Mercurial > sdl-ios-xcode
annotate test/nds-test-progs/sprite/source/testsprite.c @ 5067:61d53410eb41
Fixed bug #859
CREATE_SUBDIRS helps a lot if browsing HTML documentation in a file browser.
ALWAYS_DETAILED_SEC makes sure everything has at least the automatic
documentation like function prototype and source references.
STRIP_FROM_PATH allows you to include only the relevant portions of the files'
paths, cleaning up both the file list and directory tree, though you need to
change the path listed here to match wherever you put SDL.
ALIASES avoids some warnings generated by
C:\source\svn.libsdl.org\trunk\SDL\src\joystick\darwin\10.3.9-FIX\IOHIDLib.h.
It seems Apple uses a few commands which are not normally supported by Doxygen.
BUILTIN_STL_SUPPORT adds support for parsing code which makes use of the
standard template library. There isn't a lot of C++ in SDL (some in bwindow at
least), but this still seems like a good idea.
TYPEDEF_HIDES_STRUCT means that for code like this:
typedef struct A {int B;} C;
C is documented as a structure containing B instead of a typedef mapped to A.
EXTRACT_ALL, EXTRACT_PRIVATE, EXTRACT_STATIC, EXTRACT_LOCAL_METHODS,
EXTRACT_ANON_NSPACES and INTERNAL_DOCS make sure that _everything_ is
documented.
CASE_SENSE_NAMES = NO avoids potential conflicts when building documentation on
case insensitive file systems like NTFS and FAT32.
WARN_NO_PARAMDOC lets you know when you have documented some, but not all, of
the parameters of a function. This is useful when you're working on adding
such documentation since it makes partially documented functions easier to
spot.
WARN_LOGFILE writes warnings to a seperate file instead of mixing them in with
stdout. When not running in quiet mode, these warnings can be hard to spot
without this flag.
I added *.h.in and *.h.default to FILE_PATTERNS to generate documentation for
config.h.in and config.h.default.
RECURSIVE tells doxygen to look not only in the input directory, but also in
subfolders.
EXCLUDE avoids documenting things like test programs, examples and templates
which need to be documented separately.
I've used EXCLUDE_PATTERNS to exclude non-source subdirectories that often find
their way into source folders (such as obj or .svn).
EXAMPLE_PATH lists directories doxygen will search to find included example
code. So far, SDL doesn't really use this feature, but I've listed some likely
locations.
SOURCE_BROWSER adds syntax highlighted source code to the HTML output.
USE_HTAGS is nice, but not available on Windows.
INLINE_SOURCES adds the body of a function to it's documentation so you can
quickly see exactly what it does.
ALPHABETICAL_INDEX generates an alphabetical list of all structures, functions,
etc., which makes it much easier to find what you're looking for.
IGNORE_PREFIX skips the SDL_ prefix when deciding which index page to place an
item on so you don't have everything show up under "S".
HTML_DYNAMIC_SECTIONS hides the includes/included by diagrams by default and
adds JavaScript to allow the user to show and hide them by clicking a link.
ENUM_VALUES_PER_LINE = 1 makes enums easier to read by placing each value on
it's own line.
GENERATE_TREEVIEW produces a two frame index page with a navigation tree on the
left.
I have LaTeX and man pages turned off to speed up doxygen, you may want to turn
them back on yourself.
I added _WIN32=1 to PREDEFINED to cause SDL to output documentation related to
Win32 builds of SDL. Normally, doxygen gets confused since there are multiple
definitions for various structures and formats that vary by platform. Without
this doxygen can produce broken documentation or, if you're lucky, output
documentation only for the dummy drivers, which isn't very useful. You need to
pick a platform.
GENERATE_TAGFILE produces a file which can be used to link other doxygen
documentation to the SDL documentation.
CLASS_DIAGRAMS turns on class diagrams even when dot is not available.
HAVE_DOT tells doxygen to try to use dot to generate diagrams.
TEMPLATE_RELATIONS and INCLUDE_GRAPH add additional diagrams to the
documentation.
DOT_MULTI_TARGETS speeds up dot.
