Mercurial > sdl-ios-xcode
annotate test/nds-test-progs/sprite/source/testsprite.c @ 3274:08574b033f37
Removed outdated Nano-X support
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 19 Sep 2009 07:26:51 +0000 |
parents | 204be4fc2726 |
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rev | line source |
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1 /* Simple program: Move N sprites around on the screen as fast as possible */ |
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2 |
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3 #include <stdlib.h> |
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4 #include <stdio.h> |
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5 #include <time.h> |
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6 #include <math.h> |
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7 #include <fat.h> |
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8 #include <SDL/SDL.h> |
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9 |
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10 #define NUM_SPRITES 10 |
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11 #define MAX_SPEED 1 |
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12 |
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13 SDL_Surface *sprite; |
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14 int numsprites; |
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15 SDL_Rect *sprite_rects; |
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16 SDL_Rect *positions; |
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17 SDL_Rect *velocities; |
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18 int sprites_visible; |
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19 int debug_flip; |
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20 Uint16 sprite_w, sprite_h; |
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21 |
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22 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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23 static void |
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24 quit(int rc) |
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25 { |
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26 SDL_Quit(); |
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27 exit(rc); |
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28 } |
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29 |
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30 int |
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31 LoadSprite(char *file) |
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32 { |
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33 SDL_Surface *temp; |
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34 |
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35 /* Load the sprite image */ |
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36 sprite = SDL_LoadBMP(file); |
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37 if (sprite == NULL) { |
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38 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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39 return (-1); |
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40 } |
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41 |
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42 /* Set transparent pixel as the pixel at (0,0) */ |
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43 if (sprite->format->palette) { |
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44 SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY | SDL_RLEACCEL), |
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45 *(Uint8 *) sprite->pixels); |
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46 } |
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47 |
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48 /* Convert sprite to video format */ |
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49 temp = SDL_DisplayFormat(sprite); |
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50 SDL_FreeSurface(sprite); |
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51 if (temp == NULL) { |
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52 fprintf(stderr, "Couldn't convert background: %s\n", SDL_GetError()); |
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53 return (-1); |
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54 } |
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55 sprite = temp; |
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56 |
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57 /* We're ready to roll. :) */ |
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58 return (0); |
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59 } |
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60 |
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61 void |
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62 MoveSprites(SDL_Surface * screen, Uint32 background) |
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63 { |
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64 int i, nupdates; |
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65 SDL_Rect area, *position, *velocity; |
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66 |
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67 nupdates = 0; |
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68 /* Erase all the sprites if necessary */ |
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69 if (sprites_visible) { |
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70 SDL_FillRect(screen, NULL, background); |
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71 } |
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72 |
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73 /* Move the sprite, bounce at the wall, and draw */ |
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74 for (i = 0; i < numsprites; ++i) { |
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75 position = &positions[i]; |
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76 velocity = &velocities[i]; |
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77 position->x += velocity->x; |
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78 if ((position->x < 0) || (position->x >= (screen->w - sprite_w))) { |
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79 velocity->x = -velocity->x; |
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80 position->x += velocity->x; |
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81 } |
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82 position->y += velocity->y; |
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83 if ((position->y < 0) || (position->y >= (screen->h - sprite_w))) { |
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84 velocity->y = -velocity->y; |
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85 position->y += velocity->y; |
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86 } |
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87 |
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88 /* Blit the sprite onto the screen */ |
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89 area = *position; |
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90 SDL_BlitSurface(sprite, NULL, screen, &area); |
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91 sprite_rects[nupdates++] = area; |
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92 } |
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93 |
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94 if (debug_flip) { |
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95 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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96 static int t = 0; |
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97 |
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98 Uint32 color = SDL_MapRGB(screen->format, 255, 0, 0); |
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99 SDL_Rect r; |
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100 r.x = t; |
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101 /* (sin((float) t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w - 20); */ |
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102 r.y = 0; |
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103 r.w = 20; |
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104 r.h = screen->h; |
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105 |
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106 SDL_FillRect(screen, &r, color); |
