annotate test/testsprite.c @ 137:4738ea544d7a

Fixed building the static library (still needs to run ranlib afterwards)
author Sam Lantinga <slouken@libsdl.org>
date Fri, 03 Aug 2001 05:51:33 +0000
parents 01fcac5d146e
children 2f5a6062db86
rev   line source
0
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1
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2 /* Simple program: Move N sprites around on the screen as fast as possible */
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3
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4 #include <stdio.h>
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5 #include <stdlib.h>
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6 #include <string.h>
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7 #include <ctype.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
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22 int LoadSprite(SDL_Surface *screen, char *file)
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23 {
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24 SDL_Surface *temp;
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25
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26 /* Load the sprite image */
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27 sprite = SDL_LoadBMP(file);
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28 if ( sprite == NULL ) {
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29 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
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30 return(-1);
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31 }
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32
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33 /* Set transparent pixel as the pixel at (0,0) */
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34 if ( sprite->format->palette ) {
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35 SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY|SDL_RLEACCEL),
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36 *(Uint8 *)sprite->pixels);
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37 }
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38
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39 /* Convert sprite to video format */
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40 temp = SDL_DisplayFormat(sprite);
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41 SDL_FreeSurface(sprite);
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42 if ( temp == NULL ) {
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43 fprintf(stderr, "Couldn't convert background: %s\n",
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44 SDL_GetError());
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45 return(-1);
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46 }
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47 sprite = temp;
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48
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49 /* We're ready to roll. :) */
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50 return(0);
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51 }
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52
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53 void MoveSprites(SDL_Surface *screen, Uint32 background)
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54 {
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55 int i, nupdates;
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56 SDL_Rect area, *position, *velocity;
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57
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58 nupdates = 0;
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59 /* Erase all the sprites if necessary */
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60 if ( sprites_visible ) {
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61 SDL_FillRect(screen, NULL, background);
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62 }
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63
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64 /* Move the sprite, bounce at the wall, and draw */
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65 for ( i=0; i<numsprites; ++i ) {
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66 position = &positions[i];
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67 velocity = &velocities[i];
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68 position->x += velocity->x;
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69 if ( (position->x < 0) || (position->x >= screen->w) ) {
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70 velocity->x = -velocity->x;
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71 position->x += velocity->x;
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72 }
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73 position->y += velocity->y;
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74 if ( (position->y < 0) || (position->y >= screen->h) ) {
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75 velocity->y = -velocity->y;
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76 position->y += velocity->y;
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77 }
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78
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79 /* Blit the sprite onto the screen */
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80 area = *position;
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81 SDL_BlitSurface(sprite, NULL, screen, &area);
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82 sprite_rects[nupdates++] = area;
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83 }
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84
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85 /* Update the screen! */
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86 if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
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87 SDL_Flip(screen);
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88 } else {
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89 SDL_UpdateRects(screen, nupdates, sprite_rects);
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90 }
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91 sprites_visible = 1;
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92 }
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93
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94 /* This is a way of telling whether or not to use hardware surfaces */
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95 Uint32 FastestFlags(Uint32 flags, int width, int height, int bpp)
0
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96 {
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97 const SDL_VideoInfo *info;
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98
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99 /* Hardware acceleration is only used in fullscreen mode */
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100 flags |= SDL_FULLSCREEN;
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101
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102 /* Check for various video capabilities */
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103 info = SDL_GetVideoInfo();
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104 if ( info->blit_hw_CC && info->blit_fill ) {
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105 /* We use accelerated colorkeying and color filling */
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106 flags |= SDL_HWSURFACE;
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107 }
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108 /* If we have enough video memory, and will use accelerated
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109 blits directly to it, then use page flipping.
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110 */
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111 if ( (flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
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112 /* Direct hardware blitting without double-buffering
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113 causes really bad flickering.
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114 */
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115 if ( info->video_mem*1024 > (height*width*bpp/8) ) {
0
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116 flags |= SDL_DOUBLEBUF;
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117 } else {
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118 flags &= ~SDL_HWSURFACE;
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119 }
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120 }
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121
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122 /* Return the flags */
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123 return(flags);
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124 }
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125
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126 int main(int argc, char *argv[])
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127 {
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128 SDL_Surface *screen;
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129 Uint8 *mem;
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130 int width, height;
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131 Uint8 video_bpp;
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132 Uint32 videoflags;
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133 Uint32 background;
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134 int i, done;
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135 SDL_Event event;
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136 Uint32 then, now, frames;
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137
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138 /* Initialize SDL */
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139 if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
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140 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
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141 exit(1);
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142 }
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143 atexit(SDL_Quit);
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144
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145 numsprites = NUM_SPRITES;
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146 videoflags = SDL_SWSURFACE|SDL_ANYFORMAT;
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147 width = 640;
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148 height = 480;
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149 video_bpp = 8;
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150 while ( argc > 1 ) {
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151 --argc;
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152 if ( strcmp(argv[argc-1], "-width") == 0 ) {
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153 width = atoi(argv[argc]);
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154 --argc;
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155 } else
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156 if ( strcmp(argv[argc-1], "-height") == 0 ) {
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157 height = atoi(argv[argc]);
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158 --argc;
