SDL: Add testgeometry to draw a non uniform triangle

From bc2173baf90f872d215ab4875824512af36e194a Mon Sep 17 00:00:00 2001
From: Sylvain <[EMAIL REDACTED]>
Date: Tue, 6 Apr 2021 21:49:23 +0200
Subject: [PATCH] Add testgeometry to draw a non uniform triangle
 --use-texture: an option to load icon.bmp as a texture handle mouse motion:
 rotate the triangle

---
 test/CMakeLists.txt |   1 +
 test/Makefile.in    |   6 +-
 test/Makefile.os2   |   2 +-
 test/testgeometry.c | 303 ++++++++++++++++++++++++++++++++++++++++++++
 4 files changed, 310 insertions(+), 2 deletions(-)
 create mode 100644 test/testgeometry.c

diff --git a/test/CMakeLists.txt b/test/CMakeLists.txt
index cec555e7d6..e9f66edd8f 100644
--- a/test/CMakeLists.txt
+++ b/test/CMakeLists.txt
@@ -42,6 +42,7 @@ add_executable(testdropfile testdropfile.c)
 add_executable(testerror testerror.c)
 add_executable(testfile testfile.c)
 add_executable(testgamecontroller testgamecontroller.c)
+add_executable(testgeometry testgeometry.c)
 add_executable(testgesture testgesture.c)
 add_executable(testgl2 testgl2.c)
 add_executable(testgles testgles.c)
diff --git a/test/Makefile.in b/test/Makefile.in
index be907ae37b..e5057993fc 100644
--- a/test/Makefile.in
+++ b/test/Makefile.in
@@ -29,6 +29,7 @@ TARGETS = \
 	testfile$(EXE) \
 	testfilesystem$(EXE) \
 	testgamecontroller$(EXE) \
+	testgeometry$(EXE) \
 	testgesture$(EXE) \
 	testhaptic$(EXE) \
 	testhittesting$(EXE) \
@@ -161,7 +162,10 @@ testfile$(EXE): $(srcdir)/testfile.c
 
 testgamecontroller$(EXE): $(srcdir)/testgamecontroller.c
 	$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
- 
+
+testgeometry$(EXE): $(srcdir)/testgeometry.c
+	$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
+
 testgesture$(EXE): $(srcdir)/testgesture.c
 	$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@
  
diff --git a/test/Makefile.os2 b/test/Makefile.os2
index fe5ff6d6de..4a78fdf3e9 100644
--- a/test/Makefile.os2
+++ b/test/Makefile.os2
@@ -2,7 +2,7 @@ BINPATH = .
 
