Files
SDL/VisualC-GDK/tests/testgdk/src/testgdk.cpp
Caleb Cornett 12a435e11d gdk: Update Suspend/Resume best practices.
Updated testgdk to demonstrate correct handling of suspend/resume and the new Render APIs, and updated the docs to explain the correct usage of these GDK functions.
2026-03-07 11:19:09 -05:00

506 lines
16 KiB
C++

/*
Copyright (C) 1997-2026 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.
*/
/* testgdk: Basic tests of using task queue/xbl (with simple drawing) in GDK.
* NOTE: As of June 2022 GDK, login will only work if MicrosoftGame.config is
* configured properly. See README-gdk.md.
*/
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include <SDL3/SDL_test.h>
#include <SDL3/SDL_test_common.h>
#include "../src/core/windows/SDL_windows.h"
#include <SDL3/SDL_main.h>
extern "C" {
#include "../test/testutils.h"
}
#include <XGameRuntime.h>
#define NUM_SPRITES 100
#define MAX_SPEED 1
#define SUSPEND_CODE 0
#define RESUME_CODE 1
static SDLTest_CommonState *state;
static int num_sprites;
static SDL_Texture **sprites;
static bool cycle_color;
static bool cycle_alpha;
static int cycle_direction = 1;
static int current_alpha = 0;
static int current_color = 0;
static int sprite_w, sprite_h;
static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
int done;
static struct
{
SDL_AudioSpec spec;
Uint8 *sound; /* Pointer to wave data */
Uint32 soundlen; /* Length of wave data */
int soundpos; /* Current play position */
} wave;
static SDL_AudioStream *stream;
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void quit(int rc)
{
SDL_free(sprites);
SDL_DestroyAudioStream(stream);
SDL_free(wave.sound);
SDLTest_CommonQuit(state);
/* If rc is 0, just let main return normally rather than calling exit.
* This allows testing of platforms where SDL_main is required and does meaningful cleanup.
*/
if (rc != 0) {
exit(rc);
}
}
static int fillerup(void)
{
const int minimum = (wave.soundlen / SDL_AUDIO_FRAMESIZE(wave.spec)) / 2;
if (SDL_GetAudioStreamQueued(stream) < minimum) {
SDL_PutAudioStreamData(stream, wave.sound, wave.soundlen);
}
return 0;
}
static void UserLoggedIn(XUserHandle user)
{
HRESULT hr;
char gamertag[128];
hr = XUserGetGamertag(user, XUserGamertagComponent::UniqueModern, sizeof(gamertag), gamertag, NULL);
if (SUCCEEDED(hr)) {
SDL_Log("User logged in: %s", gamertag);
} else {
SDL_Log("[GDK] UserLoggedIn -- XUserGetGamertag failed: 0x%08x.", hr);
}
XUserCloseHandle(user);
}
static void AddUserUICallback(XAsyncBlock *asyncBlock)
{
HRESULT hr;
XUserHandle user = NULL;
hr = XUserAddResult(asyncBlock, &user);
if (SUCCEEDED(hr)) {
uint64_t userId;
hr = XUserGetId(user, &userId);
if (FAILED(hr)) {
/* If unable to get the user ID, it means the account is banned, etc. */
SDL_Log("[GDK] AddUserSilentCallback -- XUserGetId failed: 0x%08x.", hr);
XUserCloseHandle(user);
/* Per the docs, likely should call XUserResolveIssueWithUiAsync here. */
} else {
UserLoggedIn(user);
}
} else {
SDL_Log("[GDK] AddUserUICallback -- XUserAddAsync failed: 0x%08x.", hr);
}
delete asyncBlock;
}
static void AddUserUI()
{
HRESULT hr;
XAsyncBlock *asyncBlock = new XAsyncBlock;
asyncBlock->context = NULL;
asyncBlock->queue = NULL; /* A null queue will use the global process task queue */
asyncBlock->callback = &AddUserUICallback;
hr = XUserAddAsync(XUserAddOptions::None, asyncBlock);
if (FAILED(hr)) {
delete asyncBlock;
SDL_Log("[GDK] AddUserSilent -- failed: 0x%08x", hr);
}
}
static void AddUserSilentCallback(XAsyncBlock *asyncBlock)
{
HRESULT hr;
XUserHandle user = NULL;
hr = XUserAddResult(asyncBlock, &user);
if (SUCCEEDED(hr)) {
uint64_t userId;
hr = XUserGetId(user, &userId);
if (FAILED(hr)) {
/* If unable to get the user ID, it means the account is banned, etc. */
SDL_Log("[GDK] AddUserSilentCallback -- XUserGetId failed: 0x%08x. Trying with UI.", hr);
XUserCloseHandle(user);
AddUserUI();
} else {
UserLoggedIn(user);
}
} else {
SDL_Log("[GDK] AddUserSilentCallback -- XUserAddAsync failed: 0x%08x. Trying with UI.", hr);
AddUserUI();
}
delete asyncBlock;
}
static void AddUserSilent()
{
HRESULT hr;
XAsyncBlock *asyncBlock = new XAsyncBlock;
asyncBlock->context = NULL;
asyncBlock->queue = NULL; /* A null queue will use the global process task queue */
