Mercurial > sdl-ios-xcode
annotate test/testalpha.c @ 1169:4b3e2294782d
Date: Sun, 06 Nov 2005 18:23:03 +0900
From: Hayashi Naoyuki <titan@culzean.org>
To: "A list for developers using the SDL library. \(includes SDL-announce\)" <sdl@libsdl.org>
Subject: Re: [SDL] Dynamic X11...
1. Compilation produce the following error on Tru64 UNIX.
cc: Severe: SDL_x11dyn.h, line 31: Cannot find file
<X11/extensions/extutil.h> specified in #include directive. (noinclfilef)
#include <X11/extensions/extutil.h>
Because Tru64 UNIX doesn't have extutil.h, this error is caused.
2. Compilation with --enable-x11-shared=no produce the following error.
cc: Error: SDL_x11sym.h, line 115: In this statement,
"Xutf8TextListToTextProperty" is not declared. (undeclared)
SDL_X11_SYM(int,Xutf8TextListToTextProperty,(Display*,char**,int,XICCEncodingStyle,XTextProperty*))
Though it doesn't have Xutf8TextListToTextProperty,
"pXutf8TextListToTextProperty = Xutf8TextListToTextProperty;"
in SDL_x11dyn.c,117-119
#define SDL_X11_SYM(r,fn,arg) p##fn = fn;
#include "SDL_x11sym.h"
#undef SDL_X11_SYM
-- Hayashi Naoyuki Key fingerprint = 60A0 D5D3 F58B 3633 2E52 0147 D17F 5578 3FDF F5B6
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Sun, 06 Nov 2005 17:05:12 +0000 |
parents | 51a8702d8ecd |
children | 23b1ef7d003b |
rev | line source |
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0 | 1 |
2 /* Simple program: Fill a colormap with gray and stripe it down the screen, | |
3 Then move an alpha valued sprite around the screen. | |
4 */ | |
5 | |
6 #include <stdio.h> | |
7 #include <stdlib.h> | |
8 #include <string.h> | |
9 #include <math.h> | |
10 | |
11 #include "SDL.h" | |
12 | |
13 #define FRAME_TICKS (1000/30) /* 30 frames/second */ | |
14 | |
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15 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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16 static void quit(int rc) |
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17 { |
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18 SDL_Quit(); |
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19 exit(rc); |
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Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
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parents:
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20 } |
be9c9c8f6d53
Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
Ryan C. Gordon <icculus@icculus.org>
parents:
886
diff
changeset
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21 |
be9c9c8f6d53
Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
Ryan C. Gordon <icculus@icculus.org>
parents:
886
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22 |
0 | 23 /* Create a "light" -- a yellowish surface with variable alpha */ |
24 SDL_Surface *CreateLight(SDL_Surface *screen, int radius) | |
25 { | |
26 Uint8 trans, alphamask; | |
27 int range, addition; | |
28 int xdist, ydist; | |
29 Uint16 x, y; | |
30 Uint16 skip; | |
31 Uint32 pixel; | |
32 SDL_Surface *light; | |
33 | |
34 #ifdef LIGHT_16BIT | |
35 Uint16 *buf; | |
36 | |
37 /* Create a 16 (4/4/4/4) bpp square with a full 4-bit alpha channel */ | |
38 /* Note: this isn't any faster than a 32 bit alpha surface */ | |
39 alphamask = 0x0000000F; | |
40 light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2*radius, 2*radius, 16, | |
41 0x0000F000, 0x00000F00, 0x000000F0, alphamask); | |
42 #else | |
43 Uint32 *buf; | |
44 | |
45 /* Create a 32 (8/8/8/8) bpp square with a full 8-bit alpha channel */ | |
46 alphamask = 0x000000FF; | |
47 light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2*radius, 2*radius, 32, | |
48 0xFF000000, 0x00FF0000, 0x0000FF00, alphamask); | |
49 if ( light == NULL ) { | |
50 fprintf(stderr, "Couldn't create light: %s\n", SDL_GetError()); | |
51 return(NULL); | |
52 } | |
53 #endif | |
54 | |
55 /* Fill with a light yellow-orange color */ | |
56 skip = light->pitch-(light->w*light->format->BytesPerPixel); | |
57 #ifdef LIGHT_16BIT | |
58 buf = (Uint16 *)light->pixels; | |
59 #else | |
60 buf = (Uint32 *)light->pixels; | |
61 #endif | |
62 /* Get a tranparent pixel value - we'll add alpha later */ | |
63 pixel = SDL_MapRGBA(light->format, 0xFF, 0xDD, 0x88, 0); | |
64 for ( y=0; y<light->h; ++y ) { | |
65 for ( x=0; x<light->w; ++x ) { | |
66 *buf++ = pixel; | |
67 } | |
68 buf += skip; /* Almost always 0, but just in case... */ | |
69 } | |
70 | |
71 /* Calculate alpha values for the surface. */ | |
