Mercurial > sdl-ios-xcode
annotate test/testsprite2.c @ 2171:4bd2dc41fc15
Fixed compiling the x11 driver
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 11 Jul 2007 14:49:44 +0000 |
parents | 8055185ae4ed |
children | 926294b2bb4e |
rev | line source |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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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 |
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7 #include "common.h" |
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8 |
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9 #define NUM_SPRITES 100 |
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10 #define MAX_SPEED 1 |
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11 |
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12 static CommonState *state; |
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13 static int num_sprites; |
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14 static SDL_TextureID *sprites; |
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15 static SDL_bool cycle_color; |
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16 static SDL_bool cycle_alpha; |
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17 static int cycle_direction = 1; |
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18 static int current_alpha = 0; |
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19 static int current_color = 0; |
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20 static SDL_Rect *positions; |
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21 static SDL_Rect *velocities; |
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22 static int sprite_w, sprite_h; |
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23 static SDL_TextureBlendMode blendMode = SDL_TEXTUREBLENDMODE_MASK; |
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24 static SDL_TextureScaleMode scaleMode = SDL_TEXTURESCALEMODE_NONE; |
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25 |
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26 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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27 static void |
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28 quit(int rc) |
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29 { |
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30 if (sprites) { |
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31 SDL_free(sprites); |
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32 } |
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33 if (positions) { |
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34 SDL_free(positions); |
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35 } |
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36 if (velocities) { |
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37 SDL_free(velocities); |
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38 } |
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39 CommonQuit(state); |
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40 exit(rc); |
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41 } |
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42 |
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43 int |
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44 LoadSprite(char *file) |
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45 { |
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46 int i; |
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47 SDL_Surface *temp; |
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48 |
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49 /* Load the sprite image */ |
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50 temp = SDL_LoadBMP(file); |
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51 if (temp == NULL) { |
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52 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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53 return (-1); |
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54 } |
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55 sprite_w = temp->w; |
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56 sprite_h = temp->h; |
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57 |
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58 /* Set transparent pixel as the pixel at (0,0) */ |
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59 if (temp->format->palette) { |
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60 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels); |
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61 } |
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62 |
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63 /* Create textures from the image */ |
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64 for (i = 0; i < state->num_windows; ++i) { |
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65 SDL_SelectRenderer(state->windows[i]); |
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66 sprites[i] = |
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67 SDL_CreateTextureFromSurface(0, SDL_TEXTUREACCESS_REMOTE, 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 void |
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83 MoveSprites(SDL_WindowID window, SDL_TextureID sprite) |
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84 { |
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85 int i, n; |
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86 int window_w, window_h; |
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87 SDL_Rect area, *position, *velocity; |
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88 |
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89 SDL_SelectRenderer(window); |
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90 |
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91 /* Query the sizes */ |
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92 SDL_GetWindowSize(window, &window_w, &window_h); |
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93 |
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94 /* Cycle the color and alpha, if desired */ |
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95 if (cycle_color) { |
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96 current_color += cycle_direction; |
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97 if (current_color < 0) { |
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98 current_color = 0; |
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99 cycle_direction = -cycle_direction; |
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100 } |
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101 if (current_color > 255) { |
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102 current_color = 255; |
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103 cycle_direction = -cycle_direction; |
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104 } |
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105 SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color, |
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106 (Uint8) current_color); |
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107 } |
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108 if (cycle_alpha) { |
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109 current_alpha += cycle_direction; |
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110 if (current_alpha < 0) { |
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111 current_alpha = 0; |
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112 cycle_direction = -cycle_direction; |
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113 } |
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114 if (current_alpha > 255) { |
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115 current_alpha = 255; |
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116 cycle_direction = -cycle_direction; |
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117 } |
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118 SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha); |
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119 } |
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120 |
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121 /* Move the sprite, bounce at the wall, and draw */ |
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122 n = 0; |
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123 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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124 for (i = 0; i < num_sprites; ++i) { |
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125 position = &positions[i]; |
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126 velocity = &velocities[i]; |
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127 position->x += velocity->x; |
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128 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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129 velocity->x = -velocity->x; |
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130 position->x += velocity->x; |
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131 } |
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132 position->y += velocity->y; |
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133 if ((position->y < 0) || (position->y >= (window_h - sprite_w))) { |
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134 velocity->y = -velocity->y; |
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135 position->y += velocity->y; |
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136 } |
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137 |
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138 /* Blit the sprite onto the screen */ |
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139 SDL_RenderCopy(sprite, NULL, position); |
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140 } |
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141 |
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142 /* Update the screen! */ |
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143 SDL_RenderPresent(); |
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144 } |
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145 |
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146 int |
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147 main(int argc, char *argv[]) |
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148 { |
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149 int i, done; |
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150 SDL_Event event; |
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151 Uint32 then, now, frames; |
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152 |
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153 /* Initialize parameters */ |
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154 num_sprites = NUM_SPRITES; |
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155 |
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156 /* Initialize test framework */ |
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157 state = CommonCreateState(argv, SDL_INIT_VIDEO); |
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158 if (!state) { |
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159 return 1; |
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160 } |
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161 for (i = 1; i < argc;) { |
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162 int consumed; |
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163 |
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164 consumed = CommonArg(state, i); |