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107 t += 2; |
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108 } |
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109 } |
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110 |
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111 /* Update the screen! */ |
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112 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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113 SDL_Flip(screen); |
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114 } else { |
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115 SDL_UpdateRects(screen, nupdates, sprite_rects); |
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116 } |
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117 sprites_visible = 1; |
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118 } |
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119 |
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120 /* This is a way of telling whether or not to use hardware surfaces */ |
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121 Uint32 |
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122 FastestFlags(Uint32 flags, int width, int height, int bpp) |
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123 { |
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124 const SDL_VideoInfo *info; |
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125 |
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126 /* Hardware acceleration is only used in fullscreen mode */ |
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127 flags |= SDL_FULLSCREEN; |
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128 |
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129 /* Check for various video capabilities */ |
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130 info = SDL_GetVideoInfo(); |
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131 if (info->blit_hw_CC && info->blit_fill) { |
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132 /* We use accelerated colorkeying and color filling */ |
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133 flags |= SDL_HWSURFACE; |
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134 } |
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135 /* If we have enough video memory, and will use accelerated |
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136 blits directly to it, then use page flipping. |
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137 */ |
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138 if ((flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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139 /* Direct hardware blitting without double-buffering |
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140 causes really bad flickering. |
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141 */ |
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142 if (info->video_mem * 1024 > (height * width * bpp / 8)) { |
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143 flags |= SDL_DOUBLEBUF; |
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144 } else { |
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145 flags &= ~SDL_HWSURFACE; |
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146 } |
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147 } |
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148 |
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149 /* Return the flags */ |
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150 return (flags); |
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151 } |
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152 |
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153 int |
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154 main(int argc, char *argv[]) |
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155 { |
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156 SDL_Surface *screen; |
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157 Uint8 *mem; |
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158 int width, height; |
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159 Uint8 video_bpp; |
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160 Uint32 videoflags; |
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161 Uint32 background; |
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162 int i, done; |
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163 SDL_Event event; |
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164 Uint32 then, now, frames; |
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165 |
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166 consoleDemoInit(); |
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167 puts("Hello world! Initializing FAT..."); |
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168 fatInitDefault(); |
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169 /* Initialize SDL */ |
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170 if (SDL_Init(SDL_INIT_VIDEO) < 0) { |
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171 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
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172 return (1); |
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173 } |
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174 puts("* initialized SDL"); |
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175 |
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176 numsprites = NUM_SPRITES; |
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177 videoflags = SDL_SWSURFACE /*| SDL_ANYFORMAT */ ; |
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178 width = 256; |
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179 height = 192; |
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180 video_bpp = 15; |
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181 debug_flip = 0; |
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182 while (argc > 1) { |
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183 --argc; |
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184 if (strcmp(argv[argc - 1], "-width") == 0) { |
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185 width = atoi(argv[argc]); |
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186 --argc; |
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187 } else if (strcmp(argv[argc - 1], "-height") == 0) { |
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188 height = atoi(argv[argc]); |
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189 --argc; |
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190 } else if (strcmp(argv[argc - 1], "-bpp") == 0) { |
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191 video_bpp = atoi(argv[argc]); |
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192 videoflags &= ~SDL_ANYFORMAT; |
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193 --argc; |
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194 } else if (strcmp(argv[argc], "-fast") == 0) { |
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195 videoflags = FastestFlags(videoflags, width, height, video_bpp); |
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196 } else if (strcmp(argv[argc], "-hw") == 0) { |
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197 videoflags ^= SDL_HWSURFACE; |
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198 } else if (strcmp(argv[argc], "-flip") == 0) { |
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199 videoflags ^= SDL_DOUBLEBUF; |
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200 } else if (strcmp(argv[argc], "-debugflip") == 0) { |
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201 debug_flip ^= 1; |
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202 } else if (strcmp(argv[argc], "-fullscreen") == 0) { |
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203 videoflags ^= SDL_FULLSCREEN; |
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204 } else if (isdigit(argv[argc][0])) { |
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205 numsprites = atoi(argv[argc]); |
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206 } else { |
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207 fprintf(stderr, |
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208 "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n", |
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209 argv[0]); |
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210 quit(1); |
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211 } |
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212 } |