72 #ifdef LIGHT_16BIT | |
73 buf = (Uint16 *)light->pixels; | |
74 #else | |
75 buf = (Uint32 *)light->pixels; | |
76 #endif | |
77 for ( y=0; y<light->h; ++y ) { | |
78 for ( x=0; x<light->w; ++x ) { | |
79 /* Slow distance formula (from center of light) */ | |
80 xdist = x-(light->w/2); | |
81 ydist = y-(light->h/2); | |
82 range = (int)sqrt(xdist*xdist+ydist*ydist); | |
83 | |
84 /* Scale distance to range of transparency (0-255) */ | |
85 if ( range > radius ) { | |
86 trans = alphamask; | |
87 } else { | |
88 /* Increasing transparency with distance */ | |
89 trans = (Uint8)((range*alphamask)/radius); | |
90 | |
91 /* Lights are very transparent */ | |
92 addition = (alphamask+1)/8; | |
93 if ( (int)trans+addition > alphamask ) { | |
94 trans = alphamask; | |
95 } else { | |
96 trans += addition; | |
97 } | |
98 } | |
99 /* We set the alpha component as the right N bits */ | |
100 *buf++ |= (255-trans); | |
101 } | |
102 buf += skip; /* Almost always 0, but just in case... */ | |
103 } | |
104 /* Enable RLE acceleration of this alpha surface */ | |
105 SDL_SetAlpha(light, SDL_SRCALPHA|SDL_RLEACCEL, 0); | |
106 | |
107 /* We're done! */ | |
108 return(light); | |
109 } | |
110 | |
111 static Uint32 flashes = 0; | |
112 static Uint32 flashtime = 0; | |
113 | |
114 void FlashLight(SDL_Surface *screen, SDL_Surface *light, int x, int y) | |
115 { | |
116 SDL_Rect position; | |
117 Uint32 ticks1; | |
118 Uint32 ticks2; | |
119 | |
120 /* Easy, center light */ | |
121 position.x = x-(light->w/2); | |
122 position.y = y-(light->h/2); | |
123 position.w = light->w; | |
124 position.h = light->h; | |
125 ticks1 = SDL_GetTicks(); | |
126 SDL_BlitSurface(light, NULL, screen, &position); | |
127 ticks2 = SDL_GetTicks(); | |
128 SDL_UpdateRects(screen, 1, &position); | |
129 ++flashes; | |
130 | |
131 /* Update time spend doing alpha blitting */ | |
132 flashtime += (ticks2-ticks1); | |
133 } | |
134 | |
135 static int sprite_visible = 0; | |
136 static SDL_Surface *sprite; | |
137 static SDL_Surface *backing; | |
138 static SDL_Rect position; | |
139 static int x_vel, y_vel; | |
140 static int alpha_vel; | |
141 | |
142 int LoadSprite(SDL_Surface *screen, char *file) | |
143 { | |
144 SDL_Surface *converted; | |
145 | |
146 /* Load the sprite image */ | |
147 sprite = SDL_LoadBMP(file); | |
148 if ( sprite == NULL ) { | |
149 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); | |
150 return(-1); | |
151 } | |
152 | |
153 /* Set transparent pixel as the pixel at (0,0) */ | |
154 if ( sprite->format->palette ) { | |
155 SDL_SetColorKey(sprite, SDL_SRCCOLORKEY, | |
156 *(Uint8 *)sprite->pixels); | |
157 } | |
158 | |
159 /* Convert sprite to video format */ | |
160 converted = SDL_DisplayFormat(sprite); | |
161 SDL_FreeSurface(sprite); | |
162 if ( converted == NULL ) { | |
163 fprintf(stderr, "Couldn't convert background: %s\n", | |
164 SDL_GetError()); | |
165 return(-1); | |
166 } | |
167 sprite = converted; | |
168 | |
169 /* Create the background */ | |
170 backing = SDL_CreateRGBSurface(SDL_SWSURFACE, sprite->w, sprite->h, 8, | |
171 0, 0, 0, 0); | |
172 if ( backing == NULL ) { | |
173 fprintf(stderr, "Couldn't create background: %s\n", | |
174 SDL_GetError()); | |
175 SDL_FreeSurface(sprite); | |
176 return(-1); | |
177 } | |
178 | |
179 /* Convert background to video format */ | |
180 converted = SDL_DisplayFormat(backing); | |
181 SDL_FreeSurface(backing); | |
182 if ( converted == NULL ) { | |
183 fprintf(stderr, "Couldn't convert background: %s\n", | |
184 SDL_GetError()); | |
185 SDL_FreeSurface(sprite); | |
186 return(-1); | |
187 } | |
188 backing = converted; | |
189 | |
190 /* Set the initial position of the sprite */ | |
191 position.x = (screen->w-sprite->w)/2; | |
192 position.y = (screen->h-sprite->h)/2; | |
193 position.w = sprite->w; | |
194 position.h = sprite->h; | |
195 x_vel = 0; y_vel = 0; | |
196 alpha_vel = 1; | |
197 | |
198 /* We're ready to roll. :) */ | |
199 return(0); | |
200 } | |
201 | |
202 void AttractSprite(Uint16 x, Uint16 y) | |
203 { | |
204 x_vel = ((int)x-position.x)/10; | |
205 y_vel = ((int)y-position.y)/10; | |
206 } | |
207 | |
208 void MoveSprite(SDL_Surface *screen, SDL_Surface *light) | |
209 { | |
210 SDL_Rect updates[2]; | |
211 int alpha; | |
212 | |
213 /* Erase the sprite if it was visible */ | |
214 if ( sprite_visible ) { | |
215 updates[0] = position; | |
216 SDL_BlitSurface(backing, NULL, screen, &updates[0]); | |