OUTPUT_DIRECTORY, INPUT and other paths reflect the fact that this Doxyfile is
intended to process src as well as include and is being run from a separate
subdirectory. Doxygen produces several temporary files while it's running and
if interrupted, can leave those files behind. It's easier to clean up if there
aren't a hundred or so files in the same folder. I typically run doxygen in
SDL/doxy and set the output directory to '.'. Since doxygen puts it's output
in subfolders by type, this keeps things pretty well organised. You could use
'../doc' instead and get the same results.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 21 Jan 2011 12:57:01 -0800 |
parents | 204be4fc2726 |
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rev | line source |
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2735
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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 #include <math.h> |
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7 #include <fat.h> |
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8 #include <SDL/SDL.h> |
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9 |
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10 #define NUM_SPRITES 10 |
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11 #define MAX_SPEED 1 |
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12 |
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13 SDL_Surface *sprite; |
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14 int numsprites; |
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15 SDL_Rect *sprite_rects; |
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16 SDL_Rect *positions; |
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17 SDL_Rect *velocities; |
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18 int sprites_visible; |
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19 int debug_flip; |
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20 Uint16 sprite_w, sprite_h; |
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21 |
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22 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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23 static void |
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24 quit(int rc) |
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25 { |
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26 SDL_Quit(); |
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27 exit(rc); |
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28 } |
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29 |
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30 int |
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31 LoadSprite(char *file) |
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32 { |
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33 SDL_Surface *temp; |
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34 |
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35 /* Load the sprite image */ |
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36 sprite = SDL_LoadBMP(file); |
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37 if (sprite == NULL) { |
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38 fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); |
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39 return (-1); |
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40 } |
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41 |
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42 /* Set transparent pixel as the pixel at (0,0) */ |
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43 if (sprite->format->palette) { |
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44 SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY | SDL_RLEACCEL), |
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45 *(Uint8 *) sprite->pixels); |
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46 } |
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47 |
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48 /* Convert sprite to video format */ |
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49 temp = SDL_DisplayFormat(sprite); |
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50 SDL_FreeSurface(sprite); |
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51 if (temp == NULL) { |
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52 fprintf(stderr, "Couldn't convert background: %s\n", SDL_GetError()); |
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53 return (-1); |
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54 } |
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55 sprite = temp; |
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56 |
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57 /* We're ready to roll. :) */ |
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58 return (0); |
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59 } |
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60 |
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61 void |
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62 MoveSprites(SDL_Surface * screen, Uint32 background) |
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63 { |
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64 int i, nupdates; |
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65 SDL_Rect area, *position, *velocity; |
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66 |
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67 nupdates = 0; |
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68 /* Erase all the sprites if necessary */ |
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69 if (sprites_visible) { |
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70 SDL_FillRect(screen, NULL, background); |
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71 } |
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72 |
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73 /* Move the sprite, bounce at the wall, and draw */ |
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74 for (i = 0; i < numsprites; ++i) { |
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75 position = &positions[i]; |
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76 velocity = &velocities[i]; |
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77 position->x += velocity->x; |
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78 if ((position->x < 0) || (position->x >= (screen->w - sprite_w))) { |
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79 velocity->x = -velocity->x; |
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80 position->x += velocity->x; |
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81 } |
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82 position->y += velocity->y; |
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83 if ((position->y < 0) || (position->y >= (screen->h - sprite_w))) { |
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84 velocity->y = -velocity->y; |
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85 position->y += velocity->y; |
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86 } |
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87 |
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88 /* Blit the sprite onto the screen */ |
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89 area = *position; |
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90 SDL_BlitSurface(sprite, NULL, screen, &area); |
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91 sprite_rects[nupdates++] = area; |
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92 } |
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93 |
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94 if (debug_flip) { |
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95 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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96 static int t = 0; |
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97 |
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98 Uint32 color = SDL_MapRGB(screen->format, 255, 0, 0); |
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99 SDL_Rect r; |
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100 r.x = t; |
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101 /* (sin((float) t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w - 20); */ |
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102 r.y = 0; |
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103 r.w = 20; |
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104 r.h = screen->h; |
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105 |
