Example #1
0
void
loop()
{
#ifdef __EMSCRIPTEN__
    /* Avoid using delays */
    if(SDL_GetTicks() - wait_start < 1000)
        return;
    wait_start = SDL_GetTicks();
#endif
    SDL_Event event;
    int i;
    /* Check for events */
    while (SDL_PollEvent(&event)) {
        SDLTest_CommonEvent(state, &event, &done);
    }

    /* Move a viewport box in steps around the screen */
    viewport.x = j * 100;
    viewport.y = viewport.x;
    viewport.w = 100 + j * 50;
    viewport.h = 100 + j * 50;
    j = (j + 1) % 4;
    SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h);

    for (i = 0; i < state->num_windows; ++i) {
        if (state->windows[i] == NULL)
            continue;

        /* Draw using viewport */
        DrawOnViewport(state->renderers[i], viewport);

        /* Update the screen! */
        if (use_target) {
            SDL_SetRenderTarget(state->renderers[i], NULL);
            SDL_RenderCopy(state->renderers[i], state->targets[i], NULL, NULL);
            SDL_RenderPresent(state->renderers[i]);
            SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
        } else {
            SDL_RenderPresent(state->renderers[i]);
        }
    }

#ifdef __EMSCRIPTEN__
    if (done) {
        emscripten_cancel_main_loop();
    }
#endif
}
Example #2
0
int
main(int argc, char *argv[])
{
    int i, j, done;
    SDL_Event event;
    Uint32 then, now, frames;
    SDL_Rect viewport;
    SDL_bool use_target = SDL_FALSE;

    /* Initialize test framework */
    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
    if (!state) {
        return 1;
    }

    for (i = 1; i < argc;) {
        int consumed;

        consumed = SDLTest_CommonArg(state, i);
        if (consumed == 0) {
            consumed = -1;
            if (SDL_strcasecmp(argv[i], "--target") == 0) {
                use_target = SDL_TRUE;
                consumed = 1;
            }
        }
        if (consumed < 0) {
            SDL_Log("Usage: %s %s [--target]\n",
                    argv[0], SDLTest_CommonUsage(state));
            quit(1);
        }
        i += consumed;
    }
    if (!SDLTest_CommonInit(state)) {
        quit(2);
    }

    if (use_target) {
        int w, h;

        for (i = 0; i < state->num_windows; ++i) {
            SDL_GetWindowSize(state->windows[i], &w, &h);
            state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
            SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
        }
    }

    for (i = 0; i < state->num_windows; ++i) {
        SDL_Renderer *renderer = state->renderers[i];
        SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
        SDL_RenderClear(renderer);
    }

    /* Main render loop */
    frames = 0;
    then = SDL_GetTicks();
    done = 0;
    j = 0;
    while (!done) {
        /* Check for events */
        ++frames;
        while (SDL_PollEvent(&event)) {
            SDLTest_CommonEvent(state, &event, &done);
        }
        
        /* Move a viewport box in steps around the screen */                
        viewport.x = j * 100;
        viewport.y = viewport.x;
        viewport.w = 100 + j * 50;
        viewport.h = 100 + j * 50;
        j = (j + 1) % 4;            
        SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h);
        
        for (i = 0; i < state->num_windows; ++i) {
            if (state->windows[i] == NULL)
                continue;
                
            /* Draw using viewport */        
            DrawOnViewport(state->renderers[i], viewport);

            /* Update the screen! */
            if (use_target) {
                SDL_SetRenderTarget(state->renderers[i], NULL);
                SDL_RenderCopy(state->renderers[i], state->targets[i], NULL, NULL);
                SDL_RenderPresent(state->renderers[i]);
                SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
            } else {
                SDL_RenderPresent(state->renderers[i]);
            }
        }
        
        SDL_Delay(1000);
    }

    /* Print out some timing information */
    now = SDL_GetTicks();
    if (now > then) {
        double fps = ((double) frames * 1000) / (now - then);
        SDL_Log("%2.2f frames per second\n", fps);
    }
    quit(0);
    return 0;
}