mirror of https://github.com/encounter/SDL.git
399 lines
12 KiB
C++
399 lines
12 KiB
C++
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/*
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Copyright (C) 1997-2022 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 "SDL_test.h"
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#include "SDL_test_common.h"
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#include "../src/core/windows/SDL_windows.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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/* 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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/* 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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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) < 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_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, temp;
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/* Query the sizes */
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SDL_RenderGetViewport(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_RenderDrawPoint(renderer, 0, 0);
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SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
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SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
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SDL_RenderDrawPoint(renderer, viewport.w-1, 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_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
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SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
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SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
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SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, 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;
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temp.y = 1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderCopy(renderer, sprite, NULL, &temp);
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temp.x = viewport.w-sprite_w-1;
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temp.y = 1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderCopy(renderer, sprite, NULL, &temp);
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temp.x = 1;
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temp.y = viewport.h-sprite_h-1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderCopy(renderer, sprite, NULL, &temp);
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temp.x = viewport.w-sprite_w-1;
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temp.y = viewport.h-sprite_h-1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderCopy(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_RenderDrawLine(renderer, sprite_w, sprite_h,
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viewport.w-sprite_w-2, viewport.h-sprite_h-2);
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SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
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sprite_w, 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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SDLTest_CommonEvent(state, &event, &done);
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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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DrawSprites(state->renderers[i], sprites[i]);
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}
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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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/* 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);
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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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} else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
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blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
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consumed = 2;
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}
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}
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} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
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cycle_color = SDL_TRUE;
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consumed = 1;
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} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
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cycle_alpha = SDL_TRUE;
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consumed = 1;
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} else if (SDL_isdigit(*argv[i])) {
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num_sprites = SDL_atoi(argv[i]);
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consumed = 1;
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} else if (argv[i][0] != '-') {
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icon = argv[i];
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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[] = {
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"[--blend none|blend|add|mod]",
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"[--cyclecolor]",
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"[--cyclealpha]",
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"[num_sprites]",
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"[icon.bmp]",
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NULL };
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SDLTest_CommonLogUsage(state, argv[0], options);
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quit(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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quit(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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for (i = 0; i < state->num_windows; ++i) {
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SDL_Renderer *renderer = state->renderers[i];
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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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if (LoadSprite(icon) < 0) {
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quit(2);
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}
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/* Main render loop */
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done = 0;
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/* Try to add the default user silently */
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AddUserSilent();
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while (!done) {
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loop();
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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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