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
@@ -20,6 +20,7 @@
#endif
#include "SDL_test_common.h"
#include "testutils.h"
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
@@ -46,56 +47,6 @@ quit(int rc)
exit(rc);
}
SDL_Texture *
LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
{
SDL_Surface *temp;
SDL_Texture *texture;
/* 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 NULL;
}
/* Set transparent pixel as the pixel at (0,0) */
if (transparent) {
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 */
texture = SDL_CreateTextureFromSurface(renderer, temp);
if (!texture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
SDL_FreeSurface(temp);
return NULL;
}
SDL_FreeSurface(temp);
/* We're ready to roll. :) */
return texture;
}
void
Draw(DrawState *s)
{
@@ -176,8 +127,8 @@ main(int argc, char *argv[])
drawstate->window = state->windows[i];
drawstate->renderer = state->renderers[i];
drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE, NULL, NULL);
drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE, NULL, NULL);
if (!drawstate->sprite || !drawstate->background) {
quit(2);
}