Mercurial > sdl-ios-xcode
annotate test/testsprite2.c @ 4801:506a9165491b
Added #define's for error codes returned from SDL shaped-window API.
author | Eli Gottlieb <eligottlieb@gmail.com> |
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date | Sun, 18 Jul 2010 22:24:52 -0400 |
parents | 64ce267332c6 |
children | dc26c37ad70e |
rev | line source |
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1895
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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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Streamlined the API a bit and optimized the software renderer.
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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_Texture **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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Date: Fri, 19 Dec 2008 20:17:35 +0100
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23 static SDL_BlendMode blendMode = SDL_BLENDMODE_MASK; |
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SDL constants are all uppercase.
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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, 1, *(Uint8 *) temp->pixels); |
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61 } else { |
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62 switch (temp->format->BitsPerPixel) { |
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63 case 15: |
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64 SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF); |
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65 break; |
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66 case 16: |
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67 SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels); |
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68 break; |
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69 case 24: |
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70 SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF); |
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71 break; |
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72 case 32: |
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73 SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels); |
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74 break; |
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75 } |
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76 } |
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77 |
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78 /* Create textures from the image */ |
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79 for (i = 0; i < state->num_windows; ++i) { |
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80 SDL_SelectRenderer(state->windows[i]); |
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81 sprites[i] = SDL_CreateTextureFromSurface(0, temp); |
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82 if (!sprites[i]) { |
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83 SDL_SetColorKey(temp, 0, 0); |
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84 sprites[i] = SDL_CreateTextureFromSurface(0, temp); |
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85 } |
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86 if (!sprites[i]) { |
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87 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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88 SDL_FreeSurface(temp); |
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89 return (-1); |
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90 } |
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91 SDL_SetTextureBlendMode(sprites[i], blendMode); |
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92 SDL_SetTextureScaleMode(sprites[i], scaleMode); |
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93 } |
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94 SDL_FreeSurface(temp); |
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95 |
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96 /* We're ready to roll. :) */ |
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97 return (0); |
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98 } |
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99 |
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100 void |
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101 MoveSprites(SDL_Window * window, SDL_Texture * sprite) |
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102 { |
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103 int i, n; |
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104 int window_w, window_h; |
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105 SDL_Rect temp; |
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106 SDL_Rect *position, *velocity; |
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107 |
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108 SDL_SelectRenderer(window); |
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109 |
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110 /* Query the sizes */ |
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111 SDL_GetWindowSize(window, &window_w, &window_h); |
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112 |
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113 /* Cycle the color and alpha, if desired */ |
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114 if (cycle_color) { |
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115 current_color += cycle_direction; |
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116 if (current_color < 0) { |
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117 current_color = 0; |
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118 cycle_direction = -cycle_direction; |
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119 } |
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120 if (current_color > 255) { |
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121 current_color = 255; |
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122 cycle_direction = -cycle_direction; |
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123 } |
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124 SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color, |
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125 (Uint8) current_color); |
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126 } |
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127 if (cycle_alpha) { |
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128 current_alpha += cycle_direction; |
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129 if (current_alpha < 0) { |
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130 current_alpha = 0; |
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131 cycle_direction = -cycle_direction; |
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132 } |
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133 if (current_alpha > 255) { |
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134 current_alpha = 255; |
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135 cycle_direction = -cycle_direction; |
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136 } |
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137 SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha); |
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138 } |
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139 |
3264 | 140 /* Draw a gray background */ |
141 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); | |
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142 SDL_RenderClear(); |
3264 | 143 |
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144 /* Test points */ |
3264 | 145 SDL_SetRenderDrawColor(0xFF, 0x00, 0x00, 0xFF); |
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146 SDL_RenderDrawPoint(0, 0); |
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147 SDL_RenderDrawPoint(window_w-1, 0); |
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148 SDL_RenderDrawPoint(0, window_h-1); |
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149 SDL_RenderDrawPoint(window_w-1, window_h-1); |
3264 | 150 |
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151 /* Test horizontal and vertical lines */ |
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152 SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF); |
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153 SDL_RenderDrawLine(1, 0, window_w-2, 0); |
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154 SDL_RenderDrawLine(1, window_h-1, window_w-2, window_h-1); |
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155 SDL_RenderDrawLine(0, 1, 0, window_h-2); |
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156 SDL_RenderDrawLine(window_w-1, 1, window_w-1, window_h-2); |
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157 |
3266 | 158 /* Test fill and copy */ |
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159 SDL_SetRenderDrawColor(0xFF, 0xFF, 0xFF, 0xFF); |
3266 | 160 temp.x = 1; |
161 temp.y = 1; | |
