early-access version 2835

This commit is contained in:
pineappleEA
2022-07-15 04:00:50 +02:00
parent 5c0ee5eba6
commit 0e7aef7e36
1173 changed files with 55320 additions and 18881 deletions

View File

@@ -1,5 +1,5 @@
/*
Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2022 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
@@ -21,6 +21,7 @@
#endif
#include "SDL_test_common.h"
#include "testutils.h"
static SDLTest_CommonState *state;
static SDL_bool use_texture = SDL_FALSE;
@@ -44,54 +45,19 @@ 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);
}
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);