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165 if (consumed == 0) { |
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166 consumed = -1; |
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167 if (SDL_strcasecmp(argv[i], "--blend") == 0) { |
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168 if (argv[i + 1]) { |
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169 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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170 blendMode = SDL_TEXTUREBLENDMODE_NONE; |
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171 consumed = 2; |
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172 } else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) { |
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173 blendMode = SDL_TEXTUREBLENDMODE_MASK; |
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174 consumed = 2; |
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175 } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { |
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176 blendMode = SDL_TEXTUREBLENDMODE_BLEND; |
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177 consumed = 2; |
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178 } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { |
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179 blendMode = SDL_TEXTUREBLENDMODE_ADD; |
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180 consumed = 2; |
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181 } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { |
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182 blendMode = SDL_TEXTUREBLENDMODE_MOD; |
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183 consumed = 2; |
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184 } |
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185 } |
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186 } else if (SDL_strcasecmp(argv[i], "--scale") == 0) { |
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187 if (argv[i + 1]) { |
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188 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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189 scaleMode = SDL_TEXTURESCALEMODE_NONE; |
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190 consumed = 2; |
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191 } else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) { |
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192 scaleMode = SDL_TEXTURESCALEMODE_FAST; |
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193 consumed = 2; |
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194 } else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) { |
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195 scaleMode = SDL_TEXTURESCALEMODE_SLOW; |
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196 consumed = 2; |
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197 } else if (SDL_strcasecmp(argv[i + 1], "best") == 0) { |
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198 scaleMode = SDL_TEXTURESCALEMODE_BEST; |
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199 consumed = 2; |
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200 } |
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|
201 } |
1985
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Added source color and alpha modulation support.
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202 } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) { |
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203 cycle_color = SDL_TRUE; |
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204 consumed = 1; |
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205 } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { |
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206 cycle_alpha = SDL_TRUE; |
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207 consumed = 1; |
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208 } else if (SDL_isdigit(*argv[i])) { |
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209 num_sprites = SDL_atoi(argv[i]); |
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210 consumed = 1; |
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211 } |
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212 } |
1914
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213 if (consumed < 0) { |
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214 fprintf(stderr, |
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215 "Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best] [--cyclecolor] [--cyclealpha]\n", |
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216 argv[0], CommonUsage(state)); |
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217 quit(1); |
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218 } |
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219 i += consumed; |
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220 } |
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221 if (!CommonInit(state)) { |
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222 quit(2); |
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223 } |
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224 |
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225 /* Create the windows, initialize the renderers, and load the textures */ |
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226 sprites = |
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227 (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites)); |
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228 if (!sprites) { |
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229 fprintf(stderr, "Out of memory!\n"); |
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230 quit(2); |
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231 } |
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232 for (i = 0; i < state->num_windows; ++i) { |
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|
233 SDL_SelectRenderer(state->windows[i]); |
1985
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234 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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235 } |
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236 if (LoadSprite("icon.bmp") < 0) { |
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237 quit(2); |
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238 } |
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239 |
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240 /* Allocate memory for the sprite info */ |
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241 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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242 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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243 if (!positions || !velocities) { |
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244 fprintf(stderr, "Out of memory!\n"); |
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245 quit(2); |
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246 } |
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247 srand(time(NULL)); |
1965
a788656ca29a
SDL constants are all uppercase.
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248 if (scaleMode != SDL_TEXTURESCALEMODE_NONE) { |
1917
3f54b3ec5a07
Implemented scaling in the D3D renderer
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249 sprite_w += sprite_w / 2; |
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250 sprite_h += sprite_h / 2; |
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251 } |
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252 for (i = 0; i < num_sprites; ++i) { |
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253 positions[i].x = rand() % (state->window_w - sprite_w); |
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254 positions[i].y = rand() % (state->window_h - sprite_h); |
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255 positions[i].w = sprite_w; |
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256 positions[i].h = sprite_h; |
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257 velocities[i].x = 0; |
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258 velocities[i].y = 0; |
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259 while (!velocities[i].x && !velocities[i].y) { |
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260 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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261 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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262 } |
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263 } |
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264 |
1915
a228436a2404
Implemented multi-window OpenGL program with test framework.
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265 /* Main render loop */ |
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266 frames = 0; |
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267 then = SDL_GetTicks(); |
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268 done = 0; |
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269 while (!done) { |
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270 /* Check for events */ |
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271 ++frames; |
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272 while (SDL_PollEvent(&event)) { |
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273 CommonEvent(state, &event, &done); |
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274 switch (event.type) { |
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275 case SDL_WINDOWEVENT: |
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276 switch (event.window.event) { |
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277 case SDL_WINDOWEVENT_EXPOSED: |
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278 SDL_SelectRenderer(event.window.windowID); |
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279 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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280 break; |
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281 } |
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282 break; |
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283 default: |
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284 break; |
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285 } |
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286 } |
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287 for (i = 0; i < state->num_windows; ++i) { |
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288 MoveSprites(state->windows[i], sprites[i]); |
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289 } |
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290 } |
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291 |
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292 /* Print out some timing information */ |
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293 now = SDL_GetTicks(); |
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294 if (now > then) { |
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295 printf("%2.2f frames per second\n", |
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296 ((double) frames * 1000) / (now - then)); |
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297 } |
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298 quit(0); |
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299 } |
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300 |
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301 /* vi: set ts=4 sw=4 expandtab: */ |