162 temp.w = sprite_w; | |
163 temp.h = sprite_h; | |
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164 SDL_RenderFillRect(&temp); |
3266 | 165 SDL_RenderCopy(sprite, NULL, &temp); |
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166 temp.x = window_w-sprite_w-1; |
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167 temp.y = 1; |
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168 temp.w = sprite_w; |
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169 temp.h = sprite_h; |
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170 SDL_RenderFillRect(&temp); |
3266 | 171 SDL_RenderCopy(sprite, NULL, &temp); |
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172 temp.x = 1; |
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173 temp.y = window_h-sprite_h-1; |
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174 temp.w = sprite_w; |
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175 temp.h = sprite_h; |
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176 SDL_RenderFillRect(&temp); |
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177 SDL_RenderCopy(sprite, NULL, &temp); |
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178 temp.x = window_w-sprite_w-1; |
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179 temp.y = window_h-sprite_h-1; |
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180 temp.w = sprite_w; |
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181 temp.h = sprite_h; |
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182 SDL_RenderFillRect(&temp); |
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183 SDL_RenderCopy(sprite, NULL, &temp); |
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184 |
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185 /* Test diagonal lines */ |
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186 SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF); |
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187 SDL_RenderDrawLine(sprite_w, sprite_h, |
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188 window_w-sprite_w-2, window_h-sprite_h-2); |
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189 SDL_RenderDrawLine(window_w-sprite_w-2, sprite_h, |
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190 sprite_w, window_h-sprite_h-2); |
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191 |
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192 /* Move the sprite, bounce at the wall, and draw */ |
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193 n = 0; |
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194 for (i = 0; i < num_sprites; ++i) { |
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195 position = &positions[i]; |
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196 velocity = &velocities[i]; |
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197 position->x += velocity->x; |
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198 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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199 velocity->x = -velocity->x; |
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200 position->x += velocity->x; |
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201 } |
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202 position->y += velocity->y; |
2834 | 203 if ((position->y < 0) || (position->y >= (window_h - sprite_h))) { |
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204 velocity->y = -velocity->y; |
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205 position->y += velocity->y; |
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206 } |
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207 |
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208 /* Blit the sprite onto the screen */ |
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209 SDL_RenderCopy(sprite, NULL, position); |
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210 } |
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211 |
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212 /* Update the screen! */ |
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213 SDL_RenderPresent(); |
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214 } |
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215 |
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216 int |
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217 main(int argc, char *argv[]) |
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218 { |
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219 int i, done; |
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220 SDL_Event event; |
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221 Uint32 then, now, frames; |
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222 |
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223 /* Initialize parameters */ |
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224 num_sprites = NUM_SPRITES; |
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225 |
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226 /* Initialize test framework */ |
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227 state = CommonCreateState(argv, SDL_INIT_VIDEO); |
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228 if (!state) { |
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229 return 1; |
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230 } |
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231 for (i = 1; i < argc;) { |
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232 int consumed; |
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233 |
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234 consumed = CommonArg(state, i); |
1915
a228436a2404
Implemented multi-window OpenGL program with test framework.
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235 if (consumed == 0) { |
1916
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236 consumed = -1; |
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237 if (SDL_strcasecmp(argv[i], "--blend") == 0) { |
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238 if (argv[i + 1]) { |
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239 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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240 blendMode = SDL_BLENDMODE_NONE; |
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241 consumed = 2; |
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242 } else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) { |
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243 blendMode = SDL_BLENDMODE_MASK; |
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244 consumed = 2; |
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245 } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { |
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246 blendMode = SDL_BLENDMODE_BLEND; |
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247 consumed = 2; |
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248 } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { |
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249 blendMode = SDL_BLENDMODE_ADD; |
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250 consumed = 2; |
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251 } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { |
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252 blendMode = SDL_BLENDMODE_MOD; |
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253 consumed = 2; |
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254 } |
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255 } |
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256 } else if (SDL_strcasecmp(argv[i], "--scale") == 0) { |
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257 if (argv[i + 1]) { |
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258 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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259 scaleMode = SDL_TEXTURESCALEMODE_NONE; |
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260 consumed = 2; |
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261 } else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) { |
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262 scaleMode = SDL_TEXTURESCALEMODE_FAST; |
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263 consumed = 2; |
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264 } else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) { |
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265 scaleMode = SDL_TEXTURESCALEMODE_SLOW; |
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266 consumed = 2; |
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267 } else if (SDL_strcasecmp(argv[i + 1], "best") == 0) { |
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268 scaleMode = SDL_TEXTURESCALEMODE_BEST; |
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269 consumed = 2; |
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270 } |
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271 } |
1985
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Added source color and alpha modulation support.