217 } else { | |
218 updates[0].x = 0; updates[0].y = 0; | |
219 updates[0].w = 0; updates[0].h = 0; | |
220 sprite_visible = 1; | |
221 } | |
222 | |
223 /* Since the sprite is off the screen, we can do other drawing | |
224 without being overwritten by the saved area behind the sprite. | |
225 */ | |
226 if ( light != NULL ) { | |
227 int x, y; | |
228 | |
229 SDL_GetMouseState(&x, &y); | |
230 FlashLight(screen, light, x, y); | |
231 } | |
232 | |
233 /* Move the sprite, bounce at the wall */ | |
234 position.x += x_vel; | |
235 if ( (position.x < 0) || (position.x >= screen->w) ) { | |
236 x_vel = -x_vel; | |
237 position.x += x_vel; | |
238 } | |
239 position.y += y_vel; | |
240 if ( (position.y < 0) || (position.y >= screen->h) ) { | |
241 y_vel = -y_vel; | |
242 position.y += y_vel; | |
243 } | |
244 | |
245 /* Update transparency (fade in and out) */ | |
246 alpha = sprite->format->alpha; | |
247 if ( (alpha+alpha_vel) < 0 ) { | |
248 alpha_vel = -alpha_vel; | |
249 } else | |
250 if ( (alpha+alpha_vel) > 255 ) { | |
251 alpha_vel = -alpha_vel; | |
252 } | |
253 SDL_SetAlpha(sprite, SDL_SRCALPHA, (Uint8)(alpha+alpha_vel)); | |
254 | |
255 /* Save the area behind the sprite */ | |
256 updates[1] = position; | |
257 SDL_BlitSurface(screen, &updates[1], backing, NULL); | |
258 | |
259 /* Blit the sprite onto the screen */ | |
260 updates[1] = position; | |
261 SDL_BlitSurface(sprite, NULL, screen, &updates[1]); | |
262 | |
263 /* Make it so! */ | |
264 SDL_UpdateRects(screen, 2, updates); | |
265 } | |
266 | |
267 void WarpSprite(SDL_Surface *screen, int x, int y) | |
268 { | |
269 SDL_Rect updates[2]; | |
270 | |
271 /* Erase, move, Draw, update */ | |
272 updates[0] = position; | |
273 SDL_BlitSurface(backing, NULL, screen, &updates[0]); | |
274 position.x = x-sprite->w/2; /* Center about X */ | |
275 position.y = y-sprite->h/2; /* Center about Y */ | |
276 updates[1] = position; | |
277 SDL_BlitSurface(screen, &updates[1], backing, NULL); | |
278 updates[1] = position; | |
279 SDL_BlitSurface(sprite, NULL, screen, &updates[1]); | |
280 SDL_UpdateRects(screen, 2, updates); | |
281 } | |
282 | |
283 int main(int argc, char *argv[]) | |
284 { | |
285 const SDL_VideoInfo *info; | |
286 SDL_Surface *screen; | |
287 Uint8 video_bpp; | |
288 Uint32 videoflags; | |
289 Uint8 *buffer; | |
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290 int i, k, done; |
0 | 291 SDL_Event event; |
292 SDL_Surface *light; | |
293 int mouse_pressed; | |
294 Uint32 ticks, lastticks; | |
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295 Uint16 *buffer16; |
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296 Uint16 color; |
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297 Uint8 gradient; |
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298 |
0 | 299 |
300 /* Initialize SDL */ | |
301 if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { | |
302 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError()); | |
1151
be9c9c8f6d53
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Ryan C. Gordon <icculus@icculus.org>
parents:
886
diff
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303 return(1); |
0 | 304 } |
305 | |
306 /* Alpha blending doesn't work well at 8-bit color */ | |
307 info = SDL_GetVideoInfo(); | |
308 if ( info->vfmt->BitsPerPixel > 8 ) { | |
309 video_bpp = info->vfmt->BitsPerPixel; | |
310 } else { | |
311 video_bpp = 16; | |
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312 fprintf(stderr, "forced 16 bpp mode\n"); |
0 | 313 } |
314 videoflags = SDL_SWSURFACE; | |
315 while ( argc > 1 ) { | |
316 --argc; | |
317 if ( strcmp(argv[argc-1], "-bpp") == 0 ) { | |
318 video_bpp = atoi(argv[argc]); | |
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319 if (video_bpp<=8) { |
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320 video_bpp=16; |
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321 fprintf(stderr, "forced 16 bpp mode\n"); |
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322 } |
0 | 323 --argc; |
324 } else | |
325 if ( strcmp(argv[argc], "-hw") == 0 ) { | |
326 videoflags |= SDL_HWSURFACE; | |
327 } else | |
328 if ( strcmp(argv[argc], "-warp") == 0 ) { | |
329 videoflags |= SDL_HWPALETTE; | |
330 } else | |
331 if ( strcmp(argv[argc], "-fullscreen") == 0 ) { | |
332 videoflags |= SDL_FULLSCREEN; | |
333 } else { | |
334 fprintf(stderr, | |
335 "Usage: %s [-bpp N] [-warp] [-hw] [-fullscreen]\n", | |
336 argv[0]); | |
