Update SDL2 to version 2.28.1.

This commit is contained in:
Sasha Szpakowski
2023-07-01 17:33:01 -03:00
parent ac30fb34cb
commit b38f57730a
1404 changed files with 361075 additions and 197139 deletions
+37 -75
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
@@ -21,12 +21,13 @@
#endif
#include "SDL_test_common.h"
#include "testutils.h"
static SDLTest_CommonState *state;
static SDL_bool use_texture = SDL_FALSE;
static SDL_Texture **sprites;
static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
static double angle = 0.0;
static float angle = 0.0f;
static int sprite_w, sprite_h;
int done;
@@ -40,66 +41,28 @@ quit(int rc)
exit(rc);
}
int
LoadSprite(const char *file)
int LoadSprite(const char *file)
{
int i;
SDL_Surface *temp;
/* Load the sprite image */
temp = SDL_LoadBMP(file);
if (temp == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
return (-1);
}
sprite_w = temp->w;
sprite_h = temp->h;
/* Set transparent pixel as the pixel at (0,0) */
if (temp->format->palette) {
SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
} else {
switch (temp->format->BitsPerPixel) {
case 15:
SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
break;
case 16:
SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
break;
case 24:
SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
break;
case 32:
SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
break;
}
}
/* Create textures from the image */
for (i = 0; i < state->num_windows; ++i) {
SDL_Renderer *renderer = state->renderers[i];
sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
/* 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]) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
SDL_FreeSurface(temp);
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_FreeSurface(temp);
SDL_DestroyTexture(sprites[i]);
return (-1);
return -1;
}
}
SDL_FreeSurface(temp);
/* We're ready to roll. :) */
return (0);
return 0;
}
void
loop()
void loop()
{
int i;
SDL_Event event;
@@ -133,16 +96,17 @@ loop()
for (i = 0; i < state->num_windows; ++i) {
SDL_Renderer *renderer = state->renderers[i];
if (state->windows[i] == NULL)
if (state->windows[i] == NULL) {
continue;
}
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
{
SDL_Rect viewport;
SDL_Vertex verts[3];
double a;
double d;
float a;
float d;
int cx, cy;
/* Query the sizes */
@@ -150,39 +114,39 @@ loop()
SDL_zeroa(verts);
cx = viewport.x + viewport.w / 2;
cy = viewport.y + viewport.h / 2;
d = (viewport.w + viewport.h) / 5;
d = (viewport.w + viewport.h) / 5.f;
a = (angle * 3.1415) / 180.0;
verts[0].position.x = cx + d * SDL_cos(a);
verts[0].position.y = cy + d * SDL_sin(a);
a = (angle * 3.1415f) / 180.0f;
verts[0].position.x = cx + d * SDL_cosf(a);
verts[0].position.y = cy + d * SDL_sinf(a);
verts[0].color.r = 0xFF;
verts[0].color.g = 0;
verts[0].color.b = 0;
verts[0].color.a = 0xFF;
a = ((angle + 120) * 3.1415) / 180.0;
verts[1].position.x = cx + d * SDL_cos(a);
verts[1].position.y = cy + d * SDL_sin(a);
a = ((angle + 120) * 3.1415f) / 180.0f;
verts[1].position.x = cx + d * SDL_cosf(a);
verts[1].position.y = cy + d * SDL_sinf(a);
verts[1].color.r = 0;
verts[1].color.g = 0xFF;
verts[1].color.b = 0;
verts[1].color.a = 0xFF;
a = ((angle + 240) * 3.1415) / 180.0;
verts[2].position.x = cx + d * SDL_cos(a);
verts[2].position.y = cy + d * SDL_sin(a);
a = ((angle + 240) * 3.1415f) / 180.0f;
verts[2].position.x = cx + d * SDL_cosf(a);
verts[2].position.y = cy + d * SDL_sinf(a);
verts[2].color.r = 0;
verts[2].color.g = 0;
verts[2].color.b = 0xFF;
verts[2].color.a = 0xFF;
if (use_texture) {
verts[0].tex_coord.x = 0.5;
verts[0].tex_coord.y = 0.0;
verts[1].tex_coord.x = 1.0;
verts[1].tex_coord.y = 1.0;
verts[2].tex_coord.x = 0.0;
verts[2].tex_coord.y = 1.0;
verts[0].tex_coord.x = 0.5f;
verts[0].tex_coord.y = 0.0f;
verts[1].tex_coord.x = 1.0f;
verts[1].tex_coord.y = 1.0f;
verts[2].tex_coord.x = 0.0f;
verts[2].tex_coord.y = 1.0f;
}
SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0);
@@ -197,8 +161,7 @@ loop()
#endif
}
int
main(int argc, char *argv[])
int main(int argc, char *argv[])
{
int i;
const char *icon = "icon.bmp";
@@ -209,7 +172,7 @@ main(int argc, char *argv[])
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
if (!state) {
if (state == NULL) {
return 1;
}
for (i = 1; i < argc;) {
@@ -252,8 +215,8 @@ 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);
}
@@ -271,7 +234,6 @@ main(int argc, char *argv[])
}
}
srand((unsigned int)time(NULL));
/* Main render loop */
@@ -285,16 +247,16 @@ main(int argc, char *argv[])
while (!done) {
++frames;
loop();
}
}
#endif
/* Print out some timing information */
now = SDL_GetTicks();
if (now > then) {
double fps = ((double) frames * 1000) / (now - then);
double fps = ((double)frames * 1000) / (now - then);
SDL_Log("%2.2f frames per second\n", fps);
}
quit(0);
return 0;