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272 } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) { |
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273 cycle_color = SDL_TRUE; |
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274 consumed = 1; |
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275 } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { |
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276 cycle_alpha = SDL_TRUE; |
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277 consumed = 1; |
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278 } else if (SDL_isdigit(*argv[i])) { |
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279 num_sprites = SDL_atoi(argv[i]); |
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280 consumed = 1; |
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281 } |
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282 } |
1914
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283 if (consumed < 0) { |
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284 fprintf(stderr, |
1985
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285 "Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best] [--cyclecolor] [--cyclealpha]\n", |
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286 argv[0], CommonUsage(state)); |
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287 quit(1); |
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288 } |
1914
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289 i += consumed; |
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290 } |
1914
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291 if (!CommonInit(state)) { |
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292 quit(2); |
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293 } |
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294 |
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295 /* Create the windows, initialize the renderers, and load the textures */ |
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296 sprites = |
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Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
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297 (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites)); |
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298 if (!sprites) { |
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299 fprintf(stderr, "Out of memory!\n"); |
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300 quit(2); |
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301 } |
1914
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|
302 for (i = 0; i < state->num_windows; ++i) { |
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303 SDL_SelectRenderer(state->windows[i]); |
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304 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); |
3596
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Added SDL_RenderClear() as a fast method of clearing the screen to the drawing color.
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|
305 SDL_RenderClear(); |
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306 } |
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307 if (LoadSprite("icon.bmp") < 0) { |
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|
308 quit(2); |
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309 } |
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310 |
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|
311 /* Allocate memory for the sprite info */ |
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312 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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313 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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314 if (!positions || !velocities) { |
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|
315 fprintf(stderr, "Out of memory!\n"); |
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|
316 quit(2); |
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|
317 } |
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|
318 srand(time(NULL)); |
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319 if (scaleMode != SDL_TEXTURESCALEMODE_NONE) { |
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Implemented scaling in the D3D renderer
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320 sprite_w += sprite_w / 2; |
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Implemented scaling in the D3D renderer
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|
321 sprite_h += sprite_h / 2; |
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Implemented scaling in the D3D renderer
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322 } |
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323 for (i = 0; i < num_sprites; ++i) { |
1914
051df511279c
Added a test program framework for easy initialization.
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|
324 positions[i].x = rand() % (state->window_w - sprite_w); |
051df511279c
Added a test program framework for easy initialization.
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|
325 positions[i].y = rand() % (state->window_h - sprite_h); |
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|
326 positions[i].w = sprite_w; |
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|
327 positions[i].h = sprite_h; |
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|
328 velocities[i].x = 0; |
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|
329 velocities[i].y = 0; |
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|
330 while (!velocities[i].x && !velocities[i].y) { |
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|
331 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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|
332 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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|
333 } |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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|
334 } |
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|
335 |
1915
a228436a2404
Implemented multi-window OpenGL program with test framework.
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|
336 /* Main render loop */ |
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337 frames = 0; |
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338 then = SDL_GetTicks(); |
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339 done = 0; |
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|
340 while (!done) { |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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|
341 /* Check for events */ |
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|
342 ++frames; |
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|
343 while (SDL_PollEvent(&event)) { |
1914
051df511279c
Added a test program framework for easy initialization.
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|
344 CommonEvent(state, &event, &done); |
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|
345 switch (event.type) { |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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|
346 case SDL_WINDOWEVENT: |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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347 switch (event.window.event) { |
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348 case SDL_WINDOWEVENT_EXPOSED: |
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Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
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349 SDL_SelectRenderer(SDL_GetWindowFromID(event.window.windowID)); |
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Date: Fri, 19 Dec 2008 20:17:35 +0100
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350 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); |
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Added SDL_RenderClear() as a fast method of clearing the screen to the drawing color.
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351 SDL_RenderClear(); |
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352 break; |
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353 } |
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354 break; |
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355 default: |
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356 break; |
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357 } |
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358 } |
1914
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Added a test program framework for easy initialization.
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359 for (i = 0; i < state->num_windows; ++i) { |
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360 MoveSprites(state->windows[i], sprites[i]); |
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361 } |
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362 } |
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363 |
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364 /* Print out some timing information */ |
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365 now = SDL_GetTicks(); |
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366 if (now > then) { |
2786 | 367 double fps = ((double) frames * 1000) / (now - then); |
2783
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Fixed Direct3D rendering
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368 printf("%2.2f frames per second\n", fps); |
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369 } |
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370 quit(0); |
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371 } |
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372 |
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373 /* vi: set ts=4 sw=4 expandtab: */ |