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parents:
886
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337 quit(1); |
0 | 338 } |
339 } | |
340 | |
341 /* Set 640x480 video mode */ | |
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342 #ifndef _WIN32_WCE |
0 | 343 if ( (screen=SDL_SetVideoMode(640,480,video_bpp,videoflags)) == NULL ) { |
344 fprintf(stderr, "Couldn't set 640x480x%d video mode: %s\n", | |
345 video_bpp, SDL_GetError()); | |
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346 quit(2); |
0 | 347 } |
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348 #else |
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349 /* Pocket PC */ |
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350 if ( (screen=SDL_SetVideoMode(240,320,video_bpp,SDL_FULLSCREEN)) == NULL ) { |
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351 fprintf(stderr, "Couldn't set 240x320x%d video mode: %s\n", |
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352 video_bpp, SDL_GetError()); |
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353 quit(2); |
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354 } |
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355 #endif |
0 | 356 /* Set the surface pixels and refresh! */ |
357 if ( SDL_LockSurface(screen) < 0 ) { | |
358 fprintf(stderr, "Couldn't lock the display surface: %s\n", | |
359 SDL_GetError()); | |
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Ryan C. Gordon <icculus@icculus.org>
parents:
886
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360 quit(2); |
0 | 361 } |
362 buffer=(Uint8 *)screen->pixels; | |
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363 if (screen->format->BytesPerPixel!=2) { |
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364 for ( i=0; i<screen->h; ++i ) { |
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365 memset(buffer,(i*255)/screen->h, screen->pitch); |
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366 buffer += screen->pitch; |
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367 } |
0 | 368 } |
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369 else |
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370 { |
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371 for ( i=0; i<screen->h; ++i ) { |
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372 gradient=((i*255)/screen->h); |
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373 color = SDL_MapRGB(screen->format, gradient, gradient, gradient); |
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374 buffer16=(Uint16*)buffer; |
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375 for (k=0; k<screen->w; k++) |
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376 { |
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377 *(buffer16+k)=color; |
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378 } |
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379 buffer += screen->pitch; |
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380 } |
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381 } |
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382 |
0 | 383 SDL_UnlockSurface(screen); |
384 SDL_UpdateRect(screen, 0, 0, 0, 0); | |
385 | |
386 /* Create the light */ | |
387 light = CreateLight(screen, 82); | |
388 if ( light == NULL ) { | |
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389 quit(1); |
0 | 390 } |
391 | |
392 /* Load the sprite */ | |
393 if ( LoadSprite(screen, "icon.bmp") < 0 ) { | |
394 SDL_FreeSurface(light); | |
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395 quit(1); |
0 | 396 } |
397 | |
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398 /* Print out information about our surfaces */ |
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399 printf("Screen is at %d bits per pixel\n",screen->format->BitsPerPixel); |
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400 if ( (screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { |
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401 printf("Screen is in video memory\n"); |
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402 } else { |
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403 printf("Screen is in system memory\n"); |
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404 } |
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405 if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) { |
