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 }
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; }