Mercurial > sdl-ios-xcode
annotate test/testsprite2.c @ 3558:5f038ec1a1af
Added a test to check the read/write pixels API
author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 14 Dec 2009 06:35:59 +0000 |
parents | 0267b8b1595c |
children | 5543db4239e6 |
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_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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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, SDL_SRCCOLORKEY, *(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: |
3186 | 64 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, |
65 (*(Uint16 *) temp->pixels) & 0x00007FFF); | |
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66 break; |
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67 case 16: |
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68 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint16 *) temp->pixels); |
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69 break; |
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70 case 24: |
3186 | 71 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, |
72 (*(Uint32 *) temp->pixels) & 0x00FFFFFF); | |
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73 break; |
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74 case 32: |
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75 SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint32 *) temp->pixels); |
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76 break; |
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77 } |
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78 } |
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79 |
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80 /* Create textures from the image */ |
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81 for (i = 0; i < state->num_windows; ++i) { |
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82 SDL_SelectRenderer(state->windows[i]); |
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83 sprites[i] = SDL_CreateTextureFromSurface(0, temp); |
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84 if (!sprites[i]) { |
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85 SDL_SetColorKey(temp, 0, 0); |
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86 sprites[i] = SDL_CreateTextureFromSurface(0, temp); |
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87 } |
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88 if (!sprites[i]) { |
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89 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); |
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90 SDL_FreeSurface(temp); |
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91 return (-1); |
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92 } |
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93 SDL_SetTextureBlendMode(sprites[i], blendMode); |
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94 SDL_SetTextureScaleMode(sprites[i], scaleMode); |
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95 } |
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96 SDL_FreeSurface(temp); |
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97 |
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98 /* We're ready to roll. :) */ |
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99 return (0); |
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100 } |
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101 |
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102 void |
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103 MoveSprites(SDL_WindowID window, SDL_TextureID sprite) |
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104 { |
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105 int i, n; |
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106 int window_w, window_h; |
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107 SDL_Rect temp; |
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108 SDL_Rect *position, *velocity; |
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109 |
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110 SDL_SelectRenderer(window); |
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111 |
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112 /* Query the sizes */ |
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113 SDL_GetWindowSize(window, &window_w, &window_h); |
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114 |
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115 /* Cycle the color and alpha, if desired */ |
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116 if (cycle_color) { |
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117 current_color += cycle_direction; |
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118 if (current_color < 0) { |
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119 current_color = 0; |
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120 cycle_direction = -cycle_direction; |
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121 } |
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122 if (current_color > 255) { |
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123 current_color = 255; |
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124 cycle_direction = -cycle_direction; |
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125 } |
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126 SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color, |
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127 (Uint8) current_color); |
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128 } |
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129 if (cycle_alpha) { |
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130 current_alpha += cycle_direction; |
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131 if (current_alpha < 0) { |
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132 current_alpha = 0; |
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133 cycle_direction = -cycle_direction; |
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134 } |
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135 if (current_alpha > 255) { |
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136 current_alpha = 255; |
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137 cycle_direction = -cycle_direction; |
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138 } |
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139 SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha); |
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140 } |
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141 |
3264 | 142 /* Draw a gray background */ |
143 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); | |
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144 SDL_RenderRect(NULL); |
3264 | 145 |
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146 /* Test points */ |
3264 | 147 SDL_SetRenderDrawColor(0xFF, 0x00, 0x00, 0xFF); |
148 SDL_RenderPoint(0, 0); | |
149 SDL_RenderPoint(window_w-1, 0); | |
150 SDL_RenderPoint(0, window_h-1); | |
151 SDL_RenderPoint(window_w-1, window_h-1); | |
152 | |
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153 /* Test horizontal and vertical lines */ |
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154 SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF); |
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155 SDL_RenderLine(1, 0, window_w-2, 0); |
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156 SDL_RenderLine(1, window_h-1, window_w-2, window_h-1); |
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157 SDL_RenderLine(0, 1, 0, window_h-2); |
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158 SDL_RenderLine(window_w-1, 1, window_w-1, window_h-2); |
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159 |
3266 | 160 /* Test fill and copy */ |
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161 SDL_SetRenderDrawColor(0xFF, 0xFF, 0xFF, 0xFF); |
3266 | 162 temp.x = 1; |
163 temp.y = 1; | |
164 temp.w = sprite_w; | |
165 temp.h = sprite_h; | |
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166 SDL_RenderRect(&temp); |
3266 | 167 SDL_RenderCopy(sprite, NULL, &temp); |
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168 temp.x = window_w-sprite_w-1; |
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169 temp.y = 1; |
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170 temp.w = sprite_w; |
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171 temp.h = sprite_h; |
