Update SDL2 to version 2.28.1.

This commit is contained in:
Sasha Szpakowski
2023-08-31 22:21:03 -03:00
parent 99b2757fc5
commit a82fcdd079
1394 changed files with 313046 additions and 190617 deletions
+44 -46
View File
@@ -1,5 +1,5 @@
/*
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -23,8 +23,8 @@
#include "SDL_test_common.h"
#include "testutils.h"
#define NUM_SPRITES 100
#define MAX_SPEED 1
#define NUM_SPRITES 100
#define MAX_SPEED 1
static SDLTest_CommonState *state;
static int num_sprites;
@@ -64,8 +64,7 @@ quit(int rc)
}
}
int
LoadSprite(const char *file)
int LoadSprite(const char *file)
{
int i;
@@ -73,21 +72,20 @@ LoadSprite(const char *file)
/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &sprite_w, &sprite_h);
if (!sprites[i]) {
return (-1);
return -1;
}
if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
SDL_DestroyTexture(sprites[i]);
return (-1);
return -1;
}
}
/* We're ready to roll. :) */
return (0);
return 0;
}
void
MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
{
int i;
SDL_Rect viewport, temp;
@@ -107,8 +105,8 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
current_color = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
(Uint8) current_color);
SDL_SetTextureColorMod(sprite, 255, (Uint8)current_color,
(Uint8)current_color);
}
if (cycle_alpha) {
current_alpha += cycle_direction;
@@ -120,7 +118,7 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
current_alpha = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
SDL_SetTextureAlphaMod(sprite, (Uint8)current_alpha);
}
/* Draw a gray background */
@@ -130,16 +128,16 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
/* Test points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderDrawPoint(renderer, 0, 0);
SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
SDL_RenderDrawPoint(renderer, viewport.w - 1, 0);
SDL_RenderDrawPoint(renderer, 0, viewport.h - 1);
SDL_RenderDrawPoint(renderer, viewport.w - 1, viewport.h - 1);
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
SDL_RenderDrawLine(renderer, 1, 0, viewport.w - 2, 0);
SDL_RenderDrawLine(renderer, 1, viewport.h - 1, viewport.w - 2, viewport.h - 1);
SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h - 2);
SDL_RenderDrawLine(renderer, viewport.w - 1, 1, viewport.w - 1, viewport.h - 2);
/* Test fill and copy */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
@@ -180,20 +178,20 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
}
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = viewport.w-sprite_w-1;
temp.x = viewport.w - sprite_w - 1;
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = 1;
temp.y = viewport.h-sprite_h-1;
temp.y = viewport.h - sprite_h - 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = viewport.w-sprite_w-1;
temp.y = viewport.h-sprite_h-1;
temp.x = viewport.w - sprite_w - 1;
temp.y = viewport.h - sprite_h - 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
@@ -202,9 +200,9 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
/* Test diagonal lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
viewport.w-sprite_w-2, viewport.h-sprite_h-2);
SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
sprite_w, viewport.h-sprite_h-2);
viewport.w - sprite_w - 2, viewport.h - sprite_h - 2);
SDL_RenderDrawLine(renderer, viewport.w - sprite_w - 2, sprite_h,
sprite_w, viewport.h - sprite_h - 2);
/* Conditionally move the sprites, bounce at the wall */
if (iterations == -1 || iterations > 0) {
@@ -221,7 +219,6 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
velocity->y = -velocity->y;
position->y += velocity->y;
}
}
/* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
@@ -251,7 +248,7 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
*
* Draw sprite2 as triangles that can be recombined as rect by software renderer
*/
SDL_Vertex *verts = (SDL_Vertex *) SDL_malloc(num_sprites * sizeof (SDL_Vertex) * 6);
SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 6);
SDL_Vertex *verts2 = verts;
if (verts) {
SDL_Color color;
@@ -319,9 +316,9 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
* Use an 'indices' array
*/
SDL_Vertex *verts = (SDL_Vertex *) SDL_malloc(num_sprites * sizeof (SDL_Vertex) * 5);
SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 5);
SDL_Vertex *verts2 = verts;
int *indices = (int *) SDL_malloc(num_sprites * sizeof (int) * 4 * 3);
int *indices = (int *)SDL_malloc(num_sprites * sizeof(int) * 4 * 3);
int *indices2 = indices;
if (verts && indices) {
int pos = 0;
@@ -395,8 +392,7 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
SDL_RenderPresent(renderer);
}
void
loop()
void loop()
{
Uint32 now;
int i;
@@ -407,8 +403,9 @@ loop()
SDLTest_CommonEvent(state, &event, &done);
}
for (i = 0; i < state->num_windows; ++i) {
if (state->windows[i] == NULL)
if (state->windows[i] == NULL) {
continue;
}
MoveSprites(state->renderers[i], sprites[i]);
}
#ifdef __EMSCRIPTEN__
@@ -422,16 +419,14 @@ loop()
if (SDL_TICKS_PASSED(now, next_fps_check)) {
/* Print out some timing information */
const Uint32 then = next_fps_check - fps_check_delay;
const double fps = ((double) frames * 1000) / (now - then);
const double fps = ((double)frames * 1000) / (now - then);
SDL_Log("%2.2f frames per second\n", fps);
next_fps_check = now + fps_check_delay;
frames = 0;
}
}
int
main(int argc, char *argv[])
int main(int argc, char *argv[])
{
int i;
Uint64 seed;
@@ -442,7 +437,7 @@ main(int argc, char *argv[])
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
if (!state) {
if (state == NULL) {
return 1;
}
@@ -474,7 +469,9 @@ main(int argc, char *argv[])
} else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
if (argv[i + 1]) {
iterations = SDL_atoi(argv[i + 1]);
if (iterations < -1) iterations = -1;
if (iterations < -1) {
iterations = -1;
}
consumed = 2;
}
} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
@@ -514,7 +511,8 @@ main(int argc, char *argv[])
"[--use-rendergeometry mode1|mode2]",
"[num_sprites]",
"[icon.bmp]",
NULL };
NULL
};
SDLTest_CommonLogUsage(state, argv[0], options);
quit(1);
}
@@ -526,8 +524,8 @@ main(int argc, char *argv[])
/* Create the windows, initialize the renderers, and load the textures */
sprites =
(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
if (!sprites) {
(SDL_Texture **)SDL_malloc(state->num_windows * sizeof(*sprites));
if (sprites == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
quit(2);
}
@@ -541,9 +539,9 @@ main(int argc, char *argv[])
}
/* Allocate memory for the sprite info */
positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
if (!positions || !velocities) {
positions = (SDL_Rect *)SDL_malloc(num_sprites * sizeof(SDL_Rect));
velocities = (SDL_Rect *)SDL_malloc(num_sprites * sizeof(SDL_Rect));
if (positions == NULL || velocities == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
quit(2);
}