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213 |
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214 /* Set video mode */ |
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215 screen = SDL_SetVideoMode(width, height, video_bpp, videoflags); |
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216 if (!screen) { |
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217 fprintf(stderr, "Couldn't set %dx%d video mode: %s\n", |
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218 width, height, SDL_GetError()); |
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219 quit(2); |
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220 } |
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221 screen->flags &= ~SDL_PREALLOC; |
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222 puts("* set video mode"); |
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223 |
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224 /* Load the sprite */ |
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225 if (LoadSprite("icon.bmp") < 0) { |
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226 quit(1); |
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227 } |
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228 puts("* loaded sprite"); |
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229 |
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230 /* Allocate memory for the sprite info */ |
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231 mem = (Uint8 *) malloc(4 * sizeof(SDL_Rect) * numsprites); |
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232 if (mem == NULL) { |
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233 SDL_FreeSurface(sprite); |
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234 fprintf(stderr, "Out of memory!\n"); |
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235 quit(2); |
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236 } |
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237 sprite_rects = (SDL_Rect *) mem; |
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238 positions = sprite_rects; |
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239 sprite_rects += numsprites; |
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240 velocities = sprite_rects; |
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241 sprite_rects += numsprites; |
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242 sprite_w = sprite->w; |
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243 sprite_h = sprite->h; |
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244 srand(time(NULL)); |
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245 for (i = 0; i < numsprites; ++i) { |
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246 positions[i].x = rand() % (screen->w - sprite_w); |
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247 positions[i].y = rand() % (screen->h - sprite_h); |
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248 positions[i].w = sprite->w; |
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249 positions[i].h = sprite->h; |
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250 velocities[i].x = 0; |
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251 velocities[i].y = 0; |
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252 while (!velocities[i].x && !velocities[i].y) { |
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253 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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254 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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255 } |
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256 } |
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257 background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00); |
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258 |
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259 /* Print out information about our surfaces */ |
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260 printf("Screen is at %d bits per pixel\n", screen->format->BitsPerPixel); |
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261 if ((screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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262 printf("Screen is in video memory\n"); |
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263 } else { |
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264 printf("Screen is in system memory\n"); |
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265 } |
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266 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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267 printf("Screen has double-buffering enabled\n"); |
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268 } |
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269 if ((sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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270 printf("Sprite is in video memory\n"); |
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271 } else { |
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272 printf("Sprite is in system memory\n"); |
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273 } |
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274 /* Run a sample blit to trigger blit acceleration */ |
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275 { |
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276 SDL_Rect dst; |
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277 dst.x = 0; |
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278 dst.y = 0; |
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279 dst.w = sprite->w; |
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280 dst.h = sprite->h; |
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281 SDL_BlitSurface(sprite, NULL, screen, &dst); |
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282 SDL_FillRect(screen, &dst, background); |
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283 } |
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284 if ((sprite->flags & SDL_HWACCEL) == SDL_HWACCEL) { |
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285 printf("Sprite blit uses hardware acceleration\n"); |
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286 } |
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287 if ((sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL) { |
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288 printf("Sprite blit uses RLE acceleration\n"); |
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289 } |
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290 |
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291 /* Loop, blitting sprites and waiting for a keystroke */ |
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292 frames = 0; |
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293 then = SDL_GetTicks(); |
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294 done = 0; |
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295 sprites_visible = 0; |
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296 puts("hello!"); |
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297 while (!done) { |
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298 /* Check for events */ |
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299 ++frames; |
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300 printf("."); |
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301 swiWaitForVBlank(); |
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302 MoveSprites(screen, background); |
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303 } |
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304 puts("goodbye!"); |
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305 SDL_FreeSurface(sprite); |
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306 free(mem); |
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307 |
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308 /* Print out some timing information */ |
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309 now = SDL_GetTicks(); |
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310 if (now > then) { |
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311 printf("%2.2f frames per second\n", |
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312 ((double) frames * 1000) / (now - then)); |
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313 } |
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314 SDL_Quit(); |
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315 return (0); |
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316 } |