Mercurial > sdl-ios-xcode
annotate test/testsprite2.c @ 2766:5955b6550d7e
Fixed memory leak in raw mouse input processing.
Corrected the mouse button indices.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 12 Oct 2008 16:05:34 +0000 |
parents | 926294b2bb4e |
children | e33ad7ebb7eb |
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> |
1907
06c27a737b7a
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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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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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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SDL constants are all uppercase.
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23 static SDL_TextureBlendMode blendMode = SDL_TEXTUREBLENDMODE_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, 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] = SDL_CreateTextureFromSurface(0, temp); |
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67 if (!sprites[i]) { |
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68 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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69 SDL_FreeSurface(temp); |
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70 return (-1); |
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71 } |
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72 SDL_SetTextureBlendMode(sprites[i], blendMode); |
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73 SDL_SetTextureScaleMode(sprites[i], scaleMode); |
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74 } |
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75 SDL_FreeSurface(temp); |
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76 |
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77 /* We're ready to roll. :) */ |
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78 return (0); |
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79 } |
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80 |
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81 void |
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82 MoveSprites(SDL_WindowID window, SDL_TextureID sprite) |
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83 { |
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84 int i, n; |
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85 int window_w, window_h; |
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86 SDL_Rect area, *position, *velocity; |
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87 |
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88 SDL_SelectRenderer(window); |
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89 |
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90 /* Query the sizes */ |
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91 SDL_GetWindowSize(window, &window_w, &window_h); |
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92 |
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93 /* Cycle the color and alpha, if desired */ |
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94 if (cycle_color) { |
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95 current_color += cycle_direction; |
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96 if (current_color < 0) { |
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97 current_color = 0; |
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98 cycle_direction = -cycle_direction; |
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99 } |
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100 if (current_color > 255) { |
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101 current_color = 255; |
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102 cycle_direction = -cycle_direction; |
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103 } |
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104 SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color, |
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105 (Uint8) current_color); |
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106 } |
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107 if (cycle_alpha) { |
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108 current_alpha += cycle_direction; |
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109 if (current_alpha < 0) { |
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110 current_alpha = 0; |
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111 cycle_direction = -cycle_direction; |
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112 } |
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113 if (current_alpha > 255) { |
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114 current_alpha = 255; |
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115 cycle_direction = -cycle_direction; |
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116 } |
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117 SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha); |
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118 } |
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119 |
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120 /* Move the sprite, bounce at the wall, and draw */ |
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121 n = 0; |
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122 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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123 for (i = 0; i < num_sprites; ++i) { |
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124 position = &positions[i]; |
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125 velocity = &velocities[i]; |
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126 position->x += velocity->x; |
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127 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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128 velocity->x = -velocity->x; |
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129 position->x += velocity->x; |
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130 } |
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131 position->y += velocity->y; |
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132 if ((position->y < 0) || (position->y >= (window_h - sprite_w))) { |
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133 velocity->y = -velocity->y; |
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134 position->y += velocity->y; |
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135 } |
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136 |
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137 /* Blit the sprite onto the screen */ |
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138 SDL_RenderCopy(sprite, NULL, position); |
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139 } |
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140 |
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141 /* Update the screen! */ |
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142 SDL_RenderPresent(); |
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143 } |
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144 |
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145 int |
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146 main(int argc, char *argv[]) |
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147 { |
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148 int i, done; |
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149 SDL_Event event; |
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150 Uint32 then, now, frames; |
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151 |
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152 /* Initialize parameters */ |
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153 num_sprites = NUM_SPRITES; |
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154 |
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155 /* Initialize test framework */ |
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156 state = CommonCreateState(argv, SDL_INIT_VIDEO); |
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157 if (!state) { |
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158 return 1; |
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159 } |
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160 for (i = 1; i < argc;) { |
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161 int consumed; |
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162 |
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163 consumed = CommonArg(state, i); |
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164 if (consumed == 0) { |
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165 consumed = -1; |
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166 if (SDL_strcasecmp(argv[i], "--blend") == 0) { |
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167 if (argv[i + 1]) { |
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168 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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169 blendMode = SDL_TEXTUREBLENDMODE_NONE; |
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170 consumed = 2; |
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171 } else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) { |
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172 blendMode = SDL_TEXTUREBLENDMODE_MASK; |
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173 consumed = 2; |
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174 } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { |
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175 blendMode = SDL_TEXTUREBLENDMODE_BLEND; |
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176 consumed = 2; |
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177 } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { |
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178 blendMode = SDL_TEXTUREBLENDMODE_ADD; |
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179 consumed = 2; |
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180 } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { |
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181 blendMode = SDL_TEXTUREBLENDMODE_MOD; |
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182 consumed = 2; |
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183 } |
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184 } |
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185 } else if (SDL_strcasecmp(argv[i], "--scale") == 0) { |
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186 if (argv[i + 1]) { |
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187 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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188 scaleMode = SDL_TEXTURESCALEMODE_NONE; |
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189 consumed = 2; |
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190 } else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) { |
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191 scaleMode = SDL_TEXTURESCALEMODE_FAST; |
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192 consumed = 2; |
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193 } else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) { |
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194 scaleMode = SDL_TEXTURESCALEMODE_SLOW; |
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195 consumed = 2; |
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196 } else if (SDL_strcasecmp(argv[i + 1], "best") == 0) { |
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197 scaleMode = SDL_TEXTURESCALEMODE_BEST; |
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198 consumed = 2; |
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199 } |
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|
200 } |
1985
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Added source color and alpha modulation support.
