Added SDL 1.3 test, confirmed that SDL 1.3 does not draw anything to screen

This commit is contained in:
pelya
2012-05-23 20:10:54 +03:00
parent 04a4375565
commit 9725145b20
8 changed files with 1502 additions and 1 deletions

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@@ -883,10 +883,12 @@ rm -rf project/libs/* project/gen
for OUT in obj; do
rm -rf project/$OUT/local/*/objs*/sdl_main/* project/$OUT/local/*/libsdl_main.so
rm -rf project/$OUT/local/*/libsdl-*.so
rm -rf project/$OUT/local/*/libsdl_*.so
rm -rf project/$OUT/local/*/objs*/sdl-*/src/*/android
rm -rf project/$OUT/local/*/objs*/sdl-*/src/video/SDL_video.o
rm -rf project/$OUT/local/*/objs*/sdl-*/SDL_renderer_gles.o
rm -rf project/$OUT/local/*/libsdl_fake_stdout.a project/$OUT/local/*/objs*/sdl_fake_stdout/*
rm -rf project/$OUT/local/*/objs*/sdl_*
# Do not rebuild several huge libraries that do not depend on SDL version
for LIB in freetype intl jpeg png lua mad stlport tremor xerces xml2; do
for ARCH in armeabi armeabi-v7a; do

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@@ -0,0 +1,46 @@
# The application settings for Android libSDL port
AppSettingVersion=17
LibSdlVersion=1.3
AppName="SDL sprite test"
AppFullName=net.sdl.testsprite
ScreenOrientation=h
InhibitSuspend=n
AppDataDownloadUrl="Game data is 1 Mb|ballfield2.zip"
VideoDepthBpp=16
NeedDepthBuffer=n
NeedStencilBuffer=n
NeedGles2=n
SwVideoMode=n
SdlVideoResize=y
SdlVideoResizeKeepAspect=n
CompatibilityHacks=n
CompatibilityHacksStaticInit=n
AppUsesMouse=y
AppNeedsTwoButtonMouse=y
ShowMouseCursor=n
ForceRelativeMouseMode=n
AppNeedsArrowKeys=n
AppNeedsTextInput=n
AppUsesJoystick=n
AppHandlesJoystickSensitivity=n
AppUsesMultitouch=y
NonBlockingSwapBuffers=n
RedefinedKeys="SPACE RETURN NO_REMAP NO_REMAP SPACE ESCAPE"
AppTouchscreenKeyboardKeysAmount=0
AppTouchscreenKeyboardKeysAmountAutoFire=0
RedefinedKeysScreenKb="1 2 3 4 5 6 1 2 3 4"
StartupMenuButtonTimeout=3000
HiddenMenuOptions='OptionalDownloadConfig'
FirstStartMenuOptions=''
MultiABI=n
AppVersionCode=101
AppVersionName="1.01"
ResetSdlConfigForThisVersion=n
DeleteFilesOnUpgrade="%"
CompiledLibraries="sdl_mixer sdl_image"
CustomBuildScript=n
AppCflags='-O2 -finline-functions'
AppLdflags=''
AppSubdirsBuild=''
AppCmdline=''
ReadmeText='^Readme text'

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@@ -0,0 +1,95 @@
/*
Copyright (C) 1997-2011 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
/* A simple test program framework */
#include "SDL.h"
#include <android/log.h>
#define fprintf(X, ...) __android_log_print(ANDROID_LOG_INFO, "SDL-test", __VA_ARGS__)
#ifdef __NDS__
#define DEFAULT_WINDOW_WIDTH 256
#define DEFAULT_WINDOW_HEIGHT (2*192)
#else
#define DEFAULT_WINDOW_WIDTH 640
#define DEFAULT_WINDOW_HEIGHT 480
#endif
#define VERBOSE_VIDEO 0x00000001
#define VERBOSE_MODES 0x00000002
#define VERBOSE_RENDER 0x00000004
#define VERBOSE_EVENT 0x00000008
#define VERBOSE_AUDIO 0x00000010
typedef struct
{
/* SDL init flags */
char **argv;
Uint32 flags;
Uint32 verbose;
/* Video info */
const char *videodriver;
int display;
const char *window_title;
const char *window_icon;
Uint32 window_flags;
int window_x;
int window_y;
int window_w;
int window_h;
int depth;
int refresh_rate;
int num_windows;
SDL_Window **windows;
/* Renderer info */
const char *renderdriver;
Uint32 render_flags;
SDL_bool skip_renderer;
SDL_Renderer **renderers;
/* Audio info */
const char *audiodriver;
SDL_AudioSpec audiospec;
/* GL settings */
int gl_red_size;
int gl_green_size;
int gl_blue_size;
int gl_alpha_size;
int gl_buffer_size;
int gl_depth_size;
int gl_stencil_size;
int gl_double_buffer;
int gl_accum_red_size;
int gl_accum_green_size;
int gl_accum_blue_size;
int gl_accum_alpha_size;
int gl_stereo;
int gl_multisamplebuffers;
int gl_multisamplesamples;
int gl_retained_backing;
int gl_accelerated;
int gl_major_version;
int gl_minor_version;
} CommonState;
extern CommonState *CommonCreateState(char **argv, Uint32 flags);
extern int CommonArg(CommonState * state, int index);
extern const char *CommonUsage(CommonState * state);
extern SDL_bool CommonInit(CommonState * state);
extern void CommonEvent(CommonState * state, SDL_Event * event, int *done);
extern void CommonQuit(CommonState * state);
/* vi: set ts=4 sw=4 expandtab: */