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172 SDL_RenderRect(&temp); |
3266 | 173 SDL_RenderCopy(sprite, NULL, &temp); |
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174 temp.x = 1; |
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175 temp.y = window_h-sprite_h-1; |
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176 temp.w = sprite_w; |
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177 temp.h = sprite_h; |
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178 SDL_RenderRect(&temp); |
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179 SDL_RenderCopy(sprite, NULL, &temp); |
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180 temp.x = window_w-sprite_w-1; |
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181 temp.y = window_h-sprite_h-1; |
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182 temp.w = sprite_w; |
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183 temp.h = sprite_h; |
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184 SDL_RenderRect(&temp); |
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185 SDL_RenderCopy(sprite, NULL, &temp); |
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186 |
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187 /* Test diagonal lines */ |
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188 SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF); |
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189 SDL_RenderLine(sprite_w, sprite_h, |
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190 window_w-sprite_w-2, window_h-sprite_h-2); |
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191 SDL_RenderLine(window_w-sprite_w-2, sprite_h, |
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192 sprite_w, window_h-sprite_h-2); |
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193 |
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194 /* Move the sprite, bounce at the wall, and draw */ |
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195 n = 0; |
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196 for (i = 0; i < num_sprites; ++i) { |
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197 position = &positions[i]; |
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198 velocity = &velocities[i]; |
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199 position->x += velocity->x; |
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200 if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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201 velocity->x = -velocity->x; |
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202 position->x += velocity->x; |
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203 } |
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204 position->y += velocity->y; |
2834 | 205 if ((position->y < 0) || (position->y >= (window_h - sprite_h))) { |
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206 velocity->y = -velocity->y; |
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207 position->y += velocity->y; |
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208 } |
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209 |
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210 /* Blit the sprite onto the screen */ |
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211 SDL_RenderCopy(sprite, NULL, position); |
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212 } |
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213 |
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214 /* Update the screen! */ |
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215 SDL_RenderPresent(); |
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216 } |
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217 |
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218 int |
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219 main(int argc, char *argv[]) |
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220 { |
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221 int i, done; |
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222 SDL_Event event; |
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223 Uint32 then, now, frames; |
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224 |
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225 /* Initialize parameters */ |
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226 num_sprites = NUM_SPRITES; |
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227 |
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228 /* Initialize test framework */ |
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229 state = CommonCreateState(argv, SDL_INIT_VIDEO); |
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230 if (!state) { |
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231 return 1; |
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232 } |
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233 for (i = 1; i < argc;) { |
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234 int consumed; |
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235 |
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236 consumed = CommonArg(state, i); |
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237 if (consumed == 0) { |
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238 consumed = -1; |
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239 if (SDL_strcasecmp(argv[i], "--blend") == 0) { |
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240 if (argv[i + 1]) { |
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241 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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242 blendMode = SDL_BLENDMODE_NONE; |
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243 consumed = 2; |
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244 } else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) { |
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245 blendMode = SDL_BLENDMODE_MASK; |
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246 consumed = 2; |
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247 } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { |
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248 blendMode = SDL_BLENDMODE_BLEND; |
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249 consumed = 2; |
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250 } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { |
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251 blendMode = SDL_BLENDMODE_ADD; |
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252 consumed = 2; |
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253 } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { |
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254 blendMode = SDL_BLENDMODE_MOD; |
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255 consumed = 2; |
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256 } |
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257 } |
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258 } else if (SDL_strcasecmp(argv[i], "--scale") == 0) { |
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259 if (argv[i + 1]) { |
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260 if (SDL_strcasecmp(argv[i + 1], "none") == 0) { |
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261 scaleMode = SDL_TEXTURESCALEMODE_NONE; |
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262 consumed = 2; |
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263 } else if (SDL_strcasecmp(argv[i + 1], "fast") == 0) { |
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264 scaleMode = SDL_TEXTURESCALEMODE_FAST; |
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265 consumed = 2; |
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266 } else if (SDL_strcasecmp(argv[i + 1], "slow") == 0) { |
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267 scaleMode = SDL_TEXTURESCALEMODE_SLOW; |
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268 consumed = 2; |
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269 } else if (SDL_strcasecmp(argv[i + 1], "best") == 0) { |
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270 scaleMode = SDL_TEXTURESCALEMODE_BEST; |
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271 consumed = 2; |
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272 } |
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273 } |
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274 } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) { |
