annotate test/testsprite.c @ 1667:1fddae038bc8 SDL-1.3

Implemented many compatibility functions
author Sam Lantinga <slouken@libsdl.org>
date Mon, 29 May 2006 03:53:21 +0000
parents 6e7ec5cb83c3
children 4da1ee79c9af
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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 <stdio.h>
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4 #include <stdlib.h>
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5 #include <string.h>
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6 #include <ctype.h>
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7 #include <math.h>
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8 #include <time.h>
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9
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10 #include "SDL.h"
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11
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12 #define NUM_SPRITES 100
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13 #define MAX_SPEED 1
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14
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15 SDL_Surface *sprite;
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16 int numsprites;
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17 SDL_Rect *sprite_rects;
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18 SDL_Rect *positions;
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19 SDL_Rect *velocities;
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20 int sprites_visible;
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21 int debug_flip;
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22 Uint16 sprite_w, sprite_h;
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24 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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25 static void
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26 quit (int rc)
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27 {
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28 SDL_Quit ();
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29 exit (rc);
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30 }
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31
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32 int
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33 LoadSprite (char *file)
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34 {
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35 SDL_Surface *temp;
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36
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37 /* Load the sprite image */
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38 sprite = SDL_LoadBMP (file);
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39 if (sprite == NULL) {
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40 fprintf (stderr, "Couldn't load %s: %s", file, SDL_GetError ());
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41 return (-1);
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42 }
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44 /* Set transparent pixel as the pixel at (0,0) */
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45 if (sprite->format->palette) {
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46 SDL_SetColorKey (sprite, (SDL_SRCCOLORKEY | SDL_RLEACCEL),
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47 *(Uint8 *) sprite->pixels);
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48 }
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49
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50 /* Convert sprite to video format */
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51 temp = SDL_DisplayFormat (sprite);
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52 SDL_FreeSurface (sprite);
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53 if (temp == NULL) {
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54 fprintf (stderr, "Couldn't convert background: %s\n",
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55 SDL_GetError ());
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56 return (-1);
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57 }
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58 sprite = temp;
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59
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60 /* We're ready to roll. :) */
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61 return (0);
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62 }
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63
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64 void
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65 MoveSprites (SDL_Surface * screen, Uint32 background)
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66 {
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67 int i, nupdates;
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68 SDL_Rect area, *position, *velocity;
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69
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70 nupdates = 0;
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71 /* Erase all the sprites if necessary */
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72 if (sprites_visible) {
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73 SDL_FillRect (screen, NULL, background);
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74 }
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75
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76 /* Move the sprite, bounce at the wall, and draw */
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77 for (i = 0; i < numsprites; ++i) {
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78 position = &positions[i];
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79 velocity = &velocities[i];
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80 position->x += velocity->x;
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81 if ((position->x < 0) || (position->x >= (screen->w - sprite_w))) {
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82 velocity->x = -velocity->x;
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83 position->x += velocity->x;
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84 }
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85 position->y += velocity->y;
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86 if ((position->y < 0) || (position->y >= (screen->h - sprite_w))) {
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87 velocity->y = -velocity->y;
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88 position->y += velocity->y;
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89 }
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90
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91 /* Blit the sprite onto the screen */
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92 area = *position;
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93 SDL_BlitSurface (sprite, NULL, screen, &area);
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94 sprite_rects[nupdates++] = area;
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95 }
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96
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97 if (debug_flip) {
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98 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) {
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99 static int t = 0;
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100
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101 Uint32 color = SDL_MapRGB (screen->format, 255, 0, 0);
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102 SDL_Rect r;
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103 r.x =
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104 (sin ((float) t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w - 20);
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105 r.y = 0;
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106 r.w = 20;
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107 r.h = screen->h;
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108
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109 SDL_FillRect (screen, &r, color);
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110 t += 2;
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111 }
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112 }
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113
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114 /* Update the screen! */
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115 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) {
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116 SDL_Flip (screen);
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117 } else {
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118 SDL_UpdateRects (screen, nupdates, sprite_rects);
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119 }
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120 sprites_visible = 1;
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121 }
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122
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123 /* This is a way of telling whether or not to use hardware surfaces */
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124 Uint32
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125 FastestFlags (Uint32 flags, int width, int height, int bpp)
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126 {
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127 const SDL_VideoInfo *info;
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128
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129 /* Hardware acceleration is only used in fullscreen mode */
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130 flags |= SDL_FULLSCREEN;
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131
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132 /* Check for various video capabilities */
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133 info = SDL_GetVideoInfo ();
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134 if (info->blit_hw_CC && info->blit_fill) {
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135 /* We use accelerated colorkeying and color filling */
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136 flags |= SDL_HWSURFACE;
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137 }
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138 /* If we have enough video memory, and will use accelerated
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139 blits directly to it, then use page flipping.
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140 */
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141 if ((flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
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142 /* Direct hardware blitting without double-buffering
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143 causes really bad flickering.