asyncBlock->callback = &AddUserSilentCallback;
hr = XUserAddAsync(XUserAddOptions::AddDefaultUserSilently, asyncBlock);
if (FAILED(hr)) {
delete asyncBlock;
SDL_Log("[GDK] AddUserSilent -- failed: 0x%08x", hr);
}
}
static bool LoadSprite(const char *file)
{
int i;
for (i = 0; i < state->num_windows; ++i) {
/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
sprites[i] = LoadTexture(state->renderers[i], file, true);
if (!sprites[i]) {
return false;
}
sprite_w = sprites[i]->w;
sprite_h = sprites[i]->h;
SDL_SetTextureBlendMode(sprites[i], blendMode);
}
/* We're ready to roll. :) */
return true;
}
static void DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
{
SDL_Rect viewport;
SDL_FRect temp;
/* Query the sizes */
SDL_GetRenderViewport(renderer, &viewport);
/* Cycle the color and alpha, if desired */
if (cycle_color) {
current_color += cycle_direction;
if (current_color < 0) {
current_color = 0;
cycle_direction = -cycle_direction;
}
if (current_color > 255) {
current_color = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
(Uint8) current_color);
}
if (cycle_alpha) {
current_alpha += cycle_direction;
if (current_alpha < 0) {
current_alpha = 0;
cycle_direction = -cycle_direction;
}
if (current_alpha > 255) {
current_alpha = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
}
/* Draw a gray background */
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
/* Test points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderPoint(renderer, 0.0f, 0.0f);
SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f);
SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1));
SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1));
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
SDL_RenderLine(renderer, (float)(viewport.w - 1), 1, (float)(viewport.w - 1), (float)(viewport.h - 2));
/* Test fill and copy */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
temp.x = 1.0f;
temp.y = 1.0f;
temp.w = (float)sprite_w;
temp.h = (float)sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
temp.x = (float)(viewport.w-sprite_w-1);
temp.y = 1.0f;
temp.w = (float)sprite_w;
temp.h = (float)sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
temp.x = 1.0f;
temp.y = (float)(viewport.h-sprite_h-1);
temp.w = (float)sprite_w;
temp.h = (float)sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
temp.x = (float)(viewport.w-sprite_w-1);
temp.y = (float)(viewport.h-sprite_h-1);
temp.w = (float)(sprite_w);
temp.h = (float)(sprite_h);
SDL_RenderFillRect(renderer, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
/* Test diagonal lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderLine(renderer, (float)sprite_w, (float)sprite_h,
(float)(viewport.w-sprite_w-2), (float)(viewport.h-sprite_h-2));
SDL_RenderLine(renderer, (float)(viewport.w-sprite_w-2), (float)sprite_h,
(float)sprite_w, (float)(viewport.h-sprite_h-2));
/* Update the screen! */
SDL_RenderPresent(renderer);
}
static void update(bool *suppressdraw)
{
SDL_Event event;
/* Check for events */
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat) {
SDL_Log("Initial SDL_EVENT_KEY_DOWN: %s", SDL_GetScancodeName(event.key.scancode));
}
#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
/* On Xbox, ignore the keydown event because the features aren't supported */
if (event.type != SDL_EVENT_KEY_DOWN) {
SDLTest_CommonEvent(state, &event, &done);
}
if (event.type == SDL_EVENT_USER) {
if (event.user.code == SUSPEND_CODE) {
for (int i = 0; i < state->num_windows; ++i) {
if (state->windows[i] != NULL) {
SDL_GDKSuspendRenderer(state->renderers[i]);
}
}
*suppressdraw = true;
SDL_GDKSuspendComplete();
} else if (event.user.code == RESUME_CODE) {
for (int i = 0; i < state->num_windows; ++i) {
if (state->windows[i] != NULL) {
SDL_GDKResumeRenderer(state->renderers[i]);
}
}
*suppressdraw = false;
}
}
#else
SDLTest_CommonEvent(state, &event, &done);
#endif
}
fillerup();
}
static void draw()
{
int i;
for (i = 0; i < state->num_windows; ++i) {
if (state->windows[i] != NULL) {
DrawSprites(state->renderers[i], sprites[i]);
}
}
}
static bool SDLCALL GDKEventWatch(void* userdata, SDL_Event* event)
{
/* This callback may be on a different thread, so we'll
* push these events as USER events so they appear
* in the main thread's event loop.