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406 printf("Screen has double-buffering enabled\n"); |
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407 } |
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408 if ( (sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { |
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409 printf("Sprite is in video memory\n"); |
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410 } else { |
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411 printf("Sprite is in system memory\n"); |
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412 } |
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413 |
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414 /* Run a sample blit to trigger blit acceleration */ |
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415 { SDL_Rect dst; |
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416 dst.x = 0; |
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417 dst.y = 0; |
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418 dst.w = sprite->w; |
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419 dst.h = sprite->h; |
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420 SDL_BlitSurface(sprite, NULL, screen, &dst); |
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421 SDL_FillRect(screen, &dst, 0); |
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422 } |
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423 if ( (sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) { |
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424 printf("Sprite blit uses hardware alpha acceleration\n"); |
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425 } else { |
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426 printf("Sprite blit dosn't uses hardware alpha acceleration\n"); |
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427 } |
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428 |
0 | 429 /* Set a clipping rectangle to clip the outside edge of the screen */ |
430 { SDL_Rect clip; | |
431 clip.x = 32; | |
432 clip.y = 32; | |
433 clip.w = screen->w-(2*32); | |
434 clip.h = screen->h-(2*32); | |
435 SDL_SetClipRect(screen, &clip); | |
436 } | |
437 | |
438 /* Wait for a keystroke */ | |
439 lastticks = SDL_GetTicks(); | |
440 done = 0; | |
441 mouse_pressed = 0; | |
442 while ( !done ) { | |
443 /* Update the frame -- move the sprite */ | |
444 if ( mouse_pressed ) { | |
445 MoveSprite(screen, light); | |
446 mouse_pressed = 0; | |
447 } else { | |
448 MoveSprite(screen, NULL); | |
449 } | |
450 | |
451 /* Slow down the loop to 30 frames/second */ | |
452 ticks = SDL_GetTicks(); | |
453 if ( (ticks-lastticks) < FRAME_TICKS ) { | |
454 #ifdef CHECK_SLEEP_GRANULARITY | |
455 fprintf(stderr, "Sleeping %d ticks\n", FRAME_TICKS-(ticks-lastticks)); | |
456 #endif | |
457 SDL_Delay(FRAME_TICKS-(ticks-lastticks)); | |
458 #ifdef CHECK_SLEEP_GRANULARITY | |
459 fprintf(stderr, "Slept %d ticks\n", (SDL_GetTicks()-ticks)); | |
460 #endif | |
461 } | |
462 lastticks = ticks; | |
463 | |
464 /* Check for events */ | |
465 while ( SDL_PollEvent(&event) ) { | |
466 switch (event.type) { | |
467 /* Attract sprite while mouse is held down */ | |
468 case SDL_MOUSEMOTION: | |
469 if (event.motion.state != 0) { | |
470 AttractSprite(event.motion.x, | |
471 event.motion.y); | |
472 mouse_pressed = 1; | |
473 } | |
474 break; | |
475 case SDL_MOUSEBUTTONDOWN: | |
476 if ( event.button.button == 1 ) { | |
477 AttractSprite(event.button.x, | |
478 event.button.y); | |
479 mouse_pressed = 1; | |
480 } else { | |
481 SDL_Rect area; | |
482 | |
483 area.x = event.button.x-16; | |
484 area.y = event.button.y-16; | |
485 area.w = 32; | |
486 area.h = 32; | |
487 SDL_FillRect(screen, &area, 0); | |
488 SDL_UpdateRects(screen,1,&area); | |
489 } | |
490 break; | |
491 case SDL_KEYDOWN: | |
492 /* Any keypress quits the app... */ | |
493 case SDL_QUIT: | |
494 done = 1; | |
495 break; | |
496 default: | |
497 break; | |
498 } | |
499 } | |
500 } | |
501 SDL_FreeSurface(light); | |
502 SDL_FreeSurface(sprite); | |
503 SDL_FreeSurface(backing); | |
504 | |
505 /* Print out some timing information */ | |
506 if ( flashes > 0 ) { | |
507 printf("%d alpha blits, ~%4.4f ms per blit\n", | |
508 flashes, (float)flashtime/flashes); | |
509 } | |
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510 |
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511 SDL_Quit(); |
0 | 512 return(0); |
513 } |