Mercurial > sdl-ios-xcode
annotate test/nds-test-progs/sprite2/source/testsprite2.c @ 2753:0969758c8809
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author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 15 Sep 2008 04:32:36 +0000 |
parents | e3affc66d963 |
children | 9dde605c7540 |
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 <nds.h> |
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7 #include <fat.h> |
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8 #include "common.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 static CommonState *state; |
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14 static int num_sprites; |
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15 static SDL_TextureID *sprites; |
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16 static SDL_bool cycle_color; |
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17 static SDL_bool cycle_alpha; |
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18 static int cycle_direction = 1; |
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19 static int current_alpha = 0; |
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20 static int current_color = 0; |
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21 static SDL_Rect *positions; |
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22 static SDL_Rect *velocities; |
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23 static int sprite_w, sprite_h; |
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24 static SDL_TextureBlendMode blendMode = SDL_TEXTUREBLENDMODE_MASK; |
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25 static SDL_TextureScaleMode scaleMode = SDL_TEXTURESCALEMODE_NONE; |
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26 |
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27 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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28 static void |
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29 quit(int rc) |
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30 { |
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31 if (sprites) { |
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32 SDL_free(sprites); |
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33 } |
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34 if (positions) { |
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35 SDL_free(positions); |
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36 } |
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37 if (velocities) { |
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38 SDL_free(velocities); |
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39 } |
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40 CommonQuit(state); |
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41 exit(rc); |
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42 } |
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43 |
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44 int |
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45 LoadSprite(char *file) |
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46 { |
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47 int i; |
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48 SDL_Surface *temp; |
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49 |
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50 /* Load the sprite image */ |
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51 temp = SDL_LoadBMP(file); |
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52 if (temp == NULL) { |
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53 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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54 return (-1); |
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55 } |
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56 sprite_w = temp->w; |
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57 sprite_h = temp->h; |
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58 |
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59 /* Set transparent pixel as the pixel at (0,0) */ |
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60 if (temp->format->palette) { |
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61 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels); |
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62 } |
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63 |
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64 /* Create textures from the image */ |
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65 for (i = 0; i < state->num_windows; ++i) { |
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66 SDL_SelectRenderer(state->windows[i]); |
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67 sprites[i] = SDL_CreateTextureFromSurface(0, temp); |
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68 if (!sprites[i]) { |
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69 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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70 SDL_FreeSurface(temp); |
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71 return (-1); |
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72 } |
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73 SDL_SetTextureBlendMode(sprites[i], blendMode); |
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74 SDL_SetTextureScaleMode(sprites[i], scaleMode); |
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75 } |
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76 SDL_FreeSurface(temp); |
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77 |
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78 /* We're ready to roll. :) */ |
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79 return (0); |
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80 } |
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81 |
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82 int |
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83 LoadSprite2(const u8 * ptr, int size) |
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84 { |
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85 int i; |
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86 SDL_Rect r = { 0, 0, 32, 32 }; |
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87 for (i = 0; i < state->num_windows; ++i) { |
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88 SDL_SelectRenderer(state->windows[i]); |
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89 sprites[i] = SDL_CreateTexture(SDL_PIXELFORMAT_ABGR1555, |
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90 SDL_TEXTUREACCESS_STATIC, r.w, r.h); |
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91 if (!sprites[i]) { |
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92 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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93 return -1; |
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94 } |
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95 SDL_UpdateTexture(sprites[i], &r, ptr, r.w * 2); |
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96 SDL_SetTextureBlendMode(sprites[i], blendMode); |
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97 SDL_SetTextureScaleMode(sprites[i], scaleMode); |
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98 } |
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99 return 0; |
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100 } |
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101 |
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102 void |
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103 MoveSprites(SDL_WindowID window, SDL_TextureID sprite) |
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104 { |
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105 int i, n; |
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106 int window_w, window_h; |
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107 SDL_Rect area, *position, *velocity; |
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108 |
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109 SDL_SelectRenderer(window); |
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110 |
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111 /* Query the sizes */ |
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112 SDL_GetWindowSize(window, &window_w, &window_h); |
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113 |
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114 /* Cycle the color and alpha, if desired */ |
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115 if (cycle_color) { |
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116 current_color += cycle_direction; |
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117 if (current_color < 0) { |
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118 current_color = 0; |
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119 cycle_direction = -cycle_direction; |
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120 } |
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121 if (current_color > 255) { |
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122 current_color = 255; |
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123 cycle_direction = -cycle_direction; |
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124 } |
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125 SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color, |
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126 (Uint8) current_color); |
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127 } |
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128 if (cycle_alpha) { |
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129 current_alpha += cycle_direction; |
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130 if (current_alpha < 0) { |
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131 current_alpha = 0; |
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132 cycle_direction = -cycle_direction; |
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133 } |
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134 if (current_alpha > 255) { |
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135 current_alpha = 255; |
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136 cycle_direction = -cycle_direction; |
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137 } |
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138 SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha); |