*
* That allows us to cancel drawing before/after we finish
* drawing a frame, rather than mid-draw (which can crash).
*/
if (event->type == SDL_EVENT_DID_ENTER_BACKGROUND) {
SDL_Event evt;
evt.type = SDL_EVENT_USER;
evt.user.code = 0;
SDL_PushEvent(&evt);
} else if (event->type == SDL_EVENT_WILL_ENTER_FOREGROUND) {
SDL_Event evt;
evt.type = SDL_EVENT_USER;
evt.user.code = 1;
SDL_PushEvent(&evt);
}
return false;
}
int main(int argc, char *argv[])
{
int i;
const char *icon = "icon.png";
char *soundname = NULL;
bool suppressdraw = false;
/* Initialize parameters */
num_sprites = NUM_SPRITES;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO | SDL_INIT_AUDIO);
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 + 1], "sub") == 0) {
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
consumed = 2;
}
}
} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
cycle_color = true;
consumed = 1;
} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
cycle_alpha = true;
consumed = 1;
} else if (SDL_isdigit(*argv[i])) {
num_sprites = SDL_atoi(argv[i]);
consumed = 1;
} else if (argv[i][0] != '-') {
icon = argv[i];
consumed = 1;
}
}
if (consumed < 0) {
static const char *options[] = {
"[--blend none|blend|add|mod]",
"[--cyclecolor]",
"[--cyclealpha]",
"[num_sprites]",
"[icon.bmp]",
NULL };
SDLTest_CommonLogUsage(state, argv[0], options);
quit(1);
}
i += consumed;
}
if (!SDLTest_CommonInit(state)) {
quit(2);
}
/* Set up the lifecycle event watcher */
SDL_AddEventWatch(GDKEventWatch, NULL);
/* 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!");
quit(2);
}
for (i = 0; i < state->num_windows; ++i) {
SDL_Renderer *renderer = state->renderers[i];
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
}
if (!LoadSprite(icon)) {
quit(2);
}
soundname = GetResourceFilename(argc > 1 ? argv[1] : NULL, "sample.wav");
if (!soundname) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", SDL_GetError());
quit(1);
}
/* Load the wave file into memory */
if (!SDL_LoadWAV(soundname, &wave.spec, &wave.sound, &wave.soundlen)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", soundname, SDL_GetError());
quit(1);
}
/* Show the list of available drivers */
SDL_Log("Available audio drivers:");
for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) {
SDL_Log("%i: %s", i, SDL_GetAudioDriver(i));
}
SDL_Log("Using audio driver: %s", SDL_GetCurrentAudioDriver());
stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &wave.spec, NULL, NULL);
if (!stream) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create audio stream: %s", SDL_GetError());
return -1;
}
SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
/* Main render loop */
done = 0;
/* Try to add the default user silently */
AddUserSilent();
while (!done) {
update(&suppressdraw);
if (!suppressdraw) {
draw();
}
}
quit(0);
SDL_free(soundname);
return 0;
}