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106 SDL_FillRect(screen, &r, color); |
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107 t += 2; |
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108 } |
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109 } |
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110 |
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111 /* Update the screen! */ |
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112 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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113 SDL_Flip(screen); |
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114 } else { |
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115 SDL_UpdateRects(screen, nupdates, sprite_rects); |
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116 } |
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117 sprites_visible = 1; |
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118 } |
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119 |
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120 /* This is a way of telling whether or not to use hardware surfaces */ |
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121 Uint32 |
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122 FastestFlags(Uint32 flags, int width, int height, int bpp) |
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123 { |
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124 const SDL_VideoInfo *info; |
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125 |
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126 /* Hardware acceleration is only used in fullscreen mode */ |
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127 flags |= SDL_FULLSCREEN; |
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128 |
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129 /* Check for various video capabilities */ |
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130 info = SDL_GetVideoInfo(); |
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131 if (info->blit_hw_CC && info->blit_fill) { |
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132 /* We use accelerated colorkeying and color filling */ |
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133 flags |= SDL_HWSURFACE; |
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134 } |
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135 /* If we have enough video memory, and will use accelerated |
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136 blits directly to it, then use page flipping. |
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137 */ |
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138 if ((flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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139 /* Direct hardware blitting without double-buffering |
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140 causes really bad flickering. |
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141 */ |
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142 if (info->video_mem * 1024 > (height * width * bpp / 8)) { |
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143 flags |= SDL_DOUBLEBUF; |
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144 } else { |
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145 flags &= ~SDL_HWSURFACE; |
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146 } |
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147 } |
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148 |
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149 /* Return the flags */ |
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150 return (flags); |
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151 } |
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152 |
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153 int |
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154 main(int argc, char *argv[]) |
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155 { |
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156 SDL_Surface *screen; |
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157 Uint8 *mem; |
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158 int width, height; |
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159 Uint8 video_bpp; |
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160 Uint32 videoflags; |
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161 Uint32 background; |
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162 int i, done; |
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163 SDL_Event event; |
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164 Uint32 then, now, frames; |
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165 |
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166 consoleDemoInit(); |
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167 puts("Hello world! Initializing FAT..."); |
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168 fatInitDefault(); |
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169 /* Initialize SDL */ |
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170 if (SDL_Init(SDL_INIT_VIDEO) < 0) { |
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171 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
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172 return (1); |
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173 } |
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174 puts("* initialized SDL"); |
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175 |
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176 numsprites = NUM_SPRITES; |
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177 videoflags = SDL_SWSURFACE /*| SDL_ANYFORMAT */ ; |
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178 width = 256; |
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179 height = 192; |
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180 video_bpp = 15; |
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181 debug_flip = 0; |
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182 while (argc > 1) { |
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183 --argc; |
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184 if (strcmp(argv[argc - 1], "-width") == 0) { |
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185 width = atoi(argv[argc]); |
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186 --argc; |
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187 } else if (strcmp(argv[argc - 1], "-height") == 0) { |
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188 height = atoi(argv[argc]); |
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189 --argc; |
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190 } else if (strcmp(argv[argc - 1], "-bpp") == 0) { |
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191 video_bpp = atoi(argv[argc]); |
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192 videoflags &= ~SDL_ANYFORMAT; |
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193 --argc; |
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194 } else if (strcmp(argv[argc], "-fast") == 0) { |
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195 videoflags = FastestFlags(videoflags, width, height, video_bpp); |
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196 } else if (strcmp(argv[argc], "-hw") == 0) { |
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197 videoflags ^= SDL_HWSURFACE; |
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198 } else if (strcmp(argv[argc], "-flip") == 0) { |
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199 videoflags ^= SDL_DOUBLEBUF; |
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200 } else if (strcmp(argv[argc], "-debugflip") == 0) { |
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201 debug_flip ^= 1; |
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202 } else if (strcmp(argv[argc], "-fullscreen") == 0) { |
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203 videoflags ^= SDL_FULLSCREEN; |
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204 } else if (isdigit(argv[argc][0])) { |
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205 numsprites = atoi(argv[argc]); |
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206 } else { |
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207 fprintf(stderr, |
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208 "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n", |
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209 argv[0]); |
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210 quit(1); |
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211 } |
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212 } |
