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verts[0].position.x = cx + d * SDL_cos(a);
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verts[0].position.y = cy + d * SDL_sin(a);
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verts[0].color.r = 0xFF;
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verts[0].color.g = 0;
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verts[0].color.b = 0;
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verts[0].color.a = 0xFF;
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a = ((angle + 120) * 3.1415) / 180.0;
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verts[1].position.x = cx + d * SDL_cos(a);
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verts[1].position.y = cy + d * SDL_sin(a);
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verts[1].color.r = 0;
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verts[1].color.g = 0xFF;
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verts[1].color.b = 0;
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verts[1].color.a = 0xFF;
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a = ((angle + 240) * 3.1415) / 180.0;
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verts[2].position.x = cx + d * SDL_cos(a);
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verts[2].position.y = cy + d * SDL_sin(a);
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verts[2].color.r = 0;
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verts[2].color.g = 0;
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verts[2].color.b = 0xFF;
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verts[2].color.a = 0xFF;
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if (use_texture) {
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verts[0].tex_coord.x = 0.5;
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verts[0].tex_coord.y = 0.0;
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verts[1].tex_coord.x = 1.0;
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verts[1].tex_coord.y = 1.0;
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verts[2].tex_coord.x = 0.0;
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verts[2].tex_coord.y = 1.0;
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}
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SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0);
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}
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SDL_RenderPresent(renderer);
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}
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#ifdef __EMSCRIPTEN__
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if (done) {
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emscripten_cancel_main_loop();
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}
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#endif
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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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Uint32 then, now, frames;
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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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;
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} else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
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blendMode = SDL_BLENDMODE_MOD;
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consumed = 2;
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}
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}
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} else if (SDL_strcasecmp(argv[i], "--use-texture") == 0) {
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use_texture = SDL_TRUE;
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consumed = 1;
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}
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}
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if (consumed < 0) {
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static const char *options[] = { "[--blend none|blend|add|mod]", "[--use-texture]", NULL };
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SDLTest_CommonLogUsage(state, argv[0], options);
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return 1;
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}
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i += consumed;
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}
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if (!SDLTest_CommonInit(state)) {
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return 2;
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}
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/* Create the windows, initialize the renderers, and load the textures */
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sprites =
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(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
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if (!sprites) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
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quit(2);
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}
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/* Create the windows and initialize the renderers */
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for (i = 0; i < state->num_windows; ++i) {
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SDL_Renderer *renderer = state->renderers[i];
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SDL_SetRenderDrawBlendMode(renderer, blendMode);
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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sprites[i] = NULL;
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}
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if (use_texture) {
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if (LoadSprite(icon) < 0) {
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quit(2);
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}
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}
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srand((unsigned int)time(NULL));
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/* Main render loop */
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frames = 0;
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then = SDL_GetTicks();
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done = 0;
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop(loop, 0, 1);
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#else
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while (!done) {
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++frames;
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loop();
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}
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#endif
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/* Print out some timing information */
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now = SDL_GetTicks();
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if (now > then) {
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double fps = ((double) frames * 1000) / (now - then);
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SDL_Log("%2.2f frames per second\n", fps);
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}
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quit(0);
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return 0;
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}
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/* vi: set ts=4 sw=4 expandtab: */
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