 TARGETS = testatomic.exe testdisplayinfo.exe testbounds.exe testdraw2.exe &
           testdrawchessboard.exe testdropfile.exe testerror.exe testfile.exe &
-          testfilesystem.exe testgamecontroller.exe testgesture.exe &
+          testfilesystem.exe testgamecontroller.exe testgeometry.exe testgesture.exe &
           testhittesting.exe testhotplug.exe testiconv.exe testime.exe testlocale.exe &
           testintersections.exe testjoystick.exe testkeys.exe testloadso.exe &
           testlock.exe testmessage.exe testoverlay2.exe testplatform.exe &
diff --git a/test/testgeometry.c b/test/testgeometry.c
new file mode 100644
index 0000000000..9041233bbe
--- /dev/null
+++ b/test/testgeometry.c
@@ -0,0 +1,303 @@
+/*
+  Copyright (C) 1997-2021 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:  draw a RGB triangle, with texture  */
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <time.h>
+
+#ifdef __EMSCRIPTEN__
+#include <emscripten/emscripten.h>
+#endif
+
+#include "SDL_test_common.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 int sprite_w, sprite_h;
+
+int done;
+
+/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
+static void
+quit(int rc)
+{
+    SDL_free(sprites);
+    SDLTest_CommonQuit(state);
+    exit(rc);
+}
+
+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);
+        if (!sprites[i]) {
+            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
+            SDL_FreeSurface(temp);
+            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);
+        }
+    }
+    SDL_FreeSurface(temp);
+
+    /* We're ready to roll. :) */
+    return (0);
+}
+
+
+void
+loop()
+{
+    int i;
+    SDL_Event event;
+
+    /* Check for events */
+    while (SDL_PollEvent(&event)) {
+
+        if (event.type == SDL_MOUSEMOTION) {
+            if (event.motion.state) {
+                int xrel, yrel;
+                int window_w, window_h;
+                SDL_Window *window = SDL_GetWindowFromID(event.motion.windowID);
+                SDL_GetWindowSize(window, &window_w, &window_h);
+                xrel = event.motion.xrel;
+                yrel = event.motion.yrel;
+                if (event.motion.y < window_h / 2) {
+                    angle += xrel;
+                } else {
+                    angle -= xrel;
+                }
+                if (event.motion.x < window_w / 2) {
+                    angle -= yrel;
+                } else {
+                    angle += yrel;
+                }
+            }
+        } else {
+            SDLTest_CommonEvent(state, &event, &done);
+        }
+    }
+
+    for (i = 0; i < state->num_windows; ++i) {
+        SDL_Renderer *renderer = state->renderers[i];
+        if (state->windows[i] == NULL)
+            continue;
+        SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
+        SDL_RenderClear(renderer);
+
+        {
+            SDL_Rect viewport;
+            double a;
+            double d;
+            int cx, cy;
+
+            /* Query the sizes */
+            SDL_RenderGetViewport(renderer, &viewport);
+            SDL_Vertex verts[3];
+            SDL_zeroa(verts);
+            cx = viewport.x + viewport.w / 2;
+            cy = viewport.y + viewport.h / 2;
+            d = (viewport.w + viewport.h) / 5;
+
+            a = (angle * 3.1415) / 180.0; 
+            verts[0].position.x = cx + d * SDL_cos(a);
+            verts[0].position.y = cy + d * SDL_sin(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);
+            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);
+            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;
+            }
+
+            SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0);
+        }
+
+        SDL_RenderPresent(renderer);
+    }
+#ifdef __EMSCRIPTEN__
+    if (done) {
+        emscripten_cancel_main_loop();
+    }
+#endif
+}
+
+int
+main(int argc, char *argv[])
+{
+    int i;
+    const char *icon = "icon.bmp";
+    Uint32 then, now, frames;
+
+    /* Enable standard application logging */
+    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
+
+    /* 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], "--blend") == 0) {
+                if (argv[i + 1]) {
+                    if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
+                        blendMode = SDL_BLENDMODE_NONE;
+                        consumed = 2;
+                    } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
+                        blendMode = SDL_BLENDMODE_BLEND;
+                        consumed = 2;
+                    } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
+                        blendMode = SDL_BLENDMODE_ADD;
+                        consumed = 2;
+                    } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
+                        blendMode = SDL_BLENDMODE_MOD;
+                        consumed = 2;
+                    }
+                }
+            } else if (SDL_strcasecmp(argv[i], "--use-texture") == 0) {
+                use_texture = SDL_TRUE;
+                consumed = 1;
+            }
+        }
+        if (consumed < 0) {
+            static const char *options[] = { "[--blend none|blend|add|mod]", "[--use-texture]", NULL };
+            SDLTest_CommonLogUsage(state, argv[0], options);
+            return 1;
+        }
+        i += consumed;
+    }
+    if (!SDLTest_CommonInit(state)) {
+        return 2;
+    }
+
+    /* Create the windows, initialize the renderers, and load the textures */
+    sprites =
+        (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
+    if (!sprites) {
+        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
+        quit(2);
+    }
+    /* Create the windows and initialize the renderers */
+    for (i = 0; i < state->num_windows; ++i) {
+        SDL_Renderer *renderer = state->renderers[i];
+        SDL_SetRenderDrawBlendMode(renderer, blendMode);
+        SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
+        SDL_RenderClear(renderer);
+        sprites[i] = NULL;
+    }
+    if (use_texture) {
+        if (LoadSprite(icon) < 0) {
+            quit(2);
+        }
+    }
+
+
+    srand((unsigned int)time(NULL));
+
+    /* Main render loop */
+    frames = 0;
+    then = SDL_GetTicks();
+    done = 0;
+
+#ifdef __EMSCRIPTEN__
+    emscripten_set_main_loop(loop, 0, 1);
+#else
+    while (!done) {
+        ++frames;
+        loop();
+        }
+#endif
+
+    /* 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;
+}
+
+/* vi: set ts=4 sw=4 expandtab: */