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|
201 } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) { |
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202 cycle_color = SDL_TRUE; |
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203 consumed = 1; |
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204 } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { |
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205 cycle_alpha = SDL_TRUE; |
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206 consumed = 1; |
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207 } else if (SDL_isdigit(*argv[i])) { |
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208 num_sprites = SDL_atoi(argv[i]); |
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209 consumed = 1; |
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210 } |
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211 } |
1914
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|
212 if (consumed < 0) { |
1917
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213 fprintf(stderr, |
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|
214 "Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best] [--cyclecolor] [--cyclealpha]\n", |
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|
215 argv[0], CommonUsage(state)); |
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216 quit(1); |
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217 } |
1914
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|
218 i += consumed; |
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219 } |
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220 if (!CommonInit(state)) { |
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221 quit(2); |
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222 } |
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223 |
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|
224 /* Create the windows, initialize the renderers, and load the textures */ |
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225 sprites = |
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226 (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites)); |
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227 if (!sprites) { |
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228 fprintf(stderr, "Out of memory!\n"); |
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229 quit(2); |
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230 } |
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231 for (i = 0; i < state->num_windows; ++i) { |
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|
232 SDL_SelectRenderer(state->windows[i]); |
1985
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Added source color and alpha modulation support.
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233 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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234 } |
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235 if (LoadSprite("icon.bmp") < 0) { |
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236 quit(2); |
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237 } |
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238 |
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239 /* Allocate memory for the sprite info */ |
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240 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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241 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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242 if (!positions || !velocities) { |
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243 fprintf(stderr, "Out of memory!\n"); |
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244 quit(2); |
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245 } |
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246 srand(time(NULL)); |
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SDL constants are all uppercase.
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247 if (scaleMode != SDL_TEXTURESCALEMODE_NONE) { |
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248 sprite_w += sprite_w / 2; |
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249 sprite_h += sprite_h / 2; |
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250 } |
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251 for (i = 0; i < num_sprites; ++i) { |
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252 positions[i].x = rand() % (state->window_w - sprite_w); |
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253 positions[i].y = rand() % (state->window_h - sprite_h); |
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254 positions[i].w = sprite_w; |
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255 positions[i].h = sprite_h; |
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256 velocities[i].x = 0; |
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257 velocities[i].y = 0; |
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258 while (!velocities[i].x && !velocities[i].y) { |
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259 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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260 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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261 } |
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262 } |
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263 |
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a228436a2404
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264 /* Main render loop */ |
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265 frames = 0; |
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266 then = SDL_GetTicks(); |
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267 done = 0; |
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268 while (!done) { |
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269 /* Check for events */ |
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270 ++frames; |
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271 while (SDL_PollEvent(&event)) { |
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272 CommonEvent(state, &event, &done); |
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273 switch (event.type) { |
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274 case SDL_WINDOWEVENT: |
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275 switch (event.window.event) { |
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276 case SDL_WINDOWEVENT_EXPOSED: |
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277 SDL_SelectRenderer(event.window.windowID); |
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278 SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); |
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279 break; |
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280 } |
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281 break; |
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282 default: |
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283 break; |
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284 } |
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285 } |
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286 for (i = 0; i < state->num_windows; ++i) { |
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287 MoveSprites(state->windows[i], sprites[i]); |
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288 } |
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289 } |
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290 |
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291 /* Print out some timing information */ |
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292 now = SDL_GetTicks(); |
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293 if (now > then) { |
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294 printf("%2.2f frames per second\n", |
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295 ((double) frames * 1000) / (now - then)); |
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296 } |
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297 quit(0); |
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298 } |
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299 |
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300 /* vi: set ts=4 sw=4 expandtab: */ |