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139 } |
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140 |
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141 /* Move the sprite, bounce at the wall, and draw */ |
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142 n = 0; |
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143 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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144 for (i = 0; i < num_sprites; ++i) { |
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145 position = &positions[i]; |
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146 velocity = &velocities[i]; |
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147 position->x += velocity->x; |
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148 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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149 velocity->x = -velocity->x; |
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150 position->x += velocity->x; |
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151 } |
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152 position->y += velocity->y; |
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153 if ((position->y < 0) || (position->y >= (window_h - sprite_w))) { |
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154 velocity->y = -velocity->y; |
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155 position->y += velocity->y; |
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156 } |
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157 |
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158 /* Blit the sprite onto the screen */ |
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159 SDL_RenderCopy(sprite, NULL, position); |
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160 } |
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161 |
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162 /* Update the screen! */ |
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163 SDL_RenderPresent(); |
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164 } |
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165 |
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166 int |
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167 main(int argc, char *argv[]) |
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168 { |
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169 int i, done; |
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170 SDL_Event event; |
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171 Uint32 then, now, frames; |
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172 |
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173 consoleDemoInit(); |
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174 puts("Hello world! Initializing FAT..."); |
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175 fatInitDefault(); |
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176 |
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177 /* Initialize parameters */ |
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178 num_sprites = NUM_SPRITES; |
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179 |
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180 /* Initialize test framework */ |
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181 state = CommonCreateState(argv, SDL_INIT_VIDEO); |
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182 if (!state) { |
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183 return 1; |
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184 } |
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185 |
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186 if (!CommonInit(state)) { |
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187 quit(2); |
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188 } |
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189 |
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190 /* Create the windows, initialize the renderers, and load the textures */ |
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191 sprites = |
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192 (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites)); |
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193 if (!sprites) { |
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194 fprintf(stderr, "Out of memory!\n"); |
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195 quit(2); |
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196 } |
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197 for (i = 0; i < state->num_windows; ++i) { |
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198 SDL_SelectRenderer(state->windows[i]); |
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199 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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200 } |
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201 if (LoadSprite("icon.bmp") < 0) { |
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202 printf("\nerrored.\n"); |
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203 while (1); |
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204 quit(2); |
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205 } |
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206 |
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207 /* Allocate memory for the sprite info */ |
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208 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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209 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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210 if (!positions || !velocities) { |
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211 fprintf(stderr, "Out of memory!\n"); |
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212 quit(2); |
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213 } |
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214 srand(time(NULL)); |
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215 if (scaleMode != SDL_TEXTURESCALEMODE_NONE) { |
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216 sprite_w += sprite_w / 2; |
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217 sprite_h += sprite_h / 2; |
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218 } |
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219 for (i = 0; i < num_sprites; ++i) { |
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220 positions[i].x = rand() % (state->window_w - sprite_w); |
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221 positions[i].y = rand() % (state->window_h - sprite_h); |
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222 positions[i].w = sprite_w; |
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223 positions[i].h = sprite_h; |
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224 velocities[i].x = 0; |
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225 velocities[i].y = 0; |
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226 while (!velocities[i].x && !velocities[i].y) { |
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227 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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228 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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229 } |
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230 } |
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231 |
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232 /* Main render loop */ |
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233 frames = 0; |
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234 then = SDL_GetTicks(); |
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235 done = 0; |
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236 while (!done) { |
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237 /* Check for events */ |
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238 ++frames; |
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239 while (SDL_PollEvent(&event)) { |
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240 CommonEvent(state, &event, &done); |
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241 switch (event.type) { |
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242 case SDL_WINDOWEVENT: |
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243 switch (event.window.event) { |
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244 case SDL_WINDOWEVENT_EXPOSED: |
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245 SDL_SelectRenderer(event.window.windowID); |
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246 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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247 break; |
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248 } |
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249 break; |
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250 default: |
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251 break; |
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252 } |
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253 } |
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254 for (i = 0; i < state->num_windows; ++i) { |
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255 MoveSprites(state->windows[i], sprites[i]); |
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256 } |
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257 } |
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258 |
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259 /* Print out some timing information */ |
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260 now = SDL_GetTicks(); |
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261 if (now > then) { |
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262 printf("%2.2f frames per second\n", |
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263 ((double) frames * 1000) / (now - then)); |
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parents:
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264 } |
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265 |
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266 quit(0); |
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267 return 0; |
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268 } |
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269 |
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270 /* vi: set ts=4 sw=4 expandtab: */ |