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159 } else
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160 if ( strcmp(argv[argc-1], "-bpp") == 0 ) {
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161 video_bpp = atoi(argv[argc]);
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162 videoflags &= ~SDL_ANYFORMAT;
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163 --argc;
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164 } else
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165 if ( strcmp(argv[argc], "-fast") == 0 ) {
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166 videoflags = FastestFlags(videoflags, width, height, video_bpp);
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167 } else
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168 if ( strcmp(argv[argc], "-hw") == 0 ) {
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169 videoflags ^= SDL_HWSURFACE;
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170 } else
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171 if ( strcmp(argv[argc], "-flip") == 0 ) {
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172 videoflags ^= SDL_DOUBLEBUF;
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173 } else
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174 if ( strcmp(argv[argc], "-fullscreen") == 0 ) {
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175 videoflags ^= SDL_FULLSCREEN;
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176 } else
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177 if ( isdigit(argv[argc][0]) ) {
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178 numsprites = atoi(argv[argc]);
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179 } else {
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180 fprintf(stderr,
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181 "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n",
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182 argv[0]);
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183 exit(1);
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184 }
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185 }
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186
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187 /* Set video mode */
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188 screen = SDL_SetVideoMode(width, height, video_bpp, videoflags);
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189 if ( ! screen ) {
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190 fprintf(stderr, "Couldn't set %dx%d video mode: %s\n",
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191 width, height, SDL_GetError());
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192 exit(2);
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193 }
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194
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195 /* Load the sprite */
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196 if ( LoadSprite(screen, "icon.bmp") < 0 ) {
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197 exit(1);
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198 }
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199
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200 /* Allocate memory for the sprite info */
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201 mem = (Uint8 *)malloc(4*sizeof(SDL_Rect)*numsprites);
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202 if ( mem == NULL ) {
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203 SDL_FreeSurface(sprite);
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204 fprintf(stderr, "Out of memory!\n");
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205 exit(2);
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206 }
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207 sprite_rects = (SDL_Rect *)mem;
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208 positions = sprite_rects;
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209 sprite_rects += numsprites;
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210 velocities = sprite_rects;
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211 sprite_rects += numsprites;
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212 srand(time(NULL));
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213 for ( i=0; i<numsprites; ++i ) {
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214 positions[i].x = rand()%screen->w;
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215 positions[i].y = rand()%screen->h;
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216 positions[i].w = sprite->w;
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217 positions[i].h = sprite->h;
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218 velocities[i].x = 0;
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219 velocities[i].y = 0;
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220 while ( ! velocities[i].x && ! velocities[i].y ) {
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221 velocities[i].x = (rand()%(MAX_SPEED*2+1))-MAX_SPEED;
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222 velocities[i].y = (rand()%(MAX_SPEED*2+1))-MAX_SPEED;
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223 }
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224 }
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225 background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00);
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226
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227 /* Print out information about our surfaces */
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228 printf("Screen is at %d bits per pixel\n",screen->format->BitsPerPixel);
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229 if ( (screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
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230 printf("Screen is in video memory\n");
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231 } else {
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232 printf("Screen is in system memory\n");
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233 }
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234 if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
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parents:
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235 printf("Screen has double-buffering enabled\n");
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parents:
diff changeset
236 }
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diff changeset
237 if ( (sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
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parents:
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238 printf("Sprite is in video memory\n");
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239 } else {
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240 printf("Sprite is in system memory\n");
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parents:
diff changeset
241 }
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parents:
diff changeset
242 /* Run a sample blit to trigger blit acceleration */
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diff changeset
243 { SDL_Rect dst;
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244 dst.x = 0;
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245 dst.y = 0;
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246 dst.w = sprite->w;
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247 dst.h = sprite->h;
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248 SDL_BlitSurface(sprite, NULL, screen, &dst);
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249 SDL_FillRect(screen, &dst, background);
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250 }
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diff changeset
251 if ( (sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) {
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parents:
diff changeset
252 printf("Sprite blit uses hardware acceleration\n");
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parents:
diff changeset
253 }
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diff changeset
254 if ( (sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL ) {
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parents:
diff changeset
255 printf("Sprite blit uses RLE acceleration\n");
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parents:
diff changeset
256 }
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parents:
diff changeset
257
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parents:
diff changeset
258 /* Loop, blitting sprites and waiting for a keystroke */
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parents:
diff changeset
259 frames = 0;
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diff changeset
260 then = SDL_GetTicks();
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diff changeset
261 done = 0;
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parents:
diff changeset
262 sprites_visible = 0;
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parents:
diff changeset
263 while ( !done ) {
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parents:
diff changeset
264 /* Check for events */
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parents:
diff changeset
265 ++frames;
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parents:
diff changeset
266 while ( SDL_PollEvent(&event) ) {
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parents:
diff changeset
267 switch (event.type) {
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parents:
diff changeset
268 case SDL_KEYDOWN:
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parents:
diff changeset
269 /* Any keypress quits the app... */
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parents:
diff changeset
270 case SDL_QUIT:
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parents:
diff changeset
271 done = 1;
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parents:
diff changeset
272 break;
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parents:
diff changeset
273 default:
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
274 break;
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
275 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
276 }
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parents:
diff changeset
277 MoveSprites(screen, background);
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parents:
diff changeset
278 }
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parents:
diff changeset
279 SDL_FreeSurface(sprite);
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parents:
diff changeset
280 free(mem);
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parents:
diff changeset
281
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parents:
diff changeset
282 /* Print out some timing information */
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parents:
diff changeset
283 now = SDL_GetTicks();
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parents:
diff changeset
284 if ( now > then ) {
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parents:
diff changeset
285 printf("%2.2f frames per second\n",
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
286 ((double)frames*1000)/(now-then));
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
287 }
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
288 return(0);
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
289 }