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144 */
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145 if (info->video_mem * 1024 > (height * width * bpp / 8)) {
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146 flags |= SDL_DOUBLEBUF;
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147 } else {
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148 flags &= ~SDL_HWSURFACE;
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149 }
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150 }
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151
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152 /* Return the flags */
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153 return (flags);
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154 }
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155
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156 int
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157 main (int argc, char *argv[])
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158 {
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159 SDL_Surface *screen;
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160 Uint8 *mem;
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161 int width, height;
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162 Uint8 video_bpp;
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163 Uint32 videoflags;
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164 Uint32 background;
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165 int i, done;
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166 SDL_Event event;
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167 Uint32 then, now, frames;
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168
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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
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175 numsprites = NUM_SPRITES;
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176 videoflags = SDL_SWSURFACE | SDL_ANYFORMAT;
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177 width = 640;
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178 height = 480;
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179 video_bpp = 8;
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180 debug_flip = 0;
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181 while (argc > 1) {
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182 --argc;
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183 if (strcmp (argv[argc - 1], "-width") == 0) {
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184 width = atoi (argv[argc]);
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185 --argc;
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186 } else if (strcmp (argv[argc - 1], "-height") == 0) {
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187 height = atoi (argv[argc]);
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188 --argc;
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189 } else if (strcmp (argv[argc - 1], "-bpp") == 0) {
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190 video_bpp = atoi (argv[argc]);
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191 videoflags &= ~SDL_ANYFORMAT;
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192 --argc;
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193 } else if (strcmp (argv[argc], "-fast") == 0) {
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194 videoflags = FastestFlags (videoflags, width, height, video_bpp);
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195 } else if (strcmp (argv[argc], "-hw") == 0) {
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196 videoflags ^= SDL_HWSURFACE;
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197 } else if (strcmp (argv[argc], "-flip") == 0) {
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198 videoflags ^= SDL_DOUBLEBUF;
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199 } else if (strcmp (argv[argc], "-debugflip") == 0) {
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200 debug_flip ^= 1;
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201 } else if (strcmp (argv[argc], "-fullscreen") == 0) {
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202 videoflags ^= SDL_FULLSCREEN;
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203 } else if (isdigit (argv[argc][0])) {
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204 numsprites = atoi (argv[argc]);
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205 } else {
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206 fprintf (stderr,
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207 "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n",
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208 argv[0]);
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209 quit (1);
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210 }
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211 }
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212
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213 /* Set video mode */
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214 screen = SDL_SetVideoMode (width, height, video_bpp, videoflags);
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215 if (!screen) {
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216 fprintf (stderr, "Couldn't set %dx%d video mode: %s\n",
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217 width, height, SDL_GetError ());
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218 quit (2);
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219 }
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220
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221 /* Load the sprite */
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222 if (LoadSprite ("icon.bmp") < 0) {
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223 quit (1);
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224 }
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225
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226 /* Allocate memory for the sprite info */
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227 mem = (Uint8 *) malloc (4 * sizeof (SDL_Rect) * numsprites);
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228 if (mem == NULL) {
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229 SDL_FreeSurface (sprite);
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230 fprintf (stderr, "Out of memory!\n");
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231 quit (2);
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232 }
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233 sprite_rects = (SDL_Rect *) mem;
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234 positions = sprite_rects;
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235 sprite_rects += numsprites;
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236 velocities = sprite_rects;
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237 sprite_rects += numsprites;
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238 sprite_w = sprite->w;
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239 sprite_h = sprite->h;
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240 srand (time (NULL));
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241 for (i = 0; i < numsprites; ++i) {
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242 positions[i].x = rand () % (screen->w - sprite_w);
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243 positions[i].y = rand () % (screen->h - sprite_h);
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244 positions[i].w = sprite->w;
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245 positions[i].h = sprite->h;
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246 velocities[i].x = 0;
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247 velocities[i].y = 0;
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248 while (!velocities[i].x && !velocities[i].y) {
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249 velocities[i].x = (rand () % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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250 velocities[i].y = (rand () % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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251 }
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252 }
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253 background = SDL_MapRGB (screen->format, 0x00, 0x00, 0x00);
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254
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255 /* Print out information about our surfaces */
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256 printf ("Screen is at %d bits per pixel\n", screen->format->BitsPerPixel);
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257 if ((screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
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258 printf ("Screen is in video memory\n");
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259 } else {
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260 printf ("Screen is in system memory\n");
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261 }
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262 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) {
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263 printf ("Screen has double-buffering enabled\n");
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264 }
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265 if ((sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
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266 printf ("Sprite is in video memory\n");
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267 } else {
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268 printf ("Sprite is in system memory\n");
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269 }
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270 /* Run a sample blit to trigger blit acceleration */
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271 {
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272 SDL_Rect dst;
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273 dst.x = 0;
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274 dst.y = 0;
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275 dst.w = sprite->w;
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276 dst.h = sprite->h;
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277 SDL_BlitSurface (sprite, NULL, screen, &dst);
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278 SDL_FillRect (screen, &dst, background);
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279 }
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280 if ((sprite->flags & SDL_HWACCEL) == SDL_HWACCEL) {
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281 printf ("Sprite blit uses hardware acceleration\n");
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282 }
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283 if ((sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL) {
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284 printf ("Sprite blit uses RLE acceleration\n");
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285 }
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286
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287 /* Loop, blitting sprites and waiting for a keystroke */
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288 frames = 0;
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289 then = SDL_GetTicks ();
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290 done = 0;
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291 sprites_visible = 0;
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292 while (!done) {
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293 /* Check for events */
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294 ++frames;
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295 while (SDL_PollEvent (&event)) {
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296 switch (event.type) {
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297 case SDL_MOUSEBUTTONDOWN:
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298 SDL_WarpMouse (screen->w / 2, screen->h / 2);
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299 break;
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300 case SDL_KEYDOWN:
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301 /* Any keypress quits the app... */
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302 case SDL_QUIT:
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303 done = 1;
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304 break;
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305 default:
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306 break;
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307 }
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308 }
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309 MoveSprites (screen, background);
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310 }
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311 SDL_FreeSurface (sprite);
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312 free (mem);
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313
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314 /* Print out some timing information */
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315 now = SDL_GetTicks ();
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316 if (now > then) {
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317 printf ("%2.2f frames per second\n",
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318 ((double) frames * 1000) / (now - then));
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319 }
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320 SDL_Quit ();
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321 return (0);
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322 }