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@@ -0,0 +1,175 @@
/*
Copyright (C) 1997-2011 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
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
/* Simple program: Move N sprites around on the screen as fast as possible */
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include "SDL.h"
#include "common.h"
#ifdef __NDS__
#define WINDOW_WIDTH 256
#define WINDOW_HEIGHT (2*192)
#else
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 480
#endif
#define NUM_SPRITES 100
#define MAX_SPEED 1
static SDL_Texture *sprite;
static SDL_Rect positions[NUM_SPRITES];
static SDL_Rect velocities[NUM_SPRITES];
static int sprite_w, sprite_h;
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
exit(rc);
}
int
LoadSprite(char *file, SDL_Renderer *renderer)
{
SDL_Surface *temp;
/* Load the sprite image */
temp = SDL_LoadBMP(file);
if (temp == NULL) {
fprintf(stderr, "Couldn't load %s: %s\n", 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, SDL_TRUE, *(Uint8 *) temp->pixels);
} else {
switch (temp->format->BitsPerPixel) {
case 15:
SDL_SetColorKey(temp, SDL_TRUE,
(*(Uint16 *) temp->pixels) & 0x00007FFF);
break;
case 16:
SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
break;
case 24:
SDL_SetColorKey(temp, SDL_TRUE,
(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
break;
case 32:
SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
break;
}
}
/* Create textures from the image */
sprite = SDL_CreateTextureFromSurface(renderer, temp);
if (!sprite) {
fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
SDL_FreeSurface(temp);
return (-1);
}
SDL_FreeSurface(temp);
/* We're ready to roll. :) */
return (0);
}
void
MoveSprites(SDL_Window * window, SDL_Renderer * renderer, SDL_Texture * sprite)
{
int i;
int window_w = WINDOW_WIDTH;
int window_h = WINDOW_HEIGHT;
SDL_Rect *position, *velocity;
/* Draw a gray background */
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
/* Move the sprite, bounce at the wall, and draw */
for (i = 0; i < NUM_SPRITES; ++i) {
position = &positions[i];
velocity = &velocities[i];
position->x += velocity->x;
if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
velocity->x = -velocity->x;
position->x += velocity->x;
}
position->y += velocity->y;
if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
velocity->y = -velocity->y;
position->y += velocity->y;
}
/* Blit the sprite onto the screen */
SDL_RenderCopy(renderer, sprite, NULL, position);
}
/* Update the screen! */
SDL_RenderPresent(renderer);
}
int
main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Renderer *renderer;
int i, done;
SDL_Event event;
if (SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer) < 0) {
quit(2);
}
if (LoadSprite("icon.bmp", renderer) < 0) {
quit(2);
}
/* Initialize the sprite positions */
srand(time(NULL));
for (i = 0; i < NUM_SPRITES; ++i) {
positions[i].x = rand() % (WINDOW_WIDTH - sprite_w);
positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h);
positions[i].w = sprite_w;
positions[i].h = sprite_h;
velocities[i].x = 0;
velocities[i].y = 0;
while (!velocities[i].x && !velocities[i].y) {
velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
}
}
/* Main render loop */
done = 0;
while (!done) {
/* Check for events */
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) {
done = 1;
}
}
MoveSprites(window, renderer, sprite);
fprintf(stderr, "Frame rendered, you see nothing on screen, that's bug in SDL, lalala\n");
}
quit(0);
}
/* vi: set ts=4 sw=4 expandtab: */

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@@ -1 +1 @@
ballfield
sdl-1.3-test