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275 cycle_color = SDL_TRUE; |
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276 consumed = 1; |
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277 } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { |
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278 cycle_alpha = SDL_TRUE; |
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279 consumed = 1; |
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280 } else if (SDL_isdigit(*argv[i])) { |
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281 num_sprites = SDL_atoi(argv[i]); |
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282 consumed = 1; |
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283 } |
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284 } |
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285 if (consumed < 0) { |
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286 fprintf(stderr, |
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287 "Usage: %s %s [--blend none|mask|blend|add|mod] [--scale none|fast|slow|best] [--cyclecolor] [--cyclealpha]\n", |
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288 argv[0], CommonUsage(state)); |
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289 quit(1); |
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290 } |
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291 i += consumed; |
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292 } |
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293 if (!CommonInit(state)) { |
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294 quit(2); |
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295 } |
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296 |
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297 /* Create the windows, initialize the renderers, and load the textures */ |
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298 sprites = |
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299 (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites)); |
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300 if (!sprites) { |
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301 fprintf(stderr, "Out of memory!\n"); |
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302 quit(2); |
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303 } |
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304 for (i = 0; i < state->num_windows; ++i) { |
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305 SDL_SelectRenderer(state->windows[i]); |
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306 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); |
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307 SDL_RenderRect(NULL); |
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308 } |
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309 if (LoadSprite("icon.bmp") < 0) { |
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310 quit(2); |
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311 } |
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312 |
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313 /* Allocate memory for the sprite info */ |
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314 positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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315 velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); |
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316 if (!positions || !velocities) { |
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317 fprintf(stderr, "Out of memory!\n"); |
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318 quit(2); |
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319 } |
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320 srand(time(NULL)); |
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321 if (scaleMode != SDL_TEXTURESCALEMODE_NONE) { |
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322 sprite_w += sprite_w / 2; |
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323 sprite_h += sprite_h / 2; |
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324 } |
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325 for (i = 0; i < num_sprites; ++i) { |
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326 positions[i].x = rand() % (state->window_w - sprite_w); |
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327 positions[i].y = rand() % (state->window_h - sprite_h); |
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328 positions[i].w = sprite_w; |
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329 positions[i].h = sprite_h; |
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330 velocities[i].x = 0; |
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331 velocities[i].y = 0; |
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332 while (!velocities[i].x && !velocities[i].y) { |
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333 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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334 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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335 } |
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336 } |
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337 |
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338 /* Main render loop */ |
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339 frames = 0; |
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340 then = SDL_GetTicks(); |
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341 done = 0; |
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342 while (!done) { |
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343 /* Check for events */ |
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344 ++frames; |
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345 while (SDL_PollEvent(&event)) { |
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346 CommonEvent(state, &event, &done); |
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347 switch (event.type) { |
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348 case SDL_WINDOWEVENT: |
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349 switch (event.window.event) { |
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350 case SDL_WINDOWEVENT_EXPOSED: |
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351 SDL_SelectRenderer(event.window.windowID); |
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352 SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); |
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353 SDL_RenderRect(NULL); |
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354 break; |
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355 } |
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356 break; |
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357 default: |
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358 break; |
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359 } |
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360 } |
1914
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Added a test program framework for easy initialization.
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361 for (i = 0; i < state->num_windows; ++i) { |
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362 MoveSprites(state->windows[i], sprites[i]); |
1895
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363 } |
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364 } |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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365 |
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366 /* Print out some timing information */ |
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367 now = SDL_GetTicks(); |
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368 if (now > then) { |
2786 | 369 double fps = ((double) frames * 1000) / (now - then); |
2783
e33ad7ebb7eb
Fixed Direct3D rendering
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370 printf("%2.2f frames per second\n", fps); |
1895
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371 } |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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372 quit(0); |
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373 } |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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374 |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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375 /* vi: set ts=4 sw=4 expandtab: */ |