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213 |
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214 /* Set video mode */ |
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215 screen = SDL_SetVideoMode(width, height, video_bpp, videoflags); |
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216 if (!screen) { |
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217 fprintf(stderr, "Couldn't set %dx%d video mode: %s\n", |
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218 width, height, SDL_GetError()); |
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219 quit(2); |
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220 } |
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221 screen->flags &= ~SDL_PREALLOC; |
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222 puts("* set video mode"); |
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223 |
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224 /* Load the sprite */ |
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225 if (LoadSprite("icon.bmp") < 0) { |
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226 quit(1); |
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227 } |
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228 puts("* loaded sprite"); |
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229 |
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230 /* Allocate memory for the sprite info */ |
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231 mem = (Uint8 *) malloc(4 * sizeof(SDL_Rect) * numsprites); |
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232 if (mem == NULL) { |
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233 SDL_FreeSurface(sprite); |
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234 fprintf(stderr, "Out of memory!\n"); |
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235 quit(2); |
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236 } |
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237 sprite_rects = (SDL_Rect *) mem; |
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238 positions = sprite_rects; |
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239 sprite_rects += numsprites; |
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240 velocities = sprite_rects; |
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241 sprite_rects += numsprites; |
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242 sprite_w = sprite->w; |
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243 sprite_h = sprite->h; |
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244 srand(time(NULL)); |
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245 for (i = 0; i < numsprites; ++i) { |
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246 positions[i].x = rand() % (screen->w - sprite_w); |
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247 positions[i].y = rand() % (screen->h - sprite_h); |
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248 positions[i].w = sprite->w; |
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249 positions[i].h = sprite->h; |
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250 velocities[i].x = 0; |
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251 velocities[i].y = 0; |
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252 while (!velocities[i].x && !velocities[i].y) { |
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253 velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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254 velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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255 } |
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256 } |
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257 background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00); |
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258 |
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259 /* Print out information about our surfaces */ |
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260 printf("Screen is at %d bits per pixel\n", screen->format->BitsPerPixel); |
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261 if ((screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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262 printf("Screen is in video memory\n"); |
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263 } else { |
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264 printf("Screen is in system memory\n"); |
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265 } |
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266 if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { |
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267 printf("Screen has double-buffering enabled\n"); |
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268 } |
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269 if ((sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { |
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270 printf("Sprite is in video memory\n"); |
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271 } else { |
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272 printf("Sprite is in system memory\n"); |
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273 } |
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274 /* Run a sample blit to trigger blit acceleration */ |
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275 { |
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276 SDL_Rect dst; |
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277 dst.x = 0; |
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278 dst.y = 0; |
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279 dst.w = sprite->w; |
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280 dst.h = sprite->h; |
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281 SDL_BlitSurface(sprite, NULL, screen, &dst); |
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282 SDL_FillRect(screen, &dst, background); |
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283 } |
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284 if ((sprite->flags & SDL_HWACCEL) == SDL_HWACCEL) { |
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285 printf("Sprite blit uses hardware acceleration\n"); |
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286 } |
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287 if ((sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL) { |
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288 printf("Sprite blit uses RLE acceleration\n"); |
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289 } |
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290 |
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291 /* Loop, blitting sprites and waiting for a keystroke */ |
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292 frames = 0; |
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293 then = SDL_GetTicks(); |
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294 done = 0; |
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295 sprites_visible = 0; |
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296 puts("hello!"); |
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297 while (!done) { |
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298 /* Check for events */ |
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299 ++frames; |
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300 printf("."); |
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301 swiWaitForVBlank(); |
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302 MoveSprites(screen, background); |
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303 } |
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304 puts("goodbye!"); |
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305 SDL_FreeSurface(sprite); |
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306 free(mem); |
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307 |
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308 /* Print out some timing information */ |
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309 now = SDL_GetTicks(); |
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310 if (now > then) { |
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311 printf("%2.2f frames per second\n", |
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312 ((double) frames * 1000) / (now - then)); |
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313 } |
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314 SDL_Quit(); |
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315 return (0); |
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316 } |